Information processor

The information processing apparatus addresses the operation burden for users by enabling direct access to training underdeveloped characters from the deck screen after determining a game stage, and allows quick return to the deck screen after training, thus streamlining the gameplay preparation process.

JP2025096330APending Publication Date: 2025-06-26SEGA CORP
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Patent Information

Application Number
JP2025060864
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-01
Publication Date
2025-06-26

AI Technical Summary

Technical Problem

Users face an operation burden when they notice underdeveloped characters in their deck after determining a game stage, as they must cancel the stage determination, go to the training screen, train the characters, and then re-determine the game stage.

Method used

An information processing apparatus with a stage determination unit, a deck determination unit, a cultivation unit, and a display control unit that allows users to directly proceed from the deck screen to the training screen after determining a game stage, and then return to the deck screen after training, eliminating the need to cancel and re-determine the game stage.

Benefits of technology

This solution reduces the user's operation burden by allowing direct access to training underdeveloped characters without canceling the game stage determination, and enables quick return to the deck screen after training, streamlining the gameplay preparation process.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025096330000001_ABST
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Patent Text Reader

Abstract

To reduce operation load on a user.SOLUTION: An information processor includes: a stage determination part determining a game stage where a user plays a game on the basis of the user's operation on a stage screen; a deck determination part determining a deck for the user to use during game play on the game stage on the basis of the user's operation on a deck screen proceeded from the stage screen after the game stage is determined; a rearing part which rears a character that can be assembled with the deck the user uses on the basis of the user's operation on a rearing screen proceeded from the deck screen before the deck is determined; and a display control part which performs control to return to the deck screen after rearing the character when the deck screen proceeds to the rearing screen after the stage screen proceeds to the deck screen.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] There is known an information processing apparatus that displays a deck screen for determining a deck (a team composed of a plurality of characters) used by a user who plays a game on a determined game stage after determining any one of a plurality of game stages (quests) on a stage screen (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Generally, after determining a game stage, the user proceeds from the stage screen to the deck screen, and after determining the deck, proceeds from the deck screen to the game play screen, so that the user can enjoy playing the game on that game stage using that deck. On the other hand, when proceeding from the stage screen to the deck screen after determining the game stage in this way, even if the user notices that the characters planned to be incorporated into the deck are underdeveloped, the user cannot proceed from this deck screen to the training screen. Therefore, the user has to cancel the determination of the game stage once, proceed from the selection menu to the training screen, train the underdeveloped characters, and then proceed from the selection menu to the stage screen again and determine the same game stage again. This has been troublesome for users who perform operations before starting the game play. The present invention has been made in view of such circumstances, and its object is to reduce the operation burden on the user.

Means for Solving the Problems

[0005] The main invention of the present invention for solving the above problems is a stage determination unit that determines a game stage in which the user plays based on the user's operation on the stage screen; a deck determination unit that determines a deck to be used by the user during game play in the game stage based on the user's operation on the deck screen that advances from the stage screen after the game stage is determined; a cultivation unit that cultivates a character that can be incorporated into the deck used by the user based on the user's operation on the cultivation screen that advances from the deck screen before the deck is determined; a display control unit that, when advancing from the stage screen to the deck screen and then from the deck screen to the cultivation screen, performs control to return to the deck screen after the character is cultivated; an information processing apparatus including Other features of the present invention will be clarified by the description in this specification and the accompanying drawings.

Brief Description of the Drawings

[0006]

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Embodiments for Carrying Out the Invention

[0007] From the description in this specification and the attached drawings, at least the following matters become clear. That is, a stage determination unit that determines the game stage played by the user based on the user's operation on the stage screen, A deck determination unit that determines the deck used by the user during game play in the game stage based on the user's operation on the deck screen that advances from the stage screen after the game stage is determined, A training unit that trains characters that can be incorporated into the deck used by the user based on the user's operation on the training screen that advances from the deck screen before the deck is determined, After advancing from the stage screen to the deck screen and then from the deck screen to the training screen, a display control unit that performs control to return to the deck screen after training the character. An information processing apparatus including the above. According to such an information processing apparatus, when advancing from the stage screen to the deck screen after determining the game stage, since it is possible to advance from this deck screen to the training screen, when the user notices that the character planned to be incorporated into the deck is insufficiently trained, it is not necessary to cancel the determination of the game stage once and advance to the training screen from the selection menu, and the insufficiently trained character can be trained without much trouble. Furthermore, since it is also possible to return to the deck screen after training the character, it is possible to quickly return to the deck screen after determining the game stage after the training. As a result, it is possible to reduce the operation burden on the user.

[0008] Also, in such an information processing apparatus, In the deck screen where the display control unit displays distinguishable trained characters and untrainable characters, it may be possible to advance to the training screen by the user designating the trainable character. According to such an information processing apparatus, the user can easily recognize whether the character planned to be incorporated into the deck can be trained only by looking at the deck screen after determining the game stage.

[0009] Also, in such an information processing apparatus, The training unit gradually trains the characters that can be incorporated into the deck used by the user. In the deck screen, the display control unit may display the highest stage that can be increased by training in association with the trainable character. According to such an information processing apparatus, the user can easily recognize up to which stage the character planned to be incorporated into the deck can be increased by training only by looking at the deck screen after determining the game stage.

[0010] Also, such an information processing apparatus, the training unit performs training of a character that can be incorporated into the deck used by the user by varying the skills or ability parameters of the character, the display control unit may arrange and display the trainable characters in the deck screen in the order according to the skills or ability parameters after the variation by training. According to such an information processing apparatus, the user can easily recognize how the skills or ability parameters of the characters planned to be incorporated into the deck will vary by training and can also easily recognize the priority order of training only by looking at the deck screen after the game stage is determined.

[0011] Also, such an information processing apparatus, the training unit performs training of a character that can be incorporated into the deck used by the user by varying the skills or ability parameters of the character, when the display control unit determines that the skills of the character are lost and are not suitable for the determined game stage due to the variation of the skills of the character after training, the display control unit may display that fact on the deck screen. According to such an information processing apparatus, the user can immediately recognize that the skills suitable for the game stage are lost due to the variation of the skills of the character after training only by looking at the deck screen after the game stage is determined.

[0012] Also, such an information processing apparatus, the training unit performs training of a character that can be incorporated into the deck used by the user by varying the skills or ability parameters of the character, If the display control unit determines that the character loses skills suitable for the determined game stage due to fluctuations in the character's skills after training, it may be restricted from proceeding from the deck screen to the training screen. According to such an information processing apparatus, the user can immediately recognize that the character loses skills suitable for the game stage due to fluctuations in the character's skills after training by being unable to proceed from the deck screen to the training screen.

[0013] Next, the computer is stage determination means for determining the game stage played by the user based on the user's operation on the stage screen, deck determination means for determining the deck used by the user during game play in the game stage based on the user's operation on the deck screen after proceeding from the stage screen after determining the game stage, training means for training a character that can be incorporated into the deck used by the user based on the user's operation on the training screen after proceeding from the deck screen before determining the deck, display control means for performing control to return to the deck screen after training the character when proceeding from the deck screen to the training screen after proceeding from the stage screen to the deck screen, It is a program for causing the computer to function as described above. According to such a program, it is possible to reduce the operation burden on the user.

[0014] ===Embodiment=== Hereinafter, an information processing apparatus, a program, and an information processing system according to an embodiment of the present invention will be described in detail. Note that the present invention can be widely applied to an information processing apparatus, a program, an information processing system, etc. that employ a game in which content (for example, a character) can be trained.

[0015] <<System Configuration>> FIG. 1 is a configuration diagram showing an example of the information processing system 1 according to the present embodiment. As shown in FIG. 1, in the information processing system 1 according to the present embodiment, one or more client terminals 10 and a server device 20 are connected via a network N.

[0016] The client terminal 10 is a terminal device such as a smartphone, a tablet, a PC, etc. operated by a user, or a terminal device such as a dedicated game device for home or business use. The server device 20 performs management and control of games performed by the user on the client terminal 10, charge processing in the game, etc. The network N is the Internet or the like, and includes a mobile radio base station or the like.

[0017] In addition, the present invention is applicable not only to the client - server type information processing system 1 shown in FIG. 1, but also to a single game device (information processing device) by separately providing a mechanism for performing charge processing in the game. The information processing system 1 in FIG. 1 is an example, and it goes without saying that there are various system configuration examples according to the use and purpose. For example, the server device 20 in FIG. 1 may be configured to be distributed among a plurality of computers.

[0018] <<Hardware Configuration>> <Client Terminal and Server Device> FIG. 2 is a hardware configuration diagram showing an example of the computer 50 according to the present embodiment. The client terminal 10 and the server device 20 according to the present embodiment are realized by, for example, a computer 50 having the hardware configuration shown in FIG. 2. Note that the computer 50 is an example of an information processing device.

[0019] As shown in FIG. 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, etc., and each is mutually connected by a bus line B. In the server device 20, the input device 55 and the display device 56 may be connected and used when necessary.

[0020] The CPU 51 is an arithmetic unit that realizes the control and functions of the entire computer by reading programs and data from storage devices such as the ROM 53 and the HDD 58 onto the RAM 52 and executing various processes based on the read programs and data.

[0021] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily holding programs and data, and is also used as a work area when the CPU 51 executes various processes.

[0022] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can hold programs and data even when the power is turned off. Programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 is started are stored in the ROM 53.

[0023] The communication interface 54 is an interface for connecting the computer 50 to the network N. Thereby, the computer 50 can perform data communication via the communication interface 54.

[0024] The input device 55 is a device used by a user or an administrator to input various signals. The input device 55 in the present embodiment is, for example, an operating device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.

[0025] The display device 56 is a device for displaying various information on a screen for a user or an administrator. The display device 56 in the present embodiment is, for example, a display such as a liquid crystal or an organic EL.

[0026] The external interface 57 is an interface for connectably connecting to an external device for data communication. Thereby, the computer 50 can read and / or write a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.

[0027] The HDD 58 is an example of a non-volatile storage device that stores programs and data. The programs and data to be stored include the OS, which is the basic software that controls the entire computer, and applications that provide various functions on the OS.

[0028] Note that instead of the HDD 58, a drive device that uses flash memory as a storage medium (for example, a solid state drive: SSD) may be used.

[0029] The client terminal 10 and the server device 20 according to the present embodiment can realize various processes as described later by executing a program on the computer 50 having the above-described hardware configuration.

[0030] <<Software Configuration>> <Server Device> FIG. 3 is a functional block diagram showing an example of the server device 20 according to the present embodiment. The server device 20 according to the present embodiment is realized by, for example, the functional blocks shown in FIG. 3.

[0031] The server device 20 according to the present embodiment realizes a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.

[0032] The server control unit 200 has a function of executing various processes in the server device 20. The server control unit 200 in the present embodiment includes a request processing unit 201 and an information management unit 202.

[0033] The request processing unit 201 receives a request from the client terminal 10, performs a process corresponding to the received request, and transmits a processing result or the like to the client terminal 10 as a response.

[0034] The information management unit 202 stores various information of users who have played the game as user information in the user information storage unit 223. Also, the information management unit 202 refers to and updates user information and the like in response to requests from the request processing unit 201.

[0035] The server storage unit 220 has a function of storing various information in the server device 20. The server storage unit 220 in the present embodiment includes a character information storage unit 221, a quest information storage unit 222, and a user information storage unit 223.

[0036] The character information storage unit 221 is an example of the content information storage unit, and stores character information (content information) regarding a character as an example of the content. The character information stored in the character information storage unit 221 is composed of the following various data.

[0037] FIG. 4 is a configuration diagram showing an example of character information. The character information shown in FIG. 4 has, as items, a character ID, a name, a rarity, ability parameters, skills, evolved characters, a lottery probability, and the like. The character ID is information for uniquely identifying various characters. The name is information indicating the character name. The rarity is information indicating the rarity (scarcity value) of the character. Here, any one of multiple classes of rarity is initially set. In the present embodiment, a five-level setting from rarity "1" to "5" is possible. Note that the class of rarity is not limited to five levels, and may be four levels or less, or six levels or more. The ability parameters are information indicating the abilities of the characters. Here, ability values such as attack, defense, and HP are initially set. Skills (also referred to as "abilities") are information indicating the special abilities of the characters. This special ability includes a special ability that can respond to the gimmicks of quests. In the present embodiment, a character having a special ability that can respond to the gimmicks of quests is a character suitable for that quest. The evolved character is information indicating an evolved character that is stronger than before evolution. In the present embodiment, the evolved characters can be set step by step. For example, in the case of "Character C" in the figure, "Character C1" is set as the character after the first-stage evolution. Note that it is also possible to set two of "Character C1" and "Character C2" branched from the common "Character C" as the first-stage evolved characters. On the other hand, in the case of "Character E" in the figure, "Character E1" is set as the character after the first-stage evolution, and "Character E2" is set as the character after the second-stage evolution. Here, the second-stage evolved character is set to have higher skills and ability values than the first-stage evolved character. Note that the stage of evolution is not limited to two stages, and may be three stages or more. The lottery probability is information indicating the probability that a character wins in a lottery game.

[0038] The quest information storage unit 222 is an example of a game stage information storage unit, and stores quest information (game stage information) regarding a quest as an example of a game stage. The quest information stored in the quest information storage unit 222 is composed of various data shown below.

[0039] FIG. 5 is a configuration diagram showing an example of quest information. The quest information shown in FIG. 5 has, as items, a quest ID, name, gimmick, required points, difficulty level, enemy character, acquirable character, etc. The quest ID is information for uniquely identifying a quest on a play unit basis. The name is information indicating the quest name. The gimmick is information indicating a device for obstructing the user in that quest. In the present embodiment, a device such as reducing the HP of a character that touches a wall or the like is included as a gimmick. The required points are information indicating the quantity of game points (stamina) required to play that quest. The difficulty level is information indicating the ease of clearing the quest. The enemy character is information indicating a character that becomes an opponent in battle that appears in that quest among a plurality of characters set in the character information stored in the character information storage unit 221. The acquirable character is information indicating one or a plurality of characters that the user can acquire in that quest among a plurality of characters set in the character information stored in the character information storage unit 221. Note that the acquirable character and the enemy character of that quest may be the same character.

[0040] The user information storage unit 223 stores user information regarding the user. The user information stored in the user information storage unit 223 is composed of various data shown below.

[0041] FIG. 6 is a configuration diagram showing an example of user information. The user information shown in FIG. 6 has, as items, a user ID, a name, possessed characters, a deck, possessed points, and the like. The user ID is information for uniquely identifying a user. The name is information indicating a user name. The possessed characters are information indicating one or more characters currently possessed by the user among a plurality of characters set in the character information stored in the character information storage unit 221. Here, as shown in parentheses in the figure, various ability parameters (level, attack power, defense power, HP, etc.) of the currently possessed characters are also set. The deck is information indicating a plurality of characters constituting the user's deck. In the present embodiment, it is also possible to preset two or more decks. The possessed points are information indicating the quantity of game points currently possessed by the user. The user can play the quest by consuming his / her game points by the amount of points required for the quest. Note that the quest may be playable without consuming game points.

[0042] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.

[0043] <Client Terminal> FIG. 7 is a functional block diagram showing an example of the client terminal 10 according to the present embodiment. The client terminal 10 according to the present embodiment is realized by, for example, the functional blocks shown in FIG. 7.

[0044] The client terminal 10 according to the present embodiment realizes a client control unit 100, a client storage unit 120, a client communication unit 140, an operation input reception unit 150, and a screen display unit 160 by executing a program.

[0045] The client control unit 100 has a function of executing various processes in the client terminal 10. This client control unit 100 includes a game control unit 101, a server access unit 102, and a display control unit 103.

[0046] The game control unit 101 controls the progress of various games. The game control unit 101 according to the present embodiment controls the progress of a battle game, a lottery game, a synthesis game, etc., which will be described later, based on the game operations received by the client terminal 10 from the user. This game control unit 101 includes a battle unit 101A, a character granting unit 101B, a training unit 101C, a stage determination unit 101D, and a deck determination unit 101E.

[0047] The battle unit 101A controls the battle between characters that are opponents of each other. The battle unit 101A according to the present embodiment determines the victory or defeat of the battle between characters that are opponents of each other based on various parameters and the like of each character included in the deck.

[0048] The character granting unit 101B grants the user the characters set in the character information stored in the character information storage unit 221. The character granting unit 101B according to the present embodiment grants one or more characters to the user through a battle game, a lottery game, etc. That is, the user can acquire characters by playing a battle game, a lottery game, etc.

[0049] The training unit 101C trains the characters possessed by the user. The training performed by the training unit 101C includes increasing (strengthening) the parameters (ability parameters, etc.) of the character, changing (evolving) the character into a character with higher parameters (ability parameters, etc.) or rarity (stronger), or a character with new skills. The training unit 101C includes an evolution unit that trains by evolving the character and a synthesis unit that trains by synthesizing the character.

[0050] The evolution unit evolves the characters possessed by the user into stronger characters. The evolution unit according to this embodiment, when the evolution condition is satisfied for the pre-evolution character possessed by the user, instead of making the user no longer possess the pre-evolution character (making it non-owned), makes the user possess the post-evolution character. The evolution condition according to this embodiment is, for example, that the evolution parameter set for the pre-evolution character reaches the maximum value. Note that the evolution condition is not limited to this. For example, it may be that all the characters that are preset as synthesis materials are obtained in a battle game or a lottery game, and all of them are synthesized with the pre-evolution character (the character serving as the synthesis source). Also, the evolution unit according to this embodiment can evolve the characters possessed by the user step by step. For example, when the evolution condition is satisfied for the pre-evolution character possessed by the user, after performing the first-stage evolution, when the evolution condition is satisfied for the character after the first-stage evolution, the second-stage evolution is performed.

[0051] The synthesis unit strengthens one character by synthesizing other characters with one character among the plurality of characters possessed by the user, instead of sacrificing (making non-owned) the other characters. The synthesis unit according to this embodiment, for example, gradually increases the maximum value of the ability parameter set for the character serving as the synthesis source each time a character identical to the character serving as the synthesis source is synthesized with the character serving as the synthesis material. At this time, the character serving as the synthesis material becomes a character not possessed by the user (that is, it is sacrificed).

[0052] The stage determination unit 101D determines the game stage for the user to play based on the user's operation on the stage screen (also referred to as the "stage selection screen"). The stage determination unit 101D according to this embodiment determines the quest that the user will play next by the user selecting any one of the multiple quests displayed on the quest screen (also referred to as the "quest selection screen"). Note that it is also possible to automatically determine the quest regardless of the user's selection operation.

[0053] The deck determination unit 101E determines the deck to be used by the user during gameplay in that game stage based on the user's operation on the deck screen (also referred to as the "deck selection screen" or "deck construction screen") that has advanced from the stage screen after the game stage is determined. The deck determination unit 101E according to the present embodiment determines the deck to be used by the user during gameplay by creating a deck using a plurality of characters selected by the user on the deck screen. Note that it is also possible to automatically determine the deck without depending on the user's selection operation.

[0054] The server access unit 102 transmits various processing requests to the server device 20 and receives processing results and the like from the server device 20 as responses when access to the server device 20 is required during the process of various processes executed by the game control unit 101 or the display control unit 103.

[0055] The display control unit 103 controls the screen display of the client terminal 10 according to the progress of various games and the like. The display control unit 103 according to the present embodiment controls the screen display of the client terminal 10 by generating data of various screens, for example, according to the progress of a battle game or a lottery game controlled by the game control unit 101.

[0056] The operation input reception unit 150 receives operation inputs from the user who operates the client terminal 10. The client storage unit 120 stores installed applications (such as game applications), various programs and various data required in the client terminal 10 (for example, similar to the server device 20, character information, quest information, user information, etc.). That is, the client storage unit 120 also functions as a character information storage unit, a quest information storage unit, and a user information storage unit. The client communication unit 140 communicates with the server device 20. The screen display unit 160 performs the screen display of the client terminal 10 according to the control from the display control unit 103.

[0057] Note that, as described above, in the information processing system 1 according to the present embodiment, game control and display control are performed on the client terminal 10, but they may be performed by the server device 20. Specifically, while at least one of the game control unit and the display control unit is not provided in the client control unit 100 of the client terminal 10, it may be provided in the server control unit 200 of the server device 20.

[0058] In addition, the client control unit 100 of the client terminal 10 has a browser type that receives page data described in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs processing related to the game. Further, the client control unit 100 of the client terminal 10 has an application type that performs processing related to the game based on the installed application. FIG. 7 shows an example of the application type.

[0059] <<System Overview>> Here, an overview of the information processing system 1 in the present embodiment will be described. The information processing system 1 in the present embodiment includes at least a battle game, a lottery game, and a synthesis game.

[0060] The battle game in the present embodiment is a game in which an enemy character appears against a deck composed of a plurality of characters, and each character constituting the deck is made to battle against the appeared enemy character.

[0061] In this battle game, a plurality of quests (game stages) aimed at defeating enemy characters or the like are set at regular intervals. The user can form a deck using the characters he / she owns (also referred to as "formation"), select one of the quests playable in the current period, and challenge the enemy characters to battle. When the user clears the selected quest, he / she can obtain the acquirable characters associated with that quest.

[0062] In the battle game according to this embodiment, when a user who wants to acquire a desired character selects a quest from among a plurality of quests listed on the quest screen that allows the acquisition of the desired character, the quest that the user will challenge next is determined. Since the screen advances from the quest screen to the deck screen after the quest is determined, the user determines their own deck to be used in the determined quest by incorporating their owned characters listed on the deck screen into the deck. After the deck is determined, since the screen advances from the deck screen to the gameplay screen, the user can challenge the quest using their own deck.

[0063] In this embodiment, when the user notices that a possessed character (a possessed character planned to be incorporated into the deck) they wish to incorporate into the deck after the quest is determined has insufficient training, they can advance from this deck screen to the training screen. Therefore, it is not necessary to cancel the quest determination once and advance from the menu screen to the training screen, and the user can train the character with insufficient training without much effort. Furthermore, after training the character, the user can directly return to the deck screen after the quest is determined without advancing from the menu screen to the quest screen again. Therefore, the user can quickly return to the deck screen after the quest is determined, determine their own deck by incorporating the trained character into the deck, and advance to the gameplay screen, thereby reducing the user's operation burden.

[0064] <<System Operation>> Before explaining the screen transition of this embodiment, first, the screen transition of the comparative example will be explained with reference to FIGS. 8 to 12.

[0065] <Comparative Example> The display control unit 103 of the client terminal 10 displays the menu screen 500 shown in FIG. 8 on the screen display unit 160.

[0066] FIG. 8 is an image diagram showing an example of the menu screen 500. On this menu screen 500, selection items such as "Event Quest", "Character Training", and "Character Sale" are listed. For example, when "Event Quest" is selected by the user, the screen advances from this menu screen to the quest screen. On the quest screen, the user can select the quest to challenge next. When "Character Training" is selected, the screen advances from this menu screen to the training screen. On the training screen, the user can train their own characters. When "Character Sale" is selected, the screen advances from this menu screen to the sale screen. On the sale screen, the user can sell (unown) their own characters. Here, the description will continue assuming that "Event Quest" has been selected by the user.

[0067] Next, when "Event Quest" is selected by the user on the menu screen 500, the display control unit 103 of the client terminal 10 displays the quest screen 510 shown in FIG. 9 on the screen display unit 160.

[0068] FIG. 9 is an image diagram showing an example of the quest screen 510. On this quest screen 510, a plurality of playable quests 511 are listed. For each of the plurality of quests 511, an acquirable character 512 is displayed in association. Therefore, the user can select the quest that can acquire the desired character. Also, on the quest screen 510, an operation button 513 for returning to the menu screen 500 and an operation button 514 for advancing to the next screen are displayed.

[0069] Next, after any quest 511 is selected by the user on the quest screen 510 and the operation button 514 is selected, the display control unit 103 of the client terminal 10 displays the deck screen 520 shown in FIG. 10 on the screen display unit 160.

[0070] FIG. 10 is an image diagram showing an example of the deck screen 520. This deck screen 520 includes a deck display area 521, a character possession display area 522, an operation button 523 for returning to the menu screen 500, and an operation button 524 for starting a battle. In this deck display area 521, a deck composed of the character in possession selected by the user from among the plurality of characters in possession displayed in the character possession display area 522 is displayed. By selecting the operation button 524, the user can start a battle play in the quest selected on the quest screen 510 using the deck displayed in the deck display area 521.

[0071] Here, when a user who has seen the deck screen 520 after quest determination tries to select a character in possession to be incorporated into the deck displayed in the deck display area 521 from among the plurality of characters in possession displayed in the character possession display area 522, the user may notice that the character is underdeveloped. In this case, even if the user wishes to immediately train the underdeveloped character, the user cannot proceed from this deck screen to the training screen. Therefore, the user must cancel the quest selection once by selecting the operation button 523, return to the menu screen 500, and proceed to the training screen by selecting "Character Training". Thus, having started an operation from the menu screen and determined a quest, but then having to return to the menu screen again to perform an operation is a cumbersome operation for the user before play starts.

[0072] Then, when "Character Training" is selected by the user on the menu screen 500 that has returned again, the display control unit 103 of the client terminal 10 displays the training screen 530 shown in FIG. 11 on the screen display unit 160.

[0073] FIG. 11 is an image diagram showing an example of the cultivation screen 530. This cultivation screen 530 includes a cultivated character display area 531, a possessed character display area 532, an operation button 533 for returning to the menu screen 500, and an operation button 534 for starting cultivation. In the cultivated character display area 531, the possessed character serving as the synthesis source (the possessed character to be cultivated) selected by the user from among the plurality of possessed characters displayed in the possessed character display area 532 and the possessed character serving as the synthesis material are displayed. By selecting the operation button 534, the user can start cultivating the possessed character serving as the synthesis source displayed in the cultivated character display area 531.

[0074] Next, when the operation button 534 is selected on the cultivation screen 530 and the cultivation of the possessed character with insufficient cultivation is completed, the display control unit 103 of the client terminal 10 displays the cultivation screen 540 shown in FIG. 12 on the screen display unit 160.

[0075] FIG. 12 is an image diagram showing an example of the cultivation screen 540. This cultivation screen 540 includes a cultivated character display area 541 in which the cultivated character is displayed and an operation button 542 for returning to the menu screen 500.

[0076] After that, the user who has completed the cultivation on this cultivation screen 540 selects the operation button 542 to return to the menu screen 500 again, and by selecting "Event Quest", must proceed to the quest screen 510 shown in FIG. 9 to select the quest that was once canceled again. Such an operation of repeatedly selecting the same quest becomes a troublesome operation for the user before starting the play.

[0077] Then, when "Event Quest" is selected by the user on the returned menu screen 500, the display control unit 103 of the client terminal 10 displays the quest screen 510 shown in FIG. 9 on the screen display unit 160.

[0078] Next, when the display control unit 103 of the client terminal 10 selects the same quest 511 as the quest that was once canceled on the quest screen 510 and then selects the operation button 514, the deck screen 520 shown in FIG. 10 is displayed again on the screen display unit 160.

[0079] Finally, the user can finally return to the deck screen 520 after the quest is determined. From among the plurality of possessed characters displayed in the possessed character display area 522, the user can select the possessed character that has been completed in the training screen 540 and incorporate it into the deck displayed in the deck display area 521.

[0080] As described above, in the screen transition of the comparative example, even if the user who has seen the deck screen (deck screen 520) after the quest is determined notices that the possessed character planned to be incorporated into the deck is insufficiently trained, the user cannot proceed from the deck screen after the quest is determined to the training screen (training screen 530). Therefore, the user has to cancel the quest determination once and return to the selection menu (menu screen 500), proceed from the selection menu to the training screen, and train the possessed character with insufficient training. Furthermore, after the training of the possessed character with insufficient training is completed, the user has to return to the selection menu again, proceed from the selection menu to the quest screen (quest screen 510), and determine the same quest again. As a result, it has been troublesome for the user who performs operations before starting the play.

[0081] <This Embodiment> Next, the screen transition of this embodiment will be described with reference to FIGS. 13 to 14. In the screen transition of this embodiment, as in the comparative example, the case where "event quest" is selected by the user on the menu screen 500 shown in FIG. 8 and the process proceeds to the quest screen 510 shown in FIG. 9 will be described.

[0082] First, when the user selects "Event Quest" on the menu screen 500 shown in FIG. 8, the display control unit 103 of the client terminal 10 displays the quest screen 510 shown in FIG. 9 on the screen display unit 160.

[0083] Specifically, when such a selection operation is performed by the user, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute an access process. When the server access unit 102 of the client terminal 10 is requested to execute an access process by the display control unit 103, it transmits a request regarding the transmission of quest information to the server device 20.

[0084] When the request processing unit 201 of the server device 20 receives the request, it requests the information management unit 202 to execute a data acquisition process. When the information management unit 202 of the server device 20 is requested to execute a data acquisition process by the request processing unit 201, it acquires the quest information stored in the quest information storage unit 222. The request processing unit 201 transmits the information acquired by the information management unit 202 to the client terminal 10. Thereafter, the display control unit 103 of the client terminal 10 receives the information transmitted from the server device 20, stores it in the client storage unit 120, and performs control to generate a quest screen 510 in which a plurality of playable quests 511 are listed and display it on the screen display unit 160 based on the received information.

[0085] Next, when the quest screen 510 is displayed on the screen display unit 160, if any quest 511 is selected by the user and then the operation button 514 is selected, the stage determination unit 101D of the client terminal 10 determines the selected quest 511 as the quest that the user will play next. That is, when any quest 511 is selected by the user, the stage determination unit 101D of the client terminal 10 sets it in the user information of that user stored in the client storage unit 120 as the quest that the user will play.

[0086] Next, when the quest that the user of the client terminal 10 plays is determined, the display control unit 103 of the client terminal 10 displays the deck screen 520 shown in FIG. 10 on the screen display unit 160.

[0087] Specifically, when such a selection operation is performed by the user, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute an access process. When the server access unit 102 of the client terminal 10 is requested to execute an access process by the display control unit 103, it transmits a request regarding the transmission of user information to the server device 20.

[0088] When the request processing unit 201 of the server device 20 receives the request, it requests the information management unit 202 to execute a data acquisition process. When the information management unit 202 of the server device 20 is requested to execute a data acquisition process by the request processing unit 201, it refers to the user information stored in the user information storage unit 223 and acquires user information including the user's possessed characters, deck, etc. The request processing unit 201 transmits the information acquired by the information management unit 202 to the client terminal 10. Thereafter, the display control unit 103 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and based on the received information, performs control to generate a deck screen 520 on which the user's deck and possessed characters are displayed and display it on the screen display unit 160.

[0089] Next, when the possessed character displayed in the deck display area 521 or the possessed character display area 522 is selected by the user while the deck screen 520 is being displayed on the screen display unit 160, the display control unit 103 of the client terminal 10 displays the detailed screen 550 of the selected possessed character on the screen display unit 160.

[0090] This detailed screen 550 is a screen that has transitioned from the deck screen 520, but is a part of the deck screen 520. Note that the detailed screen 550 can also be integrated by being displayed overlaid on the deck screen 520 to form an overall deck screen.

[0091] FIG. 13 is an image diagram showing an example of the detailed screen 550. The detailed screen 550 includes a selected character display area 551, a character information display area 552, an operation button 553 for returning to the deck screen 520, and an operation button 554 for cultivating the possessed characters. In the selected character display area 551, the possessed character selected by the user from the possessed characters displayed in the deck display area 521 or the possessed character display area 522 of the deck screen 520 is displayed. In the character information display area 552, character information (such as current ability values and skills) regarding the possessed character displayed in the selected character display area 551 is displayed.

[0092] Here, in the present embodiment, when a user who has viewed the detailed screen 550 (that is, a user who has viewed the deck screen after quest determination) wishes to incorporate the possessed character displayed in the selected character display area 551 into the deck and notices that the possessed character is underdeveloped, by selecting the operation button 554, the underdeveloped possessed character can be immediately cultivated.

[0093] That is, when the operation button 554 is selected by the user on the detailed screen 550, the cultivation screen 530 shown in FIG. 11 is displayed on the screen display unit 160 by the display control unit 103 of the client terminal 10.

[0094] In this way, since it is possible to proceed from the detailed screen 550 (that is, the deck screen after quest determination) to the cultivation screen 530, there is no need to cancel the selection of the quest once and return to the menu screen 500 as in the screen transition of the comparative example. Therefore, it is possible to free the user from the troublesome operations such as the screen transition of the comparative example.

[0095] Next, when the operation button 534 is selected on the training screen 530, the display control unit 103 of the client terminal 10 causes the training screen 560 shown in FIG. 14 to be displayed on the screen display unit 160 when the training of the character with insufficient training is completed.

[0096] FIG. 14 is an image diagram showing an example of the training screen 560. This training screen 560 includes a post-training character display area 561 where the character after training is displayed, and an operation button 562 for returning to the deck screen 520.

[0097] After that, the user who has completed the training on this training screen 560 can immediately return to the deck screen 520 after the quest is determined by selecting the operation button 562. Therefore, there is no need to return to the menu screen 500 again like in the screen transition of the comparative example and then proceed to the quest screen 510 to select the quest that was once canceled. Therefore, it is possible to free the user from the troublesome operations like the screen transition of the comparative example.

[0098] Next, when the operation button 562 is selected by the user on the training screen 560, the display control unit 103 of the client terminal 10 causes the deck screen 520 shown in FIG. 10 to be displayed on the screen display unit 160.

[0099] In this way, since it was possible to immediately return to the deck screen 520 after the quest was determined, the user can select the character that was completed in the training screen 560 from among the plurality of characters displayed in the owned character display area 522 and incorporate it into the deck displayed in the deck display area 521.

[0100] Next, when this deck screen 520 is being displayed on the screen display unit 160, the deck determination unit 101E of the client terminal 10 determines that when all the possessed characters that make up the deck are arranged in the deck display area 521 and the operation button 524 is selected, the deck arranged in the deck display area 521 will be used by the user in the quest to be played from now on. That is, when the possessed characters that make up the deck are selected by the user, the deck determination unit 101E of the client terminal 10 sets it in the user information of that user stored in the client storage unit 120 as the user's own deck to be used in the quest played by that user.

[0101] As described above, in the screen transition of this embodiment, when a user who has viewed the deck screen (detailed screen 550) after quest determination notices that the possessed characters planned to be incorporated into the deck are insufficiently trained, the user can directly proceed from the deck screen after quest determination to the training screen (training screen 530) (without going through the selection menu). Therefore, unlike the screen transition of the comparative example, there is no need to cancel the quest determination once and return to the selection menu (menu screen 500), and then proceed from the selection menu to the training screen to train the insufficiently trained possessed characters, so it is possible to free the user from troublesome operations. Furthermore, after the training of the insufficiently trained possessed characters is completed, the user can directly return (without going through the selection menu) to the deck screen after quest determination. Therefore, unlike the screen transition of the comparative example, there is no need to return to the selection menu again and proceed from the selection menu to the quest screen (quest screen 510) to determine the same quest again, so it is possible to further reduce the operation burden on the user.

[0102] <Modification Example 1> In the screen transition of this embodiment, as described above, the case of proceeding from the deck screen 520 to the training screen 530 via the detailed screen 550 has been described. In this case, the deck screen 520 and the detailed screen 550 are regarded as one deck screen after quest determination, and it is assumed that the user can directly proceed from that deck screen to the training screen. However, it is also possible to omit this detailed screen 550.

[0103] For example, when an operation button 514 is selected after any quest 511 is selected on the quest screen 510 shown in FIG. 9, the display control unit 103 of the client terminal 10 can also display the deck screen 570 shown in FIG. 15 on the screen display unit 160.

[0104] FIG. 15 is an image diagram showing an example of the deck screen 570. This deck screen 570 includes a deck display area 571, a possessed character display area 572, an operation button 573 for returning to the menu screen 500, an operation button 574 for cultivating the possessed characters, and an operation button 575 for starting a battle. In this deck display area 571, a deck composed of the possessed characters selected by the user from among the plurality of possessed characters displayed in the possessed character display area 572 is displayed.

[0105] Here, in Modification 1, when a user who has seen the deck screen 570 after quest determination wishes to incorporate the possessed characters displayed in the possessed character display area 572 into the deck displayed in the deck display area 571 and notices that the possessed characters are insufficiently cultivated, by selecting the operation button 574, the insufficiently cultivated possessed characters can be immediately cultivated.

[0106] That is, when the operation button 574 is selected by the user on the deck screen 570 after quest determination, the display control unit 103 of the client terminal 10 displays the cultivation screen 530 shown in FIG. 11 on the screen display unit 160.

[0107] In this way, since it is possible to proceed from the deck screen 570 after quest determination to the cultivation screen 530, there is no need to cancel the selection of the quest once and return to the menu screen 500 as in the screen transition of the comparative example. Therefore, it is possible to free the user from the troublesome operations such as the screen transition of the comparative example.

[0108] Next, when the operation button 534 is selected on the training screen 530, the display control unit 103 of the client terminal 10 displays the training screen 560 shown in FIG. 14 on the screen display unit 160 when the training of the character with insufficient training is completed.

[0109] After that, the user who has completed the training on this training screen 560 can immediately return to the deck screen 570 after the quest is determined by selecting the operation button 562. Therefore, there is no need to return to the menu screen 500 again like the screen transition of the comparative example and proceed to the quest screen 510 to select the quest that was once canceled. Therefore, it is possible to free the user from the troublesome operations such as the screen transition of the comparative example.

[0110] Next, when the operation button 562 is selected by the user on the training screen 560, the display control unit 103 of the client terminal 10 redisplays the deck screen 570 shown in FIG. 15 on the screen display unit 160.

[0111] In this way, since it is possible to immediately return to the deck screen 570 after the quest is determined, the user can select the character whose training was completed on the training screen 560 from among the plurality of possessed characters displayed in the possessed character display area 572 and incorporate it into the deck displayed in the deck display area 571.

[0112] <Modification Example 2> When proceeding from the deck screen 520 after the quest is determined to the training screen 530 via the detailed screen 550 as in the screen transition of the present embodiment, or when proceeding from the deck screen 570 after the quest is determined to the training screen 530 as in Modification Example 1, it is also possible to proceed to a screen (for example, an exchange screen) for further supporting the training from the training screen 530.

[0113] For example, when the operation button 554 is selected on the detailed screen 550 shown in FIG. 13, or when the operation button 574 is selected on the deck screen 570 shown in FIG. 15, the display control unit 103 of the client terminal 10 can also display the training screen 580 shown in FIG. 16 on the screen display unit 160.

[0114] FIG. 16 is an image diagram showing an example of the training screen 580. This training screen 580 includes a training character display area 581, a possessed character display area 582, an operation button 583 for returning to the menu screen 500, an operation button 584 for starting training, and an operation button 585 for exchanging characters.

[0115] Here, in Modification Example 2, if the user who has seen the training screen 580 notices that even if the possessed character (the possessed character to be trained) that is the synthesis source displayed in the training character display area 581 is used as a synthesis material for training the possessed character displayed in the possessed character display area 582, it is not sufficient to train only with that, by selecting the operation button 585, the user can immediately obtain the character that is the insufficient synthesis material.

[0116] That is, when the operation button 585 is selected by the user on the training screen 580, the display control unit 103 of the client terminal 10 displays the exchange screen 590 shown in FIG. 17 on the screen display unit 160.

[0117] FIG. 17 is an image diagram showing an example of the exchange screen 590. This exchange screen 590 includes an exchange character display area 591 and an operation button 592 for returning to the training screen 580. In this exchange character display area 591, the exchange characters that can be used as synthesis materials are displayed, and the quantity of game points (such as game points that can be obtained by selling possessed characters) required to obtain the exchange characters is also displayed. The user can obtain the exchange characters by exchanging them with the game points they possess.

[0118] In this way, since it is possible to proceed from the training screen 580 to the exchange screen 590, it is possible to promptly train the character in possession to be trained, and after canceling the selection of the quest once and returning to the menu screen 500, there is no need to proceed to the exchange screen 590. Therefore, it is possible to free the user from troublesome operations.

[0119] Next, after obtaining an exchange character on the exchange screen 590, when the operation button 592 is selected, the display control unit 103 of the client terminal 10 displays the training screen 580 shown in FIG. 16 on the screen display unit 160.

[0120] In this way, since it is possible to immediately return to the training screen 580, the user can select the character obtained on the exchange screen 590 as a synthesis material from among the plurality of characters in possession displayed in the character-in-possession display area 582, and sufficiently strengthen the character in possession that is the synthesis source displayed in the training-character display area 581.

[0121] ===Other Embodiments=== The foregoing embodiments are for facilitating the understanding of the present invention and are not for limiting and interpreting the present invention. The present invention can be changed and improved without departing from its gist, and equivalents thereof are also included in the present invention. In particular, the following-described embodiments are also included in the present invention.

[0122] <Deck Screen> In the foregoing embodiments, in the deck screen 520 shown in FIG. 10 and the deck screen 570 shown in FIG. 15, it is also possible to distinguish and display the characters in possession that can be trained and the characters in possession that cannot be trained (including the characters in possession that have been trained).

[0123] For example, after any quest 511 is selected on the quest screen 510 shown in FIG. 9, when the operation button 514 is selected, the display control unit 103 of the client terminal 10 can also display the deck screen 570 shown in FIG. 18 on the screen display unit 160.

[0124] Figure 18 is an image diagram showing another example of the deck screen 570. This deck screen 570 has the same configuration as the deck screen 570 shown in FIG. 15, but in the owned character display area 572, the evolvable owned characters and the non-evolvable owned characters are distinguished and displayed. Here, a mark 576 indicating that it is evolvable is displayed in association with the evolvable owned characters.

[0125] That is, when the display control unit 103 of the client terminal 10 displays the deck screen 570 shown in FIG. 18, it refers to the user information stored in the client storage unit 120 and extracts the owned characters of the user whose evolution conditions are satisfied but have not yet evolved. Then, a display of "evolvable" is made in association with the extracted owned characters, and nothing is displayed for the other owned characters. As a result, the user who views this deck screen 570 can easily recognize whether the owned characters planned to be incorporated into the deck can be trained or not.

[0126] Also, in the above-described embodiment, in the deck screen 520 shown in FIG. 10 and the deck screen 570 shown in FIG. 15, not only are the evolvable owned characters and the non-evolvable owned characters distinguished and displayed, but it is also possible to display the highest stage that can be raised by training among the evolution stages (the upper limit is two stages).

[0127] For example, when any quest 511 is selected on the quest screen 510 shown in FIG. 9 and then the operation button 514 is selected, the display control unit 103 of the client terminal 10 can also display the deck screen 570 shown in FIG. 19 on the screen display unit 160.

[0128] FIG. 19 is an image diagram showing another example of the deck screen 570. This deck screen 570 has the same configuration as the deck screen 570 shown in FIG. 15, but in the owned character display area 572, not only are the cultivable owned characters and the non-cultivable owned characters distinguished and displayed, but also a mark 577 indicating up to which stage the cultivable owned characters can be cultivated is displayed.

[0129] That is, when the display control unit 103 of the client terminal 10 displays the deck screen 570 shown in FIG. 19, it refers to the user information stored in the client storage unit 120 and extracts the owned characters that have not yet evolved but whose first-stage evolution conditions are satisfied from the user's owned characters. Corresponding to the extracted owned characters, a display of "Evolution 1 possible", indicating that one of the two stages of evolution is possible, is performed. Also, referring to the user information stored in the client storage unit 120, the owned characters after the first-stage evolution are extracted from the user's owned characters. Then, from the extracted owned characters after the first-stage evolution, the owned characters that have not yet evolved but whose second-stage evolution conditions are satisfied are extracted. Corresponding to the extracted owned characters, a display of "Evolution 2 possible", indicating that both of the two stages of evolution are possible, is performed. Also, referring to the user information stored in the client storage unit 120, the owned characters that satisfy not only the first-stage evolution conditions but also the second-stage evolution conditions (for example, not only are the synthesis materials required for the first-stage evolution available, but also the synthesis materials required for the second-stage evolution are available) but have not yet evolved are extracted from the user's owned characters. Corresponding to the extracted owned characters, a display of "Evolution 2 possible", indicating that both of the two stages of evolution are possible, is performed. As a result, the user who views this deck screen 570 can easily recognize up to which stage the owned characters planned to be incorporated into the deck can evolve through cultivation.

[0130] In addition, it is also possible to pre-display the maximum value of the ability parameters that can be set for the possessed characters after evolution by training, in association with the trainable possessed characters (for example, display such as "Maximum HP after evolution: 10000"). Further, in this case, in the possessed character display area 572, it is also possible to arrange and display the trainable possessed characters in the order based on the ability parameters after evolution by training. Thereby, the user who views the deck screen 570 can, for example, preferentially select and train the possessed characters with a high HP after evolution by training, and after training, it becomes possible to incorporate the possessed characters with a high HP after evolution into the deck.

[0131] In addition, it is also possible to pre-display the maximum value of the ability parameters that can be set for the possessed characters after enhancement by training, in association with the trainable possessed characters (for example, display such as "Maximum HP after enhancement: 5000"). Further, in this case, in the possessed character display area 572, it is also possible to arrange and display the trainable possessed characters in the order based on the ability parameters after enhancement by training. Thereby, the user who views the deck screen 570 can, for example, preferentially select and train the possessed characters with a high HP after enhancement by training, and after training, it becomes possible to incorporate the possessed characters with a high HP after enhancement into the deck.

[0132] It is also possible to display in advance the skills set for the characters after evolution by training, in association with the trainable owned characters. Further, in this case, in the owned character display area 572, it is also possible to arrange and display the trainable characters for each type of skill set for the characters after evolution by training. Also, in the owned character display area 572, among the trainable owned characters, it is possible to narrow down and display only those whose skills set for the characters after evolution by training match the skills that can handle the gimmicks of the quest selected on the quest screen. In the case where there are multiple types of skills that can handle the gimmicks of the quest selected on the quest screen, it is also possible to arrange and display the trainable characters for each type of skill. For example, it is also possible to display them in the order of skills more effective for the gimmicks of the quest selected on the quest screen. As a result, the user who views the deck screen 570 can preferentially select and train the owned characters that will have skills suitable for the quest by training, and after training, it becomes possible to incorporate the evolved owned characters with skills suitable for the quest into the deck.

[0133] Also, in the above-described embodiment, in the deck screen after the quest is determined, when it is determined that the skills of the owned characters change due to training and the skills that can handle the gimmicks of the quest are lost, it is also possible to notify the user of that fact in advance.

[0134] That is, when the display control unit 103 of the client terminal 10 refers to the character information, quest information, and user information stored in the client storage unit 120 and displays the deck screen after quest determination (the detailed screen 550 shown in FIG. 13, and the deck screens 570 shown in FIGS. 15, 18, and 19), when a character that can be trained evolves into a character after training and loses a skill that can correspond to the gimmick of the quest selected on the quest screen (that is, a skill suitable for the quest), it determines whether or not to lose the skill. And when it is determined that a skill suitable for the quest is lost, on the deck screen after quest determination (the detailed screen 550 shown in FIG. 13, and the deck screens 570 shown in FIGS. 15, 18, and 19), it displays to that effect in association with the character that can be trained (for example, displays "Skill A suitable for the quest will be lost due to evolution", etc.).

[0135] In addition, when it is determined that a skill that can correspond to the gimmick of the quest is lost due to a change in the skills of the character held by training, it is also possible to restrict the progress from the deck screen after quest determination to the training screen. For example, on the detailed screen 550 shown in FIG. 13 or the deck screen 570 shown in FIG. 15, it is possible to prevent the user from selecting the operation button for training the character held, or not to display the operation button itself.

[0136] Thereby, the risk of losing a skill suitable for the quest selected on the quest screen can be reduced by advancing from the deck screen after quest determination to the training screen and training the character held.

[0137] <Rental Screen> In the foregoing embodiment, the case where one can immediately proceed from the deck screen after quest determination to the training screen was taken as an example for explanation. Similarly, it is also possible to immediately proceed from the deck screen after quest determination to the rental screen. In this case, on the rental screen accessed from the deck screen after quest determination, the characters possessed by other users are listed and displayed. When the user selects one of the characters possessed by another user on the rental screen, it is determined as the rental character borrowed by the user. Also, after determining the rental character, it is possible to immediately return from the rental screen to the deck screen after quest determination. In this case, on the returned deck screen after quest determination, the user can immediately incorporate the rental character into their deck.

[0138] <Support Screen> In the foregoing embodiment, from the quest screen 510, it is also possible to proceed to the deck screen 520 or the deck screen 570 via a support screen (helper selection screen) for the user to select a support character (e.g., helper) to appear in the battle game. Note that the deck screen 520 or the deck screen 570 in this case is also the deck screen after quest determination (the deck screen accessed from the quest screen).

[0139] <Content> In the above embodiment, it was the character set in the character information, but the content is not limited to this. For example, the content may be an item, a card, a figure, an avatar, an icon, etc.

Explanation of Reference Numerals

[0140] 1 Information Processing System 10 Client Terminal 20 Server Device 50 Computer 51 CPU 52 RAM 53 ROM 54 Communication Interface 55 Input Device 56 Display device 57 External interface 58 HDD 100 Client control unit 101 Game control unit 101A Battle unit 101B Character awarding unit 101C Training unit 101D Stage determination unit 101E Deck determination unit 102 Server access unit 103 Display control unit 120 Client memory unit 140 Client communication unit 150 Operation input reception unit 160 Screen display unit 200 Server control unit 201 Request processing unit 202 Information management unit 220 Server memory unit 221 Character information memory unit 222 Quest information memory unit 223 User information memory unit 240 Server communication unit 500 Menu screen 510 Quest screen 511 Quest 512 Acquireable characters 513 Operation button 514 Operation button 520 Deck screen 521 Deck display area 522 Owned character display area 523 Operation button 524 Operation button 530 Training screen 531 Training character display area 532 Owned character display area 533 Operation button 534 Operation button 540 Training screen 541 Trained character display area 542 Operation Button 550 Detail Screen 551 Selected Character Display Area 552 Character Information Display Area 553 Operation Button 554 Operation Button 560 Training Screen 561 Trained Character Display Area 562 Operation Button 570 Deck Screen 571 Deck Display Area 572 Owned Character Display Area 573 Operation Button 574 Operation Button 575 Operation Button 576 Mark 577 Mark 580 Training Screen 581 Training Character Display Area 582 Owned Character Display Area 583 Operation Button 584 Operation Button 585 Operation Button 590 Exchange Screen 591 Exchange Character Display Area 592 Operation Button B Bus Line N Network

Claims

1. a stage determination unit that determines a game stage to be played by a user based on an operation of the user on a stage screen; a deck determination unit that determines a deck to be used by the user when playing a game in the game stage based on a user's operation on a deck screen to which the user has progressed from the stage screen after the game stage has been determined; a training section that trains a character that can be incorporated into the deck used by the user based on a user's operation on a training screen to which the user has proceeded from the deck screen before the deck is determined; a display control unit that, when proceeding from the stage screen to the deck screen and then proceeding from the deck screen to the training screen, performs control to return to the deck screen after training of a character; An information processing device comprising:

2. The display control unit allows a user to proceed to the development screen by designating a character that can be developed on the deck screen, which displays characters that can be developed and characters that cannot be developed. The information processing device according to claim 1 .

3. The training unit trains characters in stages to be incorporated into the deck used by the user, The display control unit displays, on the deck screen, a highest stage to which the character can be raised, in association with the character that can be raised. The information processing device according to claim 2 .

4. the training unit trains a character that can be incorporated into the deck used by the user by varying a skill or ability parameter of the character; The display control unit displays, on the deck screen, the characters that can be trained in an order based on the skill or ability parameters after the training.

4. The information processing device according to claim 2.

5. the training unit trains a character that can be incorporated into the deck used by the user by varying a skill or ability parameter of the character; When the display control unit determines that the character loses a skill suitable for the determined game stage due to a change in the character's skill after training, the display control unit displays a message to that effect on the deck screen.

4. The information processing device according to claim 2.

6. the training unit trains a character that can be incorporated into the deck used by the user by varying a skill or ability parameter of the character; When the display control unit determines that the character will lose a skill suitable for the determined game stage due to a change in the character's skill after the character is trained, the display control unit restricts the user from proceeding from the deck screen to the training screen.

4. The information processing device according to claim 2.

7. Computer, a stage determination means for determining a game stage to be played by a user based on an operation of the user on a stage screen; a deck determination means for determining a deck to be used by the user when playing a game in the game stage based on a user's operation on a deck screen to which the user has progressed from the stage screen after the game stage has been determined; a training means for training a character that can be incorporated into the deck used by the user based on a user's operation on a training screen advanced from a deck screen before the deck is determined; a display control means for performing control to return the screen to the deck screen after the character is developed when the screen is advanced from the stage screen to the deck screen and then advanced from the deck screen to the development screen; A program to function as a

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