Information processor and game program
The information processing apparatus in network games assists players in forming character groups by predicting battle outcomes and providing recommended formations, addressing the limitations of existing systems by making group formation easier and more enjoyable for all players.
Patent Information
- Application Number
- JP2025070801
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-22
- Publication Date
- 2025-07-10
- Estimated Expiration
- 2037-03-31
AI Technical Summary
Existing network games limit the enjoyment of recommended group formations to players who have failed to clear stages, excluding those who have successfully cleared stages or prefer to avoid forming groups, thus hindering ease of group formation for all players.
An information processing apparatus that allows players to form character groups with a group formation unit, predicts battle outcomes with a victory/failure prediction unit, and presents recommended formations using a group presentation unit, enabling easier group formation and providing assistance before battles.
Facilitates easier and less troublesome group formation by predicting battle outcomes and offering recommended formations, enhancing player experience and reducing the likelihood of reckless challenges.
Smart Images

Figure 2025105771000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a technique for assisting in the formation of a group consisting of a plurality of characters in a battle game that handles a plurality of characters.
Background Art
[0002] The use of smartphones as not only communication terminals but also game terminals has become widespread. Network games popular on smartphones are provided by accessing a platform constructed on a game server from a smartphone. Network games often focus on character growth, cooperation and competition with other players, and collection of cards and items.
[0003] Among network games, there are games in which a player handles a plurality of characters. In a game where a player handles a plurality of characters, the player often selects one or more player characters (hereinafter referred to as "player characters") from the possessed characters to form a group. In such games, when a player forms a group, there may be a case of presenting a recommended group formation (hereinafter referred to as "recommended formation") to the player (see Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] The recommended formation presented by the game of Patent Document 1 is compiled based on the comparison between the parameters of enemy characters and the parameters of player characters in the group when the player fails to clear the stage a predetermined number of times. According to this specification, since the recommended formation is presented only to players who have failed to clear the stage, the number of players who can enjoy the benefits is limited. That is, in the game of Patent Document 1, first, the player forms a group by himself / herself and faces the stage, and the recommended formation is presented to the player who has failed to clear the stage. Therefore, even if the player feels bothered by the work of forming a group, the recommended formation is not presented until the player fails to clear the stage. Therefore, players who have successfully cleared the stage or players who want to be freed from the trouble of forming a group before challenging the stage cannot enjoy the benefits of the invention of Patent Document 1.
[0006] The present invention is an invention completed based on the above problem recognition, and its main object is to provide a game in which a player can easily form a group without much trouble in a game where the player selects one or more player characters from the player characters the player possesses to form a group.
Means for Solving the Problems
[0007] An information processing apparatus according to an aspect of the present invention includes a group formation unit that forms a character group including one or more player characters selected by a player from a plurality of player characters possessed by the player, a battle execution unit that executes a battle between one or more player characters included in the character group and a predetermined enemy character, a victory / failure prediction unit that compares the parameters of one or more player characters included in the character group with the parameters of a predetermined enemy character and determines before the battle whether the character group satisfies a predetermined disadvantaged condition, and presents it to the player, and a group presentation unit that reselects one or more player characters from a plurality of player characters possessed by the player and presents the selection result to the player as a new group.
[0008] An information processing apparatus according to another aspect of the present invention includes a group formation unit that forms a character group including one or more player characters selected by a player from a plurality of player characters held by the player, a team formation unit that forms a team including a plurality of players based on a request of a first player, a battle execution unit that executes a battle between one or more player characters included in each character group formed by a plurality of players belonging to the team and enemy characters, and a win / loss prediction unit that, assuming that a second player is formed in the team, compares the parameters of one or more player characters included in each character group of the plurality of players belonging to the team including the character group of the second player with the parameters of the enemy characters to calculate the possibility that the team can win against the enemy characters, and discloses the calculation result to the second player before the formation of the team.
Effects of the Invention
[0009] According to the present invention, it becomes easier for a player to form a group without taking much trouble.
Brief Description of the Drawings
[0010]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
[0011] In the network game in this embodiment (hereinafter referred to as "Game L"), a player, either alone or in a "team" consisting of 2 to 4 players, fends off enemy characters that come at them one after another. In the battle against the enemy characters, the player selects one character associated with a character (hereinafter referred to as "character character") and inserts it into the blank space of the character frame set on the screen. Other players also insert character characters in turn. When the players complete any of the words registered in the database, an attack on the enemy characters is launched. In order to participate in Game L, it is necessary to register as a player with the game server.
[0012] FIG. 1 is a hardware configuration diagram of the game system 100. In the game system 100, a plurality of game terminals 104a, 104b, 104c ··· 104n (hereinafter collectively referred to as "game terminals 104" when mentioned together or not particularly distinguished) are connected to the game server 102 via the Internet 106. The game terminal 104 in this embodiment assumes a smartphone. The game terminal 104 may be a portable dedicated game machine or a general-purpose computer such as a laptop PC. The game terminal 104 and the Internet 106 are wirelessly connected, but may also be wired. A unique ID called a player ID is assigned in advance to the players of the game. The game server 102 provides the game to each game terminal 104.
[0013] FIG. 2 is a functional block diagram of the game system 100. As described above, the game system 100 includes a game server 102 and a game terminal 104. Each component of the game terminal 104 and the game server 102 is realized by hardware including an arithmetic unit such as a CPU (Central Processing Unit) and various coprocessors, a storage device such as a memory and a storage, and a wired or wireless communication line connecting them, and software stored in the storage device and supplying processing instructions to the arithmetic unit. The computer program may be composed of a device driver, an operating system, various application programs located in upper layers thereof, and a library providing common functions to these programs. Each block described below indicates a block of a functional unit, not a configuration of a hardware unit.
[0014] The game server 102 may be configured to include a web server, and the game terminal 104 may be configured to include a portable communication terminal and a web browser installed therein.
[0015] (Game server 102) The game server 102 includes a communication unit 110, a data processing unit 112, and a data storage unit 114. The communication unit 110 is responsible for communication processing with the game terminal 104 via the Internet 106. The data storage unit 114 stores various data. The data processing unit 112 executes various processes based on the data acquired by the communication unit 110 and the data stored in the data storage unit 114. The data processing unit 112 also functions as an interface between the communication unit 110 and the data storage unit 114.
[0016] The data processing unit 112 includes a player management unit 146 and a game control unit 116. The player management unit 146 includes a player registration unit 148 and a team formation unit 150. The player management unit 146 manages the play information of each player. The player registration unit 148 receives player registration from the game terminal 104 via the communication unit 110. When a player registration is requested, the player registration unit 148 assigns a player ID to the player and registers it in the data storage unit 114. Player registration is automatically requested when the game module of Game L is installed on the game terminal 104. The team formation unit 150 forms a team consisting of a plurality of players (details will be described later).
[0017] The game control unit 116 controls the progress of the game in cooperation with the game control unit 166 of the game terminal 104. The game control unit 116 determines the victory or defeat when fighting against an enemy character according to the parameters of the character. The parameters of the character include the corresponding character, attribute, skill, etc.
[0018] The game control unit 116 includes a turn control unit 128, a character reception unit 130, a character setting unit 132, an attack activation unit 134, a group formation unit 136, a battle execution unit 138, a victory or defeat prediction unit 140, a group presentation unit 142, a blessing control unit 143, a character management unit 145, and a group determination unit 144. The turn control unit 128 sequentially assigns the right to execute (hereinafter referred to as "turn") to each player. The player to whom the turn is assigned is hereinafter referred to as the "player during turn". On the other hand, the player to whom the turn is not assigned is hereinafter referred to as the "player outside turn".
[0019] A player has a plurality of character characters. The character reception unit 130 receives the selection of the character character to be inserted into the character frame (described later) during the battle. The character setting unit 132 receives the insertion operation of the character character into the character frame. Also, the character setting unit 132 sets the character frame for each battle. The attack activation unit 134 activates an attack on the enemy character as the character string in the character frame is formed.
[0020] The group formation unit 136 forms a group including one or more character characters according to the player's request (details will be described later). The battle execution unit 138 executes a battle between the character character and the enemy character and determines the victory or defeat. The victory or defeat prediction unit 140 determines whether the formed group can clear the quest according to parameters such as the attributes and skills of the character character, the corresponding characters, etc. A quest is a task given to the player during the progress of the game. The group presentation unit 142 presents a recommended formation from the character characters held by the player. The group determination unit 144 determines whether there is a vacancy in the formed group. The blessing control unit 143 is responsible for the processing related to "blessing" described later. Details of "blessing" will be described later. The character management unit 145 changes various parameters such as the level of the character character.
[0021] The data storage unit 114 includes a game data storage unit 118, a player data storage unit 120, a character data storage unit 122, a word data storage unit 124, and a damage data storage unit 126. The game data storage unit 118 stores the game program. The player data storage unit 120 stores various data related to the player (to be described later in relation to FIG. 3). The data related to the player includes the player ID, player name, and information related to the character characters held. The character data storage unit 122 stores data related to the character characters (to be described later in relation to FIG. 6). The word data storage unit 124 stores data related to the words created by the player in cooperation with other players (to be described later in relation to FIG. 7). The damage data storage unit 126 stores data defining the correlation between the length of the word and the damage given to the enemy character (to be described later in relation to FIG. 8).
[0022] (Game terminal 104) The game terminal 104 includes a user interface unit 168, a communication unit 160, a data processing unit 162, and a data storage unit 164. The user interface unit 168 receives operations from the player via the touch panel and is responsible for processing related to the user interface, such as image display and audio output. The communication unit 160 is responsible for communication processing with the game server 102 and other game terminals 104 via the Internet 106. The data storage unit 164 stores various data. The data processing unit 162 executes various processes based on the data acquired by the user interface unit 168 and the communication unit 160, and the data stored in the data storage unit 164. The data processing unit 162 also functions as an interface for the user interface unit 168, the communication unit 160, and the data storage unit 164.
[0023] The data processing unit 162 includes a game control unit 166. The game control unit 166 controls the progress of the game in cooperation with the game server 102. The game control unit 166 of the game terminal 104 may be formed as a software module downloaded from the game server 102 as a part of the functions of the game control unit 116.
[0024] The communication unit 160 acquires various game information from the game server 102, and the data processing unit 162 causes the user interface unit 168 to display the game screen. Also, the user interface unit 168 detects various inputs by the player, and the data processing unit 162 notifies the input information to the game server 102 via the communication unit 160. In response to this input information, the game control unit 116 of the game server 102 controls the progress of the game in cooperation with the game control unit 166 of the game terminal 104.
[0025] The data storage unit 164 includes a game data storage unit 170. The game data storage unit 170 stores the game program.
[0026] The user interface unit 168 includes an input unit 172 that receives inputs from the player and an output unit 174 that outputs various information such as images and sounds to the player. The input unit 172 mainly detects the player's touch operation on the screen as an input.
[0027] Figure 3 is a data structure diagram of the player data storage unit 120. The player data storage unit 120 manages by associating a player ID, a player name, and the possessed characters for each player. A player sends an instruction for player registration for game L to the game server 102 via the input unit 172 of the game terminal 104. A player can specify a player name of up to four characters. The player registration unit 148 assigns a player ID to the player.
[0028] A player can possess a plurality of character characters. At the time of player registration, 20 character characters are randomly assigned. The number of character characters increases when the quests described later are cleared. In FIG. 3, player A possesses character characters with IDs of "C001" and "C010" (hereinafter referred to as "character character (C001)"). Player B also possesses the character character (C010).
[0029] The battles in game L are developed for each stage. This stage is called a "battle stage". A plurality of battle stages exist during quests as barriers that block the way of the friendly team. When the enemy characters appearing in the battle stage are exterminated, the player proceeds to the next battle stage. A player cooperates with other players, creates words by combining character characters, and battles the enemy characters with the attack power corresponding to the created words. Clearing a plurality of battle stages clears the quest. Game L includes a plurality of quests. At the last battle stage of each quest, the strongest enemy character (hereinafter referred to as the "boss character") in the quest appears. At the start of the quest, the player selects up to 12 characters from all the possessed character characters to form a "character group".
[0030] Figure 4 is a screen diagram showing the first composition screen 300 when forming a character group. When forming a character group, the player first selects a leader from among the character characters. The first formation screen 300 shown in FIG. 4 is a screen displayed when player A forms a character group. In FIG. 4, player A taps and selects the character character 210 named "Character X" corresponding to the character "お" from among all the character characters 210 he owns, and inserts it into the group formation area 216. By operating the scroll bar 222, all the character characters the player owns can be confirmed. The group formation unit 136 adds the selected character character 210 to the character group. In FIG. 4, "Character X" is determined as the leader, and a message "The leader is Character X" is displayed in the information window 212.
[0031] When the player defeats the enemy characters that appear on the battle stage (versus screen), the player can obtain a reward at a predetermined probability (hereinafter referred to as the "reward acquisition rate"). The reward acquisition rate changes depending on the parameter "fortune" of the leader. "Fortune" will be described later. After player A selects a maximum of 12 character characters 210 and taps the selection button 226 displayed as "Next", the second formation screen 320 shown in FIG. 5 is displayed. When the "Next" of the selection button 226 is tapped, the game control unit 166 sends a group evaluation instruction to the game server 102 via the communication unit 160. After the group evaluation instruction is sent, it is determined whether the character group can clear the quest (details will be described later).
[0032] In the situation where the number of character characters 210 in the group formation area 216 is less than 12 and player A taps the selection button 226, the sixth formation screen 460 shown in FIG. 19 is displayed on the screen of player A. Also at this time, a group evaluation instruction is sent.
[0033] FIG. 5 is a screen diagram of the second formation screen 320 when the character group is evaluated and displayed. After receiving the group evaluation instruction, the win / loss prediction unit 140 of the game server 102 determines whether the character group can clear the quest (hereinafter referred to as "clearability determination"). The determination result is displayed in the determination result display area 224 of the second formation screen 320. The clearability determination is based on a comparison between the parameters of the character 210 and the recommended values set in advance for the quest. In the present embodiment, the "strength value" based on the parameter values of the character 210 and the strength value set in advance for the boss character that appears during the quest are used as the recommended values for the quest.
[0034] Various parameters are set for the character 210, such as combat power (attack power and defense power), attributes, skills, and evaluation values of the corresponding characters. Examples of attributes include "fire", "grass", and "water" (details will be described later). The character 210 may have skills such as "double damage" that doubles the damage inflicted on enemy characters. Evaluation values are set in advance by the game designer for the skills and corresponding characters.
[0035] First, the win / loss prediction unit 140 calculates the basic strength value of each character 210 in the character group. For example, when a character 210 with a combat power of 20 has a skill with an evaluation value of 30, the strength value of this character 210 is 50 (= 20 + 30). The strength value is further corrected according to the attributes. For example, when the boss character is of the fire attribute, the strength value of a character with the water attribute, which is strong against the fire attribute, is corrected by a factor of 2. On the other hand, the strength value of a character with the grass attribute, which is weak against the fire attribute, is halved. For example, when the basic strength value of the character 210A (water attribute) is 70, the strength value is corrected to 140, which is twice the original value. On the other hand, when the basic strength value of the character 210B (grass attribute) is 90, the strength value is corrected to 45, which is half of the original value. The strength value of the character group is the sum of the strength values of the characters 210 included in the character group.
[0036] When the strength value of the character group is twice or more the strength value of the boss character, the win / loss prediction unit 140 causes "It seems possible" to be displayed in the determination result display area 224. Hereinafter, such a determination result is referred to as an "advantage determination".
[0037] When the strength value of the character group is 1 time or more and less than 2 times the strength value of the boss character, the win / loss prediction unit 140 causes "Just barely" to be displayed as the determination result. Hereinafter, such a determination result is referred to as a "neutral determination".
[0038] When the strength value of the character group is less than 1 time the strength value of the boss character enemy character 204, the win / loss prediction unit 140 causes "It might be impossible" to be displayed. Hereinafter, such a determination result is referred to as a "disadvantage determination". Based on the comparison result of the strength value of the character group calculated based on the parameter value, the above three types of determination results are shown. The clearance possibility determination in this embodiment is performed in consideration of not only the combat power (attack power and defense power) of the character 210 but also the unique skills possessed by the character 210 and the compatibility with the boss character.
[0039] Assume that the strength value of the character group in the group formation area 216 of FIG. 5, that is, the total value of the strength values of the plurality of characters 210, is 3100. Assume that the strength value of the boss character is 1500. Since it is 2 times or more, it is an advantage determination, and the win / loss prediction unit 140 causes "It seems possible" to be displayed in the determination result display area 224. When the selection button 226 displayed as "Yes" is tapped, the group formation unit 136 finalizes the formation of the character group.
[0040] FIG. 6 is a sequence of processes until the character group is finalized. The compilation of the character group in FIGS. 4 and 5 is realized by the following process. First, when a character character 210 within the range of 1 to 12 is selected (S10), the game control unit 166 sends a group evaluation instruction (S12). The group evaluation instruction includes the IDs of the character characters included in the character group. The win / loss prediction unit 140 performs the above-described parameter comparison and executes a clearability determination (S16). The group compilation unit 136 notifies the game terminal 104 of the determination result (S18). Here, it is assumed that the player determines the character group without re-compiling (S20). The game control unit 166 sends a group determination instruction to the game server 102 (S22).
[0041] As described above, a character group consisting of 12 player characters is compiled. There is also a character group compilation support function such as recommended compilation, which will be described later. However, out of the 12 character characters 210, only 4 actually fight (hereinafter referred to as "battle characters"). The battle execution unit 138 randomly selects 4 character characters 210 from the 12 character characters 210.
[0042] Therefore, if the character group includes a weak character character 210, there is a possibility that only the weak character character 210 will be selected as a battle character. The difficulty of the battle changes due to the 12 active selections and the 4 passive selections. In other words, not only the skill of selecting 12 player characters but also the element of luck in the selection by the battle execution unit 138 affects the clearability of the quest.
[0043] The player uses the character 210 (battle character) to fight against enemy characters. Game L includes a single-player mode where the player plays alone and a multiplayer mode where the player plays cooperatively with other players. In the multiplayer mode, the player forms a team (hereinafter referred to as the "ally team") consisting of 2 to 4 players. Also, in the multiplayer mode, a character group is formed for each player in the ally team. For example, when each of the 4 players forms a character group including 12 character 210s, 16 battle characters (= 4 × 4) will be selected from a total of 48 character 210s (= 12 × 4). Hereinafter, the explanation will be made assuming the multiplayer mode with 4 players. In the case of the multiplayer mode, the 4 players each form their own character group by the above-described method.
[0044] The player who wants to play in the multiplayer mode sends a team formation instruction (hereinafter referred to as the "team formation instruction") to the game server 102. Hereinafter, the player who has sent the team formation instruction will be referred to as the "owner". The team formation unit 150 that has received the team formation instruction posts the team that is recruiting members on the team formation window. Other players who wish to join the team apply after seeing the posting of the member recruitment. The owner decides whether to adopt the applying players as members of the team. The team formation unit 150 forms the ally team according to the decision of the owner.
[0045] The posting of the recruitment of members ends when the number of players in the ally team reaches 4 or the owner sends an instruction to stop the recruitment. Also, the player can send a team formation instruction when the game resumes.
[0046] FIG. 7 is a screen diagram of the first battle screen 200 of the player during the turn. FIG. 7 is displayed on the game terminal 104 of player A during a battle with the enemy character 204 named "Monster M". Player A has formed an ally team with three other players, player B, player C, and player D. The names of the players in the ally team are displayed on the tab 208. The name of the enemy character 204 is displayed in the information window 212 at the bottom of the second battle screen 220.
[0047] In the first battle screen 200, player A's own tab 208 is open. The four character characters 210 displayed in the tab correspond to the characters "o", "su", "u", and "sa" respectively. Player A selects one of these four character characters 210.
[0048] The character setting unit 132 sets the character frame 206 for each battle stage. The character frame 206 corresponds to six characters, two of which are initially set, and four characters corresponding to the number of players are blank.
[0049] In FIG. 7, the two characters "ka" and "me" are set in the character frame 206. Four characters corresponding to the number of players in the ally team are blank. A word (hereinafter referred to as the "theme word") that is the theme of six characters is set in the character frame 206. The theme word is randomly determined from among six-character words. For example, assume that the theme word for the battle stage shown in the first battle screen 200 of FIG. 7 is "wakame rice". However, the theme word is not disclosed to the players.
[0050] The player fits one of the four character characters into one of the blank spaces in the character frame 206. As each player fills the character frame 206 in turn, a character string is formed. When all the blank spaces in the character frame 206 are filled, the attack activation unit 134 calculates the attack power against the enemy character 204 according to the completed word. However, when the completed word matches the theme word, it becomes a one-hit kill. Searching for the theme word is one of the attractions of game L. The details of the method for calculating the attack power according to the word will be described later.
[0051] FIG. 8 is a screen diagram of the second battle screen 220 showing the selection operation of the letter character 210 by the player during a turn. During a turn, a player taps and selects one of the four letter characters 210 with a finger, and slides it to insert it into one of the blank spaces in the letter box 206. In the second battle screen 220 of FIG. 8, player A selects the letter character 210 corresponding to "o" (hereinafter, written as "letter character 210(o)") and inserts it into the leftmost blank space in the letter box 206. As a result, the three-letter word "Okame" is completed.
[0052] The character setting unit 132 receives the operation content from the communication unit 110 and updates the display of the character frame 206. In addition, the character setting unit 132 transmits the operation content to the game terminals 104 of each player, and the operation result of player A is reflected in each game terminal 104.
[0053] The turn control unit 128 gives a time limit to the player during a turn. The gauge displayed on the timer 202 decreases as time passes. In the second battle screen 220 of Fig. 8, one-third of the time limit has passed. The timer 202 is only displayed to the player during a turn.
[0054] If the character 210 cannot be inserted within the time limit, the character setting unit 132 randomly selects one of the four character characters 210 possessed by the player during the turn and inserts it into one of the blank spaces in the character frame 206. When the character character 210 is inserted, the turn control unit 128 grants a turn to the next player.
[0055] FIG. 9 is a diagram showing the data structure of the character data storage unit 122. As shown in FIG. Each character character 210 is set with a character name, a character, an attribute, hit points, and a skill. In addition, other parameters such as attack power and defense power are set. As described above, an evaluation value is associated with a skill. The character character 210 further has parameters called "level" and "fortune" (described in detail later). The level is a parameter that indicates the growth degree of the character character 210. "Fortune" is a parameter that determines the reward acquisition rate.
[0056] The character characters 210 include character characters 210 that correspond one-to-one to individual characters such as "o", "su", "u", and "sa" arranged for player A in FIG. 4, character characters 210 that can be changed to semi-voiced or voiced sounds such as "ha", "pa", and "ba", and line character characters 210 that include all vowels that can be combined such as "a row" and "ka row". The line character characters 210 change to "a", "i", "u", "e", and "o" every time the player taps the line character character 210 in the selected state. The character characters 210 that can be changed to semi-voiced or voiced sounds also change with a similar operation. For example, the line character characters 210 in the "ka row" can change to "ka", "ki", "ku", "ke", and "ko", making them easy to use in various situations. Since the range of application is wide, the attack power is set low. On the other hand, the character characters 210 that correspond one-to-one to individual characters have a narrow range of application and therefore a high attack power is set. Among the character characters 210 that correspond one-to-one to a single character, the attack power differs depending on how frequently the character is used. For example, the character character 210 that corresponds to a character that is used infrequently, such as "nu", has a relatively high attack power.
[0057] There are five types of attributes: Fire, Grass, Water, Light, and Darkness. Of these, the three attributes of Fire, Grass, and Water are in a rock-paper-scissors relationship. In other words, the Fire attribute is strong against the Grass attribute and weak against the Water attribute. The Grass attribute is strong against the Water attribute and weak against the Fire attribute. The Water attribute is strong against the Fire attribute and weak against the Grass attribute. Additionally, the Light attribute and the Dark attribute are in an opposing relationship.
[0058] If the word completed by the friendly team contains the fire - attribute character 210, the damage dealt to the grass - attribute enemy character 204 will be doubled. On the other hand, even if the completed word contains the fire - attribute character 210, if the enemy character 204 is of water attribute, the damage dealt will be halved.
[0059] Also, there are character characters 210 that have skills such as "double damage" which doubles the damage dealt to the enemy character 204 when a word is completed using that character character 210.
[0060] Figure 10 is a data structure diagram of the word data storage unit 124. For each word completed by the friendly team, an ID is assigned and registered in the database within the word data storage unit 124. The database within the word data storage unit 124 is periodically updated by the game server 102.
[0061] Similar to the character character 210, each word also has an attribute set. For example, the word "fox udon" is of fire attribute, and the word "okame" is of light attribute. When the friendly team completes a fire - attribute word, the damage dealt to the grass - attribute enemy character 204 is doubled. Even if the friendly team completes a fire - attribute word, if the enemy character 204 is of water attribute, the damage dealt is halved.
[0062] Figure 11 is a data structure diagram of the damage data storage unit 126. According to the number of characters in the word, the basic damage dealt to the enemy character 204 is set. In game L, the square of the number of characters in the completed word is the basic damage dealt to the enemy character 204. When all the blanks in the character frame 206 are filled, the attack activation unit 134 activates an attack on the enemy character 204.
[0063] The damage dealt to the enemy character 204 is calculated based on various parameters of the used character character 210, the length and attribute of the word, the attribute of the enemy character 204, the theme word, etc.
[0064] The attack power against the enemy character is calculated as the sum of the attack power based on the word and the attack power based on the character character 210. The attack power based on the word is calculated as follows. The attack power of the fire-attribute word "fox udon" against the grass-attribute enemy character 204 is based on 36, which is the square of the number of characters. Since the fire attribute is strong against the grass attribute, the attack power is doubled to 72.
[0065] The attack power based on the character character 210 is calculated as follows. For example, if the character character 210 ('ki') has a fire attribute and an attack power of 31, the attack power of the character character 210 ('ki') against the grass-attribute enemy character is twice that, which is 62. If the character character 210 ('tsu') has a water attribute that is weak against the grass attribute and its attack power is 80, the attack power of the character character 210 ('tsu') becomes half of that, which is 20. Suppose the total value of the attack power of the character character 210 included in the word "fox udon" is 150.
[0066] Thus, the attack power of the word "fox udon" is 222 (= 72 + 150). Also, if any of the character characters 210 corresponding to the characters of 'ki', 'tsu', 'ne', 'u', 'do', and 'on' has the skill of "damage doubled", the attack power of that character character 210 is doubled.
[0067] When a character string contains multiple words, multiple attacks are launched. For example, the character string "fox udon" also contains three words: "fox", "udon", and "udo". Therefore, if these four words are stored in the word data storage unit 124, the attack power is calculated for each of the four words: "fox udon", "fox", "udon", and "udo", and the enemy character 204 is attacked four times.
[0068] The word may be in a language other than Japanese. For example, in English, when forming the character string "RANKING", "RANKING" also contains multiple words such as "RAN", "RANK", "AN", "KIN", and "KING".
[0069] When the hit points of the enemy character 204 reach zero, the enemy character 204 is defeated. When the enemy character 204 is defeated, the game control unit 116 of the game server 102 executes the next battle stage. On the other hand, when the friendly character receives an attack from the enemy character 204, the hit points of the friendly character decrease. If all friendly characters are wiped out before defeating the enemy character 204, the player team loses.
[0070] Clearing a plurality of battle stages and defeating the boss character results in clearing the quest. After clearing a battle stage, a new character 210 can be obtained at the reward acquisition rate based on the "luck" of the leader. "Luck" is set in the range of 0 to 99. The reward acquisition rate is 1% when "luck" is at the minimum value of 0, and 100% when "luck" is at the maximum value of 99. "Luck" and the reward acquisition rate have a monotonically increasing relationship.
[0071] The luck control unit 143 provides a "luck bonus" to each player according to the "luck" of the leader. The luck bonus is determined by the number of "luck" of the leader of each player's character group in the friendly team. For example, when the "luck" of player A's leader is 99, the "luck" of player B's leader is 80, the "luck" of player C's leader is 30, and the "luck" of player D's leader is 30, the number of "luck bonuses" for each player is 0.99 + 0.8 + 0.3 + 0.3 = 2.39, which is rounded up to 3. Alternatively, the content of the luck bonus may be determined according to the total value of luck. The luck bonus may be the character 210 or an item that strengthens the attack power or hit points of the character 210 already possessed. In any case, the luck bonus may be any useful information or item for the player to progress in the game.
[0072] FIG. 12 is an enlarged view of the icon 240 of the character 210. FIG. 12 is a screen diagram when the character 210 shown in the player character display area 218 in the first composition screen 300 shown in FIG. 4 is enlarged. The character 210 in FIG. 12 corresponds to the "ya" row. The character management unit 145 increases the experience value of the character 210 every time a battle stage is cleared. Every time the experience value exceeds a predetermined value, the character management unit 145 raises the level of the character 210. The level of the character 210 is displayed in the level display area 232.
[0073] The number of "fortune" set for the character 210 is displayed in the fortune display area 230. The row character 210 in FIG. 12 has a level of 27 and 99 "fortune".
[0074] The level of the character 210 can be increased by combining it with other types of characters 210 (details will be described later). When the level of the character 210 increases, parameters such as hit points increase. The upper limit of the level of the character 210 is 99. Also, the level of the character 210 does not decrease. The number of "fortune" increases by combining the same type of characters 210 (details will be described later).
[0075] The player can combine the characters 210 they possess. There are "same-kind combination" which combines the same characters 210 and "different-kind combination" which combines two types of characters 210.
[0076] FIG. 13 is a schematic diagram for explaining the same-kind combination. In the same-kind synthesis, two identical character glyphs 210 are combined into one, and the number of "Fu" (happiness) characters increases by one. In FIG. 13, two character glyphs 210 (ki) are combined in the same-kind synthesis. Among the two, the "Fu" of one (basic side) is 2, and the "Fu" of the other (additional side) is 1. When these two are combined, a new character glyph 210 (ki) with three "Fu" characters is generated. When the player designates the basic-side character glyph 210 and the additional-side character glyph 210, the character management unit 145 executes the same-kind synthesis, and the "Fu" control unit 143 adjusts the "Fu".
[0077] In the same-kind synthesis, by combining two character glyphs 210 into one, the "Fu" of each other can be added together. Instead of the number of character glyphs 210 decreasing, the "Fu" increases. The synthesis method of a plurality of character glyphs 210 also greatly affects the ease of progression of the game L.
[0078] FIG. 14 is a schematic diagram for explaining the different-kind synthesis. In the different-kind synthesis, both the level and the "Fu" of two character glyphs 210 change. In FIG. 14, it shows the different-kind synthesis after the character glyph 210 (fu) is selected as the basic side and the character glyph 210 (ki) is selected as the additional side. At this time, the "Fu" control unit 143 decrements the "Fu" of the basic-side character glyph 210 (fu) from 2 to 1, and does not change the "Fu" of the additional-side character glyph 210 (ki). On the other hand, the character management unit 145 does not change the level of the basic-side character glyph 210 (fu), and increments the level of the additional-side character glyph 210 (ki) from 17 to 18.
[0079] The lower limit value of the "Fu" of the character glyph 210 is 0. A character glyph 210 with "Fu" equal to 0 cannot be used for the different-kind synthesis.
[0080] The "Fu" of the basic character 210 decreases through heterogeneous synthesis. The "Fu" of the leader changes the reward acquisition rate. To increase the reward acquisition rate, the "Fu" can be increased through homogeneous synthesis. To perform homogeneous synthesis, it is necessary to collect the character 210, but there is a trade-off relationship where the availability of the character 210 is affected by the "Fu".
[0081] Therefore, in Game L, it is possible to accumulate more than 99 "Fu". Hereinafter, the "Fu" after the 100th one will be referred to as "hidden savings". When the "Fu" of the character 210 is increased further in the state where the "Fu" is 99, it can be stored secretly like 99 + 1 (= 100), 99 + 2 (= 101), 99 + 3 (= 102). That is, although the displayed "Fu" is 99 or more, it is possible to have 100 or more "Fu" internally.
[0082] The reward acquisition rate when the "Fu" of the leader is 0 is 0%. The reward acquisition rate when the "Fu" is 99 is 100%. The player can recognize that the number of "Fu" and the reward acquisition rate are linked. The reward acquisition rate is also maintained at 100% when the "Fu" is 100 or more. Since the "Fu" can be stored without being restricted by the upper limit of the maximum value of 99, if the "Fu" is increased to 100 or more through homogeneous synthesis, the reward acquisition rate can be maintained at 100% even if the "Fu" is decreased through heterogeneous synthesis.
[0083] Figure 15 is a schematic diagram for explaining heterogeneous synthesis during hidden savings. When performing heterogeneous synthesis with the character 210 with hidden savings as the basic side, the level of the additional character 210 can be improved while maintaining a 100% reward acquisition rate. Fig. 15 shows the heterogeneous synthesis of character 210 (i) and character 210 (ki). The "fortune" of the basic character 210 (ki) is 99 in terms of display, but actually it is 100 (=99 + 1) because there is one hidden savings. The level of the additional character 210 (ki) is 17. When these two are heterogeneously synthesized, the "fortune" of character 210 (fu) decreases from 100 to 99, and the level of character 210 (ki) increases from 17 to 18. Since the reward acquisition rate is 100% when "fortune" is 99 or more, such heterogeneous synthesis does not directly cause a disadvantage to the player. The player can also recognize that no disadvantage has occurred because the "fortune" of character 210 (i) remains 99 or more. According to the hidden savings method, it becomes possible to perform homogeneous synthesis of the same type of characters without hesitation and perform heterogeneous synthesis as needed.
[0084] (Recommended Formation) Next, the function "Recommended Formation" that supports the formation of character groups will be described. The player can select a character group by themselves, or can also have the group presentation unit 142 propose "Recommended Formation". For example, when the result of the clearability determination is "Disadvantageous Determination", following "Recommended Formation" may eliminate the need to make a reckless challenge. Hereinafter, when the result of the clearability determination is a disadvantageous determination or a neutral determination, at least the fact that it is not an advantageous determination corresponds to the "disadvantaged condition". The establishment of the disadvantaged condition means that the character group is highly likely to be unable to clear the quest, and the non - establishment of the disadvantaged condition (the disadvantaged condition is not established) means that the character group is highly likely to be able to clear the quest. In this embodiment, it will be described assuming that the disadvantaged condition is established under a neutral determination or less.
[0085] Fig. 16 is a screen diagram of the third formation screen 400 when the determination result is "Just Barely". Assume that the strength value of the character group shown in FIG. 16 is 3100. Assume that the strength value of the boss character is 1800. Since the strength value of the character group is approximately 17.2 times that of the boss character, the clearance possibility determination is "barely (neutral determination)", and the disadvantage condition is satisfied.
[0086] Player A may confirm the character group as it is or reorganize the character group. If the selection button 226 displayed as "No" in FIG. 16 is tapped, the player will move to the formation screen shown in FIG. 17. When the disadvantage condition is satisfied, the group presentation unit 142 may automatically present a recommended formation.
[0087] FIG. 17 is a screen diagram of the fourth formation screen 420 when a recommended formation is presented. When Player A selects "No" on the third formation screen 400 in FIG. 17, a message "Do you want to display the recommended formation?" will be displayed in the information window 212. When Player A taps the selection button 226 displayed as "Yes", the group presentation unit 142 will generate a recommended character group as the recommended formation from the character characters 210 held by Player A according to the following algorithm.
[0088] The group presentation unit 142 first extracts the character characters 210 having an attribute superior to that of the boss character. Next, the group presentation unit 142 selects the character characters 210 corresponding to frequently appearing characters such as "a" and "i". In this embodiment, the selection is narrowed down to characters with a usage possibility in various words, that is, a frequency of appearance of a predetermined value or more, for example, 10% or more. When there are 12 or more corresponding character characters 210, 12 are selected in descending order of frequency of appearance. When there are less than 12 corresponding character characters 210, the remaining character characters 210 are filled in with the character character 210 having the highest strength value. In this way, the group presentation unit 142 presents a 12-character group as the recommended formation.
[0089] The group presentation unit 142 may select characters such that the recommended character group does not satisfy the disadvantageous conditions, or rather, becomes a character group for which an advantageous determination is made. For example, the group presentation unit 142 may randomly select the character character 210 multiple times, and when a character group for which an advantageous determination is made is generated, present that character group as the recommended formation. Also, when it is not possible to form a character group for which an advantageous determination is made, the group presentation unit 142 may display "There is no recommendation".
[0090] FIG. 18 is a screen diagram of the fifth formation screen 440 when the recommended formation is presented. The group presentation unit 142 sets the character group of the recommended formation in the group formation area 216. "This group is recommended. Do you want to form this group?" is displayed in the information window 212. After the recommended formation, the win-loss prediction unit 140 makes a clearability determination. The determination result has changed from "barely (neutral determination)" to "likely (advantageous determination)". If "Yes" is selected, the character group by the recommended formation is determined.
[0091] In the recommended formation, the skills of the character character 210 may be considered. For example, among the enemy characters, there are those that prick the characters set in the character string with thorns. If a character is inserted next to a character with a thorn, all team members will take damage. In the recommended formation for a quest in which such an enemy character 204 appears, it may be assumed that the character group always includes at least one character character 210 having the "thorn removal" skill.
[0092] In forming the character group, it is necessary to consider not only the combat power of each individual character character 210 but also the compatibility with the enemy characters. In the recommended formation, since the character group is formed considering this compatibility, it is easy to propose an optimal character group for the player.
[0093] Before starting a quest, the player may form a character group while carefully considering it, or may leave the formation of the character group to the group presentation unit 142 from the beginning. Alternatively, out of 12 characters, the player may form 7 characters themselves and have the remaining 5 characters recommended for formation by the group presentation unit 142. The group formation unit 136 stores 7 character characters 210 as regular members, and may replenish the vacancies of the remaining 5 character characters 210 by recommended formation for each quest or each battle stage.
[0094] By presenting a recommended formation before challenging a quest, the player can form an appropriate character group without much effort. Also, whether the formed character group can clear the quest is shown before challenging the quest. Therefore, it is easier for the player to avoid reckless challenges. On the other hand, the player can also select a character group by themselves without relying on the recommended formation. Since the recommended formation is not necessarily the strongest formation, players who want to enjoy forming a group may form a character group stronger than the recommended formation.
[0095] FIG. 19 is a screen diagram of the sixth formation screen 460 showing the display content when there are vacancies in the character group. In FIG. 19, player A has selected 9 character characters 210 and has selected "Yes". The win / loss prediction unit 140 compares the character group including 9 character characters 210 with the boss character and executes a clearance possibility determination. The determination result in FIG. 19 is "It may be impossible (adverse determination)".
[0096] Since there are three vacancies in the character group, the group formation unit 136 causes the information window 212 to display a message saying, "There are vacancies in the group. Do you want to fill them with the recommended formation?" When "Yes" is selected, the group formation unit 136 recommends the formation of three character characters 210 by the method described above to fill the vacancies. As a result, a character group with a hybrid configuration is formed by the nine character characters 210 selected by the player and the three character characters 210 proposed by the group presentation unit 142.
[0097] The player may fix regular members (the first character group) with less than the full complement. For example, out of 12 members, the player may select nine character characters 210 and save them as the first character group. Then, for each quest, the three missing members may be filled by "recommended formation" to form a character group (the second character group) in which the recommended three character characters 210 (supplementary members) are added to the regular members. The group formation unit 136 saves regular members for each player.
[0098] For example, in a quest with many fire attribute enemies, the group presentation unit 142 is likely to select a water attribute character 210 that is strong against fire as a supplementary member. On the other hand, in a quest with many water attribute enemies, the group presentation unit 142 is likely to select a wood attribute character 210 that is strong against water as a supplementary member. According to such a control method, while setting favorite regular members, it is possible to achieve both the purpose of reflecting the player's preference and the purpose of improving the possibility of clearing the quest by using character characters 210 suitable for the quest as supplementary members.
[0099] Figure 20 is a screen diagram of the seventh formation screen 480 showing the display content after the character group vacancy is filled. In FIG. 20, a character group including 12 character characters 210 is formed by supplementing three vacancies. The win / loss prediction unit 140 executes the clearability determination again. The determination result has improved from "Probably impossible (adverse determination)" to "Just barely (neutral determination)". In the situation of FIG. 20, if "No" is selected, the character group is cleared. If the adverse determination is set as the disadvantage condition, a character group formation in which the adverse determination becomes invalid by incorporating the recommended formation has been realized.
[0100] FIG. 21 is a screen diagram of the first selection screen 500 when the owner forms a team. The formation of the ally team is performed by opening a team formation window (the first selection screen 500). The first selection screen 500 is different depending on whether oneself is the owner or another player is the owner. Here, the display content when oneself is the owner will be described. The display content when another player is the owner will be described later in relation to FIG. 22.
[0101] For each character group formed by each player, the result of the clearability determination is displayed. In FIG. 21, the results of the clearability determination for each of player B, player C, player D, and player E who have applied to the team with player A as the owner are also displayed.
[0102] The win / loss prediction unit 140 makes an advantageous determination that player B has a high probability of clearing the quest even if challenging the quest alone. This may be because player B, who is the applicant, has strong character characters 210 or because the formation of the character group is skillful.
[0103] The owner can select players to add to the team by referring to the results of the clearability determination of each applicant. If a player who has formed a powerful character group is added to the ally team, the probability of clearing the quest will be high.
[0104] The owner selects a player to add to the ally team and taps the selection button 226 labeled "Add". For example, if player B is selected and then the add button is selected, player B can be added to the ally team. On the other hand, if the selection button 226 labeled "Reject" is tapped after player D is selected, player D is deleted from the player name display area 234.
[0105] FIG. 22 is a screen diagram of the second selection screen 520 when determining team participation. A player may become the owner himself / herself and recruit members for the ally team, or may join a team that is recruiting. FIG. 22 shows the second selection screen 520 for player A to select a team to join from multiple teams that are recruiting members. In FIG. 22, player C is the owner of "Team 1", player E is the owner of "Team 2", and player G is the owner of "Team 3", and they are all recruiting members. When there is a team formation request from the owner, the team formation unit 150 registers the teams that are recruiting members in the second selection screen 520 and shows this to the game terminals 104 of other players.
[0106] Since player D has joined Team 1, two more players can join. Since players B and F have joined Team 2, one more player can join.
[0107] In FIG. 22, a determination result display area 224 is provided for each team. The determination result display area 224 shows the result of the clearability determination when it is assumed that player A has joined. The win / loss prediction unit 140, for example, in the case of Team 1, calculates the strength values of the character groups of the three players, player C, player D, and player A, respectively, and compares the average value or the total value thereof with the strength value of the boss character. That is, if player A has a strong character group, the determination result is likely to be affirmative, and if player A has a weak character group, the determination result is likely to be negative.
[0108] When player A participates in Team 1, the determination of the possibility of clearing is "narrowly (neutral determination)". This may be because although Team 1 is a weak team, player A leads a powerful character group, so the determination of the possibility of clearing has improved from an unfavorable determination to a neutral determination. Or, although Team 1 is a powerful team, the character group of player A is weak, so the determination of the possibility of clearing may have deteriorated from a favorable determination to a neutral determination. Player A can choose the team to participate in after judging which team he can win by considering his own strength. Also, he can confirm in advance whether his participation will hold back the team. In this way, it is possible to determine the possibility of clearing when assuming participation in a team before actually participating in the team.
[0109] The player selects the team he wants to participate in and taps the selection button 226 displayed as "Participate". The team formation unit 150 notifies the owner of the team of the participation application of player A.
[0110] The game system 100 has been described above based on the embodiments. In this embodiment, the parameters (strength values) of the character 210 in the character group are compared with the parameters (strength values) of the boss character that appears during the quest to determine the possibility of clearing the quest. Since it is possible to judge the quality of the character group formation before actually participating in the quest, even beginners are less likely to make reckless challenges due to reckless formations. Also, winning by overcoming disadvantaged conditions such as "impossible" or "narrowly" is considered to evoke a greater sense of achievement.
[0111] The group suggestion unit 142 can propose a recommended formation of character groups to the player. The group suggestion unit 142 can propose a recommended formation considering not only the strength of each of the character characters 210 (player characters) but also the compatibility with enemies. In game L, it is possible to enjoy the formation of character groups, and it is also possible to omit the complexity of the formation of character groups. Furthermore, since partial recommended formations by filling vacancies are also possible, a hybrid of manual formation and automatic formation is also possible. Also, depending on how many of the 12 character characters 210 are manually formed, the degree of receiving support from the group suggestion unit 142 can be determined.
[0112] Note that the present invention is not limited to the above-described embodiments and modifications, and the components can be modified and embodied without departing from the gist. Various inventions may be formed by appropriately combining a plurality of components disclosed in the above-described embodiments and modifications. Also, some components may be deleted from all the components shown in the above-described embodiments and modifications.
[0113] Although the game system 100 has been described as being configured by a plurality of game terminals 104 and one game server 102, part of the functions of the game terminal 104 may be realized by the game server 102, or part of the functions of the game server 102 may be assigned to the game terminal 104. Also, a third device other than the game server 102 and the game terminal 104 may undertake part of the functions.
[0114] The game system 100, which is an aggregate of the functions of the game terminal 104 and the game server 102 described in FIG. 2, can also be grasped as one "information processing device" overall. How to distribute the plurality of functions necessary for realizing the present invention to one or a plurality of hardware may be determined in view of the processing capabilities of each hardware and the specifications required for the game system 100.
[0115] In this embodiment, it has been described that the clearability determination is executed by comparing the strength value of the character group with the strength value of the boss character. The comparison target is not limited to the boss character, and the clearability determination may be executed by comparing with the total value or average value of the strength values of other enemy characters. Further, a recommended value may be set in advance for the quest, and the clearability determination may be executed based on the superiority or inferiority between the strength value of the character group and the recommended value of the quest.
[0116] The formation of the character group is not limited to before the start of the quest, that is, before the start of the first battle stage, and may be executed for each battle stage.
[0117] In the clearability determination, various factors for victory or defeat can be considered. For example, in a battle stage with a grass attribute, the strength value of a character with a fire attribute that is strong against the grass attribute may be increased. Similarly, the strength value of a character with a water attribute that is weak against the grass attribute may be decreased. In addition, there may be enemy characters against which a certain skill functions effectively and those against which it does not. For example, the skill "gun assault" may be effective against physical enemy characters but may be ineffective against incorporeal enemy characters. In a quest where an enemy character with the characteristic of being strong against the dragon race appears, the strength value of a player character belonging to the dragon race may be decreased. The victory or defeat prediction unit 140 may increase the strength value of the character group when the boss character or a character with a skill effective against the enemy character is included. When the leading character 210 has a skill to strengthen the water attribute character 210, the strength value of the water attribute character 210 included in the character group may be increased. When the theme word "Kintaro Ame" is set, the strength value of the character 210 corresponding to "ki", "n", "ta", "ro", "u", "a", "me" may be increased. In any case, when the game has a gameplay in which the outcome of the battle is determined by complex factors for victory or defeat such as attack power, attribute, and skill, the recommended formation by the group presentation unit 142 is considered to be even more useful.
[0118] In this embodiment, the possibility that the organized character group clears the quest is displayed in three levels: "seems okay", "just barely", and "might be impossible". The display method of the determination result is not limited to this and can be arbitrarily set by the designer. For example, the win / loss prediction unit 140 may show the determination result in five levels or show it in a graph. Also, the win / loss prediction unit 140 may show the probability of clearing the quest as a real number. In this case, since the determination result can be understood more finely and accurately, it becomes easier to grasp the compiled deck and the superiority or inferiority of the players who wish to participate.
[0119] In this embodiment, a team battle game has been described as an example, but the present invention is applicable not only to team battle games but also to other types of games such as shooting games and rhythm games.
[0120] In this embodiment, a game for a smartphone has been described. However, the game system 100 may be realized by a home game console, a personal computer, or the like. It may be an arcade game or a game linked to an arcade game.
Explanation of Signs
[0121] 100 Game system, 102 Game server, 104 Game terminal, 106 Internet, 110 Communication unit, 112 Data processing unit, 114 Data storage unit, 116 Game control unit, 118 Game data storage unit, 120 Player data storage unit, 122 Character data storage unit, 124 Word data storage unit, 126 Damage data storage unit, 128 Turn control unit, 130 Character reception unit, 132 Character setting unit, 134 Attack activation unit, 136 Group formation unit, 138 Battle execution unit, 140 Win / loss prediction unit, 142 Group presentation unit, 143 Fortune control unit, 144 Group determination unit, 145 Character management unit, 146 Player management unit, 148 Player registration unit, 150 Team formation unit, 160 Communication unit, 162 Data processing unit, 164 Data storage unit, 166 Game control unit, 168 User interface unit, 170 Game data storage unit, 172 Input unit, 174 Output unit, 200 First battle screen, 202 Timer, 204 Enemy character, 206 Character frame, 208 Tab, 210 Character character, 212 Information window, 214 Target selection frame, 216 Group formation area, 218 Player character display area, 220 Second battle screen, 222 Scroll bar, 224 Judgment result display area, 226 Selection button, 228 Corresponding character display area, 230 Fortune display area, 232 Level display area, 234 Player name display area, 236 Team name display area, 240 Icon, 300 First formation screen, 320 Second formation screen, 400 Third formation screen, 420 Fourth formation screen, 440 Fifth formation screen, 460 Sixth formation screen, 480 Seventh formation screen, 500 First selection screen, 520 Second selection screen
Claims
1. An information processing apparatus for advancing a quest using characters organized in a player's deck, comprising: organization means for organizing a deck including one or more characters selected by the player among the characters owned by the player; presentation means for presenting, with respect to other characters to be replenished to the deck when there is space in the deck for organizing the characters selected by the player, the characters owned by the player that improve the possibility of clearing the quest; The organization means organizes the selected characters into the player's deck when there are the characters selected by the player, and organizes the characters owned by the player presented by the presentation means with respect to the other characters to be replenished to the deck into the player's deck. An information processing apparatus.
2. The presentation means presents the characters owned by the player that improve the possibility of clearing the quest when the determination result of the possibility of clearing the quest by the deck for organizing the characters selected by the player is not a favorable determination. The information processing apparatus according to claim 1.
3. When the possibility of clearing the quest is improved by replenishing the other characters to the player's deck, the organization means organizes the selected characters into the player's deck according to the operation of the player, and also organizes the characters owned by the player presented by the presentation means with respect to the other characters to be replenished to the deck into the player's deck. The information processing apparatus according to claim 2.
4. A method for a computer to execute advancing a quest using characters organized in a player's deck, comprising: an organizing step in which a computer organizes a deck including one or more characters selected by the player among the characters owned by the player; a presenting step in which the computer presents, with respect to other characters to be replenished to the deck when there is space in the deck for organizing the characters selected by the player, the characters owned by the player that improve the possibility of clearing the quest, and executes. When there is a character selected by the player, the compilation step is a method of compiling the selected character into the player's deck and compiling the possessed characters presented by the presentation step for the other characters to replenish the deck into the player's deck. **Claim 5** A program that causes a computer to execute a quest using the characters compiled in the player's deck, wherein the computer executes a compilation step of compiling a deck including one or more characters selected by the player from among the player's possessed characters; when there is room in the deck for compiling the character selected by the player, executes a presentation step of presenting the player's possessed characters that improve the likelihood of clearing the quest for the other characters to replenish the deck; when there is a character selected by the player, the compilation step is a program of compiling the selected character into the player's deck and compiling the possessed characters presented by the presentation step for the other characters to replenish the deck into the player's deck.
Citation Information
Patent Citations
Server system and program
JP2014161487A
Information processing unit, program, and information processing system
JP2016055095A
Information processor and game program
JP2017012253A
Program and game system
JP2016032545A