Program

The program and information processing device streamline the content synthesis process in games by automatically selecting and combining content groups, addressing the complexity of managing multiple content groups of the same type.

JP2025062020AInactive Publication Date: 2025-04-11SEGA CORP
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Patent Information

Application Number
JP2025015760
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-03
Publication Date
2025-04-11
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

In games where players acquire content such as characters and items, there is often a lack of benefits when owning multiple content groups of the same type, leading to cumbersome operations for selecting synthesis source and material contents for each group.

Method used

A program and information processing device that automatically extracts content groups of the same type, selects synthesis source and material contents, and combines material contents with the synthesis source content to simplify the synthesis process.

Benefits of technology

Enables players to synthesize each content group with a simple operation, even when multiple content groups of the same type are owned, reducing the complexity and effort required for content synthesis.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025062020000001_ABST
    Figure 2025062020000001_ABST
Patent Text Reader

Abstract

To compose content groups with a simple operation even when a plurality of content groups of the same type exist in the content possessed by a player.SOLUTION: A program makes a computer work as: controlling means 52 for making a player acquire content in accordance with a game execution instruction given by the player; extraction means 54 for extracting content groups of the same type from the content possessed by the player, in accordance with an instruction given by the player; selection means 56 for automatically selecting content to be composed and material content from the extracted content groups; and composition means 58 for collectively composing material content of the same type with content to be composed, for each content to be composed.SELECTED DRAWING: Figure 4
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Games have been known in the past that allow a player to acquire content such as characters or items based on the player's completion of a quest or a lottery game.

[0003] In this regard, Patent Document 1 discloses a technique for advantageously changing parameters set for owned content when a player acquires content of the same type as the owned content. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 5930111 Summary of the Invention [Problem to be solved by the invention]

[0005] In such games, there is often little advantage for players to own content groups (multiple contents) of the same type. For this reason, players often select source content and material content from the content group, combine the material content with the source content, and change the parameters of the source content to their advantage. Here, if the player owns multiple content groups of the same type, the player must select source content and material content for each content group, respectively, which causes a problem that the operation for combining is time-consuming.

[0006] The present invention has been made in consideration of such problems, and its object is to provide a program and an information processing device that can combine each content group with simple operations, even if the player owns multiple content groups of the same type. [Means for solving the problem]

[0007] In order to solve the above problems, a program according to a first aspect of the present invention causes a computer to function as: control means for allowing a player to acquire content in response to an instruction to play a game by the player; extraction means for extracting, in response to an instruction from the player, a group of content pieces of the same type from the content owned by the player; selection means for automatically selecting a source content and material content from each of the extracted content groups; and synthesis means for collectively synthesizing, for each source content, material content of the same type as the source content.

[0008] In addition, in a second aspect of the present invention, the combining means changes special parameters of the source content by combining the same type of content with the source content as material content, and the combining means does not change the special parameters of the source content even when it combines a different type of content with the source content as material content.

[0009] In addition, in a third aspect of the present invention, the selection means selects, from each of the extracted content groups, the content having the largest change in a usage parameter that changes depending on the player's use in the game as the source content.

[0010] In a fourth aspect of the present invention, the selection means selects, from each of the extracted content groups, a piece of content having the largest amount of change in the special parameter as the source content.

[0011] In addition, in a fifth aspect of the present invention, the extraction means does not extract content in which the amount of change in the special parameter has reached an upper limit.

[0012] In a sixth aspect of the present invention, the selection means selects, from each character group extracted by the extraction means, content having a rarity equal to or lower than a predetermined value as material content.

[0013] In a seventh aspect of the present invention, the selection means selects the material content in response to an operational instruction from the player specifying a rarity.

[0014] In an eighth aspect of the present invention, the selection means selects, from each of the extracted content groups, content that the player has acquired within a predetermined period from the present time as material content.

[0015] In addition, in a ninth aspect of the present invention, the control means registers each of the source contents as a source content for automatic synthesis, and when the player acquires content of the same type as the registered source content, the synthesis means automatically synthesizes the acquired content of the same type into the source content as material content.

[0016] In a tenth aspect of the present invention, the control means restricts execution of the game when the number of contents owned by the player is equal to or greater than a predetermined number.

[0017] In addition, an information processing device according to an eleventh aspect of the present invention comprises a control means for causing a player to acquire content in response to an instruction from the player to play a game, an extraction means for extracting a group of content of the same type from the content owned by the player in response to an instruction from the player, a selection means for automatically selecting a source content and material content from each of the extracted content groups, and a synthesis means for collectively synthesizing material content of the same type as the source content for each of the source content. Effect of the Invention

[0018] According to the present invention, even when a player owns multiple content groups of the same type, the content groups can be combined with a simple operation. [Brief description of the drawings]

[0019] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram showing an example of a functional configuration of a server device. [Diagram 5] 5 is a flowchart showing an example of the flow of processes performed by each functional unit shown in FIG. 4 in the game system according to the present embodiment. [Figure 6] FIG. 13 is a diagram showing an example of a confirmation screen for reinforcement synthesis according to the present embodiment. [Figure 7] FIG. 13 is a diagram showing an example of a result screen in reinforcement synthesis according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0020] Hereinafter, an embodiment of the present invention (hereinafter, referred to as "the present embodiment") will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0021] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0022] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.

[0023] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of the terminal devices 12 via the communications network NT. In this embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.

[0024] Each terminal device 12 is an information processing device owned by each player, which provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0025] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0026] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.

[0027] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, thereby functioning as various functional means. The details of these functional means will be described later.

[0028] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0029] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, and information on the results of the processes.

[0030] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including an operating means, a display device, and a sound output device.

[0031] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.

[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .

[0033] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.

[0034] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In this embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0035] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0036] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0037] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0038] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.

[0039] The speaker 42 has a function of outputting game sounds and the like.

[0040] <Game Overview> The game according to the present embodiment includes a lottery game in which the player can acquire a character as an example of content, and a quest. The lottery game may be called gacha, lottery, summoning, etc. The quest may be called a battle game, dungeon, exploration, etc.

[0041] In this embodiment, there are a plurality of types of lottery games, each of which has a different name (title). The lottery games can be selected by the player on a menu screen of the lottery games, etc. In this embodiment, when a player selects one of the plurality of types of lottery games, a screen is displayed on which the player can select a single lottery in which the one lottery game is executed once or a continuous lottery in which the one lottery game is executed ten times in a row. This single lottery may be called a single gacha, a one-time lottery, a one-time summon, etc. Furthermore, this continuous lottery may be called a 10-time gacha, a 10-time lottery, a 10-time summon, etc. Then, based on an instruction (request) to execute the single lottery or the continuous lottery by the player, the player is allowed to acquire a character randomly selected from a group of characters to be selected (a group of contents to be selected) corresponding to the one lottery game. This lottery game is executed based on the consumption of a consideration. More consideration is consumed for the continuous lottery than for the single lottery. Examples of this compensation include paid items (charged items) and free items (non-charged items). A paid item is an item that a player can acquire by a purchase procedure (payment of cash or electronic money, credit card payment, etc.). Examples of paid items include paid stones and paid gacha tickets. A free item is an item that a player can acquire by playing a game (executing various games). For example, a free item can be acquired as a reward for logging in, clearing a quest, completing a mission, interacting with friends, etc. Examples of free items include free stones and free gacha tickets. In addition, the paid items and free items can be used not only for executing a lottery game, but also for various purposes such as recovering a current stamina value and continuing a quest. In addition, paid items are more valuable than free items. For example, in a lottery game that can be executed by consuming only paid items, it is easier to acquire a character with a higher rarity (rare value) than in a lottery game that can be executed by consuming free items. In addition, paid stones and free stones may be referred to as "stones" without distinction.

[0042] In this embodiment, there are multiple types of quests, each with a different name (title). The quests can be selected by the player on a quest menu screen or the like. When the player selects one of the multiple types of quests, a screen for specifying the difficulty level of the quest is displayed. The difficulty level can be, for example, beginner, intermediate, or advanced, and as the difficulty level increases, the number of enemy characters that appear (the number of stages) and the abilities of the enemy characters increase, and the probability of acquiring a clear reward (for example, a character) and the number of acquisitions increase. Then, based on an instruction (request) to execute a quest by the player, the quest is executed. The quest is executed based on consuming a consumption stamina value associated with the quest from the player's current stamina value. The consumption stamina value is set to a higher value as the difficulty level of the quest increases. In addition, if the stamina associated with a quest is greater than the stamina associated with the player, the player cannot execute (play) the quest. Stamina may also be referred to as life, action points (AP), battle points (BP), etc. The player's current stamina value may be consumed when the quest ends (when the quest is cleared or retired).

[0043] In this embodiment, a quest is executed in which a team consisting of one or more characters owned by the player fights against an enemy character that appears. In this quest, for example, the player instructs the characters that make up the team (team characters) to attack, etc. In this quest, the player aims to reduce the hit points of the enemy character that appears to 0 or less using the parameters and skills of each of the team characters. When the quest is cleared, the player is allowed to acquire a clear reward such as free stones, game coins, characters, items, player experience points, etc. Note that, in a quest that the player has already cleared, the player may not be allowed to acquire free stones. In addition, when the quest cannot be cleared, the player selects whether to continue the quest by consuming, for example, paid stones, free stones, continue items, etc., or to retire from the quest. This continuation means that a player who was unable to clear the quest is given a continuation right to continue playing the quest.

[0044] <Synthesis Overview> The synthesis according to this embodiment refers to developing one of the player's owned characters (owned contents) as a synthesis source character (synthesis source content) and the other characters as material characters (material contents). The material characters used in the synthesis are excluded (deleted) from the player's owned characters, and the number of characters owned by the player is reduced.

[0045] The synthesis according to the present embodiment includes strengthening synthesis and evolutionary synthesis. Strengthening synthesis is synthesis that changes various parameters (e.g., level and luck) of the original character. Evolutionary synthesis is synthesis that evolves (changes) the original character into another character.

[0046] The strengthening synthesis according to this embodiment can be executed by the player selecting (instructing) the strengthening synthesis menu on the management menu screen of the owned characters. In this strengthening synthesis, a synthesis source character and a material character are selected from the characters owned by the player by a selection operation or a collective selection operation by the player. For example, in the strengthening synthesis, a certain number (e.g., 30 or less) of material characters are selected for one synthesis source character.

[0047] In addition, in the strengthening synthesis according to the present embodiment, instead of consuming the selected material character, various parameters of the selected synthesis source character are changed so as to be advantageous in the game (e.g., quest). For example, when a material character of a type different from the synthesis source character is strengthened and synthesized with respect to the synthesis source character, the normal parameters (e.g., level) of the synthesis source character are increased. The normal parameters of the synthesis source character are increased according to the character experience value set for the material character. On the other hand, for example, when a material character of the same type as the synthesis source character is strengthened and synthesized with respect to the synthesis source character, the normal parameters and special parameters (e.g., good luck) of the synthesis source character are increased. The special parameters of the synthesis source character are increased according to the special parameters of the material character of the same type as the synthesis source character. Specifically, when the special parameter of the material character of the same type as the synthesis source character is 10, the special parameter of the synthesis source character is increased by 10 by the strengthening synthesis. As a result, even if the player acquires a character of the same type as the owned character, the special parameters of the owned character can be changed (increased), so that a certain level of satisfaction can be provided to the player.

[0048] In addition, the evolution synthesis according to this embodiment can be executed by the player selecting the evolution synthesis menu on the management menu screen of the owned character. In this evolution synthesis, the synthesis source character and the material character are selected from the characters owned by the player by the selection operation of the synthesis source character by the player. For example, in the evolution synthesis, for one synthesis source character, a certain number (for example, five) of material characters that are previously associated with the synthesis source character are selected.

[0049] Furthermore, in the evolution synthesis according to this embodiment, instead of consuming the selected material character, the selected synthesis source character is evolved (changed) into another character. In other words, the synthesis source character is associated with the character ID of another character through evolution synthesis, and the character's name, image, skills, rarity, etc. are changed. This synthesis source character is called a pre-evolved character. This other character is called an evolved character. In this embodiment, the evolved character is set to a rarity one level higher than the pre-evolved character, and for example, the upper limit value of normal parameters is higher than that of the pre-evolved character.

[0050] <Functional means> FIG. 4 is a block diagram showing an example of a functional configuration of the server device 10. As shown in FIG.

[0051] 4, the server device 10 comprises, as functional components, a storage means 50, a control means 52, an extraction means 54, a selection means 56, and a synthesis means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like.

[0052] The storage means 50 is a functional means for storing player information 50A, character information 50B, and the like.

[0053] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the name and age of the player, owned character information, owned item information, and stamina information. The owned character information includes the number of owned characters, which is the total number of owned characters, the character ID of each owned character, parameters, and an automatic synthesis flag. The parameters include the normal parameters, special parameters, and usage parameters of the character. The normal parameters include the level, hit points, attack power, defense power, character experience value, and the like. The level increases (changes) when a character (original character) acquires character experience value through synthesis. When the level increases, the hit points, attack power, defense power, character experience value, and the like also increase (change). The special parameters include luck. The luck increases (changes) when a character is synthesized with a character of the same type (same series). For example, when team characters in a quest have a high luck value, hit point recovery items are more likely to appear in the quest, and the number of clear rewards (e.g., characters) acquired increases. In addition, characters of the same type may include, for example, characters with a common character ID, pre-evolved characters and evolved characters, and characters with a common pre-evolved character ID. Characters of the same type may be referred to as characters of the same series. The usage parameter includes the number of uses that increases (changes) depending on the use in the game. For example, the number of uses increases (changes) depending on whether the player uses the character as a team character in a quest or synthesizes the character as a synthesis source character. The automatic synthesis flag is a flag that indicates whether or not to automatically synthesize characters. For example, when a player acquires a character of the same type as a possessed character with an automatic synthesis flag by executing a game (e.g., a lottery game or a quest), the possessed character with the automatic synthesis flag is used as a synthesis source character, and the acquired character of the same type is automatically synthesized with the synthesis source character. The possessed item information includes the number of each item owned by the player. These items include paid stones and free stones.The stamina information includes the player's current stamina value and stamina upper limit value. The current stamina value is the value consumed when the player executes a quest. This current stamina value increases by a certain amount (e.g., 1) over time (e.g., 3 minutes), recovering to the stamina upper limit value. In addition, the current stamina value recovers by an amount equal to the stamina upper limit value when the player consumes paid stones, free stones, stamina recovery items, etc. This stamina upper limit value increases as the player's player rank increases. The player rank increases, for example, when the player acquires player experience points by playing the game (e.g., a quest).

[0054] Character information 50B is stored for each character in association with the character ID of the character. This character information 50B includes, for example, the name and image of the character, rarity, initial values ​​and limit values ​​of various parameters, skills, etc. The rarity includes, for example, a numerical value from 1 to 6. This numerical value may be expressed, for example, by the number of stars. For example, a character with high rarity is set with a limit value (upper or lower limit value) of skills and parameters that are advantageous in progressing the game (for example, a quest). Specifically, the level and good luck of a character with a rarity of 4 changes from an initial value of 1 to an upper limit value of 60. On the other hand, for example, the level and good luck of a character with a rarity of 5 changes from an initial value of 1 to an upper limit value of 99. For example, when the level of a character is 10, the change amount of the level is 9. Also, for example, the upper limit of the change amount of the good luck of a character with a rarity of 5 is 98. The usage parameter (number of times of usage) changes from an initial value of 0 to an upper limit value of 9999.

[0055] The control means 52 is a functional means for controlling the entire game. In this embodiment, the control means 52 allows the player to acquire a character (content) in response to an instruction to execute a game by the player. For example, the control means 52 executes a lottery game in response to an instruction to execute a lottery game by the player, and allows the player to acquire a character selected at random in response to a predetermined lottery probability. Also, the control means 52 executes a quest in response to an instruction to execute a quest by the player, and allows the player to acquire an enemy character that the player fought against in response to a predetermined acquisition probability (drop rate).

[0056] In addition, the control means 52 registers each of the synthesis source characters automatically selected by the selection means 56 as a synthesis source character for automatic synthesis. Specifically, the control means 52 sets an automatic synthesis flag on the owned character (synthesis source character) automatically selected by the selection means 56.

[0057] Furthermore, the control means 52 restricts the execution of the game when the number of characters owned by the player is equal to or greater than a predetermined number. This predetermined number is, for example, 500. Note that this predetermined number may be increased by the player consuming paid items or free items. For example, when the number of characters owned by the player is 500 or more, the control means 52 restricts (prohibits) the execution of lottery games and quests, preventing the player from acquiring characters.

[0058] The extraction means 54 is a functional means for extracting one or more character groups (content groups) from the characters owned by the player. In this embodiment, the extraction means 54 extracts character groups of the same type from the characters owned by the player in response to an instruction from the player. For example, the extraction means 54 extracts a character group A (character A1 and character A2), a character group B (character B1, character B2, and character B3), and a character group C (character C1, character C2, character C3, and character C4) from the characters owned by the player. For example, the character A1 is an evolved character of the character A2. Also, for example, the character B1 is an evolved character of the character B2, and the character B2 is an evolved character of the character B3. Also, for example, the character C1 and the character C2 are the same character with a common character ID, and are evolved characters of the character C3. Also, for example, the character C3 is an evolved character of the character C4.

[0059] In addition, the extraction means 54 does not extract characters (contents) whose change amounts in various parameters have reached their upper limits. For example, the extraction means 54 excludes from the extraction target, among the characters owned by the player, characters whose change amounts in normal parameters have reached their upper limits. Specifically, the extraction means 54 does not extract from the characters owned by the player, characters whose level has reached the upper limit of 99. In addition, for example, the extraction means 54 excludes from the extraction target, among the characters owned by the player, characters whose change amounts in special parameters have reached their upper limits. Specifically, the extraction means 54 does not extract from the characters owned by the player, characters whose luck has reached the upper limit of 99.

[0060] The selection means 56 is a functional means for automatically selecting a synthesis source character and a material character. In this embodiment, the selection means 56 automatically selects a synthesis source character and a material character from each character group extracted by the extraction means 54. Specifically, the selection means 56 selects one character from each extracted character group as a synthesis source character, and selects some or all of the characters other than the synthesis source character from each extracted character group as material characters.

[0061] Furthermore, the selection means 56 automatically selects, as a synthesis source character, a character with the largest change in a usage parameter that changes according to usage in the game by the player from each character group extracted by the extraction means 54. In other words, the selection means 56 excludes, from each extracted character group, a character with a small change in a usage parameter from the selection targets for a synthesis source character. For example, the selection means 56 selects, as a synthesis source character, a character with the largest usage parameter (e.g., character A1) from character group A, as a synthesis source character, a character with the largest usage parameter (e.g., character B1) from character group B, as a synthesis source character, and a character with the largest usage parameter (e.g., character C1) from character group C. Note that, when there are multiple characters with the largest change in usage parameter, the selection means 56 preferentially selects, as a synthesis source character, a character with a high rarity, a character with a large change in special parameter, or a character with a large change in normal parameter (level).

[0062] Moreover, the selection means 56 automatically selects, as the synthesis source character, a character with the largest change in the special parameter from each character group extracted by the extraction means 54. In other words, the selection means 56 excludes, from each extracted character group, a character with a small change in the special parameter from the selection targets for the synthesis source character. For example, the selection means 56 selects, as the synthesis source character, a character with the largest special parameter (e.g., character A1) from the character group A, selects, as the synthesis source character, a character with the largest special parameter (e.g., character B1) from the character group B, and selects, as the synthesis source character, a character with the largest special parameter (e.g., character C2) from the character group C. Note that, when there are a plurality of characters with the largest change in the special parameter, the selection means 56 preferentially selects, as the synthesis source character, a character with a high rarity, a character with a large change in the usage parameter, or a character with a large change in the normal parameter (level).

[0063] Furthermore, the selection means 56 automatically selects, as material characters, from each character group extracted by the extraction means 54, a character other than the selected synthesis source character and having a rarity equal to or less than a predetermined value. In other words, the selection means 56 excludes, from each extracted character group, a character other than the synthesis source character and having a rarity exceeding a predetermined value from the selection targets for material characters. For example, the selection means 56 selects, as material characters, a character (e.g., character A2) other than the selected synthesis source character from character group A and having a rarity equal to or less than 4, a character (e.g., character B2 and character B3) other than the selected synthesis source character from character group B and having a rarity equal to or less than 4, and a character (e.g., character C3 and character C4) other than the selected synthesis source character from character group C and having a rarity equal to or less than 4.

[0064] In addition, the selection means 56 selects, from each extracted character group, a material character that is a character other than the synthesis source character and corresponds to the specified rarity, in response to an operation instruction from the player that specifies a rarity. In other words, the selection means 56 excludes, from each extracted character group, a character that is other than the synthesis source character and corresponds to the unspecified rarity, from the selection targets for material characters, in response to an operation instruction that specifies a rarity. For example, in response to the player pressing an operation button that specifies a character with a rarity of 3 or less, or a character with a rarity of 4 or less, the selection means 56 selects, in a lump, the material characters that correspond to the pressed operation button. Specifically, when there is an operation instruction that specifies a character with a rarity of 3 or less, the selection means 56 selects, in a lump, a character (e.g., character B3) from the character group B other than the selected synthesis source character and a character (e.g., character C4) from the character group C other than the selected synthesis source character and a rarity of 3 or less, as material characters. In addition, when an operational instruction is given to specify a character with a rarity of 4 or less, the selection means 56 selects, as material characters, a character from character group A other than the selected source character and with a rarity of 4 or less (for example, character A2), a character from character group B other than the selected source character and with a rarity of 4 or less (for example, character B2 and character B3), and a character from character group C other than the selected source character and with a rarity of 4 or less (for example, character C3 and character C4).

[0065] Furthermore, the selection means 56 selects, as material characters, characters acquired by the player within a predetermined period from the present among each character group extracted by the extraction means 54. In other words, the selection means 56 excludes, from each extracted character group, characters that the player has owned for longer than a predetermined period from the present from the selection targets for material characters. For example, the selection means 56 collectively selects, as material characters, a character acquired within one week from the present among character group A (e.g., character A2), a character acquired within one week from character group B (e.g., character B3), and a character acquired within one week from character group C (e.g., character C4).

[0066] The synthesis means 58 is a functional means for synthesizing a synthesis source character and a material character selected by the selection means 56. In this embodiment, the synthesis means 58 synthesizes a material character of the same type as the synthesis source character for each synthesis source character selected by the selection means 56 at once. For example, the synthesis means 58 synthesizes the character A2 selected as a material character with the character A1 selected as a synthesis source character from among the character group A, synthesizes the character B2 and the character B3 selected as material characters with the character B1 selected as a synthesis source character from among the character group B, and synthesizes the character C3 and the character C4 selected as material characters with the character C1 selected as a synthesis source character from among the character group C. Then, the synthesis means 58 deletes the material character used for synthesis from the characters owned by the player. In other words, the synthesis means 58 consumes (disposes of) the material character used for synthesis from the characters owned by the player.

[0067] The synthesis means 58 also changes the special parameters of the original character by synthesizing the original character with a character of the same type as the original character as a material character. For example, when the synthesis means 58 synthesizes the original character with a material character of the same type as the original character (for example, strengthening synthesis), the synthesis means 58 increases the normal parameters (for example, level) and special parameters (for example, luck) of the original character. On the other hand, even if a different type of character is combined with the original character as a material character, the combining means 58 does not change the special parameters of the original character. For example, when the combining means 58 combines (e.g., strengthens) a material character of a different type from the original character with the original character, the combining means 58 increases only the normal parameters (e.g., level) of the original character.

[0068] Furthermore, when the player acquires a character of the same type as a synthesis source character registered as a synthesis source content for automatic synthesis, the synthesis means 58 automatically synthesizes the acquired character of the same type as a material character into the synthesis source character. For example, when the player acquires a character of the same type as a character with an automatic synthesis flag attached among the characters owned by the player, the synthesis means 58 automatically synthesizes the acquired character of the same type into the character with the automatic synthesis flag attached.

[0069] <Processing flow> Fig. 5 is a flow chart showing an example of the flow of processing performed by each functional means shown in Fig. 4 in the game system according to this embodiment. The processing of the following steps is started, for example, when the player performs a selection operation (instruction) to select the reinforcement synthesis menu in a state in which the management menu screen of the owned characters is displayed on the touch panel 32, and the reinforcement synthesis menu screen is displayed on the touch panel 32. The order and contents of the following steps can be changed as appropriate.

[0070] (Step SP10) The selection means 56 accepts a collective selection operation for compositing (aggregating) a group of characters of the same type included in the owned characters from the player on the strengthening synthesis menu screen. For example, the selection means 56 accepts a press of a collective selection button from the player on the strengthening synthesis menu screen. Then, the process proceeds to the process of step SP12.

[0071] (Step SP12) The selection means 56 receives an operation instruction from the player to specify the rarity of a character to be selected as a material character from among the owned characters. For example, the selection means 56 receives a button from the player to specify a rarity of 3 or less, or a button to specify a rarity of 4 or less. Then, the process proceeds to step SP14.

[0072] (Step SP14) The extraction means 54 extracts character groups of the same type from the characters owned by the player. For example, the extraction means 54 extracts character group A including character A1 and character A2, character group B including character B1, character B2, and character B3, and character group C including character C1, character C2, character C3, and character C4 from the characters owned by the player. The extraction means 54 excludes from the characters owned by the player characters whose change amount of special parameter (good luck) has reached the upper limit. Then, the process proceeds to the process of step SP16.

[0073] (Step SP16) The selection means 56 automatically selects one character from each character group extracted in step SP14 as a synthesis source character. For example, the selection means 56 selects the character with the largest change in special parameter from each extracted character group as the synthesis source character. Specifically, the selection means 56 automatically selects character A1 from character group A, character B1 from character group B, and character C2 from character group C as synthesis source characters. Then, the process proceeds to the process of step SP18.

[0074] (Step SP18) The selection means 56 automatically selects a certain number (e.g., 5) or less of characters as material characters from each character group extracted in step SP14. For example, the selection means 56 removes the synthesis source characters selected in step SP16 from each extracted character group, and then selects the characters of the rarity specified in step SP12 as the selection targets for the material characters. Specifically, when an operational instruction is given in step SP12 to specify characters of rarity 4 or less, the selection means 56 collectively selects character A2 from character group A, character B2 and character B3 from character group B, and character C3 and character C4 from character group C as material characters. Then, the process proceeds to the process of step SP20.

[0075] (Step SP20) The control means 52 displays on the touch panel 32 a confirmation screen 60 for confirming that each of the source characters selected in step SP16 is to be combined with each of the material characters selected in step SP18.

[0076] FIG. 6 is a diagram showing an example of a confirmation screen 60 for reinforcement synthesis according to this embodiment.

[0077] 6, the confirmation screen 60 is provided with a synthesis source character information area 62, a material character information area 64, and a synthesis instruction button 66. The synthesis source character information area 62 displays one character selected as a synthesis source character from each character group. The material character information area 64 displays a certain number of characters selected as material characters from each character group. The synthesis instruction button 66 is a button for issuing an instruction to each selected synthesis source character to perform an enhanced synthesis with each selected material character.

[0078] Returning to FIG. 5, the process proceeds to step SP22.

[0079] (Step SP22) In response to the player pressing the synthesis instruction button on the confirmation screen, the synthesis means 58 synthesizes each of the synthesis source characters selected in step SP16 with each of the material characters selected in step SP18. That is, the synthesis means 58 changes the parameters of each of the synthesis source characters instead of excluding (deleting) each of the material characters from the player's owned characters. Specifically, the synthesis means 58 synthesizes the character A2 with the character A1, and instead of deleting the character A2 from the owned characters, increases the normal parameters and special parameters of the character A1. The synthesis means 58 also synthesizes the character B2 and the character B3 with the character B1, and instead of deleting the character B2 and the character B3 from the owned characters, increases the normal parameters and special parameters of the character B1. The synthesis means 58 also synthesizes the character C3 and the character C4 with the character C2, and instead of deleting the character C3 and the character C4 from the owned characters, increases the normal parameters and special parameters of the character C2. Then, the process proceeds to the process of step SP24.

[0080] (Step SP24) The control means 52 registers each character that was set as a synthesis source character in step SP22 as a synthesis source character for automatic synthesis. Specifically, the control means 52 sets an automatic synthesis flag to the character A1, the character B1, and the character C2 in the possessed character information of the player information 50A. Then, the process proceeds to the process of step SP26.

[0081] (Step SP26) The control means 52 displays on the touch panel 32 a result screen 70 showing the result of the synthesis performed in step SP22.

[0082] FIG. 7 is a diagram showing an example of a result screen 70 in reinforcement synthesis according to this embodiment.

[0083] 7, the result screen 70 is provided with a strengthening result information area 72. The strengthening result information area 72 shows the strengthening (development) results of each of the synthesis source characters. For example, the strengthening result information area 72 shows that the normal parameters (level) and special parameters (luck) of each of the synthesis source characters have changed (increased).

[0084] Then, the series of processes shown in FIG. 5 ends.

[0085] <Effects> As described above, in this embodiment, the computer functions as control means 52 which allows a player to acquire content in response to a command to play a game by the player, extraction means 54 which extracts groups of content of the same type from the content owned by the player in response to a command from the player, selection means 56 which automatically selects source content and material content from each extracted content group, and synthesis means 58 which collectively synthesizes, for each source content, material content of the same type as the source content.

[0086] According to this configuration, even if the player owns multiple content groups of the same type, the source content and the material content can be automatically selected from each content group and synthesized at once. Therefore, the player can synthesize the same type of content that he owns with a simple operation.

[0087] Furthermore, in this embodiment, the synthesis means 58 changes the special parameters of the source content by synthesizing the same type of content as material content into the source content, and the synthesis means 58 does not change the special parameters of the source content even when it synthesizes a different type of content as material content into the source content.

[0088] According to this configuration, the player can change the special parameters of each of the same type of content group all at once with a simple operation, thereby progressing through the game to an advantage.

[0089] Furthermore, in this embodiment, the selection means 56 selects, from each extracted content group, the content with the largest change in the usage parameter that changes in response to usage by the player in the game, as the synthesis source content.

[0090] According to this configuration, each of the owned contents used by the player in the game can be automatically selected as a source content and can be synthesized all at once. Therefore, the player can change the special parameters of each of the contents without having to select each of the frequently used contents from the owned contents as a source content, and can thus synthesize according to the player's intention with a simple operation.

[0091] Furthermore, in this embodiment, the selection means 56 selects, from each extracted content group, the content with the largest amount of change in the special parameter as the synthesis source content.

[0092] According to this configuration, the owned contents for which the player has changed the special parameters the most can be automatically selected as source contents and can be combined all at once. Therefore, the player can change the special parameters of each of the contents without having to select the owned contents for which the player has changed the special parameters the most as source contents, and can combine the contents in accordance with the player's intentions with a simple operation.

[0093] Furthermore, in this embodiment, the extraction means 54 does not extract content whose special parameter has reached its upper limit.

[0094] According to this configuration, since the content whose special parameter has already reached the upper limit is not selected as the source content or material content, unnecessary synthesis is prevented from being performed by the player, and the player can perform synthesis according to his / her intention with a simple operation.

[0095] Furthermore, in this embodiment, the selection means 56 selects, from each character group extracted by the extraction means 54, content whose rarity is equal to or lower than a predetermined value as material content.

[0096] According to this configuration, the player can dispose of low-rarity content that is easy to obtain as material content in a lump, and can maintain high-rarity content that is difficult to obtain as owned content. This allows the player to dispose of low-rarity owned content in a lump, and to change the special parameters of each of the source contents in a lump, thereby allowing the player to synthesize according to his or her will with simple operations.

[0097] In this embodiment, the selection means 56 selects material content in response to an operational instruction from the player specifying the rarity.

[0098] According to this configuration, the player can select the material contents to be combined with each of the source contents at once by performing an operation instruction to specify the rarity. Also, since the player can select the rarity of the contents to be disposed of as material contents according to the number of contents owned, the player's skill level, etc., the player can combine the contents in accordance with his / her will with simple operations.

[0099] Furthermore, in this embodiment, the selection means 56 selects, from each extracted content group, content that the player has acquired within a predetermined period from the present time as material content.

[0100] According to this configuration, the player can dispose of the content acquired within a predetermined period from the present as material content, and can maintain the necessary content that the player has owned for longer than the predetermined period as owned content. Therefore, if there is content of the same type as the owned content among the contents acquired within a predetermined period from the present, the player can dispose of the content collectively and can change the special parameters of the owned content collectively, thereby enabling synthesis according to the player's intentions with simple operations.

[0101] Also, in this embodiment, the control means 52 registers each source content as a source content for automatic synthesis, and when the player acquires content of the same type as the registered source content, the synthesis means 58 automatically synthesizes the acquired content of the same type into the source content as material content.

[0102] According to this configuration, each of the source contents that have been combined collectively is registered as a source content for automatic combination, so that even when a player acquires content of the same type as the registered source content, the effort required for combination can be reduced.

[0103] Furthermore, in this embodiment, the control means 52 restricts the execution of the game when the number of contents owned by the player is equal to or greater than a predetermined number.

[0104] With this configuration, even if the execution of the game is restricted because the number of owned contents is equal to or greater than a predetermined number, the player can reduce the number of owned contents all at once with a simple operation.

[0105] <Modification> The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.

[0106] For example, in the above embodiment, the selection means 56 selects a synthesis source character and a material character from each extracted character group, but the selected material character may be changed depending on the special parameter of the selected synthesis source character. For example, the selection means 56 selects a material character from the character group so that the change in the special parameter of the synthesis source character does not exceed an upper limit. Specifically, if the luck of the synthesis source character is 95, the selection means 56 selects material characters so that the total luck is 4 or less, so that the luck of the synthesis source character does not exceed the upper limit of 99.

[0107] In addition, the selection means 56 may accept a designation operation of a condition for selecting a synthesis source character from each extracted character group before or after accepting a collective selection operation from the player on the reinforcement synthesis menu screen. Such a condition may be, for example, the highest usable parameter, the highest special parameter, the highest rarity, etc. In this case, the selection means 56 selects a synthesis source character from each extracted character group in accordance with the condition specified in the above step SP16.

[0108] Furthermore, the selection means 56 may accept a designation operation of a condition for selecting material characters from each extracted character group before accepting a collective selection operation from the player on the reinforcement synthesis menu screen. Examples of this condition include a usage parameter being a certain number (e.g., 1) or less, a special parameter being a certain number (e.g., 2) or less, a rarity being a certain number (e.g., 4) or less, etc. In this case, the selection means 56 selects material characters from each extracted character group according to the condition accepted by the designation operation in step SP16.

[0109] Furthermore, the selection means 56 may exclude the selected material character from the selection targets in response to an operation instruction from the player. For example, when the player performs a tap operation or a slide operation on the displayed material character while the confirmation screen for reinforcement synthesis is displayed, the selection means 56 does not use the material character for synthesis.

[0110] In the above embodiment, the synthesis means 58 consumes (disposes of) material characters in synthesis, but the synthesis means 58 may consume content owned by the player in addition to material characters. For example, the synthesis means 58 may consume coins or medals owned by the player according to the number of material characters.

[0111] In the above embodiment, the synthesis means 58 changes the luck, which is a special parameter, by synthesizing characters of the same type, but the special parameter may be a skill level. For example, when the synthesis means 58 synthesizes a character having the same skill as the synthesis source character as a material character, the synthesis means 58 increases the skill level of the synthesis source character.

[0112] Furthermore, the synthesis means 58 may change the limit value of the normal parameters when synthesizing a character of the same type as the original character as a material character. For example, if the upper limit value of the level of the original character is 99, the synthesis means 58 increases the upper limit value of the level to 109 by synthesizing the original character with a character of the same type as the original character as a material character.

[0113] In the above embodiment, the synthesis means 58 has been described as increasing the special parameter (good luck) by synthesizing characters of the same type, but the special parameter may be decreased by synthesizing characters of the same type. For example, when the special parameter is the number of turns in which a skill can be used, the synthesis means 58 decreases the number of turns in which a skill can be used of the synthesis source character by synthesizing characters of the same type, thereby reducing the number of turns until the skill can be used, and changing the progress of the game to an advantage. In this case, for example, the character information 50B includes 15, which is the initial value of the number of turns in which a skill can be used, and 5, which is the limit value (lower limit value). The upper limit of the amount of change in the number of turns in which a skill can be used is 10.

[0114] Furthermore, in the above embodiment, the content has been mainly described as a character, but the content may also be items such as weapons and armor, cards, avatars, coins, points, and the like. [Explanation of symbols]

[0115] 10... server device (computer), 12... terminal device, 50... storage means, 52... control means, 54... extraction means, 56... selection means, 58... synthesis means

Claims

1. Computer, a control means for allowing a player to acquire content in response to a game execution instruction from the player; an extraction means for extracting a group of contents of the same type from the contents owned by the player in response to an instruction from the player; a selection means for automatically selecting a synthesis source content and a material content from each of the extracted content groups; a synthesis means for synthesizing, for each of the source contents, material contents of the same type as the source contents in a batch; A program that functions as a

2. the combining means combines the same type of content as the original content with the original content as a material content, thereby changing a special parameter of the original content; the combining means does not change a special parameter of the original content even when a different type of content is combined with the original content as a material content; The program according to claim 1.

3. the selection means selects, from each of the extracted content groups, a content having a largest change in a usage parameter that changes in response to usage by the player in the game, as the synthesis source content; The program according to claim 2.

4. the selection means selects, from each of the extracted content groups, a content having a largest change amount of the special parameter as the original content; The program according to claim 2.

5. the extraction means does not extract content for which the amount of change in the special parameter has reached an upper limit; 5. The program according to claim 2.

6. The selection means selects, from each character group extracted by the extraction means, a content having a rarity equal to or lower than a predetermined value as a material content.

5. The program according to claim 1.

7. the selection means selects the material content in response to an operation instruction from the player specifying a rarity. The program according to claim 6.

8. the selection means selects, from each of the extracted content groups, a content acquired by the player within a predetermined period from the present time as a material content; The program according to any one of claims 1 to 7.

9. The control means registers each of the source contents as a source content for automatic synthesis, the synthesizing means, when the player acquires content of the same type as the registered synthesis source content, automatically synthesizes the acquired content of the same type into the synthesis source content as a material content; 9. The program according to claim 1.

10. the control means restricts execution of the game when the number of contents owned by the player is equal to or greater than a predetermined number.

10. The program according to claim 1.

11. a control means for allowing a player to acquire content in response to a game execution instruction from the player; an extracting means for extracting a group of contents of the same type from the contents owned by the player in response to an instruction from the player; a selection means for automatically selecting a synthesis source content and a material content from each of the extracted content groups; a synthesis means for synthesizing, for each of the source contents, material contents of the same type as the source contents together; An information processing device comprising:

Citation Information

Patent Citations

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