Program and information processing device

The program and information processing apparatus streamline batch synthesis in games by allowing second content associated with specific first content to be synthesized without releasing associations, reducing player labor and enhancing gameplay efficiency.

JP2025080556AActive Publication Date: 2025-05-26SEGA CORP
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Patent Information

Application Number
JP2023193794
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-14
Publication Date
2025-05-26
Estimated Expiration
2043-11-14

AI Technical Summary

Technical Problem

In games where players associate second content with first content, the process of batch synthesizing second content associated with specific first content is labor-intensive, requiring players to release associations before combining contents.

Method used

A program and information processing apparatus that extract content groups of the same type from second content owned by a player, using second content associated with specific first content as synthesis source content and other second content as material content, allowing for batch synthesis without releasing associations.

Benefits of technology

Reduces player labor during batch synthesis by enabling the collective synthesis of second content associated with specific first content without the need to release associations, streamlining the process and enhancing gameplay efficiency.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025080556000001_ABST
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Patent Text Reader

Abstract

To reduce a player's time and trouble for collective composition.SOLUTION: A program allows a computer to function as extraction means 52 for extracting content groups that are mutually of the same kind from second content that a player possesses, and control means 54 for collectively compositing material content of the same type as that of composition source content for each composition source content of each content group with second content correlated with first specific content as the composition source content and with another second content as material content from among the extracted content groups.SELECTED DRAWING: Figure 4
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Description

Technical Field

[0001] The present invention relates to a program and an information processing apparatus.

[0002] Conventionally, there has been known a game in which a plurality of contents owned by a player can be combined into one content.

[0003] Regarding this, Patent Document 1 discloses a technique for automatically selecting source content and material content from a group of contents of the same type owned by a player, and collectively combining the material contents of the same type as the source content for each source content.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In such a game, there may be a case where it is possible to grow second content (for example, an equipment item) that can be associated with first content (for example, a character) (for example, equipped or worn). Also, in such a game, among the second content owned by the player, if the second content associated with the first content is included in the group of contents to be collectively combined, a part of the second content may be consumed and the association may be released, so it could not be included in the group of contents to be collectively combined. For this reason, when the player wants to grow, for example, the second content associated with the first content by collective combination, it was necessary to release the association and then collectively combine the second content. However, players have a desire to grow, without releasing the association, the second content associated with specific first content (for example, the first content organized in a deck) by batch synthesis without much effort.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of reducing the burden on the player during batch synthesis.

Means for Solving the Problems

[0007] In order to solve the above problems, a program according to a first aspect of the present invention is a program for executing a game capable of associating second content with first content, and causes a computer to extract, from the second content owned by a player, content groups of the same type as each other, respectively. Among the extracted content groups, the second content associated with specific first content is used as synthesis source content, and other second content is used as material content, and the material content of the same type as the synthesis source content for each synthesis source content of each content group is batch-synthesized.

[0008] In a second aspect of the present invention, the specific first content is one or more first contents designated by the player.

[0009] In a third aspect of the present invention, the specific first content is a plurality of first contents whose priority is designated by the player, and the control means preferentially uses the second content associated with the specific first content having a higher priority as the synthesis source content.

[0010] In a fourth aspect of the present invention, the control means preferentially uses the second content associated with the specific first content having a high usage frequency in the game as the synthesis source content.

[0011] Further, in the fifth aspect of the present invention, among the specific first contents, the control means gives priority to the second content associated with the first content in which a predetermined parameter has been grown as the source content for synthesis.

[0012] Further, in the sixth aspect of the present invention, the specific first content is one or more first contents with a high usage frequency in the game.

[0013] Further, in the seventh aspect of the present invention, the specific first content is one or more first contents in which a predetermined parameter has been grown.

[0014] Further, an information processing apparatus according to an eighth aspect of the present invention is an information processing apparatus that executes a game capable of associating a second content with a first content, and includes an extraction means for extracting, from the second contents owned by a player, content groups of the same type as each other, respectively, and a control means for synthesizing, for each source content of each content group, the source content being the second content associated with a specific first content, and the other second contents being material contents, the material contents of the same type as the source content in a lump.

Advantages of the Invention

[0015]

[0016]

[0017] According to the present invention, the labor of the player can be reduced at the time of batch synthesis.

Brief Description of the Drawings

[0018]

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Mode for Carrying Out the Invention

[0019] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.

[0020] ---First Embodiment--- First, the first embodiment will be described.

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

[0022] As shown in FIG. 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 communicably connected 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 execution result of a game obtained by executing a game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal device 12.

[0024] Each terminal device 12 is an information processing device owned by each player. After the game program 14 received from the server device 10 is installed, it is executed to provide a game to each player. 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 schematically showing an example of the hardware configuration of the server device 10.

[0026] As shown in FIG. 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 to include a CPU (Central Processing Unit) 22 and a memory 24.

[0027] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24 or the storage device 28 or the like. Details of this functional means will be described later.

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

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

[0030] Note that the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Also, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can have other configurations generally provided in a server. Also, the hardware configurations of the plurality of terminal devices 12 can have the same configuration as the server device 10, except that they are provided with, for example, operating means, a display device, and a sound output device.

[0031] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.

[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0033] The main control unit 30 is configured to include a CPU, a memory, and the like. The main control unit 30 is connected to the touch panel 32 as a display input device, the camera 34, the mobile communication unit 36, the wireless LAN communication unit 38, the storage unit 40, and the speaker 42. And 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 responsible for the display function and a touch sensor 32B responsible for the input function. In the first embodiment, the display 32A can display a game image 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 with respect to the game image.

[0035] The camera 34 has a function of taking a still image or / and a moving image and storing it 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 a communication network NT via an antenna 38A and communicating with other devices such as a server device 10 connected to the communication network NT.

[0038] The storage unit 40 stores various programs and various data such as a game program 14 and play data indicating the progress status of the game of the game program 14 and player information. Note that 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 games (game genres) according to the first embodiment include lottery games, quests, breeding games, and the like. Lottery games may be referred to as gacha, lucky draws, summons, etc. Quests may be referred to as battle games, dungeons, explorations, missions, scenarios, etc. Purchase games may be referred to as sales offices, exchanges, etc.

[0041] The lottery game according to the first embodiment is a game that provides (allows a player to obtain) one or more contents selected (randomly selected) from a group of lottery target contents that are the targets of lottery in response to an execution request (instruction) to execute the lottery game from the player. Examples of such contents include first content (e.g., a character), second content (e.g., an equipment item), enhancement material content, and the like. This lottery game is executed based on the consumption of game currency owned by the player. Examples of such game currency include paid items (e.g., paid stones), free items (e.g., free stones), coins, points, and the like. The paid item is a paid item given to the player based on payment using money, prepaid cards, electronic money, credit cards, cryptocurrency, or the like. The free item is a free item given to the player within the game. This free item may have, for example, the same value as the paid item or may have a lower value than the paid item. For example, in a certain lottery game, paid items and free items can be consumed without distinction. Note that in another lottery game, only paid items may be consumable. Coins and points are, for example, in-game currency given to the player together with the selected content when the lottery game is executed.

[0042] The quest according to the first embodiment is a game aimed at satisfying predetermined clear conditions (tasks). For example, this quest is a game that uses a deck composed of a predetermined number (for example, 1 or 5) or fewer characters (first content) owned by the player based on an instruction (request) for the player to select one quest from the quest menu. The deck may be referred to as a party or a team. In the quest according to the first embodiment, it is possible to associate (for example, equip or attach) one item of various types of equipment items (second content) with each character (first content). Examples of the types of this equipment item include weapon items, armor items, ring items, and the like. For example, when a character equips a weapon item, the parameters of the character associated with the weapon item (for example, attack power) increase or decrease. In the first embodiment, when a certain character is equipped with a weapon item A1, the weapon item A1 is treated as the equipped item, and it is not possible to equip the weapon item A1 to other characters. That is, in order for other characters to equip the weapon item A1, the equipment of the weapon item A1 equipped by a certain character must be removed. Also, examples of the case where the clear conditions (tasks) are satisfied include, for example, the case where all enemy characters appearing in the quest are defeated by the deck (for example, reducing the hit points to 0 or less). Examples of the case where the clear conditions are not satisfied (the case of failing to clear) include the case where all the characters (first content) compiled in the deck are destroyed (for example, the hit points of all characters become 0 or less).

[0043] Also, in the quest according to the first embodiment, when the player satisfies the clear condition, a clear reward is given to the player. Examples of this clear reward include in-game currency (e.g., non-purchasable items, coins, points, etc.), characters, equipment items, player experience points, and the like. Also, in the first embodiment, when the player clears a quest (satisfies the clear condition), a new quest (the next quest) is opened (made playable) for the player. This new quest, for example, has a higher difficulty level than the quest cleared by the player, while the amount of the clear reward increases or the quality of the clear reward improves. For example, in an editing menu for preliminarily editing a deck to be used in a quest, the player can edit the deck to be used in the quest by arbitrarily selecting a predetermined number or fewer characters from the owned characters.

[0044] Also, in the cultivation game according to the first embodiment, by synthesizing (consuming) material contents associated in advance with specified source contents selected from among a plurality of first contents (e.g., characters) and second contents (e.g., equipment items) owned by the player, predetermined parameters (e.g., attack power, defense power, etc.) of the source contents are changed to be advantageous to the player.

[0045] For example, in a cultivation game, by synthesizing enhancement material content (e.g., enhancement material items) that is pre-associated with the synthesis source content (e.g., characters or equipment items) to be cultivated, enhancement synthesis (cultivation) can be performed to change the normal parameters of the synthesis source content. Examples of such normal parameters include level, attack power, defense power, skill activation turn count, etc. For example, in enhancement synthesis, by synthesizing a quantity (number) of enhancement material content pre-associated for each level of the synthesis source content to be cultivated, the level of the synthesis source content can be increased. Also, for example, in enhancement synthesis, by synthesizing a quantity (number) of enhancement material content pre-associated for each skill activation turn count of the synthesis source content to be cultivated, the skill activation turn count of the synthesis source content can be decreased. In the first embodiment, when the level of the content (character or equipment item) increases by 1, the hit points, attack power, defense power, etc. of the content increase by a predetermined value each. The higher the values of the hit points, attack power, and defense power, the more advantageous it is for the progress of the game (e.g., quests), for example. The skill activation turn count includes the number of turns required for the content to activate a skill. The lower the value of the skill activation turn count, the more advantageous it is for the progress of the game (e.g., quests), for example. For example, the skill is activated automatically or by the player's operation (manual) when the same number of turns as the skill activation turn count of the content has elapsed in a quest. For example, the player can set a single content as the synthesis source content (enhancement target content) for enhancement synthesis by specifying the content from the list screen of the owned content in the enhancement menu.

[0046] Also, for example, in evolutionary synthesis, by synthesizing (consuming) evolution material content pre-associated with the source content to be cultivated (e.g., characters or equipment items), evolutionary synthesis (cultivation) can be performed to change the special parameters of the source content. Examples of such special parameters include the upper limit value of the level, the lower limit value of the skill activation turn count, rarity, and luckiness. Luckiness is a parameter that, for example, increases the number of obtained clear rewards and their quality when characters or equipment items are used in quests. Examples of the pre-associated evolution material content include content of the same type as the source content and general-purpose content. General-purpose content is content that can be synthesized as evolution material content for any source content. In the first embodiment, for example, in evolutionary synthesis, by synthesizing a predetermined number of contents of the same type as the source content (evolution material content) with the source content to be cultivated, the upper limit value of the level of the source content is increased. The higher the upper limit value of the level, the more the player can increase the level by enhancement synthesis. Therefore, the player can advantageously advance the progress of the quest (game) by increasing the upper limit value of the level. Also, for example, in evolutionary synthesis, by synthesizing a predetermined number of contents of the same type as the source content (evolution material content) with the source content to be cultivated, the lower limit value of the skill activation turn count of the source content is decreased. The lower the lower limit value of the skill activation turn count, the more the player can decrease the skill activation turn count by enhancement synthesis. Therefore, the player can advantageously advance the progress of the quest (game) by decreasing the lower limit value of the skill activation turn count. Note that in the first embodiment, the content can be evolved (cultivated) until the special parameter reaches the limit value (e.g., the maximum value of the upper limit value of the level, the minimum value of the lower limit value of the skill activation turn count, the maximum value of luckiness). For example, in the evolution menu, the player can designate one piece of content from the list screen of the owned content, and use the one piece of content as the source content (content to be evolved) for evolution synthesis.

[0047] <Functional means> FIG. 4 is a block diagram schematically showing an example of the functional means of the server device 10.

[0048] As shown in FIG. 4, the server device 10 includes, as a functional configuration, a storage means 50, an extraction means 52, and a control means 54. The storage means 50 is realized by one or a plurality of 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. Note that all or part of these functional configurations may be provided in the terminal device 12.

[0049] The storage means 50 has a function of storing player information 50A, content information 50B, lottery game information 50C, quest information 50D, and the like.

[0050] The player information 50A is stored in association with the player ID of each player. This player information 50A includes, for example, the player's name, age, player rank, owned content information, owned game currency information, formation deck information, quest progress information, and the like.

[0051] The player rank rises, for example, when the player acquires player experience points.

[0052] The owned content information includes information regarding the content (characters, equipped items, etc.) owned by the player.

[0053] For example, the owned content information is stored in association with an owned character ID for each character (first content) owned by the player. This owned character ID is assigned, for example, when the player acquires a character or evolves a character. For example, the owned content information includes the character ID of the character, current parameters, correspondence information, and specific information. The current parameters include the current values of normal parameters and special parameters. The correspondence information includes the owned item ID of the equipped item associated with the character (for example, equipped by the character). The specific information includes the owned character ID indicating a specific character (specific first content) and the priority for each such specific character.

[0054] Also, for example, the owned content information is stored in association with an owned item ID for each equipped item (second content) owned by the player. This owned item ID is assigned, for example, when the player acquires an equipped item or evolves an equipped item. For example, the owned content information includes the item ID of the equipped item and current parameters (the current values of normal parameters and special parameters).

[0055] The owned game currency information is stored in association with the content ID of the game currency for each game currency (such as a paid item, a non-paid item, coins, points, etc.) owned by the player. The owned game currency information includes, for example, the player's owned quantity.

[0056] The formation deck information includes information regarding the player's formation deck. This formation deck information includes, for example, the owned character IDs of up to a predetermined number (for example, 5) of characters specified in advance by the player and the array (for example, the order from the left) of each of the specified characters. This deck is used, for example, when executing a quest.

[0057] Quest progress information includes, for example, the quest IDs of the quests cleared by the player and the quest IDs of playable quests.

[0058] Content information 50B includes information about content (such as first content and second content).

[0059] For example, content information 50B is stored in association with a character ID for each character (first content). Also, for example, content information 50B is stored in association with an item ID for each equipped item (second content). Content information 50B includes, for example, a name, an image, ability information, rarity, enhancement cost information, evolution cost information, and the like.

[0060] Ability information includes normal parameter information, special parameter information, and skills. Normal parameter information includes the range (minimum value and maximum value) of normal parameters (such as level and number of skill activation turns). Special parameter information includes the range (minimum value and maximum value) of special parameters (such as the upper limit value of level and the lower limit value of the number of skill activation turns) for each number of evolution times. Skills include, for example, the ability to recover the hit points of friendly characters (such as other characters in the deck), strengthen the attack power and defense power of friendly characters, or inflict damage on enemy characters in quests.

[0061] Rarity includes, for example, numerical values from 1 to 6. This numerical value may be indicated by, for example, the number of stars. Here, for characters with high rarity, parameters (normal parameters and special parameters) and skills that are advantageous for the progress of the game (such as quests) are set. Also, for example, characters with high rarity have a high upper limit value (special parameter) of level set.

[0062] The enhancement cost information includes information on the cost required to enhance the content (source content). For example, the enhancement cost information includes information for identifying enhancement material content pre-associated with the content (e.g., the item ID of the enhancement material item) and the quantity of the enhancement material content. For example, the cost (material items) required to raise (enhance) the normal parameter (e.g., level) of "Character X" as the source character (target character for enhancement) from 69 to 70 is 2 pieces of "Enhancement Material X". Note that the cost required to raise this normal parameter (e.g., level) by 1 may vary for each normal parameter (e.g., level) of the source character. Also, for example, the cost (material items) required to raise (enhance) the normal parameter (e.g., level) of "Weapon Item A" as the source item (target item for enhancement) from 49 to 50 is 3 pieces of "Enhancement Material A". Note that the cost required to raise this normal parameter (e.g., level) by 1 may vary for each normal parameter (e.g., level) of the source item.

[0063] The evolution cost information includes information on the cost required to evolve the content (source content). For example, the evolution cost information includes information for identifying evolution material content pre-associated with the content (e.g., the character ID of the evolution material character or the item ID of the evolution material item) and the quantity of the evolution material content. For example, the cost (evolution material characters) required to raise (evolve) the special parameter (e.g., the upper limit value of the level) of "Character X" as the source character (target character for evolution) from 100 to 105 is 2 characters of "Character X" of the same type as the source character. Note that the cost required to raise this special parameter (e.g., the upper limit value of the level) may vary for each special parameter (e.g., the upper limit value of the level) of the source character. Also, for example, in order to increase (evolve) the special parameter (e.g., the upper limit value of the level) of the "Weapon Item A" as the synthesis source item (the item to be evolved) from 100 to 105, the cost (evolution material item) required is 2 "Weapon Item A" of the same type as the synthesis source item. Note that the cost required to increase this special parameter (e.g., the upper limit value of the level) may vary for each special parameter (e.g., the upper limit value of the level) of the synthesis source item.

[0064] The lottery game information 50C is stored in association with the lottery game ID of the corresponding lottery game for each lottery game. The lottery game information 50C includes the name, price, lottery target information, etc. of the lottery game.

[0065] The price includes the number of game currencies (paid currency or free currency) required to execute one lottery. For example, the price of a certain lottery game is 5 paid items or free items.

[0066] The lottery target information includes the identification information (e.g., character ID or item ID) of each content constituting the lottery target content group (e.g., lottery target character group or lottery target item group) that is the lottery target of the lottery game, and the appearance frequency (weight) associated with the identification information. The appearance frequency includes any numerical value from 1 to 10, for example. For high - rarity content, a low numerical value is set, and for low - rarity content, a high numerical value is set. Note that the appearance frequencies may be different for contents of the same rarity (e.g., rarity 6). Here, the lottery probability of one content is the value obtained by dividing the appearance frequency set for the one content by the total value of the appearance frequencies set for each content constituting the lottery target content group. Specifically, when the appearance frequency set for one content is 2 and the total value of the appearance frequencies set for each content constituting the lottery target content group is 400, the lottery probability of the one content is 2 / 400 (0.5%).

[0067] Quest information 50D is stored in association with the quest ID for each quest. The quest information 50D includes the name of the quest, enemy character information, and clear reward information.

[0068] The enemy character information includes the enemy character ID and ability parameters for each enemy character that appears in the quest.

[0069] The clear reward information stores information regarding the clear rewards that the player can obtain when clearing the quest. Examples of such clear rewards include in-game currency (e.g., non-purchased items, coins, points, etc.), content (e.g., characters, equipment items, etc.), player experience points, etc. The clear reward information includes the identification information of the content (e.g., character ID, item ID), the number of acquisitions, and the drop rate. The drop rate is, for example, the probability of causing the player to obtain the content. The drop rate includes, for example, a higher probability for quests with a higher difficulty level.

[0070] The extraction means 52 is a functional means for extracting one or more item groups (content groups) from the equipment items (second content) owned by the player. In the first embodiment, the extraction means 52 extracts item groups (content groups) of the same type from the equipment items (second content) owned by the player.

[0071] For example, when the player selects an equipped item in the training menu, the extraction means 52 refers to the owned content information of the player information 50A and the evolution cost information of the content information 50B, and extracts, from among the equipped items owned by the player, the number of item groups necessary for evolution. Specifically, the extraction means 52 extracts an item group A (weapon item A1, weapon item A2, weapon item A3), an item group B (armor item B1, armor item B2), and an item group C (ring item C1, ring item C2). For example, weapon item A1, weapon item A2, and weapon item A3 are the same type of weapon items with a common item ID. Also, for example, armor item B1 and armor item B2 are the same type of armor items with a common item ID. Also, for example, ring item C1 and ring item C2 are the same type of items with a common item ID. These item groups include equipped items associated with the character.

[0072] Also, the extraction means 52 does not necessarily have to extract equipped items whose special parameters of the equipped items have reached the limit value. For example, the extraction means 52 excludes, from the extraction targets, equipped items among the equipped items owned by the player whose upper limit value of the level has reached the maximum value.

[0073] Also, in response to an instruction to batch synthesize (batch evolve) the equipped items (second content) owned by the player, the extraction means 52 extracts, from among the equipped items owned by the player, the number of item groups necessary for evolution. For example, the extraction means 52 refers to the evolution cost information of the content information 50B and extracts, from among the equipped items owned by the player, the number of item groups necessary for evolution.

[0074] The control means 54 is a functional means for controlling the entire game. In the first embodiment, the control means 54 uses, among the item groups (content groups) extracted by the extraction means 52, the equipment items (second content) associated with a specific character (specific first content) as the source items for synthesis (source content for synthesis), and uses other equipment items (other second content) as evolution material items (evolution material content), and for each source item (for each source content) of each item group (each content group), it collectively synthesizes evolution material items (evolution material content) of the same type as the source item (source content).

[0075] For example, the control means 54 refers to the owned content information of the player information 50A, and among the extracted item group A (weapon item A1, weapon item A2, weapon item A3), it uses the weapon item A1 equipped by a specific character (specific first content) as the source item for synthesis (source content for synthesis), and uses the other equipment items, weapon item A2 and weapon item A3, as evolution material items (evolution material content).

[0076] Similarly, the control means 54 uses, among the extracted item group B (armor item B1, armor item B2), the armor item B1 equipped by a specific character as the source item for synthesis (source content for synthesis), and uses the other equipment item, armor item B2, as the evolution material item (evolution material content).

[0077] Similarly, the control means 54 uses, among the extracted item group C (ring item C1, ring item C2), the ring item C1 equipped by a specific character as the source item for synthesis (source content for synthesis), and uses the other equipment item, ring item C2, as the evolution material item (evolution material content).

[0078] Subsequently, the control means 54 synthesizes, for each source item of each item group (item groups A to C) (weapon item A1, armor item B1, ring item C1), evolution material items of the same type as the source item (weapon items A2 and A3, armor item B2, ring item C2) all at once. Specifically, the control means 54 causes the player to own evolved items (weapon item A', armor item B', ring item C') with the special parameters (e.g., upper limit value of level, rarity) of each of the source items (weapon item A1, armor item B1, ring item C1) that have been synthesized all at once changed, and deletes (excludes) the evolution material items used for the all-at-once synthesis from the owned content information of the player information 50A. Here, the control means 54 updates the owned item ID of the source item to the owned item ID of the equipped item (evolved item) after cultivation in the corresponding information of the owned content information. That is, a specific character that equipped the source item before cultivation (all-at-once synthesis) will be in a state where it is equipped with the equipped item (evolved item) after cultivation. Also, the control means 54 deletes the owned item ID of the evolution material item in the corresponding information of the owned content information. That is, a character that equipped the evolution material item before cultivation (all-at-once synthesis) will be in a state where it is not equipped with the evolution material item (the state where the equipment is released).

[0079] For example, a specific character (specific first content) is one or more characters (first content) specified by the player. For example, the control means 54 receives a designation from the player for one or more characters that the player owns. Subsequently, the control means 54 stores the owned character IDs of the one or more characters specified by the player in the specific information of the owned content information in the player information 50A. Note that this specific character may be a character included in the formation deck information (a character that constitutes the formation deck).

[0080] Also, for example, a specific character (specific first content) is a plurality of characters (first content) whose priorities are specified by the player. For example, the control means 54 receives, from the player, designations for a plurality of characters owned by the player in descending order of priority. Subsequently, the control means 54 stores the owned character IDs of the plurality of characters specified by the player and the specified order (priority) in the specific information of the owned content information in the player information 50A. Note that this specific character may be a character included in the formation deck information (a character constituting the formation deck), and the priority may be an order according to the arrangement of each character constituting the formation deck (for example, the order from the left).

[0081] In addition, the control means 54 gives priority to the equipment item (second content) associated with a specific character (specific first content) with a high priority as the synthesis source item (synthesis source content). For example, the control means 54 refers to the owned content information of the player information 50A, and among the extracted item group A (weapon item A1, weapon item A2, weapon item A3), the weapon item A1 equipped by character X, which is a specific character and has the highest priority, is set as the synthesis source item, and the weapon item A2 equipped by character Y, which is a specific character and has the second highest priority, and the weapon item A3 not equipped by any character are set as evolution material items.

[0082] Similarly, among the extracted item group B (armor item B1, armor item B2), the control means 54 sets the armor item B1 equipped by character Y, which is a specific character and has the second highest priority, as the synthesis source item, and the armor item B2 equipped by character Z, which is a specific character and has the third highest priority, as the evolution material item.

[0083] Similarly, the control means 54 uses the ring item C1 equipped by character Z, which is a specific character with the third highest priority among the extracted item groups C (ring items C1 and C2), as the synthesis source item, and uses the ring item C2 that no character is equipped with as the evolution material item.

[0084] Subsequently, the control means 54 synthesizes, in a batch, the evolution material items of the same type as the synthesis source item (weapon item A2 and weapon item A3, armor item B2, ring item C2) for each synthesis source item of each item group (item groups A to C) (weapon item A1, armor item B1, ring item C1). Here, the control means 54 updates the owned item ID of the weapon item A1 (synthesis source item) included in the corresponding information of the owned content information in the player information 50A to the owned item ID of the weapon item A' (the evolved item of the weapon item A1), and sets the state such that character X equipped with the weapon item A1 is equipped with the weapon item A'. Also, the control means 54 deletes the owned item ID of the weapon item A2 (evolution material item) included in the corresponding information of the owned content information, and sets the state such that character Y equipped with the weapon item A2 is not equipped with any weapon item. Further, the control means 54 updates the owned item ID of the armor item B1 (synthesis source item) included in the corresponding information of the owned content information in the player information 50A to the owned item ID of the armor item B' (the evolved item of the armor item B1), and sets the state such that character Y equipped with the armor item B1 is equipped with the armor item B'. Also, the control means 54 deletes the owned item ID of the armor item B2 (evolution material item) included in the corresponding information of the owned content information, and sets the state such that character Z equipped with the armor item B2 is not equipped with any armor item. Additionally, the control means 54 updates the owned item ID of the ring item C1 (synthesis source item) included in the corresponding information of the owned content information in the player information 50A to the owned item ID of the ring item C' (the evolved item of the ring item C1), and sets the state such that character Z equipped with the ring item C1 is equipped with the ring item C'.

[0085] Further, the control means 54 gives priority to the equipment items (second content) associated with specific characters (specific first content) with high usage frequency in the game as the source items for synthesis (source content). For example, the control means 54 stores in the specific information of the owned content information in the player information 50A the owned character IDs of a plurality of characters designated by the player, and as the priority order, the order of the number of times the designated character has been used in quests (in descending order of the number of times).

[0086] Also, the control means 54 gives priority to the equipment items (second content) associated with characters (first content) in which a predetermined parameter has been cultivated among specific characters (specific first content) as the source items for synthesis (source content). Examples of this predetermined parameter include level, skill activation turn count, upper limit value of level, lower limit value of skill activation turn count, rarity, luck, attack power, defense power, hit points, and the like. For example, the control means 54 stores in the specific information of the owned content information in the player information 50A the owned character IDs of a plurality of characters designated by the player, and as the priority order, the order of the levels of the designated characters (in descending order of level). Also, for example, the control means 54 stores in the specific information of the owned content information in the player information 50A the owned character IDs of a plurality of characters designated by the player, and as the priority order, the order of the skill activation turn counts of the designated characters (in ascending order of skill activation turn count).

[0087] Also, the specific characters (specific first content) are one or more specific characters (specific first content) with high usage frequency in the game. For example, the control means 54 stores in the specific information of the owned content information in the player information 50A the owned character IDs of the characters with a large number of uses in quests (for example, the top 5 characters), and as the priority order, the order of the number of times of use (in descending order of the number of times).

[0088] In addition, a specific character (specific first content) is one or more specific characters for which predetermined parameters are being cultivated. For example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of characters with high levels (for example, the top 5 characters) and the ranking of the levels of the characters (in descending order of level). Also, for example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of characters with a low number of skill activation turns (for example, the bottom 5 characters) and, as a priority order, the ranking of the number of skill activation turns of the characters (in ascending order of the number of skill activation turns).

[0089] <Flow of processing> FIG. 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system 1 according to the first embodiment. Also, the processing of the following steps is started, for example, at the timing when the player selects an equipped item in the cultivation menu. Note that the order and content of the following steps can be changed as appropriate.

[0090] (Step SP10) The extraction means 52 refers to the owned content information of the player information 50A and the evolution cost information of the content information 50B, and extracts, for each of the equipped items owned by the player, a group of items required for evolution. Here, the extraction means 52 extracts the group of items including the equipped items equipped by the characters owned by the player. Then, the processing proceeds to the processing of step SP12.

[0091] (Step SP12) The control means 54 determines whether or not one or more groups of items have been extracted in step SP10. If the determination is affirmative, the processing proceeds to the processing of step SP14. On the other hand, if the determination is negative, the processing proceeds to the processing of step SP30.

[0092] (Step SP14) The control means 54 causes the touch panel 32 to display a cultivation screen indicating that batch synthesis is possible.

[0093] FIG. 6 is a diagram showing an example of a cultivation screen 60 in the first embodiment that enables batch synthesis.

[0094] As shown in FIG. 6, the cultivation screen 60 is provided with a cultivation mode switching tab 62, an equipment item information area 64, a batch synthesis button 66, and a return button 68. The cultivation mode switching tab 62 is a tab (instruction area) for giving an instruction to switch the cultivation mode of the equipment item. For example, when the cultivation mode switching tab 62A is operated (touched), the screen switches to the mode for evolving the equipment item. Also, for example, when the cultivation mode switching tab 62B is operated (touched), the screen switches to the mode for strengthening the equipment item. In the equipment item information area 64, in the area corresponding to each equipment item owned by the player, an image of the equipment item and information indicating whether the owned character is equipped with the equipment item are shown. For example, when the owned character is equipped with the equipment item, an "E" mark is attached to the image of the equipment item. Also, in the equipment item information area 64, a mark S, which is information indicating that the equipment item is evolvable, is attached. The equipment items with this mark S are the item group extracted in step SP10. The batch synthesis button 66 is a button (instruction area) for giving an instruction to batch synthesize the equipment items. The return button 68 is a button (instruction area) for giving an instruction to close the cultivation screen 60 and return to the main menu.

[0095] Returning to FIG. 5, the process proceeds to the process of step SP16.

[0096] (Step SP16) The control means 54 determines whether or not there is an instruction from the player to batch synthesize (batch evolve) equipped items. For example, when the batch synthesis button is pressed on the training screen, the control means 54 makes an affirmative determination for this judgment. And when this determination is an affirmative determination, the process proceeds to the process of step SP18. On the other hand, when this determination is a negative determination, that is, when the return button is pressed on the training screen, the process ends the series of processes shown in FIG. 5.

[0097] (Step SP18) The control means 54 preferentially selects, as the synthesis source item, the equipped item associated with a specific character having a high priority among the item group extracted in step SP10. For example, the control means 54 refers to the specific information of the owned content information in the player information 50A, and among the extracted item group A (weapon item A1, weapon item A2, weapon item A3), selects the weapon item A1 equipped by the specific character X whose priority is the first as the synthesis source item. Also, the control means 54 selects, as the synthesis source item, the armor item B1 equipped by the specific character Y whose priority is the second among the extracted item group B (armor item B1, armor item B2). Further, the control means 54 selects, as the synthesis source item, the ring item C1 that is not equipped by any character among the extracted item group C (ring item C1, ring item C2). And the process proceeds to the process of step SP20.

[0098] (Step SP20) The control means 54 selects, as evolution material items, the equipment items that have not been selected as synthesis source items among the item group extracted in step SP10. For example, the control means 54 selects, as evolution material items, the weapon item A2 (equipped by character Y) and the weapon item A3 (not equipped by any character) that have not been selected as synthesis source items among the extracted item group A (weapon item A1, weapon item A2, weapon item A3). Also, the control means 54 selects, as an evolution material item, the armor item B2 (equipped by character Z) that has not been selected as a synthesis source item among the extracted item group B (armor item B1, armor item B2). Further, the control means 54 selects, as an evolution material item, the ring item C2 (not equipped by any character) that has not been selected as a synthesis source item among the extracted item group C (ring item C1, ring item C2). Then, the process proceeds to the process of step SP22.

[0099] (Step SP22) The control means 54 causes the touch panel 32 to display a confirmation screen showing the item group for batch synthesis.

[0100] FIG. 7 is a diagram showing an example of a confirmation screen 70 showing the item group for batch synthesis in the first embodiment.

[0101] As shown in FIG. 7, the confirmation screen 70 is provided with a batch synthesis item information area 72, a check box 74, a return button 76, and a synthesis start button 78. In the batch synthesis item information area 72, groups of items to be batch synthesized are respectively represented. For example, in the batch synthesis item information area 72, images indicating the source item, the evolution material item, and the equipped item after cultivation (evolved item) are respectively represented. Also, for example, in the batch synthesis item information area 72, it is represented that the equipped item after cultivation (evolved item) is equipped on the owning character equipped with the source item. Also, for example, in the batch synthesis item information area 72, when the owning character is equipped with the equipped item consumed as the evolution material item, it is represented that the equipment of the equipped item is released. The check box 74 is provided in association with each group of items and is provided for the player to select whether to include the group of items to be batch synthesized. In the first embodiment, when the synthesis start button 78 is pressed (for example, touched) by the player, the group of items in the state where a check mark is entered in the check box 74 (on state) is batch synthesized. In the first embodiment, the check box 74 is displayed in the state where a check mark is entered from the beginning (on state). For example, the player can switch between the state where no check mark is entered (off state) and the state where a check mark is entered (on state) each time the check box 74 is pressed. The back button 76 is a button (instruction area) for closing the confirmation screen 70 and giving an instruction to return to the cultivation screen. The synthesis start button 78 is a button (instruction area) for giving an instruction to start batch synthesis. Note that the synthesis start button 78 can give an instruction when a check mark is entered in one or more check boxes 74.

[0102] Returning to FIG. 5, the process proceeds to the process of step SP24.

[0103] (Step SP24) The control means 54 determines whether an instruction to start batch synthesis (batch evolution) has been given by the player. For example, when the synthesis start button is pressed on the confirmation screen, the control means 54 makes an affirmative determination for this determination. And when this determination is an affirmative determination, the process proceeds to the process of step SP26. On the other hand, when this determination is a negative determination, that is, when the back button is pressed on the confirmation screen, the process proceeds to the process of step SP14.

[0104] (Step SP26) The control means 54 batch-synthesizes the evolution material items (weapon item A2 and weapon item A3, armor item B2, ring item C2) of the same type as the synthesis source item for each synthesis source item (for example, weapon item A1, armor item B1, ring item C1) of each item group (for example, item groups A to C) with a check mark on the confirmation screen. Subsequently, the control means 54 raises the upper limit value and rarity of the level of each of the batch-synthesized synthesis source items, and deletes (excludes) the evolution material items used for the batch synthesis from the owned content information of the player information 50A. Here, the control means 54 updates the owned item ID of the synthesis source item included in the corresponding information of the owned content information to the owned item ID of the equipped item (evolved item) after cultivation. Also, the control means 54 deletes the owned item ID of the evolution material item included in the corresponding information of the owned content information. Then, the process proceeds to the process of step SP28.

[0105] (Step SP28) The control means 54 causes the result screen showing the result of the batch synthesis to be displayed on the touch panel 32.

[0106] FIG. 8 is a diagram showing an example of a result screen 80 showing the result of batch synthesis in the first embodiment.

[0107] As shown in FIG. 8, the result screen 80 is provided with an acquired item information area 82 and a completion button 84. In the acquired item information area 82, the equipped items acquired by the player through batch synthesis (batch evolution) are represented. For example, in the acquired item information area 82, for each equipped item acquired by the player, it is represented that the special parameters (for example, rarity and upper limit value of the level) have been changed, and the character equipped with the equipped item, etc. The completion button 84 is a button (instruction area) for closing the result screen 80 and giving an instruction to return to the training screen.

[0108] Then, the process ends the series of processes shown in FIG. 5.

[0109] (Step SP30) The control means 54 causes the touch panel 32 to display a training screen indicating that batch synthesis is possible.

[0110] FIG. 9 is a diagram showing an example of a training screen 90 in which batch synthesis is impossible in the first embodiment.

[0111] As shown in FIG. 9, the batch synthesis button 66 on the training screen 90 is represented in a display form in which instructions are impossible because the item group was not extracted in step SP10.

[0112] Returning to FIG. 5, the process proceeds to the process of step SP32.

[0113] (Step SP32) The control means 54 receives an instruction from the player to return to the main menu. For example, the control means 54 receives an instruction (press) of the return button on the training screen. Then, the process ends the series of processes shown in FIG. 5.

[0114] <Effect> In the above first embodiment, a program for executing a game capable of associating second content with first content, which causes a computer to function as extraction means 52 that extracts, from second content owned by a player, content groups that are of the same type as each other, and control means 54 that, for each content group, uses, as source content for synthesis, the second content associated with a specific first content among the extracted content groups and uses other second content as material content, and collectively synthesizes the material content of the same type as the source content for synthesis for each source content for synthesis of the content groups.

[0115] According to this configuration, for the second content associated with a specific first content, it is possible to collectively synthesize the second content as source content for synthesis without releasing the association. Thereby, when collectively synthesizing, the labor of the player can be reduced.

[0116] Also, in the first embodiment, the specific first content is one or a plurality of first contents designated by the player.

[0117] According to this configuration, for the second content associated with the first content designated by the player, it is possible to collectively synthesize the second content as source content for synthesis without releasing the association. Thereby, when collectively synthesizing, the labor of the player can be reduced.

[0118] Also, in the first embodiment, the specific first content is a plurality of first contents for which the player has designated a priority order, and the control means 54 preferentially uses, as source content for synthesis, the second content associated with the specific first content having a higher priority order.

[0119] According to this configuration, for the second content associated with a specific first content with a high priority specified by the player, the second content can be preferentially batch-combined as the combined source content without releasing the association. Thereby, the labor of the player can be reduced during batch combination.

[0120] Also, in the first embodiment, the control means 54 preferentially uses, as the combined source content, the second content associated with a specific first content that has a high usage frequency in the game.

[0121] According to this configuration, for the second content associated with a specific first content that has a high usage frequency in the game, the second content can be preferentially batch-combined as the combined source content without releasing the association. Thereby, the labor of the player can be reduced during batch combination.

[0122] Also, in the first embodiment, the control means 54 preferentially uses, as the combined source content, the second content associated with the first content in which a predetermined parameter has been grown among the specific first contents.

[0123] According to this configuration, for the second content associated with a specific first content in which a predetermined parameter has been grown, the second content can be preferentially batch-combined as the combined source content without releasing the association. Thereby, the labor of the player can be reduced during batch combination.

[0124] Also, in the first embodiment, the specific first content is one or a plurality of first contents that have a high usage frequency in the game.

[0125] According to this configuration, for the second content associated with the first content that is frequently used in the game, the second content can be batch synthesized as the source content for synthesis without releasing the association. Thereby, the labor of the player can be reduced during batch synthesis.

[0126] Also, in the first embodiment, the specific first content is one or more first contents in which predetermined parameters are being cultivated.

[0127] According to this configuration, for the second content associated with the first content in which predetermined parameters are being cultivated, the second content can be batch synthesized as the source content for synthesis without releasing the association. Thereby, the labor of the player can be reduced during batch synthesis.

[0128] ---Second Embodiment--- Next, the second embodiment will be described.

[0129] In the second embodiment, the control means 54 does not select the source content and the material content from the content group extracted, but batch synthesizes each of the content groups, and the control means 54 associates the second content after cultivation with a specific first content. This is different from the first embodiment. The configuration and functions of the game system 1 according to the second embodiment not described below are the same as the configuration and functions of the game system 1 according to the first embodiment.

[0130] In the second embodiment, the control means 54 collectively synthesizes each of the content groups extracted by the extraction means 52, and causes the player to own each of the second contents after growth grown by the synthesis. For example, the control means 54 collectively synthesizes the extracted item group A (weapon item A1, weapon item A2, weapon item A3), the item group B (armor item B1, armor item B2), and the item group C (ring item C1, ring item C2). In other words, the control means 54 repeats the process of evolving and synthesizing the extracted item groups into one evolved item (weapon item A', armor item B', ring item C') for the number of item groups. Here, the control means 54 causes the player to own each of the evolved items synthesized collectively, and deletes (excludes) all the equipped items that constituted each item group from the owned content information of the player information 50A.

[0131] Further, the control means 54 associates the equipped item (second content) after growth (collective synthesis) with a specific character (specific first content). In other words, the control means 54 equips the equipped item (second content) after growth to a specific character, and does not equip the equipped item to characters other than the specific character among the characters that equipped the equipped items included in the extracted item group. For example, the control means 54 associates the owned item ID of the equipped item after growth with a specific character in the correspondence information of the owned content information. That is, the specific character is in a state of equipping the equipped item (evolved item) after growth (collective synthesis). Also, for example, the control means 54 deletes the owned item ID of the equipped item included in the extracted item group in the correspondence information of the owned content information. That is, a character that equipped the evolution material item before growth (collective synthesis) and is other than the specific character is in a state where the evolution material item is not equipped (the state where the equipment is released).

[0132] In addition, the control means 54 associates the equipped item (second content) after cultivation with a specific character (specific first content) having a high priority. For example, the control means 54 refers to the specific information of the owned content information in the player information 50A, and equips the equipped item after cultivation to a specific character having a high priority. Specifically, the control means 54 associates the owned item ID of the equipped item after cultivation with a specific character having a high priority in the corresponding information of the owned content information.

[0133] In addition, the control means 54 associates the equipped item (second content) after cultivation with a specific character (specific first content) having a high usage frequency in the game. For example, the control means 54 stores in the specific information of the owned content information in the player information 50A the owned character IDs of a plurality of characters designated by the player, and as the priority, the ranking (in descending order of the number of times) of the number of times the designated character is used in quests.

[0134] In addition, the control means 54 associates the equipped item (second content) after cultivation with a specific character (specific first content) in which a first predetermined parameter has been cultivated. Examples of this first predetermined parameter include level, skill activation turn count, upper limit value of level, lower limit value of skill activation turn count, rarity, luck, attack power, defense power, hit points, and the like. For example, the control means 54 stores in the specific information of the owned content information in the player information 50A the owned character IDs of a plurality of characters designated by the player, and as the priority, the ranking (in ascending order of the skill activation turn count) of the skill activation turn count of the designated character.

[0135] Also, a specific character (specific first content) is one or more specific characters (specific first content) with a high usage frequency in the game. For example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of the characters (for example, the top 5 characters) that have been used many times in quests during a predetermined period (for example, the most recent one week), and as the priority order, the order of the number of times used in quests during the predetermined period (in descending order of the number of times).

[0136] Also, a specific character (specific first content) is one or more specific characters in which a first predetermined parameter has been cultivated. For example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of the characters with a high rarity (for example, the top 5 characters), and the order of the levels of the characters (in descending order of level). Also, for example, the control means 54 stores, in the specific information of the owned content information in the player information 50A, the owned character IDs of the characters with a high rarity (for example, the top 5 characters), and as the priority order, the order of the number of skill activation turns of the characters (in ascending order of the number of skill activation turns).

[0137] Further, the control means 54 associates the equipment items (second content) after cultivation, in which the second predetermined parameter has been cultivated, with a specific character (specific first content). Examples of this second predetermined parameter include level, number of skill activation turns, upper limit value of level, lower limit value of number of skill activation turns, rarity, luck, attack power, defense power, hit points, and the like. For example, the control means 54 refers to the correspondence information, specific information, etc. of the owned content information, and determines, in order from the specific character with a higher priority in the specific information, whether the second predetermined parameter of the equipment item associated with the specific character is more cultivated than the second predetermined parameter of the equipment item after cultivation. Subsequently, when the determination is a negative determination, the control means 54 determines the character to equip the equipment item after cultivation as the specific character. On the other hand, when the determination is an affirmative determination, the control means 54 repeats the process of determining whether the second predetermined parameter of the equipment item of the next specific character with a higher priority is more cultivated than the second predetermined parameter of the equipment item after cultivation. Then, when the determination is a negative determination, the control means 54 determines the character to equip the equipment item after cultivation as the specific character. Also, when the second predetermined parameter of the equipment items associated with all specific characters is more cultivated than the second predetermined parameter of the equipment item after cultivation, the control means 54 does not equip the equipment item after cultivation to a specific character. Also, for example, in the determination, the control means 54 compares the second predetermined parameters of equipment items of the same type (for example, weapon items, armor items, ring items).

[0138] Further, when the extraction means 52 extracts an equipment item (second content) associated with a specific character (specific first content), the control means 54 re - associates the grown - up equipment item (second content) grown by synthesizing an item group (content group) including the equipment item (second content) with the specific character (specific first content). For example, when the control means 54 refers to the specific information of the owned content information in the player information 50A and extracts the weapon item A equipped by the character X, which is a specific character, as an item group, the grown - up weapon item A' grown by synthesizing the item group is equipped on the character X again.

[0139] <Flow of processing> FIG. 10 is a flowchart showing an example of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. Also, the processing of the following steps is started, for example, at the timing when the player selects an equipment item in the training menu. Note that the order and content of the following steps can be changed as appropriate.

[0140] (Steps SP40 - SP46) The processing of steps SP40 - SP46 is the same as the processing of steps SP10 - SP16 described above, so the description is omitted. And in step SP46, if the determination is an affirmative determination, the processing proceeds to the processing of step SP48. On the other hand, if the determination is a negative determination, the processing ends the series of processing shown in FIG. 10.

[0141] (Step SP48) The control means 54 determines, for each item group extracted in step SP40, the character to equip with the equipped item (evolved item) after cultivation. For example, the control means 54 refers to the corresponding information, specific information, etc. of the owned content information, and in order from a specific character with a high priority in the specific information, determines whether the level of the equipped item associated with the specific character is higher than the level of the equipped item after cultivation. Subsequently, when the determination is a negative determination, the control means 54 determines the character to equip with the equipped item after cultivation as the specific character. On the other hand, when the determination is an affirmative determination, the control means 54 repeatedly performs a process of determining whether the level of the equipped item of the next specific character with a high priority is higher than the level of the equipped item after cultivation, and when the determination is a negative determination, determines the character to equip with the equipped item after cultivation as the specific character. Then, the process proceeds to the process of step SP50.

[0142] (Step SP50) The control means 54 causes the touch panel 32 to display a confirmation screen showing the item group to be batch-combined.

[0143] FIG. 11 is a diagram showing an example of a confirmation screen 100 showing the item group to be batch-combined in the second embodiment.

[0144] As shown in FIG. 11, the confirmation screen 100 is provided with a batch-combination item information area 102, a check box 104, a back button 106, and a combination start button 108. In the batch synthesis item information area 102, groups of items to be batch synthesized are respectively represented. For example, in the batch synthesis item information area 102, the group of items extracted in step SP40 and images indicating equipped items after cultivation (evolved items) are respectively represented. Also, for example, in the batch synthesis item information area 102, it is represented that a specific character determined in step SP48 equips an equipped item after cultivation (evolved item). Further, for example, in the batch synthesis item information area 102, it is represented that the equipment by a character other than the character determined in step SP48, which is a character equipping the group of items extracted in step SP40, is released. The check box 104 is provided in association with each group of items and is provided for the player to select whether to include the group of items to be batch synthesized. The back button 106 is a button (instruction area) for closing the confirmation screen 100 and giving an instruction to return to the cultivation screen. The synthesis start button 108 is a button (instruction area) for giving an instruction to start batch synthesis. Note that the synthesis start button 108 can give an instruction only when a check mark is entered in one or more check boxes 104.

[0145] Returning to FIG. 10, the process proceeds to the process of step SP52.

[0146] (Step SP52) The control means 54 determines whether an instruction to start batch synthesis (batch evolution) has been given from the player. For example, when the synthesis start button is pressed on the confirmation screen, the control means 54 makes an affirmative determination for the said determination. And when the said determination is an affirmative determination, the process proceeds to the process of step SP54. On the other hand, when the said determination is a negative determination, the process proceeds to the process of step SP44.

[0147] (Step SP54) The control means 54 synthesizes each item group (for example, item groups A to C) with a check mark on the confirmation screen in a batch. That is, the control means 54 deletes (excludes) each item group used for batch synthesis from the owned content information of the player information 50A, and adds each of the batch-synthesized equipped items after cultivation to the owned content information of the player information 50A. Then, the process proceeds to the process of step SP56.

[0148] (Step SP56) The control means 54 equips each of the equipped items after cultivation batch-synthesized in step SP54 to the specific character determined in step SP48. For example, the control means 54 associates the owned item ID of the equipped item after cultivation (evolved item) with the specific character in the corresponding information of the owned content information. Then, the process proceeds to the process of step SP58.

[0149] (Step SP58) The control means 54 causes the touch panel 32 to display a result screen showing the result of the batch synthesis.

[0150] FIG. 12 is a diagram showing an example of a result screen 110 showing the result of batch synthesis in the second embodiment.

[0151] As shown in FIG. 12, the result screen 110 is provided with an acquired item information area 112 and a completion button 114. In the acquired item information area 112, the equipped items acquired by the player through batch synthesis (batch evolution) are represented. For example, in the acquired item information area 112, for each equipped item acquired by the player, it is represented that the special parameters (for example, rarity and upper limit value of the level) have been changed, and the character equipped with the equipped item, etc. The completion button 114 is a button (instruction area) for closing the result screen 110 and giving an instruction to return to the cultivation screen.

[0152] Then, the process ends the series of processes shown in FIG. 10.

[0153] (Steps SP60 to SP62) The processes of Steps SP60 to SP62 are the same as the processes of Steps SP30 to SP32 described above, so the description is omitted. Then, the process ends the series of processes shown in FIG. 10.

[0154] <Effect> As described above, in the second embodiment, there is provided a program for executing a game that can associate second content with first content and can grow the second content by synthesizing a plurality of second contents of the same type with each other. The program causes a computer to function as extraction means 52 that extracts, from the second content owned by the player, content groups that are of the same type as each other, and control means 54 that collectively synthesizes each of the extracted content groups and causes the player to own each of the second contents after growth grown by the synthesis. The control means 54 associates the second content after growth with a specific first content.

[0155] According to this configuration, for the second content associated with a specific first content, it is possible to perform batch synthesis without releasing the association, and the second content after growth can be associated with the specific first content. Thereby, when performing batch synthesis, the labor of the player can be reduced.

[0156] Also, in the second embodiment, the specific first content is one or a plurality of first contents designated by the player.

[0157] According to this configuration, for the second content associated with the first content designated by the player, it is possible to perform batch synthesis without releasing the association, and the second content after growth can be associated with the specific first content. Thereby, when performing batch synthesis, the labor of the player can be reduced.

[0158] Also, in the second embodiment, the specific first content is a plurality of first contents whose priorities are specified by the player, and the control means 54 associates the second content after cultivation with the specific first content having a high priority.

[0159] According to this configuration, for the second content associated with the specific first content with a high priority specified by the player, it can be batch synthesized without releasing the association, and the second content after cultivation can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.

[0160] Also, in the second embodiment, the control means 54 associates the second content after cultivation with the specific first content having a high usage frequency in the game.

[0161] According to this configuration, for the second content associated with the specific first content having a high usage frequency in the game, it can be batch synthesized without releasing the association, and the second content after cultivation can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.

[0162] Also, in the second embodiment, the control means 54 associates the second content after cultivation with the specific first content in which the first predetermined parameter has been cultivated.

[0163] According to this configuration, for the second content associated with the specific first content in which the first predetermined parameter has been cultivated, it can be batch synthesized without releasing the association, and the second content after cultivation can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.

[0164] Also, in the second embodiment, the specific first content is one or more first contents having a high usage frequency in the game.

[0165] According to this configuration, for the second content associated with the first content that is frequently used in the game, it can be batch synthesized without releasing the association, and the second content after cultivation can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.

[0166] Also, in the second embodiment, the specific first content is one or more first contents in which a first predetermined parameter has been cultivated.

[0167] According to this configuration, for the second content associated with the first content in which the first predetermined parameter has been cultivated, it can be batch synthesized without releasing the association, and the second content after cultivation can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.

[0168] Also, in the second embodiment, the control means 54 associates the second content in which a second predetermined parameter has been cultivated among the second content after cultivation with the specific first content.

[0169] According to this configuration, for the second content associated with the specific first content, it can be batch synthesized without releasing the association, and among the second content after cultivation, the second content in which the second predetermined parameter has been cultivated can be associated with the specific first content. Thereby, the labor of the player can be reduced during batch synthesis.

[0170] Also, in the second embodiment, when the second content associated with the specific first content is extracted by the extraction means 52, the control means 54 re-associates the second content after cultivation cultivated by synthesizing the content group including the second content with the specific first content.

[0171] According to this configuration, for the second content associated with a specific first content, it can be batch-combined without canceling the association, and the grown second content grown by combining the content group including the second content can be associated with the specific first content again. Thereby, the labor of the player can be reduced when batch-combining.

[0172] ---Modification Example--- Note that the present invention is not limited to the above specific examples. That is, those obtained by appropriately modifying the above specific examples by those skilled in the art are also included in the scope of the present invention as long as they have the features of the present invention. In addition, each element included in the above-described embodiment and the modification examples described later can be combined as much as technically possible, and those obtained by combining these are also included in the scope of the present invention as long as they include the features of the present invention.

[0173] For example, in the first embodiment, the control means 54 mainly described the case where the equipped item equipped by a specific character among the extracted item group is used as the synthesis source item, but an equipped item not equipped by any character may be used as the synthesis source item. For example, when the extracted item group is composed only of equipped items not equipped by any character, the control means 54 uses the equipped item in which a predetermined parameter (for example, level, etc.) is most grown as the synthesis source item.

[0174] In addition, in the first embodiment and the second embodiment, the case where the evolution material content pre-associated with the synthesis source content is the same type of content as the synthesis source content is described, but the evolution material content may be content of a different type from the synthesis source content (related content predetermined by the game operator). Further, the evolution material content may be content of the same series as the synthesis source content. Examples of this content of the same series include the content before evolution of the synthesis source content and the content after evolution of the synthesis source content.

[0175] Also, in the first embodiment, after the batch synthesis, the control means 54 deletes the owned item ID of the evolution material item in the corresponding information of the owned content information, and has explained the case where the character equipped with the evolution material item is in a state where it is not equipped with an equipped item. However, among the equipped items owned by the player, a weapon item with a high predetermined parameter (for example, attack power) may be equipped to the character. Also, in the second embodiment, after the batch synthesis, the control means 54 deletes the owned item ID of the equipped item included in the extracted item group in the corresponding information of the owned content information, and has explained the case where the character equipped with the evolution material item, other than a specific character, is in a state where it is not equipped with the evolution material item. However, among the equipped items owned by the player, a weapon item with a high predetermined parameter (for example, defense power) may be equipped to the character.

[0176] Also, in the first and second embodiments, the case where the first content is a character has been mainly described. However, the first content may be an equipped item. In this case, the second content may be a wearable item that can be associated with (for example, worn on) the first content (equipped item). Examples of such a wearable item include gems, materia, runes (marks), attribute items, and the like. This attribute item is, for example, an item for adding an attribute (for example, water attribute or fire attribute) to the equipped item. Also, the case where the first content is a character owned by the player has been mainly described. However, it may be a character lent from another player or the game operator, or a character available from the beginning of the game.

[0177] In the first and second embodiments, the extraction means 52 has been described as extracting one or a plurality of item groups from the equipped items (second content) owned by the player. However, for example, in response to a request from the player, only the equipped items being equipped may be extracted, or only the equipped items not being equipped may be extracted. For example, on the training screen, there may be provided a first batch synthesis button for batch-synthesizing all owned equipped items, a second batch synthesis button for batch-synthesizing only the equipped items being equipped, and a third batch synthesis button for batch-synthesizing only the equipped items not being equipped.

[0178] In the first and second embodiments, the extraction means 52 has been described as extracting one or a plurality of item groups from the equipped items (second content) owned by the player. However, for example, in response to a request from the player, the extraction may be limited to the types of equipped items. For example, on the training screen, there may be provided a first batch synthesis button for batch-synthesizing weapon items, a second batch synthesis button for batch-synthesizing armor items, and a third batch synthesis button for batch-synthesizing ring items.

[0179] In the first and second embodiments, the case where the first content is a character has been mainly described, but it may be a card, a figure, or the like.

Explanation of Reference Numerals

[0180] 10…Server device 12…Terminal device 50…Storage means 52…Extraction means 54…Control means

Claims

1. A program for executing a game capable of associating second content with first content, causing a computer to function as: extraction means for extracting, from the second content owned by a player, content groups that are of the same type as each other; control means for synthesizing, for each synthesis source content of each content group, the material contents of the same type as the synthesis source content in a batch, with the second content associated with a specific first content among the extracted content groups as the synthesis source content and other second contents as the material contents; functioning as; a program.

2. The specific first content is one or more first contents designated by the player, The program according to claim 1.

3. The specific first content is a plurality of first contents whose priorities are designated by the player, The control means gives priority to the second content associated with the specific first content with a higher priority as the synthesis source content, The program according to claim 2.

4. The control means gives priority to the second content associated with the specific first content with a high usage frequency in the game as the synthesis source content, The program according to claim 2.

5. The control means gives priority to the second content associated with the first content in which a predetermined parameter is cultivated among the specific first contents as the synthesis source content, The program according to claim 2.

6. The specific first content is one or more first contents with a high usage frequency in the game, The program according to claim 1.

7. The specific first content is one or more first contents in which a predetermined parameter is cultivated, The program according to claim 1.

8. An information processing apparatus for executing a game capable of associating second content with first content, extraction means for extracting, from the second content owned by a player, content groups that are of the same type as each other; Among the extracted content groups, using the second content associated with a specific first content as the source content for synthesis, and using other second contents as material contents, control means for collectively synthesizing material contents of the same type as the source content for each source content of each content group; Comprising: An information processing apparatus.

Citation Information

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