Information processing device, information processing method and program

The guidance system in electronic games highlights insufficient materials for character evolution with distinct icons and direct links, addressing the challenge of material acquisition, thereby enhancing player engagement and game progression.

JP2025105773APending Publication Date: 2025-07-10MIXI INC
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2025070804
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-22
Publication Date
2025-07-10

AI Technical Summary

Technical Problem

Existing electronic games do not efficiently guide players to obtain necessary materials for evolving or enhancing characters, as unheld and unknown cards are concealed, making it difficult to induce players to acquire these materials.

Method used

A guidance system is implemented to highlight insufficient materials needed for character evolution or enhancement, displaying them with distinct icons and providing direct links to relevant quests or games where these materials can be obtained, ensuring players can easily access the acquisition process.

Benefits of technology

This system enhances player engagement by making it easier to obtain necessary materials, thereby improving the chances of progressing through the game by evolving or enhancing characters.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025105773000001_ABST
    Figure 2025105773000001_ABST
Patent Text Reader

Abstract

To efficiently guide a player to attempt to acquire a material required to change a specific change source.SOLUTION: According to on embodiment of the present invention, a game information processing device (e.g., a user terminal 30) includes: guide means (e.g., guide unit 530) for guiding an insufficient material in a necessary material guide screen in a first mode in the case that a player can acquire the insufficient material the player does not sufficiently hold among materials required to cause prescribed change in a specific change source object held by the player; and guide means (e.g., a guide unit 570) for guiding the player to a step for acquiring the insufficient material in the case that the player performs prescribed operation to the insufficient material guided by the guide means in the first mode.SELECTED DRAWING: Figure 5
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to an electronic game using a display capable of two-dimensional or higher-dimensional display.

Background Art

[0002] There is known an electronic game having a mechanism for multiplying a plurality of electronic informations held by a player to strengthen or evolve the electronic information. For example, the game system disclosed in Patent Document 1 implements a function of evolving and synthesizing a base card by multiplying a plurality of other cards (reference cards) held by the player to a certain card (base card) held by the player.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In Patent Document 1, among the plurality of reference cards necessary for evolving and synthesizing a base card, the cards not held by the player are distinguished into unheld cards with possession experience and unknown cards without possession experience. And, for unheld cards, the acquisition conditions including the acquisition route are notified to the player, while for unknown cards, the acquisition conditions including the acquisition route are intentionally concealed (see Region 102 in FIG. 13A and Region 104b in FIG. 13B).

[0005] The problem to be solved by the present invention is to efficiently induce the player to attempt to obtain the materials necessary for changing a specific source of change.

Means for Solving the Problems

[0006] To solve the above problems, the present invention installs a flow line from a guidance screen of necessary materials required to bring about a predetermined change in a specific source of change to the process of obtaining the necessary materials. The present invention includes at least the following aspects.

[0007] 〔A〕A game information processing apparatus comprising: guidance means for guiding, in a first mode, a shortage material that the player does not sufficiently possess among the necessary materials required to cause a predetermined change in a specific source-of-change object possessed by the player, when the player can obtain the shortage material; and guidance means for guiding the player to the process of obtaining the shortage material when a predetermined operation on the shortage material guided in the first mode by the guidance means is performed by the player.

[0008] 〔B〕A control method for an information processing apparatus, including: a guidance step of guiding, in a first mode, a shortage material that the player does not sufficiently possess among the necessary materials required to cause a predetermined change in a specific source-of-change object possessed by the player, when the player can obtain the shortage material; and a guidance step of guiding the player to the process of obtaining the shortage material when a predetermined operation on the shortage material guided in the first mode in the guidance step is performed by the player.

[0009] 〔C〕A control program for causing a computer of an information processing apparatus to realize: a guidance function for guiding, in a first mode, a shortage material that the player does not sufficiently possess among the necessary materials required to cause a predetermined change in a specific source-of-change object possessed by the player, when the player can obtain the shortage material; and a guidance function for guiding the player to the process of obtaining the shortage material when a predetermined operation on the shortage material guided in the first mode by the guidance function is performed by the player.

[0010] A recording medium that non-temporarily records a control program for causing a computer of an information processing device to implement a guidance function for guiding a shortage material that a player does not sufficiently possess among necessary materials required for causing a predetermined change to occur in a specific change source object possessed by the player in a first mode on a necessary material guidance screen, and a guidance function for guiding the player in the process of obtaining the shortage material when a predetermined operation on the shortage material guided in the first mode by the guidance function is performed by the player.

Advantages of the Invention

[0011] According to the present invention, it becomes easier to proceed from the necessary material guidance screen to the process of obtaining the shortage material. As a result, the possibility that the player tries to obtain the shortage material that the player needs can be improved.

[0012] The following technical limitations may be added to the "game information processing device" in [A] above. Similarly, the same technical limitations may be added to the "control method" in [B] above, the "control program" in [C] above, and the control program recorded on the "recording medium" in [D] above, respectively.

[0013] (1) When the guiding means performs the predetermined operation of designating the specific shortage material guided in the first mode by the guiding means, the guiding means displays a game selection screen on which games in which the designated shortage material can be obtained are easily selectable. Thereby, it becomes easier to proceed from the necessary material guidance screen to the game selection screen.

[0014] (2) When the guiding means performs the predetermined operation indicating an interest in at least any one of the shortage materials guided in the first mode by the guiding means, the guiding means displays a shortage material guidance screen in which a link to a game selection screen on which games in which each shortage material can be obtained are easily selectable is arranged for each shortage material. Thereby, it becomes easier to proceed from the necessary material guidance screen to the game selection screen.

[0015] (3) When the guiding means performs the predetermined operation of designating the specific lacking material guided in the first aspect by the guiding means, a game start screen for receiving an instruction to start a game in which the designated lacking material is available is displayed. This makes it easier to proceed from the necessary material guidance screen to the game start screen.

[0016] (4) When there are a plurality of games in which the designated lacking material is available, the guiding means displays the game start screen for receiving an instruction to start the selected game selected according to a predetermined priority. This makes it easier to proceed from the necessary material guidance screen to the game start screen related to the game with a higher priority.

[0017] (5) The guiding means guides the lacking material in the first aspect by adding a predetermined guiding element to the guiding information of the lacking material. This makes it visually easier to understand the guidability.

[0018] (6) The guiding means guides the lacking material in the first aspect in a display form different from that of the necessary material that is not the lacking material. This makes it visually easier to understand the guidability.

[0019] (7) The guiding means guides the lacking material in the first aspect according to the combination of acquisition processes that can be guided. This makes it visually easier to understand the options for the guiding destination.

[0020] (8) The guiding means guides the lacking material in the first aspect only when the occurrence conditions of a predetermined change are satisfied. This avoids meaningless guidance and enables effective utilization of information resources.

[0021] (9) The guiding means guides the lacking material that the player has no possession experience from the past to the present in the second aspect. This makes it easier to proceed from the necessary material guidance screen to the acquisition process of unknown lacking materials.

[0022] In this specification, terms are used as follows.

[0023] (1) "Game" refers to an electronic game provided at least in part in an online game service. In a broad sense, it refers to the game service itself, and in a narrow sense, it refers to individual stages that make up the game service. "Player" refers to a user of the game service. "Play" means that a player advances and plays the game. "Challenger" refers to a player who attempts to play and conquer a game (stage) in the narrow sense.

[0024] (2) "Object" is a concept that at least includes elements that are the targets of operations by players within the game. The elements that are the targets of operations include characters with appearances on the screen and statuses (states) that can vary. The character is, for example, a monster character.

[0025] (3) "Predetermined change" is a concept that at least includes the evolution in which the object that is the source of change (source object) changes into another object and the enhancement in which the status of the source object changes. There may be multiple types of evolutionary lineages. That is, a specific object may change into another first object or may change into another second object. Broadly defined evolution may be called, for example, narrow evolution, deification, beast deification, etc. Also, the statuses to be enhanced are not limited to one type. That is, only one of the first status and the second status of the source object may change, or both may change.

[0026] (4) "Necessary materials" refer to the materials necessary to cause a predetermined change in the source object. "Necessary materials" are, for example, materials that, when combined with the source object, cause a predetermined change in the source object. The "necessary materials" for causing a predetermined change in a specific object may be a single material or a combination of multiple materials. The combination of multiple materials may be a combination of multiple same-type materials or a combination of multiple different-type materials. The "necessary materials" for causing a predetermined change in a specific object are preset It is suitable to be present. The "required material" may be an object or an in-game element that is not an object. The object that is the "required material" may be of the same type as the source object for change or of a different type. The in-game element that is the "required material" may be a character that is not the target of the player's operation or an item. Items are called, for example, balls, stones, etc.

[0027] (5) The "insufficient material" refers to what the player does not sufficiently possess among the required materials. Not sufficiently possessing means that the number of possessions (specified number) is insufficient for the number required to cause a predetermined change. Having an insufficient number of possessions compared to the specified number means that if the specified number is 1, it means not having it, and if the specified number is 2 or more, it means not having it or the number of possessions being less than the specified number.

[0028] (6) The "acquisition process" refers to a series of processes required of the player to acquire a certain material. The series of processes may include playing and clearing a specific game or executing a specific lottery and winning it. The specific lottery may be a lottery that can be executed when a specific game is played and cleared or a lottery that can be executed conditional on a specific action. The specific game may be a single game or a group of games consisting of multiple stages. When a specific game is cleared, for example, the above material can be obtained as a clear reward. When winning a lottery that can be executed when a specific game is cleared, for example, the above material can be obtained as a clear reward. The specific game is, for example, a normal stage, an archived stage, or a temporarily executable stage. The specific action is, for example, an action that instructs the use of a specified quantity of in-game currency. When winning a lottery that can be executed conditional on a specific action, for example, the above material can be obtained as a gacha reward.

[0029] (7) When it is said that a certain player can obtain a missing material, it means that there is an obtaining process through which the missing material can be obtained and the player is in a state where they can participate in the obtaining process. When there are specified participation conditions for the obtaining process, if the player meets the participation conditions, they are in a state where they can participate in the obtaining process. The participation conditions are, for example, conditions related to the player's proficiency and conditions related to the player's location.

[0030] (8) The "Required Material Guidance Screen" refers to a screen on which the required materials necessary to cause a predetermined change in a specific source object are displayed. On the "Required Material Guidance Screen", the evolved object after evolution of the source object may also be guided. Also, on the "Required Material Guidance Screen", the missing materials may be guided together.

[0031] (9) The "First Aspect" refers to a display aspect that is different from the aspect (normal aspect) in which the required materials that are not missing materials are displayed on the required material guidance screen. In the normal aspect, guidance information is displayed for each required material. The guidance information may include icons and text. The icon is, for example, an appearance image of the required material. The text is, for example, the name of the required material. The "First Aspect" at least includes an aspect of adding elements to the guidance information in the normal aspect and an aspect of changing the display form of the guidance information in the normal aspect. The aspect of adding elements is, for example, an aspect of superimposing a small icon indicating inductability on the guidance information. The aspect of changing the display form is, for example, an aspect of changing the color, size, movement of the guidance information displayed in the normal aspect or an aspect of applying a visual decoration to the guidance information. The "First Aspect" may be dynamically determined according to the combination of obtaining processes when there are multiple types of obtaining processes in which the player can participate.

[0032] (10) The "predetermined operation" for the missing material at least includes an operation of specifying a specific missing material and an operation of indicating interest in the missing material. The operation of specifying a specific missing material is an operation of specifying the area corresponding to the specific missing material on the screen. The interest in the missing material is at least It is an intention to obtain at least some of the missing materials. An operation showing an interest in the missing materials is an operation of designating an area on the screen where an element that clearly indicates or suggests obtaining the missing materials is displayed. An operation of designating an area is, for example, an operation of touching the area, or an operation of clicking while a pointer displayed on the screen is pointing to the area.

[0033] (11) "Guiding" a person in the process of acquiring a missing material means informing him or her of the points that must be passed before engaging in the acquisition process, for the purpose of engaging him or her in the acquisition process.

[0034] (12) "Game Selection Screen" refers to a screen on which one or more games are introduced. It is preferable that the game introduction information displayed on the game selection screen has a link to the game start screen for each game. "Game start screen" refers to a screen on which elements (buttons) for instructing the start of a specific game or the preparations immediately prior to the start of the game (collectively referred to as "start instructions" hereinafter) are arranged.

[0035] (13) "Missing Material Information Screen" means a screen on which one or more missing materials are displayed. Preferably, the information on the missing material displayed on the Missing Material Information Screen includes a link to a game selection screen for a game in which the missing material can be obtained.

[0036] (14) The "priority" used in the selection of games may be a fixed value or fixed order preset by the game operator, or may be a priority dynamically determined by a procedure preset by the game operator, or may be a priority dynamically determined according to the status of a player or a specific object owned by the player. Priority may be a numerical value that allows comparison of magnitude, or a numerical value that indicates relative high or low. The order based on priority may be determined according to the sorting order of numerical values ​​that allow comparison of magnitude, or may be determined according to the sorting order of numerical values ​​that indicate relative high or low.

[0037] (15) The "occurrence conditions of predetermined changes" refer to one or more individual conditions under which a predetermined change can occur. The individual conditions may be individual conditions related to the player or individual conditions related to the source object of the change. The individual conditions related to the player are, for example, the proficiency level of the player to meet a predetermined standard. The proficiency level to meet a predetermined standard is, for example, that the player rank has reached a predetermined value. The individual conditions related to the source object of the change are, for example, that the source object of the change has a predetermined status. The predetermined status is, for example, that the level of the changed object has reached a predetermined level. The predetermined level is, for example, an upper limit value that changes according to the rarity of the object.

[0038] (16) The "second aspect" refers to an aspect in which an unknown missing material that the player has no experience of possessing from the past to the present is displayed on the necessary material guidance screen. The second aspect is an aspect that is different from both the normal aspect and the first aspect. The second aspect includes, for example, an aspect of adding elements to the guidance information in the normal aspect, an aspect of changing the display form of the guidance information in the normal aspect, an aspect of adding elements to the guidance information in the first aspect, and an aspect of changing the display form of the guidance information in the first aspect.

Brief Description of Drawings

[0039]

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

Mode for Carrying Out the Invention

[0040] [1. Embodiment] [1-1. Outline] This embodiment relates to an electronic game using a display capable of two-dimensional or higher display. In this electronic game, a predetermined change can be generated in a specific object (source object) held by the player. The predetermined change is a concept including at least a change that replaces the source object with another object and a change that changes the state (status) of the source object.

[0041] In this embodiment, in order to efficiently guide the player to attempt to obtain the materials (necessary materials) required to cause a predetermined change to a specific source object of change, a flow line from the guidance screen of the necessary materials required to cause a predetermined change to a specific source object of change to the process of obtaining the necessary materials is installed.

[0042] [1-2. Game Information Processing Device] The game information processing device according to the embodiment (for example, the user management server 10) includes guidance means (for example, the guidance unit 530) for guiding, in a first mode, at a necessary material guidance screen, the insufficient materials that the player does not sufficiently possess among the necessary materials required to cause a predetermined change to a specific source object of change possessed by the player, and induction means (for example, the induction unit 570) for guiding the player to the process of obtaining the insufficient materials when a predetermined operation on the insufficient materials guided in the first mode by the guidance means is performed by the player.

[0043] The game information processing device according to the embodiment is preferably configured as a client-side device that receives the provision of an electronic game from a server-side device via a communication network in a client-server type game information processing system. The client-side device may be a business-use game machine (arcade game machine) installed in a game center or the like, or a personal game machine possessed by each player. The personal game machine may be a stationary game machine or a portable game machine. The stationary game machine and the portable game machine may be dedicated game machines or general-purpose terminals. Note that the game information processing device according to the embodiment may also be a business-use game machine or a personal game machine that operates independently.

Example

[0044] [2. Example] [2-1. Overview] (1) Service of the Example This embodiment relates to a game service (the service of the embodiment) that is at least partially provided online. In the service of the embodiment, the player is provided with an electronic game (broad sense of the game) in which the player sequentially operates four characters (an example of an "object") that make up a deck by performing a predetermined action and sequentially challenges a plurality of stages (narrow sense of the game) prepared in the game.

[0045] Hereinafter, the above stage will be referred to as a "quest". The quests include a first quest that is always provided, a second quest that may be provided at a storage location (archive) called a "library", and a third quest that may be temporarily provided in a time-limited event. In the following description, "normal quest", "library of memories" (or simply "library"), and "event quest" correspond to the first quest, the second quest, and the third quest, respectively. It should be noted that for each quest, an object (such as a character) that can be obtained by executing the quest may be associated.

[0046] (2) Predetermined change The player can multiply a single or a plurality of necessary materials (necessary materials) to a specific character (source character) that the player possesses, and cause a change (predetermined change) in the source character in a direction advantageous for the progress of the game. The change in the advantageous direction includes a change that replaces the source character with another advantageous character and a change that increases the parameters corresponding to one or more states (status) of the source character. In the following description, the former change is called "evolution" (broad sense of evolution), and the latter change is called "strengthening".

[0047] (2-1) Evolution In evolution (broad sense of evolution), there can be multiple evolutionary lineages. The evolutionary lineages in this embodiment include a first evolution in which the original character is replaced with another first character, a second evolution in which the original character is replaced with another second character, and a third evolution in which the other first character or the other second character is replaced with another third character. In the following description, "evolution" (narrow sense of evolution), "deification", and "beast deification" correspond to the first evolution, the second evolution, and the third evolution respectively.

[0048] The necessary materials required for the first evolution are, for example, one or more evolution items. Evolution items are called, for example, orbs, stones, etc. The necessary materials required for the second evolution are, for example, one or more characters different from the original character. The necessary materials required for the third evolution are, for example, a combination of one or more evolution items and one or more characters different from the original character.

[0049] (2-2) Enhancement In enhancement, there are multiple enhancement forms. The types of parameters that increase vary for each enhancement form. The enhancement in this embodiment includes a first synthesis in which another character (necessary material) different from the original character is synthesized with the original character to increase one or more parameters related to the strength of the original character, and a second synthesis in which another character (necessary material) of the same type as the original character is synthesized with the original character to increase a single parameter related to the fortune of the original character. In the following description, "heterogeneous synthesis" and "homogeneous synthesis" correspond to the first synthesis and the second synthesis respectively.

[0050] In heterogeneous synthesis (first synthesis), according to the type of other character to be synthesized with the source character, the parameters corresponding to that type increase. As an example, when synthesizing a character that increases the excess value of HP (hit points, a value added beyond the upper limit, hereinafter referred to as "+ value"), a character that increases the + value of attack power, or a character that increases the + value of speed with the source character, the + value of HP, the + value of attack power, and the + value of speed of the source character increase respectively. In homogeneous synthesis (second synthesis), as an example, the luck factor that affects the various lottery fortunes in the service of the example increases. The higher the luck factor, for example, the higher the probability of the appearance of advantageous items during quest execution and the probability of obtaining advantageous rewards after quest clearance.

[0051] (2-3) Generation Conditions In order to cause a predetermined change in the source character, it is necessary to meet the generation conditions. The generation conditions include individual conditions related to the player (first condition) and individual conditions related to the source character (second condition). The first condition is that the player rank of the player has reached a predetermined value. The second condition is that the level of the source character has reached the upper limit value determined according to the rarity of the character.

[0052] (3) Required Materials The required materials necessary to cause a predetermined change in the source character are predefined in advance by the operator of the service of the example. The required materials can be given to the player as a clear reward, for example, when a predetermined quest is cleared. The player repeats the process (acquisition process) of challenging and clearing quests that can obtain the required materials necessary to strengthen or evolve a specific character the player owns, aiming to progress the service of the example advantageously, and gradually grows (changes in an advantageous direction) the player's character using the acquired required materials.

[0053] [2-2. Features] (1) Inductive Function In the service of the embodiment, in order to efficiently guide the player to attempt to obtain the necessary materials required to strengthen (especially strengthen by the second synthesis) or evolve (especially the second evolution) a specific source character, a flow line is set up from the screen for guiding the necessary materials (necessary material guidance screen) to the screen for selecting the quest (acquisition process) from which the necessary materials can be obtained (quest selection screen). The flow line means a link (hyperlink) that associates the screen after the transition with the screen before the transition.

[0054] Hereinafter, the function of guiding from the necessary material guidance screen to the acquisition process is called the "guidance function". The guidance function is implemented on the user terminal of the game information processing system (the system of the embodiment) that provides the service of the embodiment. The guidance function according to this embodiment sets up a flow line according to the situation between the necessary material guidance screen and the quest selection screen, and guides the player to challenge the quest to obtain the lacking materials.

[0055] FIG. 1 is a display example of the necessary material guidance screen related to the second evolution (deification). The screen 100 illustrated in FIG. 1 includes an area 110 for guiding the source character, an area 120 for guiding the necessary materials required to second-evolve the source character, and an area 130 for guiding the character after the source character has undergone the second evolution. In the area 120, guidance information for each necessary material is displayed. In the area 120, for example, the guidance information (icon 121) of the necessary materials that do not correspond to the lacking materials is displayed in the normal mode.

[0056] (2) Guidance display When there is a quest from which the player can obtain the lacking materials among the necessary materials required to strengthen or evolve a specific source character that the player possesses, and the player can challenge the quest, and further when the above occurrence conditions are satisfied, on the necessary material guidance screen, the lacking material is guided in a predetermined mode (first mode) in which a guidance icon is superimposed on the guidance information in the normal mode.

[0057] In the area 120 of the screen 100 illustrated in FIG. 1, for example, guidance information (icon 122) of necessary materials corresponding to insufficient materials is displayed. Further, a guiding icon 123 smaller in size than the icon 122 is superimposed and displayed at the upper left portion of the display area of the icon 122. That is, on the screen 100, the insufficient materials are guided in a predetermined mode in which the guiding icon 123 is superimposed on the guidance information (icon 122) in the normal mode.

[0058] Note that the appearance design of the guiding icon may be of one type, or may be changed according to the combination of types of quests that the player can challenge. Since there are three types of quests, i.e., the first quest to the third quest as described above, the number of combinations of quest types is at most seven as shown in the following [Equation 1]. Therefore, when changing the appearance design of the guiding icon according to the combination, seven types of guiding icons may be prepared. Further, the arrangement position of the guiding icon in the display area of the icon which is the guidance information of the insufficient material is not particularly limited.

[0059] [Equation 1] 3C1 + 3C2 + 3C3 = 3 + 3 + 1 = 7

[0060] (3) Screen transition A hyperlink to a quest selection screen in which only one or a plurality of quests from which the insufficient material can be obtained is displayed is set in the guidance information of the insufficient material guided in the predetermined mode. When a user operation (predetermined operation) for designating the insufficient material guided in the predetermined mode is performed by the player, a quest selection screen in which only one or a plurality of quests from which the insufficient material can be obtained is displayed is displayed.

[0061] On the screen 100 illustrated in FIG. 1, a hyperlink to a quest selection screen in which only the quests from which the insufficient material can be obtained is displayed is set in the guidance information (icon 122) of the insufficient material. When the player taps the display area of the guidance information (that is, the display area of the icon 122), a quest selection screen in which only the quests from which the insufficient material can be obtained is displayed is displayed.

[0062] In the guidance information of each quest that is displayed selectably on the quest selection screen, a hyperlink to the screen for giving an instruction to start the quest or making preparations immediately before that (quest start screen) is set. After the player gives an instruction to start on the quest start screen or a subsequent screen, the quest is started.

[0063] [2-3. Configuration of the System in the Embodiment] [2-3-1. Network Configuration] FIG. 2 illustrates the network configuration of the system in the embodiment. The system in the embodiment provides the service in the embodiment to the user.

[0064] As illustrated in FIG. 2, the system in the embodiment includes a user management server 10 that manages users (players) of the service in the embodiment, a data management server 20 that manages data related to the service in the embodiment, and a plurality of user terminals 30 (30-1, 30-2, … 30-n) (n: natural number) used by a plurality of users respectively.

[0065] The user management server 10 and the user terminal 30 can exchange data through the communication network 40. The data management server 20 can access a built-in or externally connectable storage 21. The user management server 10 can access the data stored in the storage 21 via the data management server 20.

[0066] The communication network 40 may include at least any one of existing networks such as the Internet, a mobile phone network, a wireless WAN (Wireless Wide Area Network), a wireless LAN (Wireless Local Area Network), and Ethernet (registered trademark).

[0067] (1) User Management Server The user management server 10 is a server device (computer) installed with a web server program. The user management server 10 causes the data management server 20 to obtain necessary data from the storage 21 in response to a request and provide (respond) it to the requester. Also, the user management server 10 causes the data management server 20 to register necessary data in the storage 21 in response to a request. Note that a server system may be configured by linking a plurality of server devices to share the functions of the user management server 10 or distribute the load on the user management server 10.

[0068] (2) Data management server The data management server 20 is a server device (computer) installed with a DB (Data Base) server program. The data management server 20 constitutes a DBMS (Data Base Management System) together with the storage 21. The data management server 20 obtains necessary data from the storage 21 in response to a request and provides (responds) it to the requester. Also, the data management server 20 registers necessary data in the storage 21 in response to a request. The storage 21 is a storage device that stores data related to the services of the embodiments. Note that a server system may be configured by linking a plurality of server devices to share the functions of the data management server 20 or distribute the load on the data management server 20.

[0069] (3) User terminal The user terminal 30 is a user device (computer) installed with a predetermined game program (control program). In this embodiment, as the user device, a general-purpose portable device (for example, a mobile phone, a smartphone, a tablet terminal, a tablet PC (personal computer), a wearable device, etc.) or a general-purpose processing device (for example, a PC (personal computer), etc.) in which a program can be installed can be used.

[0070] [2-3-2. Hardware Functional Configuration] (1) Hardware Functional Configuration of Server Device FIG. 3 illustrates the hardware functional configuration of the server device. The server device illustrated in FIG. 3 includes a control processing device 310 including a CPU (Central Processing Unit) and a ROM (Read Only Memory), a main memory device 320 including a RAM (Random Access Memory), an auxiliary storage device 330 including an HDD (Hard Disc Drive), an input device 340 including a mouse and a keyboard, an output device 350 including a display and a speaker, and a communication control device 360 including a network interface card. Note that a device such as an MPU (Micro-Processing Unit) or a DSP (Digital Signal Processor) may be used instead of the CPU.

[0071] The main memory device 320, the auxiliary storage device 330, the input device 340, the output device 350, and the communication control device 360 are each connected to the control processing device 310 via a bus line. The control processing device 310 (1) reads a program stored in the auxiliary storage device 330 onto the main memory device 320, (2) acquires data from at least one of the input device 340, the auxiliary storage 330, and the communication control device 360 according to the instructions of the program, (3) calculates and processes the acquired data according to the procedure specified in the program, and then (4) provides the calculated / processed data to at least one of the auxiliary storage device 330, the output device 350, and the communication control device 360.

[0072] (2) Hardware Functional Configuration of User Device FIG. 4 illustrates the hardware functional configuration of the user device. The user device illustrated in FIG. 4 includes at least a DSP 411 that constitutes a control processing unit, a RAM 421 that constitutes a main storage unit, a ROM 422 and an EEPROM (Electrically Erasable Programmable Read-Only Memory) 423 that constitute an auxiliary storage unit, a touch panel display 431 that constitutes an input unit and a display unit, a speaker 432 that constitutes an audio output unit, and a NIC (Network Interface Controller) 441 and a wireless LAN (Local Area Network) chip 442 that constitute a communication control unit. Note that a device such as an MPU (Micro-Processing Unit) may be used instead of the DSP.

[0073] The RAM 421, ROM 422, EEPROM 423, touch panel display 431, speaker 432, NIC 441, and wireless LAN chip 442 are each connected to the DSP 411 via a bus line. The DSP 411 (1) reads a program stored in the ROM 422 or EEPROM 423 onto the RAM 421, (2) acquires data from at least any one of the touch panel display 431, EEPROM 423, NIC 441, and wireless LAN chip 442 according to the instructions of the program, (3) calculates and processes the acquired data according to the procedures defined in the program, and then (4) provides the calculated and processed data to at least any one of the EEPROM 423, touch panel display 431, speaker 432, NIC 441, and wireless LAN chip 442.

[0074] [2-3-3. Software Functional Configuration] (1) Overview The software functions of the user management server 10 and the data management server 20 are realized by installing an OS (Operating System) for server devices and a program operating on the OS on the server devices respectively. The program to be installed on the server device may be distributed in a state of being non-temporarily recorded on a recording medium such as a CD (Compact Disc), DVD (Digital Versatile Disk), MO disk (Magneto-Optical disk), flash memory, etc., and read from the recording medium into the server device, or may be supplied to the server device by being superimposed on a carrier wave via the communication network 40 or other communication networks.

[0075] The software functions of the user terminal 30 are realized by installing an OS (Operating System) for user devices and a game program (control program) operating on the OS on the user devices respectively. In addition, instead of the game program, the software functions of the user terminal 30 can also be realized by installing a Web browser program operating on the above-mentioned OS for user devices and a game program (plugin) operating on the Web browser program on the user devices respectively.

[0076] The OS for user devices is generally installed on the user devices from the beginning of shipment. Other programs to be installed on the user devices are generally supplied to the user devices by being superimposed on a carrier wave via the communication network 40. In addition, the above-mentioned other programs to be installed on the user devices may be distributed in a state of being non-temporarily recorded on a recording medium such as a CD (Compact Disc), DVD (Digital Versatile Disk), MO disk (Magneto-Optical disk), flash memory, etc., and read from the recording medium into the user device.

[0077] (2) Software Functional Configuration of User Terminal FIG. 5 illustrates the software functional configuration of the user terminal. As illustrated in FIG. 5, with regard to the guidance function, the user terminal 30 includes an update unit 510, a storage unit 520, a guidance unit 530, a display unit 540, an input unit 550, a reception unit 560, and a guidance unit 570.

[0078] The update unit 510 is configured to include at least one of the DSP 411 of the user device operating as the user terminal 30 and either the NIC 441 or the wireless LAN chip 442. The storage unit 520 is configured to include the RAM 421 of the user device operating as the user terminal 30. The guidance unit 530, the reception unit 560, and the guidance unit 570 are configured to include the DSP 411 of the user device operating as the user terminal 30. The display unit 540 and the input unit 550 are configured to include the touch panel display 431 of the user device operating as the user terminal 30.

[0079] The update unit 510 acquires cache update data from the user management server 10 at a predetermined timing and updates the cache data stored in the storage unit 520. Also, the update unit 510 transmits the updated cache data stored in the storage unit 520 to the user management server 10 at a predetermined timing. The storage unit 520 stores the cache data.

[0080] In addition to the various data shown in FIG. 6, the cache data may also include quest information. As the quest information, only the difference from the information stored in the user terminal 30 may be acquired. Here, the quest information may include the execution information of the third quest that is implemented within a limited period. Specifically, the execution information of the third quest may include information on the period during which the third quest is executable. Further, the execution information of the third quest may further include information on the characters that can be obtained by executing the third quest.

[0081] The guidance unit 530 causes various screens to be displayed on the display unit 540. The display unit 540 displays the images of various screens on the display. Also, when the player does not have enough of the necessary materials required to strengthen or evolve a specific character held by the player among the necessary materials, and the player can obtain the lacking materials and meets the generation conditions of a predetermined change, the guidance unit 530 guides the lacking materials in a predetermined manner by adding a guiding icon to the guidance information in the normal mode on the necessary material guidance screen (screen 100 illustrated in FIG. 1). At this time, the guiding icon is set according to the combination of quests that can be guided.

[0082] The input unit 550 inputs touch operations on the touch panel. The reception unit 560 receives user operations based on the mode of the touch operations input by the input unit 550 while each screen is being displayed on the display unit 540.

[0083] When the player makes a user operation to specify the lacking materials guided in a predetermined manner by the guidance unit 530, the guidance unit 570 displays a quest selection screen on which quests from which the lacking materials can be obtained are easily selectable, and guides the player to the quests.

[0084] [2-3-4. Database Configuration] FIG. 6 illustrates the database configuration in the system of the embodiment. These data are stored in the storage 21 and are accessible via the data management server 20. Cache update data including at least a part of these data is provided from the user management server 10 to the user terminal 30.

[0085] (1) Player Management Information Player management information is management information that manages various parameters related to each player for each player. The player management information is added at the time of initial setting by each player and updated before or after the start or end of quest play. As illustrated in Fig. 6(a), the player management information associates at least "experience points" and "player rank" with a "player ID (identification information)" unique to the player. The "experience points" increase by accumulating the cleared experience of quests. The "player rank" increases every time the "experience points" reach a predetermined level.

[0086] (2) Character definition information Character definition information is definition information that defines the initial state of each character type for each character type. The character definition information is added, updated, or deleted at any time by the operator of the service in the embodiment. As illustrated in Fig. 6(b), the character definition information associates at least "rarity", "name", "appearance image URL", and "evolution group ID" indicating the evolution line to which the character type belongs with a "character type ID" unique to the character type.

[0087] (3) Character setting information A Character setting information A is setting information that sets the upper limit values of various parameters of characters having that rarity for each rarity. The character setting information A is added, updated, or deleted at any time by the operator of the service in the embodiment. As illustrated in Fig. 6(c), the character setting information A associates at least "upper limit values of various parameters" with "rarity". The various parameters are, for example, experience points, character level, hit points, attack power, speed, rack value, etc.

[0088] (4) Character setting information B Character setting information B is setting information that sets the upper limit values of various parameters of a character having the character level for each character level. Character setting information B is added, updated, or deleted at any time by the operator of the service in the embodiment. As illustrated in FIG. 6(d), character setting information B associates at least "hit point + value upper limit", "attack power + value upper limit", and "speed + value upper limit" with "character level".

[0089] (5) Character management information Character management information is management information that manages the status of each character. Character management information is generated each time a player obtains a character, and is updated each time the character is used in a quest, or the character is strengthened or evolved. Also, it is invalidated when the character is used as a material for strengthening or evolving another character, etc.

[0090] As illustrated in FIG. 6(e), character management information associates at least "player ID", "character type ID", "experience value", "character level", "hit point", "attack power", "speed", and "rack value" of the player who owns the character with a "character management ID" unique to the character. The "experience value" increases by accumulating usage experience in quests and by first synthesis. The "character level" increases each time the "experience value" reaches a predetermined level. The + values of "hit point", "attack power", and "speed" increase up to the upper limit value corresponding to the "character level" by first synthesis. The "rack value" increases up to the upper limit value corresponding to the "rarity" of the character by second synthesis.

[0091] (6) Evolution group setting information The evolution group setting information is setting information that sets the character type and evolution conditions belonging to each evolution line for each evolution line. The evolution group setting information is added, updated, or deleted at any time by the operator of the service in the embodiment. As illustrated in FIG. 6(f), the evolution group setting information associates at least a "character type ID" of the "pre-evolution character", an evolution rule ID of the "first evolution rule", a "character type ID" of the "first post-evolution character", an evolution rule ID of the "second evolution rule", a "character type ID" of the "second post-evolution character", an evolution rule ID of the "third evolution rule", and a "character type ID" of the "third post-evolution character" with a unique "evolution group ID" for the evolution line. Some of the first evolution, second evolution, and third evolution may not be set.

[0092] (7) Evolution rule information The evolution rule information is a rule applied to the evolution of a specific pre-evolution character. The evolution rule information is added, updated, or deleted at any time by the operator of the service in the embodiment. As illustrated in FIG. 6(g), the evolution rule information associates at least an "evolution rule ID" unique to the evolution rule with an "evolution category" (first evolution / second evolution / third evolution), "required materials", and "occurrence conditions".

[0093] The information managed in the user management server 10 may include quest information. The quest information includes information on each of the first quest, the second quest, and the third quest. Also, for each quest, play conditions, information on available objects (such as characters), etc. are associated. Furthermore, for the third quest, information on the executable period is associated.

[0094] [2-4. Guidance procedure] (1) Guidance procedure FIG. 7 illustrates a guidance procedure by the guidance function. In step S705, the user management server 10 transmits cache update data to the user terminal 30. In step S710, the update unit 510 of the user terminal 30 updates the cache data stored in the storage unit 520. Thereafter, the user terminal 30 proceeds with processing by referring to the updated cache data.

[0095] In step S715, the reception unit 560 of the user terminal 30 receives an instruction to display a necessary material guidance screen based on a touch operation input to the input unit 550. The display instruction is accompanied by the designation of a specific character (source character). In step S720, the guidance unit 570 of the user terminal 30 determines whether guidance display is necessary. The guidance display is determined to be necessary when the player can obtain a shortage material that the player does not sufficiently possess among the necessary materials required to strengthen or evolve a specific character possessed by the player and satisfies the occurrence conditions of a predetermined change (here, the second evolution).

[0096] Specifically, the user terminal 30 determines whether there is a second quest that the player satisfies the play conditions and can obtain the shortage material (first determination). The play conditions in the first determination are, for example, conditions related to the attribute information (player rank) of the player (specifically, the condition that the player rank is equal to or higher than a predetermined value). Further, the user terminal 30 determines whether a third quest that can obtain the shortage material is executable (second determination). In the second determination, it is determined whether there is a third quest that can obtain the shortage material among the third quests that satisfy the play conditions including the time and are executable. When the user terminal 30 determines that there is a quest that can obtain the shortage material in either the first determination or the second determination, the user terminal 30 determines that the player can obtain the above shortage material.

[0097] In other words, for a player to be able to obtain something, there must exist a quest from which the player can obtain the lacking materials and the player must be in a state where they can challenge the quest. The state where they can challenge means that the player meets the play conditions of the quest. The generation conditions are specified by referring to the cache data of the evolution rule information (Fig. 6(g)). In this embodiment, it is a combination of the condition that the player rank has reached a predetermined value (for example, 70) (the first condition) and the condition that the level of the original character has reached the upper limit value determined according to the rarity of the character (the second condition). When making the determination, for example, cache data such as player management information (Fig. 6(a)), character setting information A (Fig. 6(c)), and character management information (Fig. 6(e)) is used. If it is determined to be necessary, the process proceeds to step S725. If it is not determined to be necessary, the process proceeds to step S730.

[0098] In step S725, the guidance unit 570 of the user terminal 30 sends an instruction to add a guidance display to the guidance unit 530. The instruction to add a guidance display is an instruction to guide the lacking materials on the necessary materials guidance screen in a predetermined mode in which a guidance icon is added to the normal mode guidance information. In step S730, the guidance unit 530 of the user terminal 30 causes the necessary materials guidance screen to be displayed on the display unit 540.

[0099] In step S735, the reception unit 560 of the user terminal 30 receives a predetermined operation for the lacking materials based on a touch operation input to the input unit 550. Specifically, the reception unit 560 receives a touch operation on the icon of a specific lacking material as a predetermined operation for designating the lacking material. In step S740, the guidance unit 530 of the user terminal 30 causes a quest selection screen on which quests from which the designated lacking materials can be obtained are displayed in an easy-to-select manner to be displayed on the display unit 540.

[0100] (2) Example of display of necessary materials guidance screen Figure 1 is a display example of a necessary material guidance screen related to the second evolution (deification). The screen 100 illustrated in Figure 1 includes an area 110 for guiding the original character, an area 120 for guiding the necessary materials required to second-evolve the original character, and an area 130 for guiding the character after the original character has undergone the second evolution. Guidance information for each necessary material is displayed in area 120.

[0101] In area 120, for example, guidance information (icon 121) for necessary materials that do not correspond to the lacking materials is displayed in the normal mode. In addition to this, guidance information (icon 122) for necessary materials that correspond to the lacking materials is displayed. Also, a guiding icon 123 smaller in size than icon 122 is superimposed and displayed at the upper left corner of the display area of icon 122. That is, on screen 100, the lacking materials are guided in a predetermined mode where the guiding icon 123 is superimposed on the guidance information (icon 122) in the normal mode.

[0102] (3) Display example of the quest selection screen On screen 100, a hyperlink to a quest selection screen where only the quests from which the lacking materials can be obtained are displayed is set for the guidance information (icon 122) of the lacking materials. When the player taps on the display area of the said guidance information (that is, the display area of icon 122), a quest selection screen where only the quests from which the lacking materials can be obtained are displayed pops up and is shown.

[0103] Figures 8 to 10 are display examples of a quest selection screen where only the quests from which the designated lacking materials can be obtained are displayed. The screen 800 illustrated in Figure 8 is a display example when the only quest from which the designated lacking materials can be obtained is the 3rd quest (event quest). The screen 900 illustrated in Figure 9 is a display example when the quests from which the designated lacking materials can be obtained are the 2nd quest (Library of Memories) and the 3rd quest (event quest). The screen 1000 illustrated in Figure 10 is a display example when the only quest from which the designated lacking materials can be obtained is the 2nd quest (Library of Memories).

[0104] (4) Display example of quest start screen On screens 800, 900, and 1000, a hyperlink to the screen (quest start screen) for giving an instruction to start the corresponding quest is set in the guidance information of each quest that is displayed selectably. When the player taps the display area of the button corresponding to the quest (that is, button 810 in FIG. 8, button 910 or button 920 in FIG. 9, or button 1010 in FIG. 10), the quest start screen related to the corresponding quest is displayed.

[0105] FIGS. 11 and 12 are display examples of quest start screens related to quests where the specified missing materials can be obtained. The screen 1100 illustrated in FIG. 11 is a display example of a quest start screen related to the third quest (event quest) that is displayed when button 810 in FIG. 8 or button 910 in FIG. 9 is tapped. The screen 1200 illustrated in FIG. 12 is a display example of a quest start screen related to the second quest (library of memories) that is displayed when button 920 in FIG. 9 or button 1010 in FIG. 10 is tapped.

[0106] [2-5. Supplementary explanation] FIG. 13 is a display example of a screen (required material guidance screen) for guiding the required materials necessary for enhancement by the second synthesis. On the screen 1300 illustrated in FIG. 13, the guidance information (here, icon 1311 and text 1312) of the required materials (characters of the same type as the original character) necessary for enhancing the original character by the second synthesis (same-type synthesis) is generally displayed in the normal mode. Also, a display 1321 indicating the quests where the character can be obtained is displayed.

[0107] Except when the rack value of the source character has reached the upper limit value, the source character can be enhanced by the second synthesis. Therefore, when the source character is not a lucky extreme and the player does not have enough characters of the same type as the source character, on screen 1300, a guiding icon 1313 is superimposed on an icon 1311, which is guiding information for characters of the same type as the source character (i.e., insufficient materials). That is, on screen 1300, the insufficient materials are guided in a predetermined mode where the guiding icon 1313 is superimposed on the guiding information in the normal mode (icon 1311).

[0108] [3. Modification Example] [3-1. Modification Example 1 (Modification Example Regarding the Mode of Guidance)] (1) Modification Example of Displaying an Insufficient Materials Guidance Screen In the above embodiment, when a specific insufficient material guided in a predetermined mode on the necessary materials guidance screen (Figs. 1 and 13) is specified by the player, a selection screen (Figs. 8 to 10) of quests where the insufficient material can be obtained is displayed (step S735 in Fig. 7 → step S740). In contrast, when a player makes a predetermined operation indicating an interest in at least any of the insufficient materials guided in a predetermined mode on the necessary materials guidance screen, an insufficient materials guidance screen may be displayed. This makes it easier to proceed from the necessary materials guidance screen to the quest selection screen.

[0109] Fig. 14 shows a modification example of the necessary materials guidance screen related to the second evolution (deification). The screen 1400 illustrated in Fig. 14 includes an area 1410 for guiding the source character, an area 1420 for guiding the necessary materials required to second-evolve the source character, and an area 1430 for guiding the character after the source character has undergone the second evolution. In the area 1420, guiding information for each necessary material is displayed.

[0110] In area 1420, guidance information on necessary materials that do not correspond to the lacking materials is displayed in the normal mode. In addition to this, guidance information on necessary materials (icons 1421, 1422) that correspond to the lacking materials is displayed. Also, guiding icons 1423, 1424 that are smaller in size than these icons are superimposed and displayed at the upper left part of the display areas of icons 1421, 1422 respectively. That is, on screen 1400, the lacking materials are guided in a predetermined mode where guiding icons 1423, 1424 are respectively superimposed on the guidance information in the normal mode (icons 1421, 1422). On screen 1400, when the player taps on the display area of button 1425 (a predetermined operation indicating an interest in the lacking materials) a lacking material guidance screen on which the lacking materials are guided is displayed.

[0111] Figure 15 shows an example of the display of the lacking material guidance screen. On screen 1500 illustrated in Figure 15, guidance information (icons 1510, 1520) on all the lacking materials is sorted according to a predetermined sorting perspective and displayed in the normal mode. The sorting perspectives are, for example, the attributes of the characters and the rarity of the characters. On screen 1500, the guidance information is arranged from the perspective of the attributes of the characters.

[0112] On screen 1500, hyperlinks to a quest selection screen on which only the quests from which the corresponding lacking materials can be obtained are displayed are respectively set for the guidance information (icons 1510, 1520) on the lacking materials. When the player taps on the display area of the guidance information (that is, either of the display areas of icons 1510, 1520), a quest selection screen (for example, a screen similar to Figures 8 to 10) on which only the quests from which the corresponding lacking materials can be obtained are displayed pops up and is displayed.

[0113] (2) Variant example of displaying the quest start screen without going through the quest selection screen In the above embodiment, when a predetermined operation for designating a specific lacking material is performed on the necessary material guidance screen (Figs. 1 and 13), a quest selection screen (Figs. 8 to 10) that displays only the quests from which the lacking material can be obtained is pop-up displayed. Further, in the above Modification 1(1), when a predetermined operation for designating a specific lacking material is performed on the lacking material guidance screen (Fig. 15), a quest selection screen (Figs. 8 to 10) that displays only the quests from which the lacking material can be obtained is pop-up displayed.

[0114] On the other hand, the quest start screen (Figs. 11 and 12) may be displayed without going through the quest selection screen. This makes it easier to proceed from the necessary material guidance screen or the lacking material guidance screen to the quest start screen. When there are a plurality of quests from which the designated lacking material can be obtained, for example, it is preferable to automatically select the quest with the highest priority and display the quest start screen related to the selected quest. This makes it easier to proceed from the necessary material guidance screen or the lacking material guidance screen to the quest start screen with the highest priority.

[0115] The priority may be a fixed value or a fixed order preset by the operator of the service in the embodiment, or a priority dynamically determined according to a procedure preset by the operation side, or a priority dynamically determined according to the status of the player or a specific object held by the player. Further, when there is only one quest from which the designated lacking material can be obtained, it is preferable to display the quest start screen related to the quest from which the lacking material can be obtained.

[0116] [3-2. Modification 2 (Modification regarding the mode of guidance display)] In the above embodiment, on the necessary material guidance screen (for example, Figs. 1 and 13), the lacking material is guided in a predetermined mode in which a guidance icon is added (superimposed display) to the guidance information displayed in the normal mode. In the above Modification 1(1), on the lacking material guidance screen (for example, Fig. 15), the lacking material is guided in a predetermined mode in which a guidance icon is added (superimposed display) to the guidance information displayed in the normal mode.

[0117] In contrast, in the necessary material guidance screen (for example, FIGS. 1 and 13) and the insufficient material guidance screen (for example, FIG. 15), the insufficient materials may be configured to be guided in a predetermined mode (first mode) that changes the display form of the guidance information. Thereby, the guidance possibility becomes visually easy to understand. The display form may be, for example, to change the color, size, movement of the guidance information displayed in the normal mode, or to apply a visual decoration to the guidance information.

[0118] Also, when there are multiple types of quests that the player can challenge among the quests where the insufficient materials can be obtained, the display form may be dynamically determined according to the combination of the quests. Thereby, the options for the guidance destination become visually easy to understand. For example, the user terminal 30 may display each of the cases where the quest for obtaining the insufficient materials is only the second quest, only the third quest, or both the second quest and the third quest in different icons in the area 120. Further, the user terminal 30 may display the icon in a mode (color, blinking frequency, etc.) according to the remaining time that the third quest can be executed, for example, when the insufficient materials can be obtained only by the third quest.

[0119] [3-3. Modification Example 3 (Modification Example Regarding the Display of Guidance Icons)] (1) Guidance in Other Display Modes In the above embodiment, in the necessary material guidance screen (for example, FIGS. 1 and 13), the insufficient materials are guided in a predetermined mode of adding (superimposing) a guidance icon to the guidance information displayed in the normal mode. In the above modification example 1(1), in the insufficient material guidance screen (for example, FIG. 15), the insufficient materials are guided in a predetermined mode of adding (superimposing) a guidance icon to the guidance information displayed in the normal mode.

[0120] On the other hand, in the necessary material guidance screen (for example, FIGS. 1 and 13) and the insufficient material guidance screen (for example, FIG. 15), insufficient materials that the player has no possession experience from the past to the present may be configured to be guided in a predetermined manner (second manner) different from the insufficient materials with possession experience. This makes it easier to proceed to quests where unknown insufficient materials can be obtained from the necessary material guidance screen or the insufficient material guidance screen.

[0121] FIG. 16 is a modified example of the necessary material guidance screen related to the second evolution (deification). The screen 1600 illustrated in FIG. 16 includes an area 1610 for guiding the original character, an area 1620 for guiding the necessary materials required to second-evolve the original character, and an area 1630 for guiding the character after the original character has undergone the second evolution. In the area 1620, guidance information for each necessary material is displayed.

[0122] In the area 1620, guidance information (icons 1621, 1622) for the necessary materials corresponding to the insufficient materials is displayed. Then, a guiding icon 1623 is superimposed and displayed at the upper left of the display area of the icon 1622 corresponding to the insufficient materials that the player has possession experience of (known insufficient materials) among the insufficient materials. On the other hand, at the upper left of the display area of the icon 1621 corresponding to the insufficient materials that the player has no possession experience of (unknown insufficient materials) among the insufficient materials, a guiding icon 1624 that is smaller in size than the icon 1621 and different from the guiding icon 1623 is superimposed and displayed. That is, in the screen 1600, the unknown insufficient materials are guided in a manner (second manner) different from the manner (first manner) of guiding the known insufficient materials.

[0123] (2) When already possessing the necessary materials In the above embodiment, in the necessary material guidance screen (for example, FIGS. 1 and 13), the guidance information for the necessary materials that do not correspond to the insufficient materials is displayed in the normal manner. On the other hand, in the necessary material guidance screen, materials whose use as necessary materials is restricted among the necessary materials that do not correspond to the insufficient materials may be configured to be displayed in a manner different from the normal manner. This makes it visually easier to understand the characters that can be used as necessary materials if the restrictions are removed.

[0124] In addition, situations where the use as a necessary material is restricted include, for example, a situation where a predetermined change using the material as the original character is reserved, a situation where the material is reserved as a necessary material for causing a predetermined change in another original character, a situation where the material is used as a character for compiling a deck, and a situation where a lock (disposal restriction) is placed on the material.

[0125] FIG. 17 is a modified example of a necessary material guidance screen related to the second evolution (deification). The screen 1700 illustrated in FIG. 17 includes an area 1710 for guiding the original character, an area 1720 for guiding the necessary materials required for second-evolving the original character, and an area 1730 for guiding the character after the original character has undergone the second evolution. Guidance information for each necessary material is displayed in the area 1720.

[0126] In the area 1720, necessary materials that do not correspond to the lacking materials (icon 1721) and guidance information for necessary materials that correspond to the lacking materials (icon 1722) are displayed. A guidance icon 1723 is superimposed and displayed at the upper left portion of the display area of the icon 1722 corresponding to the lacking materials. On the other hand, a guidance icon 1724 that is smaller in size than the icon 1721 and different from the guidance icon 1723 is superimposed and displayed at the upper left portion of the display area of the icon 1721 corresponding to necessary materials that do not correspond to the lacking materials. That is, on the screen 1700, necessary materials among the necessary materials that do not correspond to the lacking materials and whose use as a necessary material is restricted are guided in a mode different from the normal mode (the third mode).

Explanation of Signs

[0127] 10 User management server 20 Data management server 21 Storage 30 User terminal (an example of a game information processing device) 40 Communication network 510 Update unit 520 Storage unit 530 Guidance unit 540 Display unit 550 Input unit 560 Reception unit 570 Guidance unit

Claims

1. When the player does not have enough of a necessary material among the necessary materials required to cause a predetermined change in a specific source object held by the player, and the player can obtain the insufficient material, guiding means for guiding the insufficient material in a first mode on a necessary material guidance screen; Guiding means for guiding the player through the process of obtaining the insufficient material when a predetermined operation on the insufficient material guided in the first mode by the guiding means is performed by the player; A game information processing apparatus comprising the above.

2. When the guiding means performs a predetermined operation for designating a specific insufficient material guided in the first mode by the guiding means, a game selection screen is displayed in which games where the designated insufficient material can be obtained are easily selectable. The game information processing apparatus according to claim 1.

3. When the guiding means performs a predetermined operation indicating an interest in at least one of the insufficient materials guided in the first mode by the guiding means, a shortage material guidance screen is displayed in which a link to a game selection screen where games where the insufficient material can be obtained are easily selectable is arranged for each insufficient material. The game information processing apparatus according to claim 1.

4. When the guiding means performs a predetermined operation for designating a specific insufficient material guided in the first mode by the guiding means, a game start screen for receiving an instruction to start a game where the designated insufficient material can be obtained is displayed. The game information processing apparatus according to claim 1.

5. When there are a plurality of games where the designated insufficient material can be obtained, the guiding means displays the game start screen for receiving an instruction to start a selected game selected according to a predetermined priority. The game information processing apparatus according to claim 4.

6. The guiding means guides the insufficient material in the first mode by adding a predetermined guiding element to the guiding information of the insufficient material. The game information processing apparatus according to any one of claims 1 to 5.

7. The guiding means guides the insufficient material in the first mode in a display form different from that of the necessary material that is not the insufficient material. The game information processing apparatus according to any one of claims 1 to 5.

8. The guiding means guides the insufficient material in the first mode set according to a combination of obtainable acquisition processes that can be induced. The game information processing apparatus according to claim 6 or claim 7.

9. The guiding means guides the shortage material in the first mode only when the generation condition of a predetermined change is satisfied. The game information processing apparatus according to any one of Claims 1 to 8.

10. The guiding means guides the shortage material, which the player has no holding experience from the past to the present, in the second mode. The game information processing apparatus according to any one of Claims 1 to 8.

11. A guiding step of guiding the shortage material, which is insufficiently held by the player among the necessary materials required to cause a predetermined change in a specific change source object held by the player, in the first mode on a necessary material guidance screen when the shortage material is available to the player; An inducing step of inducing the player in the acquisition process of the shortage material when a predetermined operation on the shortage material guided in the first mode in the guiding step is performed by the player; A control method for an information processing apparatus, including these.

12. A guiding function of guiding the shortage material, which is insufficiently held by the player among the necessary materials required to cause a predetermined change in a specific change source object held by the player, in the first mode on a necessary material guidance screen when the shortage material is available to the player; An inducing function of inducing the player in the acquisition process of the shortage material when a predetermined operation on the shortage material guided in the first mode by the guiding function is performed by the player; A control program for causing a computer of an information processing apparatus to realize these.

Citation Information

Patent Citations

  • Information processing device, program, and information processing system

    JP2015107306A