Program, information processing device, and information processing method
The program and information processing apparatus streamline content synthesis in games by automatically grouping and swapping or batch-synthesizing contents with the same attribute or rarity, reducing player burden and manual selection.
Patent Information
- Application Number
- JP2025021940
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-14
- Publication Date
- 2025-08-01
- Estimated Expiration
- 2044-01-22
AI Technical Summary
In games where content synthesis is involved, players often have to manually select source and evolution material contents, leading to unnecessary burden when unintended contents are automatically selected.
A program and information processing apparatus that extracts a group of contents with a predetermined relationship, such as the same attribute or rarity, and allows players to easily swap or batch-synthesize these contents on a presentation screen, reducing manual selection.
Reduces player labor by enabling easy swapping or batch synthesis of contents with the same attribute or rarity, thereby simplifying the content evolution process.
Smart Images

Figure 2025113238000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
[0002] Conventionally, there has been known a game in which a plurality of contents among the owned contents owned by a player can be synthesized into one content.
[0003] Regarding this, Patent Document 1 discloses a technique for automatically selecting source content and material content from a group of contents of the same type owned by a player, and collectively synthesizing the material content of the same type as the source content for each source content.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In such a game, there may be a case where the source content can be evolved by synthesizing evolution material content that has a predetermined relationship (for example, the same attribute) with the source content but is not of the same type as the source content. However, when evolution material content different from the source content is automatically selected, source content or evolution material content not intended by the player may be selected. For this reason, there has been a problem that the player has to manually select the source content and the evolution material content again from the list of owned contents.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of reducing the burden on the player.
Means for Solving the Problem
[0007] To solve the above problems, the program according to the first aspect of the present invention causes a computer to function as extraction means for extracting a group of contents having a predetermined relationship with each other from owned contents owned by a player, display means for displaying a presentation screen for presenting each content included in the extracted group of contents by distinguishing it into synthesis source content and evolution material content, and control means for, when an instruction to execute synthesis is received from the player on the presentation screen, synthesizing the synthesis source content and the evolution material content and causing the player to acquire the evolved content of the synthesis source content. When the display means receives an interchange instruction for the group of contents from the player on the presentation screen, the display means interchanges the synthesis source content and the evolution material content on the presentation screen.
[0008] Further, the program according to the second aspect of the present invention causes a computer to function as extraction means for extracting a group of contents having a predetermined relationship with each other from owned contents owned by a player, display means for displaying a presentation screen for presenting each content included in each of the extracted groups of contents by distinguishing it into synthesis source content and evolution material content, and control means for, when an instruction to execute batch synthesis is received from the player on the presentation screen, batch synthesizing the synthesis source content and the evolution material content respectively and causing the player to acquire the evolved content of the synthesis source content respectively. When the display means receives an interchange instruction for the group of contents from the player on the presentation screen, the display means interchanges the synthesis source content and the evolution material content on the presentation screen.
[0009] Further, in the third aspect of the present invention, the predetermined relationship is being of the same attribute.
[0010] Further, in the fourth aspect of the present invention, the predetermined relationship is being of the same rarity.
[0011] Further, in the fifth aspect of the present invention, each time the display means receives the replacement instruction on the presentation screen, the original composite content and the evolution material content are replaced with each other.
[0012] Further, in the sixth aspect of the present invention, when all the contents included in the content group are of the same type, the display means does not receive a replacement instruction for the content group.
[0013] Further, in the seventh aspect of the present invention, the display means presents the evolved content on the presentation screen and indicates whether the evolved content is the evolution material content of a specific content included in the owned content.
[0014] Further, an information processing apparatus according to an eighth aspect of the present invention includes: an extraction means for extracting a content group having a predetermined relationship with each other from owned content owned by a player; a display means for displaying a presentation screen for presenting each content included in the extracted content group by distinguishing between an original composite content and an evolution material content; and a control means for synthesizing the original composite content and the evolution material content when receiving an instruction to execute synthesis from the player on the presentation screen, and causing the player to acquire the evolved content of the original composite content. When the display means receives a replacement instruction for the content group from the player on the presentation screen, the display means replaces the original composite content and the evolution material content on the presentation screen.
[0015] In addition, the information processing apparatus according to the ninth aspect of the present invention includes: extraction means for extracting, from owned content owned by a player, content groups that are in a predetermined relationship with each other; display means for displaying a presentation screen that presents each content included in each of the extracted content groups by distinguishing between synthesis source content and evolution material content; and control means for, when receiving an instruction to execute batch synthesis on the presentation screen from the player, batch-synthesizing the synthesis source content and the evolution material content respectively, and causing the player to acquire the evolved content of the synthesis source content. When the display means receives an instruction to replace content groups from the player on the presentation screen, the display means replaces the synthesis source content and the evolution material content on the presentation screen.
Advantages of the Invention
[0016] According to the present invention, the labor of the player can be reduced.
Brief Description of the Drawings
[0017]
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Embodiments for Carrying Out the Invention
[0018] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are attached to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0019] ---First Embodiment--- First, the first embodiment will be described.
[0020] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0021] As shown in FIG. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. These server device 10 and terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.
[0022] The server device 10 is an information processing device that provides the execution result of a game obtained by executing a game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal device 12.
[0023] Each terminal device 12 is an information processing device owned by each player, and after the game program 14 received from the server device 10 is installed, it is an information processing device that provides a game to each player by executing the program. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0024] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.
[0025] As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0026] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24 or the storage device 28 or the like. Details of this functional means will be described later.
[0027] The communication device 26 is composed of a communication interface or the like for communicating with an external device. The communication device 26 transmits and receives various information to and from, for example, the terminal device 12.
[0028] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs, various information, and information on processing results necessary for the execution of processing in the control device 20, including the game program 14.
[0029] Note that the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Also, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can include other configurations generally provided in a server. Also, the hardware configuration of the plurality of terminal devices 12 can have the same configuration as the server device 10, except that it includes, for example, operating means, a display device, and a sound output device.
[0030] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.
[0031] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0032] The main control unit 30 is configured to include a CPU, a memory, and the like. The main control unit 30 is connected to the touch panel 32 as a display input device, the camera 34, the mobile communication unit 36, the wireless LAN communication unit 38, the storage unit 40, and the speaker 42. And the main control unit 30 has a function of controlling these connection destinations.
[0033] The touch panel 32 has both a display function and an input function, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function. In the first embodiment, the display 32A can display a game image including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player with respect to the game image.
[0034] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0035] The mobile communication unit 36 is connected to the mobile communication network via an antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.
[0036] The wireless LAN communication unit 38 is connected to the communication network NT via an antenna 38A and has a function of communicating with other devices such as the server device 10 connected to the communication network NT.
[0037] The storage unit 40 stores various programs and various data such as a game program 14 and play data indicating the progress of the game of the game program 14 and player information. Note that the play data may be stored in the server device 10.
[0038] The speaker 42 has a function of outputting game sounds and the like.
[0039] <Game overview> The game (game type) according to the first embodiment includes a lottery game, a quest, a breeding game, etc. The lottery game may be referred to as a gacha, a lucky draw, a summon, etc. The quest may be referred to as a battle game, a dungeon, an exploration, a mission, a scenario, etc.
[0040] The lottery game according to the first embodiment is a game that provides (allows the player to obtain) one or more contents selected (randomly selected) from a group of lottery target contents that are the lottery targets to the player according to an execution request (instruction) to execute the lottery game from the player. The main content includes characters.
[0041] This lottery game is executed based on the consumption of game currency owned by the player. Examples of this game currency include charged items (e.g., paid stones), non-charged items (e.g., free stones), coins, points, etc. The charged item is a paid item given to the player based on payment by money, prepaid card, electronic money, credit card, cryptocurrency, etc. The non-charged item is a free item given to the player in the game. This non-charged item may have the same value as the charged item, for example, or may have a lower value than the charged item. For example, in a certain lottery game, charged items and non-charged items can be consumed without distinction. In another lottery game, only charged items may be consumable. Coins and points are, for example, in-game currency given to the player together with the selected content when the lottery game is executed.
[0042] The quest according to the first embodiment is a game aimed at satisfying predetermined clear conditions (tasks). For example, this quest is a game that uses a deck composed of a predetermined number (for example, 1 or 5) or fewer characters owned by the player based on an instruction (request) for the player to select a quest from the quest menu. The deck may be referred to as a party or a team.
[0043] Examples of satisfying the clear conditions (tasks) include, for example, exterminating all enemy characters that appear in the quest with the deck (for example, reducing the hit points to 0 or less). Examples of not satisfying the clear conditions (failing to clear) include the case where all the characters compiled in the deck are annihilated (for example, the hit points of all characters become 0 or less).
[0044] In addition, in the quest according to the first embodiment, when the player satisfies the clear conditions, a clear reward is given to the player. Examples of this clear reward include in-game currency (for example, non-paying items, coins, points, etc.), characters, player experience points, and the like. Also, in the first embodiment, when the player clears the quest (satisfies the clear conditions), a new quest (the next quest) is opened (made playable) for the player. This new quest, for example, has a higher difficulty level than the quest cleared by the player, while the amount of the clear reward increases or the quality of the clear reward improves.
[0045] For example, in the compilation menu for pre-compiling the deck to be used in the quest, the player can compile the deck to be used in the quest by arbitrarily selecting a predetermined number or fewer characters from the owned characters.
[0046] In the cultivation game according to the first embodiment, by synthesizing (consuming) a character (material content) associated in advance with a synthesis source character (synthesis source content) specified from among a plurality of characters owned by the player, the parameters (for example, level and rarity) of the synthesis source character are changed to be advantageous for the player.
[0047] For example, in a cultivation game, by synthesizing a strengthening material item (for example, strengthening material content) associated in advance with a synthesis source character to be cultivated, strengthening synthesis (cultivation) can be performed to change the normal parameters of the synthesis source content. Examples of such normal parameters include level and skill activation turn count.
[0048] In the strengthening synthesis according to the first embodiment, the level of the synthesis source character to be cultivated is increased by synthesizing a predetermined quantity (number) of strengthening material items for each level of the synthesis source character. Also, for example, in strengthening synthesis, the skill activation turn count of the synthesis source character to be cultivated is decreased by synthesizing a corresponding quantity (number) of strengthening material items for each skill activation turn count of the synthesis source character.
[0049] In the first embodiment, when the level of a character increases by 1, the hit points, attack power, defense power, etc. of the character increase by a predetermined value each. The higher the values of the hit points, attack power, and defense power, the more advantageous the progress of the game (for example, a quest) becomes. The skill activation turn count includes the number of turns required for the character to activate a skill. The lower the value of this skill activation turn count, the more advantageous the progress of the game (for example, a quest) becomes. For example, the skill is activated automatically or by the player's operation (manual) when the same number of turns as the skill activation turn count of the character has elapsed in a quest.
[0050] Also, for example, in a breeding game, by synthesizing (consuming) evolution material characters (evolution material content) that are pre-associated with the synthesis source character (synthesis source content) to be bred, evolution synthesis (breeding) can be performed to change the special parameters of the synthesis source character. This special parameter is, for example, rarity. Examples of the pre-associated evolution material characters include characters of the same rarity as the synthesis source character and of the same type or the same attribute. In the first embodiment, when the special parameter (rarity) of the synthesis source character is odd, the evolution material character pre-associated with the synthesis source character is a character of the same special parameter (rarity) as the synthesis source character and of the same type as the synthesis source character. Also, when the special parameter (rarity) of the synthesis source character is even, the evolution material character pre-associated with the synthesis source character is a character of the same special parameter (rarity) as the synthesis source character and of the same attribute as the synthesis source character. Examples of being of the same type include having the same character ID, the same name, the same image, etc. For example, a certain character and the evolved character of the certain character are characters of the same type. Also, examples of being of the same attribute include having the same attribute set for the character. Examples of this attribute include, for example, fire (red), water (blue), wood (green), yellow (light), purple (dark), etc. In the first embodiment, characters of the same type have the same attribute.
[0051] In the evolution synthesis according to the first embodiment, by synthesizing a predetermined number of characters (evolution material characters) of the same rarity as the synthesis source character and of the same attribute or the same type as the synthesis source character to the synthesis source character to be bred, the special parameter (rarity) of the synthesis source character is increased by 1. For example, the upper limit value of the character level increases by 5 each time the special parameter (rarity) increases by 1. For example, the higher the upper limit value of the level, the more the player can increase the level by enhancement synthesis. Therefore, the player can advantageously advance the progress of the quest (game) by evolving the character. Also, for example, the number of skill activation turns of the character decreases by 1 each time the special parameter (rarity) increases by 1. For example, the lower the lower limit value of the number of skill activation turns, the more the player can decrease the number of skill activation turns by enhancement synthesis. Therefore, the player can advantageously advance the progress of the quest (game) by evolving the character.
[0052] For example, the character can be evolved (grown) until the special parameter reaches the limit value (for example, the upper limit value of rarity).
[0053] <Functional means> FIG. 4 is a block diagram schematically showing an example of the functional means of the server device 10.
[0054] As shown in FIG. 4, the server device 10 includes, as a functional configuration, a storage means 50, an extraction means 52, a display means 54, and a control means 56. The storage means 50 is realized by one or a plurality of storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Note that all or part of these functional configurations may be provided in the terminal device 12.
[0055] The storage means 50 has a function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.
[0056] Player information 50A is stored in association with the player ID for each player. This player information 50A includes, for example, the player's name, age, player rank, owned character information, owned game currency information, compiled deck information, quest progress information, and the like.
[0057] The player rank, for example, increases when the player acquires player experience points.
[0058] The owned character information includes information about the characters owned by the player.
[0059] For example, the owned character information is stored in association with the owned character ID for each character owned by the player. This owned character ID is, for example, a numerical value newly assigned when the player acquires a character (for example, when executing a lottery game, obtaining a clear reward, performing evolution synthesis, etc.). For example, the owned character information includes the character ID of the character and the current parameters. The current parameters include the current values of the normal parameters and the special parameters.
[0060] The owned game currency information is stored in association with the content ID of the game currency for each game currency (such as paid items, free items, coins, points, etc.) owned by the player. The owned game currency information includes, for example, the number of items owned by the player.
[0061] The compiled deck information includes information about the player's compiled deck. This compiled deck information includes, for example, the owned character IDs of up to a predetermined number (for example, 5) of characters specified in advance by the player, and the array (for example, the order from the left) of each of the specified characters. This deck is used, for example, when executing a quest.
[0062] The quest progress information includes, for example, the quest IDs of the quests cleared by the player and the quest IDs of the playable quests.
[0063] Character information 50B includes information about the character.
[0064] For example, the character information 50B is stored in association with a character ID for each character. The character information 50B includes, for example, a name, an image, attributes, ability information, rarity, enhancement information, evolution information, etc. In the first embodiment, the character ID does not change even when the character evolves.
[0065] The attributes include one or more attributes that the character has.
[0066] The ability information includes normal parameter information, special parameter information, and skills. The normal parameter information includes the range (minimum value and maximum value) of normal parameters (such as level and number of skill activation turns). The special parameter information includes the range (minimum value and maximum value) of special parameters (such as the upper limit value of rarity, the upper limit value of level, and the lower limit value of the number of skill activation turns) for each number of evolution times. Skills include, for example, the ability to recover the hit points of friendly characters (such as other characters in the deck), strengthen the attack power or defense power of friendly characters, or damage enemy characters in quests.
[0067] The rarity includes, for example, numerical values from 1 to 6. This numerical value may be indicated by, for example, the number of stars. In the first embodiment, the range of rarity varies depending on the character. For example, one character is from 1 to 6. Another character is from 3 to 6. Also, the rarity may be a name instead of a numerical value. Examples of such names include, in ascending order, Rare (R), Rare Plus (R+), Super Rare (SR), Super Rare Plus (SR+), Super Special Rare (SSR), Super Special Rare Plus (SSR+), etc.
[0068] The enhancement information includes information on the cost required to enhance a character (for example, increasing a normal parameter by 1). For example, the enhancement information includes information (such as the item ID of the enhancement material item) for specifying the enhancement material item pre-associated with the character, and the quantity of the enhancement material item. For example, the cost (material items and quantity) required to increase this normal parameter (for example, level) by 1 varies for each normal parameter (for example, level) of the synthesis source character. Specifically, the cost required to increase the normal parameter (level) of a character with a normal parameter (level) from 1 to 49 by 1 (enhancement) is 2 enhancement material items. Also, for example, the cost required to increase the normal parameter (level) of a character with a normal parameter (level) of 50 or more by 1 (enhancement) is 3 enhancement material items. Note that this cost may vary for each attribute of the character or for each character.
[0069] The evolution information includes information on the cost required to evolve a character (for example, increasing a special parameter by 1). For example, the evolution information includes, for each special parameter (rarity) of the character, information (such as the character ID, attribute, and special parameter of the evolution material character) for specifying the evolution material character pre-associated with the character, and the quantity of the evolution material character. For example, the costs (characters or quantities) required to increase the special parameter (rarity) vary for each special parameter of the source character. Specifically, the cost (evolution material character) required to increase the special parameter of a character with a special parameter (rarity) of 1 by 1 (evolve) is 2 characters of the same type with a special parameter of 1. Also, for example, the cost (evolution material character) required to increase the special parameter of a character with a special parameter (rarity) of 2 by 1 (evolve) is 2 characters of the same attribute with a special parameter of 2. Also, for example, the cost (evolution material character) required to increase the special parameter of a character with a special parameter (rarity) of 3 by 1 (evolve) is 1 character of the same type with a special parameter of 3. Also, for example, the cost (evolution material character) required to increase the special parameter of a character with a special parameter (rarity) of 4 by 1 (evolve) is 2 characters of the same attribute with a special parameter of 4. Also, for example, the cost (evolution material character) required to increase the special parameter of a character with a special parameter (rarity) of 5 by 1 (evolve) is 1 character of the same type with a special parameter of 5. Note that this cost may vary depending on the character attribute or the character itself.
[0070] The lottery game information 50C is stored in association with the lottery game ID of the corresponding lottery game for each lottery game. The lottery game information 50C includes the name, consideration, lottery target information, etc. of the lottery game.
[0071] The consideration includes the number of game currencies (paid currency or free currency) required to execute one lottery. For example, the consideration for a certain lottery game is 5 paid items or free items.
[0072] The lottery target information includes the identification information (e.g., character ID) of each character that constitutes a group of lottery target characters which are the targets of the lottery game, and the appearance frequency (weight) associated with the identification information. The appearance frequency includes, for example, any numerical value from 1 to 10. For the appearance frequency, a lower numerical value is set for characters with a high rarity, and a higher numerical value is set for characters with a low rarity. Note that the appearance frequencies may be set to different numerical values even among characters with the same rarity (e.g., rarity 5). Here, the lottery probability of one character is the value obtained by dividing the appearance frequency set for the one character by the total value of the appearance frequencies set for each character that constitutes the group of lottery target characters. Specifically, if the appearance frequency set for one character is 2 and the total value of the appearance frequencies set for each character that constitutes the group of lottery target characters is 400, the lottery probability of the one character is 2 / 400 (0.5%).
[0073] Quest information 50D is stored in association with the quest ID for each quest. The quest information 50D includes the name of the quest, enemy character information, and clear reward information.
[0074] The enemy character information includes the enemy character ID and ability parameters of each enemy character that appears in the quest.
[0075] The clear reward information stores information regarding the clear rewards that the player can obtain when clearing the quest. The clear reward information includes the identification information (e.g., character ID) of the character to be obtained by the player, the number of acquisitions, and the drop rate. The drop rate is the probability of the player obtaining a character. The drop rate includes, for example, a higher probability for quests with a higher difficulty level.
[0076] (Specific Example 1) The extraction means 52 is a functional means for extracting a group of characters (content group) from the owned characters (owned content) owned by the player. In the first embodiment, the extraction means 52 extracts a group of characters having a predetermined relationship with each other from the owned characters owned by the player. Examples of this predetermined relationship include being of the same attribute and / or the same rarity (identical special parameters).
[0077] For example, the extraction means 52 refers to the owned character information of the player information 50A and the character information 50B, and extracts a group of characters that have a predetermined relationship with each other and consist of a predetermined number (the number required for evolution) of characters from the characters owned by the player. Specifically, the extraction means 52 extracts a group of characters (for example, character A, character B, character C) consisting of three fire-attribute characters with a special parameter (rarity) of 2. Also, for example, the extraction means 52 extracts a group of characters (for example, character F1, character F2) consisting of two characters of the same type with a special parameter (rarity) of 3.
[0078] In addition, the extraction means 52 does not necessarily extract characters whose special parameters have reached the upper limit (limit value). For example, the extraction means 52 excludes characters whose rarity has reached the upper limit (for example, 6) from the extraction targets among the characters owned by the player.
[0079] The display means 54 is a functional means for causing the touch panel 32 to display various screens. In the first embodiment, the display means 54 displays a presentation screen that presents each character included in the character group (content group) extracted by the extraction means 52 by distinguishing between the original synthesis character and the evolution material character. For example, the display means 54 refers to the owned character information of the player information 50A, and among the character group (character A, character B, character C), in ascending order of the owned character ID being small (for example, the acquisition time by the player is old), the first presented character (for example, character A), the second presented character (for example, character B), and the third presented character (for example, character C) are determined. Subsequently, the display means 54 displays the first presented character as the original synthesis character and the second presented character and the third presented character as the evolution material characters on the presentation screen in a distinguished manner.
[0080] Also, when the display means 54 receives an exchange instruction for the character group from the player on the presentation screen, it exchanges the original synthesis character and the evolution material character. For example, when the exchange button provided on the presentation screen is instructed (touched), the display means 54 makes the second presented character the original synthesis character, exchanges the third presented character and the first presented character as the evolution material characters, and updates the presentation screen.
[0081] In addition, every time the display means 54 receives a replacement instruction on the presentation screen, it replaces the source character for synthesis and the evolution material character. For example, when the replacement button is first instructed (touched) on the presentation screen, the display means 54 sets the second presented character as the source character for synthesis, and replaces the third presented character and the first presented character as the evolution material characters, and updates the presentation screen. Subsequently, when the replacement button is next instructed (touched) on the presentation screen, the display means 54 sets the third presented character as the source character for synthesis, and replaces the first presented character and the second presented character as the evolution material characters, and updates the presentation screen. Subsequently, when the replacement button is next instructed (touched) on the presentation screen, the display means 54 sets the first presented character as the source character for synthesis, and replaces the second presented character and the third presented character as the evolution material characters, and updates the presentation screen.
[0082] In addition, when the first presented character and the second presented character are of the same type of character and are different types of characters from the third presented character, the display means 54 may not replace the second presented character as the source character for synthesis. For example, when the replacement button is first instructed (touched) on the presentation screen, the display means 54 sets the third presented character as the source character for synthesis, and replaces the second presented character and the first presented character as the evolution material characters, and updates the presentation screen. Subsequently, when the replacement button is next instructed (touched) on the presentation screen, the display means 54 sets the first presented character as the source character for synthesis, and replaces the second presented character and the third presented character as the evolution material characters, and updates the presentation screen.
[0083] In addition, when all the characters included in the character group are of the same type, the display means 54 may not receive a replacement instruction for the character group. For example, when all the characters included in the character group are of the same type, the display means 54 may make it impossible to instruct the replacement button on the presentation screen, or may not provide a replacement button on the presentation screen.
[0084] In addition, the display means 54 presents the evolved character on the presentation screen and indicates whether the evolved character is an evolution material character of a specific character (specific content) included in the owned characters. Examples of such specific characters include characters with higher special parameters (rarity) than the source characters for synthesis or evolution material characters, characters specified in advance by the player (e.g., characters compiled in the deck or characters registered as favorites), and characters specified in advance by the game operator (e.g., characters corresponding to the ongoing event or jackpot characters in a lottery game). For example, the display means 54 presents an evolved character whose special parameters of the source character for synthesis have been changed. When the evolved character and the specific character have a predetermined relationship with each other (e.g., the same attribute and the same rarity), information (e.g., a character string or a mark) indicating that the evolved character is an evolution material character of the specific character is displayed on the presentation screen.
[0085] The control means 56 is a functional means for controlling the entire game. In the first embodiment, when the control means 56 receives an instruction from the player to execute synthesis on the presentation screen, it synthesizes the source character for synthesis and the evolution material character, and causes the player to acquire the evolved character of the source character for synthesis. This evolved character is, for example, a character whose special parameter (rarity) of the source character for synthesis has increased by one level.
[0086] <Flow of processing> FIG. 5 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional means shown in FIG. 4 in the game system 1 according to the first embodiment. In addition, the processing of the following steps is started, for example, at the timing when the player selects the training menu in the main menu. Note that the order and content of the following steps can be changed as appropriate.
[0087] (Step SP10) The extraction means 52 refers to the owned character information of the player information 50A and the character information 50B, and extracts a set of characters consisting of a predetermined number (the number required for evolution) of characters that are in a predetermined relationship with each other among the characters owned by the player. Then, the process proceeds to the process of step SP12.
[0088] (Step SP12) The control means 56 determines in step SP10 whether or not a set of characters has been extracted. If the determination is affirmative, the process proceeds to the process of step SP14. On the other hand, if the determination is negative, the process proceeds to the process of step SP30.
[0089] (Step SP14) The display means 54 causes the touch panel 32 to display a breeding screen indicating that automatic synthesis is possible.
[0090] FIG. 6 is a diagram showing an example (specific example 1) of a breeding screen 60 in which automatic synthesis is possible in the first embodiment.
[0091] As shown in FIG. 6, the breeding screen 60 is provided with a breeding mode switching tab 62, a character information area 64, an automatic synthesis button 66, and a return button 68. The breeding mode switching tab 62 is a tab (instruction area) for giving an instruction to switch the breeding mode of the character. For example, when the breeding mode switching tab 62A is instructed (touched), the screen switches to the mode for evolving the character. Also, for example, when the breeding mode switching tab 62B is instructed (touched), the screen switches to the mode for strengthening the character. In the character information area 64, in the area corresponding to each of the player's owned characters, images of the characters and the like are represented. In the image of this character, information indicating the rarity and attributes of the character is represented. Further, the character information area 64 is marked with a mark M which is information indicating that the character can evolve. The characters marked with this mark M are the group of characters extracted in step SP10. The automatic synthesis button 66 is a button (instruction area) for automatically selecting an evolvable owned character and giving an instruction to perform evolutionary synthesis. The return button 68 is a button (instruction area) for closing the breeding screen 60 and giving an instruction to return to the main menu.
[0092] Returning to FIG. 5, the process proceeds to the process of step SP16.
[0093] (Step SP16) The control means 56 determines whether or not there is an instruction from the player to perform automatic synthesis of the owned characters. For example, when the automatic synthesis button is instructed (touched) on the breeding screen, the control means 56 makes an affirmative determination for this determination. And when the determination is an affirmative determination, the process proceeds to the process of step SP18. On the other hand, when the determination is a negative determination, that is, when the return button is instructed (touched), the process ends the series of processes shown in FIG. 5.
[0094] (Step SP18) The display means 54 causes the touch panel 32 to display a presentation screen (confirmation screen) that presents each character included in the group of characters to be subjected to automatic synthesis, distinguishing between the source characters for synthesis and the evolution material characters.
[0095] FIG. 7 is a diagram showing an example (specific example 1) of a presentation screen 70 showing a group of characters to be subjected to automatic synthesis in the first embodiment.
[0096] As shown in FIG. 7, the presentation screen 70 is provided with a composite character information area 72, a replacement button 74, a return button 76, and a composite execution button 78. In the composite character information area 72, a group of characters that can be combined is represented. For example, in the composite character information area 72, an image indicating the source character for combination included in the group of characters and an image indicating the evolutionary material character are separately represented. Further, in the composite character information area 72, an image indicating the character after cultivation (evolved character) corresponding to the source character for combination is represented. Also, for example, in the composite character information area 72, it is represented whether the character after cultivation (evolved character) is the evolutionary material character of the owned character. The replacement button 74 is a button (instruction area) for giving an instruction to replace the source character for combination and the evolutionary material character. The return button 76 is a button (instruction area) for giving an instruction to close the presentation screen 70 and return to the cultivation screen. When the return button 76 is instructed, the process proceeds to step SP14 (not shown in FIG. 5). The composite execution button 78 is a button (instruction area) for giving an instruction to execute evolutionary combination.
[0097] Returning to FIG. 5, the process proceeds to the process of step SP20.
[0098] (Step SP20) The control means 56 determines whether or not there is an instruction from the player to replace the source character for combination and the evolutionary material character. For example, when the replacement button is instructed (touched) on the presentation screen, the control means 56 makes an affirmative determination for the said determination. When the determination is an affirmative determination, the process proceeds to the process of step SP22. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP24.
[0099] (Step SP22) The display means 54 causes the touch panel 32 to display a presentation screen in which the source character for combination and the evolutionary material character are replaced.
[0100] FIG. 8 is a diagram showing an example (specific example 1) of the presentation screen 70 in which the source character and the evolution material character in the first embodiment are swapped.
[0101] As shown in FIG. 8, in the synthesized character information area 72, the source character and the evolution material character are swapped. Further, for example, in the synthesized character information area 72, it is indicated whether the character after cultivation (evolved character) is the evolution material character of the owned character.
[0102] Returning to FIG. 5, the process proceeds to the process of step SP24.
[0103] (Step SP24) The control means 56 determines whether an instruction to execute evolution synthesis has been given from the player. For example, when the synthesis execution button is instructed (touched) on the presentation screen, the control means 56 makes an affirmative determination for this determination. And when this determination is an affirmative determination, the process proceeds to the process of step SP26. On the other hand, when this determination is a negative determination, the process proceeds to the process of step SP20.
[0104] (Step SP26) The control means 56 synthesizes the evolution material character with the source character to evolve the source character into an evolved character. The source character and the evolution material character are the source character and the evolution material character shown on the presentation screen when the synthesis execution button is instructed. Subsequently, the control means 56 deletes the source character and the evolution material character in the owned character information of the player information 50A and adds the evolved character. And the process proceeds to the process of step SP28.
[0105] (Step SP28) The display means 54 causes the touch panel 32 to display an acquisition screen showing the evolved character acquired by the player.
[0106] FIG. 9 is a diagram showing an example (specific example 1) of an acquisition screen 80 indicating that an evolved character in the first embodiment has been acquired.
[0107] As shown in FIG. 9, the acquisition screen 80 is provided with an acquired character information area 82 and a completion button 84. In the acquired character information area 82, the evolved character acquired by the player through automatic synthesis is represented. The completion button 84 is a button (instruction area) for closing the result screen 80 and giving an instruction to return to the breeding screen.
[0108] Then, the process ends the series of processes shown in FIG. 5.
[0109] (Step SP30) The display means 54 causes the touch panel 32 to display a breeding screen indicating that automatic synthesis is impossible.
[0110] FIG. 10 is a diagram showing an example (specific example 1) of a breeding screen 60 in which automatic synthesis is impossible in the first embodiment.
[0111] As shown in FIG. 10, the automatic synthesis button 66 on the breeding screen 60 is represented in a form in which instruction is impossible because no character group was extracted in step SP10.
[0112] Then, the process ends the series of processes shown in FIG. 5.
[0113] (Specific example 2) In the above-described specific example 1, in step SP10, the extraction means 52 was described as extracting one character group, but it may also extract a plurality of character groups.
[0114] For example, the extraction means 52 refers to the owned character information of the player information 50A and the character information 50B, and extracts character groups that are in a predetermined relationship with each other from the owned characters of the player. For example, the extraction means 52 extracts character groups that are in a predetermined relationship with each other and consist of a predetermined number (the number required for evolution) of characters from the owned characters of the player. Specifically, the extraction means 52 extracts a first character group consisting of three characters of the same type with a rarity of 1 (for example, character A1, character A2, character A3), a second character group consisting of three water-attribute characters with a rarity of 2 (for example, character D1, character D2, character E), and a third character group consisting of two characters of the same type with a rarity of 3 (for example, character F1, character F2).
[0115] In addition, the display means 54 displays a presentation screen that presents each character included in each extracted character group by distinguishing between the source character for synthesis and the evolution material characters. For example, the display means 54 displays a presentation screen that presents each character included in the first character group to the third character group extracted by the extraction means 52 by distinguishing between the source character for synthesis and the evolution material characters. Specifically, the display means 54 refers to the owned character information of the player information 50A, and determines the first presented character (for example, character A1), the second presented character (for example, character A2), and the third presented character (for example, character A3) in ascending order of the owned character ID (for example, the earlier the player acquired it) among the first character group (character A1, character A2, character A3). Subsequently, the display means 54 displays on the presentation screen by distinguishing the first presented character as the source character for synthesis and the second presented character and the third presented character as the evolution material characters in the first character group.
[0116] Similarly, the display means 54 refers to the owned character information of the player information 50A, and among the second character group (character D1, character D2, character E), in the order of the owned character ID being small (for example, the acquisition time by the player is old), the first presented character (for example, character D1), the second presented character (for example, character D2), and the third presented character (for example, character E) are determined. Subsequently, the display means 54 distinguishes the first presented character as the synthesis source character and the second presented character and the third presented character as evolution material characters in the second character group and displays them on the presentation screen.
[0117] Similarly, the display means 54 refers to the owned character information of the player information 50A, and among the third character group (character F1, character F2), in the order of the owned character ID being small (for example, the acquisition time by the player is old), the first presented character (for example, character F1), and the second presented character (for example, character F2) are determined. Subsequently, the display means 54 distinguishes the first presented character as the synthesis source character and the second presented character as the evolution material character in the third character group and displays them on the presentation screen.
[0118] Also, when the display means 54 receives an exchange instruction for the character group from the player on the presentation screen, the synthesis source character and the evolution material character included in the character group are exchanged. For example, when the exchange button corresponding to the first character group provided on the presentation screen is instructed (touched), the second presented character included in the first character group is set as the synthesis source character, and the third presented character and the first presented character included in the first character group are exchanged as the evolution material characters, and the presentation screen is updated.
[0119] In addition, each time the display means 54 receives a replacement instruction for a group of characters on the presentation screen, it replaces the source character and the evolution material character included in the group of characters. For example, when the replacement button for the second group of characters is first instructed (touched) on the presentation screen, the display means 54 sets the second presented character included in the second group of characters as the source character, and replaces the third presented character and the first presented character included in the second group of characters with the evolution material characters, and updates the presentation screen. Subsequently, when the replacement button for the second group of characters is next instructed (touched) on the presentation screen, the display means 54 sets the third presented character included in the second group of characters as the source character, and replaces the first presented character and the second presented character included in the second group of characters with the evolution material characters, and updates the presentation screen. Subsequently, when the replacement button for the second group of characters is next instructed (touched) on the presentation screen, the display means 54 sets the first presented character included in the second group of characters as the source character, and replaces the second presented character and the third presented character included in the second group of characters with the evolution material characters, and updates the presentation screen.
[0120] In addition, when the control means 56 receives an instruction from the player to execute batch synthesis on the presentation screen, it batch synthesizes the source character and the evolution material character respectively, and causes the player to acquire the evolved characters of the source character respectively.
[0121] <Flow of processing> FIG. 11 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system 1 according to the first embodiment. In addition, the processing of the following steps is started, for example, at the timing when the player selects the training menu in the main menu. Note that the order and content of the following steps can be changed as appropriate.
[0122] (Step SP40) The extraction means 52 refers to the owned character information of the player information 50A and the character information 50B, and extracts, from among the characters owned by the player, a character group composed of a predetermined number (the number required for evolution) of characters that have a predetermined relationship with each other. Then, the process proceeds to the process of step SP42.
[0123] (Step SP42) The control means 56 determines, in step SP40, whether or not one or more character groups have been extracted. If the determination is affirmative, the process proceeds to the process of step SP44. On the other hand, if the determination is negative, the process proceeds to the process of step SP60.
[0124] (Step SP44) The display means 54 causes the touch panel 32 to display a training screen indicating that batch synthesis is possible.
[0125] FIG. 12 is a diagram showing an example (specific example 2) of a training screen 90 in which batch synthesis is possible in the first embodiment.
[0126] As shown in FIG. 12, the training screen 90 is provided with a training mode switching tab 92, a character information area 94, a batch synthesis button 96, and a return button 98. The training mode switching tab 92 is a tab (instruction area) for giving an instruction to switch the training mode of the character. In the character information area 94, character images and the like are represented in areas corresponding to the characters owned by the player. Information indicating the rarity and attributes of the character is represented in this character image. Further, the character information area 94 is marked with a mark M which is information indicating that the character can evolve. The characters marked with this mark M are the character groups extracted in step SP40. The batch synthesis button 96 is a button (instruction area) for automatically selecting evolvable owned characters and giving an instruction to perform batch evolution synthesis. The return button 98 is a button (instruction area) for closing the training screen 90 and giving an instruction to return to the main menu.
[0127] Returning to FIG. 11, the process proceeds to the process of step SP46.
[0128] (Step SP46) The control means 56 determines whether or not there is an instruction from the player to batch-combine owned characters. For example, when the batch-combination button is instructed (touched) on the training screen, the control means 56 makes an affirmative determination for this determination. And when this determination is an affirmative determination, the process proceeds to the process of step SP48. On the other hand, when this determination is a negative determination, that is, when the return button is instructed (touched), the process ends the series of processes shown in FIG. 11.
[0129] (Step SP48) The display means 54 causes the touch panel 32 to display a presentation screen (confirmation screen) that presents each character included in each character group to be batch-combined, distinguishing between the source character for combination and the evolution material characters.
[0130] FIG. 13 is a diagram showing an example (specific example 2) of a presentation screen 100 showing each character group to be batch-combined in the first embodiment.
[0131] As shown in FIG. 13, the presentation screen 100 is provided with a combined character information area 102, a replacement button 104, a return button 106, and a combination execution button 108. In the composite character information area 102, each group of characters that can be composed is represented. For example, in the composite character information area 102, an image indicating the source character included in each group of characters and an image indicating the evolution material character are separately represented. Also, in the composite character information area 102, an image indicating the character after cultivation (evolved character) corresponding to the source character of each group of characters is represented. Further, for example, in the composite character information area 102, it is represented whether the character after cultivation (evolved character) corresponding to each group of characters is the evolution material character of the owned character. The replacement button 104 is provided in association with each group of characters, and is a button (instruction area) for giving an instruction to replace the source character and the evolution material character of the corresponding group of characters. For example, when all of the source character and the evolution material character are of the same type, the replacement button 104 is represented in a display form in which an instruction is impossible. The return button 106 is a button (instruction area) for giving an instruction to close the presentation screen 100 and return to the cultivation screen. When the return button 106 is instructed, the process proceeds to step SP44 (not shown in FIG. 11). The synthesis execution button 108 is a button (instruction area) for giving an instruction to collectively execute evolution synthesis.
[0132] Returning to FIG. 11, the process proceeds to the process of step SP50.
[0133] (Step SP50) The control means 56 determines whether or not there is an instruction from the player to replace the source character and the evolution material character. For example, when the replacement button corresponding to the second group of characters is instructed (touched) on the presentation screen, the control means 56 makes an affirmative determination for the said determination. And when the said determination is an affirmative determination, the process proceeds to the process of step SP52. On the other hand, when the said determination is a negative determination, the process proceeds to the process of step SP54.
[0134] (Step SP52) The display means 54 causes the touch panel 32 to display a presentation screen in which the source character for synthesis and the evolution material character included in the second character group are swapped.
[0135] FIG. 14 is a diagram showing an example (specific example 2) of a presentation screen 100 in which the source character for synthesis and the evolution material character included in the second character group in the first embodiment are swapped.
[0136] As shown in FIG. 14, in the synthesized character information area 102, the source character for synthesis and the evolution material character included in the second character group are swapped. Further, for example, in the synthesized character information area 102, it is shown that the character after cultivation (evolved character) corresponding to the second character group is the evolution material character of the owned character.
[0137] Returning to FIG. 11, the process proceeds to the process of step SP54.
[0138] (Step SP54) The control means 56 determines whether or not an instruction to execute evolution synthesis has been given from the player all at once. For example, when the synthesis execution button is instructed (touched) on the presentation screen, the control means 56 makes an affirmative determination for this determination. And when this determination is an affirmative determination, the process proceeds to the process of step SP56. On the other hand, when this determination is a negative determination, the process proceeds to the process of step SP50.
[0139] (Step SP56) The control means 56 causes the evolution material characters to be respectively synthesized with the source characters included in each character group, and collectively evolves the source characters into evolved characters. The source characters and the evolution material characters are the source characters and the evolution material characters shown on the presentation screen when the synthesis execution button is instructed. Subsequently, the control means 56 deletes the source characters and the evolution material characters included in each character group from the owned character information of the player information 50A, and adds the evolved characters respectively. Then, the process proceeds to the process of step SP58.
[0140] (Step SP58) The display means 54 causes an acquisition screen showing the evolved characters acquired by the player to be displayed on the touch panel 32.
[0141] FIG. 15 is a diagram showing an example (specific example 2) of an acquisition screen 110 indicating that the player has respectively acquired the evolved characters in the first embodiment.
[0142] As shown in FIG. 15, the acquisition screen 110 is provided with an acquired character information area 82 and a completion button 114. In the acquired character information area 112, the evolved characters acquired by the player through batch synthesis are represented. The completion button 114 is a button (instruction area) for closing the result screen 110 and giving an instruction to return to the training screen.
[0143] Then, the process ends the series of processes shown in FIG. 11.
[0144] (Step SP60) The display means 54 causes a training screen indicating that batch synthesis is impossible to be displayed on the touch panel 32.
[0145] FIG. 16 is a diagram showing an example (specific example 2) of a training screen 90 in which batch synthesis is impossible in the first embodiment.
[0146] As shown in FIG. 16, since the batch synthesis button 96 on the cultivation screen 90 has not had a character group extracted in step SP40, it is represented in a form where it is impossible to give an instruction.
[0147] Then, the process ends the series of processes shown in FIG. 11.
[0148] <Effect> As described above, in the first embodiment, the computer is made to function as extraction means 52 for extracting a group of contents that are in a predetermined relationship with each other from the owned contents owned by the player, display means 54 for displaying a presentation screen for presenting each content included in the extracted group of contents by distinguishing between the synthesis source content and the evolution material content, and control means 56 for synthesizing the synthesis source content and the evolution material content when an instruction to execute synthesis is received from the player on the presentation screen, and causing the player to acquire the evolved content of the synthesis source content. When the display means 54 receives an instruction to replace the content group from the player on the presentation screen, the display means 54 swaps the synthesis source content and the evolution material content on the presentation screen.
[0149] According to this configuration, since the synthesis source content and the material content included in the content group extracted on the presentation screen can be easily swapped, the labor of the player can be reduced.
[0150] In the first embodiment, the computer is also caused to function as extraction means 52 that extracts, from owned content owned by the player, content groups that are in a predetermined relationship with each other, display means 54 that displays a presentation screen for presenting each content included in each extracted content group by distinguishing it as synthesis source content and evolution material content, and control means 56 that, when an instruction to perform batch synthesis is received from the player on the presentation screen, batch synthesizes the synthesis source content and the evolution material content respectively to cause the player to acquire the evolved content of the synthesis source content. When the display means 54 receives a replacement instruction for a content group from the player on the presentation screen, the display means 54 swaps the synthesis source content and the evolution material content on the presentation screen.
[0151] According to this configuration, since the synthesis source content and the material content included in each content group extracted on the presentation screen can be easily swapped, the labor of the player can be reduced.
[0152] In the first embodiment, the predetermined relationship is being of the same attribute.
[0153] According to this configuration, since the synthesis source content and the material content included in the content group of the same attribute extracted on the presentation screen can be easily swapped, the labor of the player can be reduced.
[0154] In the first embodiment, the predetermined relationship is being of the same rarity.
[0155] According to this configuration, since the synthesis source content and the material content included in the content group of the same rarity extracted on the presentation screen can be easily swapped, the labor of the player can be reduced.
[0156] In the first embodiment, each time the display means 54 receives a replacement instruction on the presentation screen, the display means 54 swaps the synthesis source content and the evolution material content.
[0157] According to this configuration, each time a replacement instruction is received on the presentation screen, the source content and the evolution material content can be replaced, so that the player's workload can be reduced.
[0158] Also, in the first embodiment, when all the contents included in the content group are of the same type, the display means 54 does not receive a replacement instruction for the content group.
[0159] According to this configuration, when all the contents included in the content group are of the same type, the display means 54 does not receive a replacement instruction for the content group, so that the load on the display process can be reduced.
[0160] Also, in the first embodiment, the display means 54 presents the evolved content on the presentation screen and indicates whether the evolved content is the evolution material content of a specific content included in the owned content.
[0161] According to this configuration, since it is indicated whether the evolved content is the evolution material content of a specific content included in the owned content, it is possible to propose to the player which content should be used as the source content (evolved content).
[0162] ---Second Embodiment--- Next, the second embodiment will be described.
[0163] (Specific Example 1) In the second embodiment, it is different from the first embodiment in that the extraction means 52 extracts a character of the same type as a specific character included in the owned character as the source character for synthesis. Note that the configuration and functions of the game system 1 according to the second embodiment not described below are the same as those of the game system 1 according to the first embodiment.
[0164] In the breeding game according to the second embodiment, when the special parameter (rarity) of the source character for synthesis is the first predetermined value, a character having the same attribute as the source character for synthesis is used as the evolution material character for the source character for synthesis. When the special parameter (rarity) of the source character for synthesis is the second predetermined value, a character having the same type as the source character for synthesis and having a special parameter (rarity) of the third predetermined value is used as the evolution material character for the source character for synthesis. The second predetermined value and the third predetermined value are, for example, values higher than the first predetermined value. The third predetermined value is, for example, equal to or less than the second predetermined value. Note that the first predetermined value may be equal to or greater than the second predetermined value or the third predetermined value. Also, the third predetermined value may be a value higher than the second predetermined value.
[0165] For example, in the breeding game according to the second embodiment, when the special parameter (rarity) of the source character for synthesis is the first predetermined value (for example, an even number), a character having the same attribute as the source character for synthesis and having a special parameter of the first predetermined value (for example, an even number) is used as the evolution material character for the source character for synthesis. Also, in the breeding game according to the second embodiment, when the special parameter (rarity) of the source character for synthesis is the second predetermined value (for example, an odd number), a character having the same type as the source character for synthesis and having a special parameter of the third predetermined value (for example, the same value as the second predetermined value) is used as the evolution material character for the source character for synthesis.
[0166] In the second embodiment, the extraction means 52 extracts a group of characters having a predetermined relationship with each other from the owned characters owned by the player. For example, the extraction means 52 extracts a group of characters including a source character for synthesis having a special parameter (rarity) of the first predetermined value (for example, 2) and an evolution material character having the same attribute as the source character for synthesis from the owned characters owned by the player. For example, the extraction means 52 extracts a character having a special parameter (rarity) of the first predetermined value (for example, 2) as the evolution material character.
[0167] Further, the extraction means 52 extracts, as synthesis source characters, characters of the same type as the specific character included in the owned characters. For example, the extraction means 52 refers to the owned character information of the player information 50A, and among the character group with the special parameter (rarity) being the first predetermined value (for example, 2) and the same attribute, extracts characters of the same type as the specific character included in the owned characters as synthesis source characters. Examples of the special parameter (rarity) of this specific character include a second predetermined value (for example, 3 or 5) higher than the first predetermined value, and a third predetermined value (for example, 3 or 4). For example, the special parameter (rarity) of the specific character is higher than that of this synthesis source character.
[0168] Also, the extraction means 52 extracts a character group including a synthesis source character with a special parameter (rarity) being the second predetermined value (for example, 3) and an evolution material character of the same type as the synthesis source character from the owned characters of the player. Here, for example, the extraction means 52 extracts characters with a special parameter (rarity) being the third predetermined value (for example, 2 or 3) as evolution material characters.
[0169] In the second embodiment, the control means 56 synthesizes a synthesis source character with a rarity being the first predetermined value (for example, 2) included in the extracted character group and an evolution material content with the same attribute as the synthesis source content, and causes the player to acquire an evolved character with a higher rarity than the synthesis source character. The rarity of this evolved character is, for example, the second predetermined value (for example, 3).
[0170] In the second embodiment, the display means 54 displays a presentation screen showing the synthesis source character and the evolution material character included in the extracted character group and the evolved character. For example, the display means 54 indicates whether the evolved character is an evolution material character of the specific character on the presentation screen.
[0171] <Flow of processing> FIG. 17 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. Further, the processing of the following steps is started, for example, at the timing when the player selects the training menu in the main menu. Note that the order and content of the following steps can be changed as appropriate.
[0172] (Steps SP70 to SP72) Since the processing of steps SP70 to SP72 is the same as the processing of steps SP10 to SP12 described above, the description thereof is omitted. When the determination in step SP72 is an affirmative determination, the processing proceeds to the processing of step SP74. On the other hand, when the determination is a negative determination, the processing proceeds to the processing of step SP88.
[0173] (Step SP74) The extraction means 52 extracts a character of the same type as the specific character included in the owned character as the synthesis source character. For example, in step SP70, when the extraction means 52 extracts a group of characters with a special parameter (rarity) being a first predetermined value (for example, 2) and the same attribute, the extraction means 52 refers to the owned character information of the player information 50A, and among the group of characters, a character of the same type as the specific character included in the owned character is extracted as the synthesis source character. Subsequently, the extraction means 52 extracts the remaining characters in the group of characters as evolution material characters. Note that when there is no character of the same type as the specific character included in the owned character among the group of characters, the extraction means 52 extracts the character with the smallest owned character ID as the synthesis source character. Then, the processing proceeds to the processing of step SP76.
[0174] (Step SP76) The display means 54 causes the touch panel 32 to display a cultivation screen indicating that automatic synthesis is possible. Since this cultivation screen is the same as the cultivation screen shown in FIG. 6, the description thereof is omitted. Then, the process proceeds to the process of step SP78.
[0175] (Step SP78) The control means 56 determines whether or not an instruction to automatically synthesize a character has been given from the player. For example, when the automatic synthesis button is instructed (touched) on the cultivation screen, the control means 56 makes an affirmative determination for this determination. And when this determination is an affirmative determination, the process proceeds to the process of step SP80. On the other hand, when this determination is a negative determination, that is, when the return button is instructed, the process ends the series of processes shown in FIG. 17.
[0176] (Step SP80) The display means 54 causes the touch panel 32 to display a presentation screen that presents each character included in the character group for automatic synthesis separately as a source synthesis character and an evolution material character. Since this presentation screen is the same as the presentation screen shown in FIG. 8, the description thereof is omitted. Then, the process proceeds to the process of step SP82.
[0177] (Step SP82) The control means 56 determines whether or not an instruction to execute synthesis has been given from the player. For example, when the synthesis execution button is instructed (touched) on the presentation screen, the control means 56 makes an affirmative determination for this determination. And when this determination is an affirmative determination, the process proceeds to the process of step SP84. On the other hand, when this determination is a negative determination, that is, when the return button is instructed, the process proceeds to the process of step SP76.
[0178] (Step SP84) The control means 56 causes the source character to be combined with the evolution material character, thereby evolving the source character into an evolved character. Subsequently, the control means 56 deletes the source character and the evolution material character from the owned character information of the player information 50A, and adds the evolved character. Then, the process proceeds to the process of step SP86.
[0179] (Step SP86) The display means 54 causes the touch panel 32 to display an acquisition screen showing the evolved character acquired by the player. Since this acquisition screen is the same as the acquisition screen shown in FIG. 9, the description thereof is omitted. Then, the process ends the series of processes shown in FIG. 17.
[0180] (Step SP88) The display means 54 causes the touch panel 32 to display a training screen indicating that automatic combination is impossible. Since this training screen is the same as the training screen shown in FIG. 10, the description thereof is omitted. Then, the process ends the series of processes shown in FIG. 17.
[0181] (Specific Example 2) In the above-described specific example 1, in step SP10, it has been described that the extraction means 52 extracts one character group, but it may be possible to extract a plurality of character groups. In this case, when the control means 56 receives an instruction from the player to execute batch combination on the presentation screen, the control means 56 batch-combines the source character and the evolution material character respectively, and causes the player to acquire the evolved characters of the source character respectively.
[0182] <Flow of Processing> FIG. 18 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. Also, the processing of the following steps is started, for example, at the timing when the player selects the training menu in the main menu. Note that the order and content of the following steps can be changed as appropriate.
[0183] (Steps SP90 to SP92) The processes of steps SP90 to SP92 are the same as the processes of steps SP40 to SP42 described above, so the description is omitted. And when the determination in step SP92 is an affirmative determination, the process proceeds to the process of step SP94. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP108.
[0184] (Step SP94) The extraction means 52 extracts, as synthesis source characters, characters of the same type as the specific characters included in the owned characters respectively. For example, in step SP90, when the extraction means 52 extracts two groups of characters with a special parameter (rarity) being a first predetermined value (for example, 2) and the same attribute, referring to the owned character information of the player information 50A, among each of the two groups of characters, the characters of the same type as the specific characters included in the owned characters are extracted as synthesis source characters. Also, in step SP90, when the extraction means 52 extracts one group of characters with a special parameter (rarity) being a second predetermined value (for example, 3) and being of the same type, referring to the owned character information of the player information 50A, among the one group of characters, the character with the smaller owned character ID is extracted as the synthesis source character. Subsequently, the extraction means 52 extracts the remaining characters among each of the extracted groups of characters as evolution material characters. Note that when there are no characters of the same type as the specific characters included in the owned characters among each of the extracted groups of characters, the extraction means 52 extracts the character with the smallest owned character ID as the synthesis source character. And the process proceeds to the process of step SP96.
[0185] (Step SP96) The display means 54 causes the touch panel 32 to display a cultivation screen indicating that batch synthesis is possible. Since this cultivation screen is the same as the cultivation screen shown in FIG. 12, the description thereof is omitted. Then, the process proceeds to the process of step SP98.
[0186] (Step SP98) The control means 56 determines whether or not an instruction to batch synthesize (automatically evolve) characters has been received from the player. For example, when the batch synthesis button is instructed (touched) on the cultivation screen, the control means 56 makes an affirmative determination for this determination. And when the determination is an affirmative determination, the process proceeds to the process of step SP100. On the other hand, when the determination is a negative determination, that is, when the return button is instructed, the process ends the series of processes shown in FIG. 18.
[0187] (Step SP100) The display means 54 causes the touch panel 32 to display a presentation screen that presents each character included in each character group to be batch synthesized, distinguishing between the source character for synthesis and the evolution material characters. Since this presentation screen is the same as the presentation screen shown in FIG. 14, the description thereof is omitted. Then, the process proceeds to the process of step SP102.
[0188] (Step SP102) The control means 56 determines whether or not an instruction to execute synthesis all at once has been received from the player. For example, when the synthesis execution button is instructed (touched) on the presentation screen, the control means 56 makes an affirmative determination for this determination. And when the determination is an affirmative determination, the process proceeds to the process of step SP104. On the other hand, when the determination is a negative determination, that is, when the return button is instructed, the process proceeds to the process of step SP96.
[0189] (Step SP104) The control means 56 causes the source characters included in each character group to be combined with the evolution material characters, thereby evolving each source character into an evolved character. Subsequently, the control means 56 deletes the source characters and the evolution material characters included in each character group from the owned character information of the player information 50A, and adds the evolved characters respectively. Then, the process proceeds to the process of step SP106.
[0190] (Step SP106) The display means 54 causes the acquisition screen showing the evolved characters acquired by the player to be displayed on the touch panel 32. Since this acquisition screen is the same as the acquisition screen shown in FIG. 15, the description thereof is omitted. Then, the process ends the series of processes shown in FIG. 18.
[0191] (Step SP108) The display means 54 causes the cultivation screen indicating that batch synthesis is impossible to be displayed on the touch panel 32. Since this cultivation screen is the same as the cultivation screen shown in FIG. 16, the description thereof is omitted. Then, the process ends the series of processes shown in FIG. 18.
[0192] <Effect> In the above second embodiment, when the rarity of the source content is the first predetermined value, the content having the same attribute as the source content is used as the evolution material content of the source content. When the rarity of the source content is the second predetermined value higher than the first predetermined value, a breeding game is executed in which the content having the same type as the source content and having a third predetermined value higher than the first predetermined value is used as the evolution material content of the source content. A program that causes a computer to function as extraction means 52 for extracting a content group including source content having a first predetermined value of rarity and evolution material content having the same attribute as the source content from owned content owned by a player, and synthesis of the source content and the evolution material content included in the extracted content group. Control means 56 for causing the player to acquire evolved content having a higher rarity than the source content, and the extraction means 52 extracts content of the same type as specific content included in the owned content as the source content.
[0193] According to this configuration, since the content of the same type as the specific content included in the owned content is extracted as the source content, it is not necessary to carefully check the owned content for evolutionary synthesis, thus reducing the player's effort.
[0194] Also, in the second embodiment, when the rarity of the source content is the first predetermined value, a breeding game is executed in which the content having the first predetermined value of rarity is used as the evolution material content of the source content. The extraction means 52 extracts the content having the first predetermined value of rarity as the evolution material content.
[0195] According to this configuration, since the content having the same attribute and the same rarity as the source content is extracted as the evolution material content, the player's effort can be reduced.
[0196] Also, in the second embodiment, the rarity of the specific content and the third predetermined value are the second predetermined value, and the rarity of the evolved content is the second predetermined value.
[0197] According to this configuration, since the evolved content can be used as the evolution material content of the specific content that owns the evolved content, the player's effort can be reduced.
[0198] Also, in the second embodiment, the specific content is the content specified in advance by the player.
[0199] According to this configuration, since the evolved content can be used as the evolution material content of the content specified in advance by the player, the player's effort can be reduced.
[0200] Also, in the second embodiment, the specific content is the content specified in advance by the game operator.
[0201] According to this configuration, since the evolved content can be used as the evolution material content of the content specified in advance by the game operator, the player's effort can be reduced.
[0202] Also, in the second embodiment, the computer is made to function as display means 54 that displays a presentation screen showing the source content and evolution material content included in the extracted content group and the evolved content, and the display means 54 indicates whether or not the evolved content is the evolution material content of the specific content on the presentation screen.
[0203] According to this configuration, since it is shown whether or not the evolved content is the evolution material content of the specific content included in the owned content, it is possible to propose to the player which content should be used as the source content (evolved content).
[0204] In the second embodiment, when the display means 54 receives a replacement instruction for the content group on the presentation screen from the player, the display means 54 replaces the original composite content and the evolution material content on the presentation screen.
[0205] According to this configuration, since the original composite content and the material content included in the content group extracted on the presentation screen can be easily replaced, the labor of the player can be reduced.
[0206] ---Modification Example--- Note that the present invention is not limited to the above specific examples. That is, those obtained by appropriately making design changes to the above specific examples by those skilled in the art are also included in the scope of the present invention as long as they have the features of the present invention. In addition, each element included in the above-described embodiment and the modification examples described below can be combined as long as it is technically possible, and those obtained by combining these are also included in the scope of the present invention as long as they include the features of the present invention.
[0207] For example, in the first embodiment, the case where the display means 54 replaces the original composite character and the evolution material character on the presentation screen when receiving a replacement instruction for the character group on the presentation screen from the player has been described. However, the original composite character or the evolution material character may be replaced with a character (owned character) other than the character group. For example, when the display means 54 receives a replacement instruction, it selects, from among the owned characters, a character having the same rarity and the same attribute as each character included in the character group from outside the character group. Subsequently, the display means 54 replaces the selected character with the original composite character or the evolution material character shown on the presentation screen.
[0208] Also, in the first embodiment, it was explained that the display means 54 does not accept a replacement instruction for the character group when all the characters included in the character group are of the same type, but it may accept a replacement instruction. For example, even if all the characters included in the character group are of the same type, the display means 54 may accept a replacement instruction when parameters such as level and skill activation turn count are different. Also, even if the first presented character and the second presented character included in the character group are characters of the same type, when parameters such as the level and skill activation turn count of each of the first presented character and the second presented character are different, the second presented character may be replaced with the synthesis source character.
[0209] Also, in the first embodiment, it was explained that the special parameter is rarity, but it is not limited to this. For example, the special parameter may be goodness of luck, upper limit value of level, lower limit value of skill activation turn count, etc. This goodness of luck is, for example, a parameter that increases the number of obtained clear rewards and quality when used in quests.
[0210] Also, in the first embodiment, it was explained that characters of the same type have the same attribute, but it is not limited to this. For example, even characters with the same name may have different attributes. Also, for example, a character's attribute may change by evolving.
[0211] Also, in the first embodiment, it was explained that the evolution material character has the same special parameter (rarity) as the synthesis source character, but it is not limited to this. For example, the special parameter (rarity) of the evolution material character may be lower than the special parameter (rarity) of the synthesis source character.
[0212] Also, in the first embodiment, it was explained that the synthesis source character and the evolution material character have the same attribute as each other, but they may have different attributes.
[0213] Also, in the first and second embodiments, the case where all the extracted character groups are batch synthesized on the batch synthesis presentation screen has been described. However, only the character groups selected (checked) by the player using a check box or the like on the presentation screen may be batch synthesized. Each check box corresponding to this character group may be selected (checked) from the beginning, for example.
[0214] Also, in the first and second embodiments, the case where the content is mainly characters has been described. However, it may be items (weapons, armors, accessories), cards, figures, or the like.
Explanation of Reference Numerals
[0215] 10…Server device 12…Terminal device 50…Storage means 52…Extraction means 54…Display means 56…Control means
Claims
1. A computer, extraction means for extracting a group of contents that are in a predetermined relationship with each other from the owned contents owned by the player, display means for displaying a presentation screen that presents each content included in the extracted group of contents by distinguishing it into source content for synthesis and evolution material content, control means for, when an instruction to execute synthesis is received from the player on the presentation screen, synthesizing the source content for synthesis and the evolution material content and causing the player to acquire the evolved content of the source content for synthesis, functioning as, when the display means receives an interchange instruction for the group of contents from the player on the presentation screen, the display means interchanges the source content for synthesis and the evolution material content on the presentation screen, a program.
2. A computer, extraction means for respectively extracting a group of contents that are in a predetermined relationship with each other from the owned contents owned by the player, display means for displaying a presentation screen that presents each content included in each of the extracted groups of contents by distinguishing it into source content for synthesis and evolution material content, control means for, when an instruction to execute batch synthesis is received from the player on the presentation screen, batch synthesizing the source content for synthesis and the evolution material content respectively and causing the player to acquire the evolved content of the source content for synthesis respectively, functioning as, when the display means receives an interchange instruction for the group of contents from the player on the presentation screen, the display means interchanges the source content for synthesis and the evolution material content on the presentation screen, a program.
3. The predetermined relationship is being of the same attribute, The program according to claim 1 or 2.
4. The predetermined relationship is being of the same rarity, The program according to claim 3.
5. Each time the display means receives the interchange instruction on the presentation screen, the display means interchanges the source content for synthesis and the evolution material content, The program according to claim 4.
6. When all the contents included in the group of contents are of the same type, the display means does not receive an interchange instruction for the group of contents, The program according to claim 4.
7. The display means presents the evolved content on the presentation screen and indicates whether the evolved content is evolution material content of specific content included in the owned content. The program according to claim 1 or 2.
8. Extraction means for extracting a group of contents having a predetermined relationship with each other from the owned content owned by the player; Display means for displaying a presentation screen that presents each content included in the extracted group of contents by distinguishing between the synthesis source content and the evolution material content; Control means for synthesizing the synthesis source content and the evolution material content when an instruction to execute synthesis is received from the player on the presentation screen, and causing the player to acquire the evolved content of the synthesis source content; comprising When the display means receives an interchange instruction for the group of contents from the player on the presentation screen, the display means interchanges the synthesis source content and the evolution material content on the presentation screen. Information processing apparatus.
9. Extraction means for respectively extracting a group of contents having a predetermined relationship with each other from the owned content owned by the player; Display means for displaying a presentation screen that presents each content included in each of the extracted groups of contents by distinguishing between the synthesis source content and the evolution material content; Control means for respectively batch-synthesizing the synthesis source content and the evolution material content when an instruction to execute batch synthesis is received from the player on the presentation screen, and causing the player to acquire the evolved content of the synthesis source content respectively; comprising When the display means receives an interchange instruction for the group of contents from the player on the presentation screen, the display means interchanges the synthesis source content and the evolution material content on the presentation screen. Information processing apparatus.
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