Information processing program, information processing method, and information processing system
The system addresses the decrease in player motivation by linking game elements and adjusting parameters without consuming consumables, maintaining engagement through reduced requirements.
Patent Information
- Application Number
- JP2025039875
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-13
- Publication Date
- 2025-08-12
AI Technical Summary
As games progress, the number of characters that need strengthening increases, leading to a rise in required parameters and game content acquisition, which can decrease player motivation.
An information processing system that links game elements to game media owned by a player, determining a reference medium and linking elements to other media based on these, without consuming consumable media, and adjusting parameters based on progress status conditions.
This system helps maintain player motivation by reducing the need for excessive parameter acquisition and content collection, thereby sustaining engagement.
Smart Images

Figure 2025117579000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] For example, Patent Document 1 and Non-Patent Document 1 disclose a game in which the level of a character that the player has set in a frame can be automatically raised to the same level as a character of a predetermined rank among the characters that the player has manually trained. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7298766 [Non-patent literature]
[0004] [Non-Patent Document 1] How to use the Nike Synchro Device NIKKE https: / / gamewith.jp / nikke / article / show / 369927 Summary of the Invention [Problem to be solved by the invention]
[0005] In the above-described games, the number of characters that a player needs to strengthen tends to increase as the game progresses. Therefore, when trying to strengthen many characters, for example, the number of parameters (experience points, etc.) that need to be acquired and the number of game contents (items, equipment, etc. for strengthening characters) that need to be collected tend to increase. In such cases, the number of in-game tasks required to acquire parameters such as experience points and to collect game contents such as items and equipment for strengthening characters increases, which may decrease the player's motivation to play.
[0006] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can prevent a player's motivation to play from decreasing. [Means for solving the problem]
[0007] In order to solve the above problem, an information processing program A process of linking game elements to game media owned by a player; determining at least one of the game media owned by the player as a reference game media; a process of linking the game elements to a predetermined game medium owned by a player other than the reference game medium, based on the game elements linked to the reference game medium; The computer performs the following.
[0008] The process of linking the game elements to the game media owned by the player includes: Consuming consumable game media associated with the player; The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: The consumable game media linked to the player does not have to be consumed.
[0009] The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: The method may include linking the same number of game elements to the predetermined game content as the number of game elements linked to the reference game content.
[0010] The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: A case where the game element that is the same type as the game element linked to the reference game medium and has the same predetermined condition as the game element linked to the reference game medium is linked to the predetermined game medium; A case where a game element that is a different type from the game element linked to the reference game medium and has the same predetermined condition as the game element linked to the reference game medium is linked to the predetermined game medium; Including, The predetermined condition is: The parameter may include at least one of a parameter indicating the strength, a parameter indicating the rarity, and a location in the game where the game element can be obtained.
[0011] In order to solve the above problem, an information processing program a process of changing a value of a specific parameter associated with a game medium owned by a player when a progress status associated with the game medium satisfies a specific condition; determining at least one of the game media owned by the player as a reference game media; updating the progress status associated with a predetermined game medium other than the reference game medium owned by the player based on the progress status associated with the reference game medium, and changing the value of the specific parameter associated with the predetermined game medium based on the value of the specific parameter associated with the reference game medium; The computer performs the following.
[0012] When the progress status associated with the game content owned by a player satisfies the specific condition, the process of changing the value of the specific parameter associated with the game content includes: Consuming consumable game media associated with the player; The process of updating the progress status associated with the predetermined game medium based on the progress status associated with the reference game medium and changing the value of the specific parameter associated with the predetermined game medium based on the value of the specific parameter associated with the reference game medium includes: The consumable game media linked to the player does not have to be consumed.
[0013] The progress status has a plurality of stages, The process of updating the progress status associated with the predetermined game medium based on the progress status associated with the reference game medium and changing the value of the specific parameter associated with the predetermined game medium based on the value of the specific parameter associated with the reference game medium includes: This may include updating the stage of the progress status linked to the specified game content to the same stage as the stage of the progress status linked to the reference game content.
[0014] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process of linking game elements to game media owned by a player; determining at least one of the game media owned by the player as a reference game media; a process of linking the game elements to a predetermined game medium owned by a player other than the reference game medium, based on the game elements linked to the reference game medium; Includes:
[0015] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: a process of changing a value of a specific parameter associated with a game medium owned by a player when a progress status associated with the game medium satisfies a specific condition; determining at least one of the game media owned by the player as a reference game media; updating the progress status associated with a predetermined game medium other than the reference game medium owned by the player based on the progress status associated with the reference game medium, and changing the value of the specific parameter associated with the predetermined game medium based on the value of the specific parameter associated with the reference game medium; Includes:
[0016] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer A process of linking game elements to game media owned by a player; determining at least one of the game media owned by the player as a reference game media; a process of linking the game elements to a predetermined game medium owned by a player other than the reference game medium, based on the game elements linked to the reference game medium; Carry out the following.
[0017] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process of changing a value of a specific parameter associated with a game medium owned by a player when a progress status associated with the game medium satisfies a specific condition; determining at least one of the game media owned by the player as a reference game media; updating the progress status associated with a predetermined game medium other than the reference game medium owned by the player based on the progress status associated with the reference game medium, and changing the value of the specific parameter associated with the predetermined game medium based on the value of the specific parameter associated with the reference game medium; Carry out the following. [Effects of the Invention]
[0018] According to the present invention, it is possible to suppress the risk of a player's motivation to play decreasing. [Brief explanation of the drawings]
[0019] [Figure 1]FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a first diagram illustrating an example of an ally character confirmation screen, and Fig. 3C is a first diagram illustrating an example of an ally character detail screen. [Figure 4] Fig. 4A is a second diagram illustrating an example of an ally character detail screen, Fig. 4B is a third diagram illustrating an example of an ally character detail screen, and Fig. 4C is a fourth diagram illustrating an example of an ally character detail screen. [Figure 5] FIG. 5 is a fifth diagram illustrating an example of the ally character detail screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 6B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 6C is a diagram illustrating an example of a party selection screen. [Figure 7] Fig. 7A is a diagram illustrating an example of a battle screen, Fig. 7B is a diagram illustrating an example of a result screen, and Fig. 7C is a diagram illustrating an example of a report screen. [Figure 8] FIG. 8 is a diagram illustrating the priorities in the synchronized equipment function and the synchronized equipment strengthening function. [Figure 9] FIG. 9 is a diagram illustrating the training ball ID database. [Figure 10] FIG. 10 is a first diagram illustrating the ally character database. [Figure 11] FIG. 11 is a second diagram illustrating the ally character database. [Figure 12] FIG. 12 is a third diagram illustrating the ally character database. [Figure 13]Fig. 13A is a second diagram illustrating an example of an ally character confirmation screen. Fig. 13B is a first diagram illustrating an example of an ally character detail screen on which the synchronization function can be used. Fig. 13C is a second diagram illustrating an example of an ally character detail screen on which the synchronization function can be used. [Figure 14] Fig. 14A is a diagram illustrating an example of a rank-up confirmation pop-up, and Fig. 14B is a diagram illustrating an example of a free rank-up completion pop-up. [Figure 15] Fig. 15A is a diagram illustrating an example of a free equipment completion pop-up, and Fig. 15B is a diagram illustrating an example of a free reinforcement completion pop-up. [Figure 16] Fig. 16A is a second diagram illustrating an example of an ally character detail screen on which the synchronization function can be used, and Fig. 16B is a first diagram illustrating an example of a free level enhancement completion pop-up. [Figure 17] Fig. 17A is a diagram illustrating an example of a training ball list pop-up, and Fig. 17B is a diagram illustrating an example of a rank-up confirmation pop-up. [Figure 18] Fig. 18A is a first diagram illustrating an example of an ally character detail screen after a player acquires a training orb, and Fig. 18B is a diagram illustrating an example of a free equipment completion pop-up. [Figure 19] Fig. 19A is a second diagram illustrating an example of an ally character detail screen after acquiring a training orb, and Fig. 19B is a second diagram illustrating an example of a free level enhancement completion pop-up. [Figure 20] FIG. 20 is a diagram illustrating an example of the overall reinforcement screen. [Figure 21] FIG. 21 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 22] FIG. 22 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 23] FIG. 23 is a flowchart illustrating the synchronization management process in the server. [Figure 24]FIG. 24 is a flowchart illustrating the ally character detail screen processing at the player terminal. [Figure 25] FIG. 25 is a flowchart illustrating the parameter change process in the server. [Figure 26] FIG. 26 is a flowchart illustrating synchronization management processing in a player terminal according to a modified example. [Figure 27] FIG. 27 is a diagram illustrating an ally character database according to a modified example. [Figure 28] FIG. 28 is a flowchart illustrating a parameter change process in a server according to a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0020] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0021] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na.
[0022] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0023] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various types of information (player information) for each player ID for identifying a player playing a game.
[0024] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0025] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0026] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0027] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0028] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0029] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0030] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0031] The storage unit 18 is configured with a ROM or RAM, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 by the CPU 10.
[0032] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0033] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0034] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0035] (Game content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which ally characters battle against enemy characters. Specifically, in the game of this embodiment, multiple ally characters are provided. A player selects multiple ally characters (here, five) from the provided ally characters to form a party. In addition, a player can play multiple types of battle games with different enemy characters and difficulty levels. In a battle game, the objective is for the ally characters formed into a party to defeat (clear) the enemy characters and earn a reward.
[0036] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of an ally character confirmation screen. FIG. 3C is a first diagram illustrating an example of an ally character detail screen. FIG. 4A is a second diagram illustrating an example of an ally character detail screen. FIG. 4B is a third diagram illustrating an example of an ally character detail screen. FIG. 4C is a fourth diagram illustrating an example of an ally character detail screen. FIG. 5 is a fifth diagram illustrating an example of an ally character detail screen. A game screen is displayed on the display 26 of the player terminal 1. In this embodiment, the game screen is broadly divided into a normal screen and a battle screen.
[0037] The normal screen is a screen that is mainly used by the player to confirm various settings and information. On the other hand, the battle screen is a screen that is displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, an ally character confirmation screen shown in FIG. 3B, a quest screen (see FIG. 6A), a shop screen (not shown), a guild screen (not shown), a gacha screen (not shown), and a menu screen (not shown).
[0038] On the normal screen, as shown in FIG. 3A, for example, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 has a plurality of operation sections that can be operated (tapped) by the player. The menu bar 30 has a home screen selection operation section 30a labeled "HOME" and an ally character confirmation screen selection operation section 30b labeled "CHARACTER" and a quest screen selection operation section 30c labeled "QUEST" and a gacha screen selection operation section 30d labeled "GACHA" and a menu screen selection operation section 30e labeled "MENU."
[0039] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on the display 26. Similarly, when the quest screen selection operation unit 30c is tapped, the quest screen shown in FIG. 6A is displayed on the display 26. When the gacha screen selection operation unit 30d is tapped, a gacha screen (not shown) is displayed on the display 26. When the menu screen selection operation unit 30e is tapped, the menu screen is displayed on the display 26. Although a detailed description will be omitted, the game settings and various information can be confirmed on the menu screen.
[0040] In the menu bar 30, the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.
[0041] 3A corresponds to an initial screen, and has at its top a header display area 31. The header display area 31 displays level information 31a indicating the player level linked (associated) with the player ID, a stamina display bar 31b indicating the player's stamina linked with the player ID, and the amounts of the first currency and second currency owned linked with the player ID.
[0042] Stamina is a parameter required to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required to play, a number of challenges per day, etc. When playing a battle game in which a stamina consumption value required to play is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.
[0043] Although a detailed explanation will be omitted, when a player clears a battle game, the player can acquire a predetermined value as player experience points. Then, each time the player experience points reach a certain value, the player level increases. A management upper limit is set for the player level, and even if player experience points are acquired, the player level will not increase beyond the set management upper limit. The management upper limit is set by the operator and increases at predetermined times.
[0044] Additionally, a stamina upper limit is set for each player level, and as the player level increases, the stamina upper limit also increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 31b displays the current remaining stamina in relation to the upper limit so that the player can visually grasp it.
[0045] The first currency and the second currency are currencies that can only be used in the game. For example, when a battle game is cleared, a predetermined amount of the first currency can be acquired according to the battle game cleared. The second currency can be acquired for free or for a fee. The first currency and the second currency can be acquired in various ways, but a detailed explanation will be omitted.
[0046] The ally character confirmation screen shown in FIG. 3B displays images of all ally characters corresponding to the ally character IDs linked to the player ID. That is, the ally character confirmation screen displays all ally characters owned by the player. The player can check all ally characters by performing a slide operation on the ally character confirmation screen.
[0047] The ally character ID is used to identify the ally character, and a different ID is assigned to each ally character. When a player acquires a new ally character through, for example, a gacha lottery, the ally character ID of the acquired ally character is linked to the player ID of the player.
[0048] At the right end of the ally character confirmation screen, a collective strengthening screen selection operation section 32 labeled “Collective Strengthening” is displayed. When the collective strengthening screen selection operation section 32 is tapped, a collective strengthening screen shown in FIG. 20 (described later) is displayed on the display 26.
[0049] Various parameters such as stars (rarity), experience points, character level, skill level, equipment rank, type of equipment equipped, and equipment enhancement level of each equipped piece of equipment are stored in association with each ally character. Experience points increase when a player wins a battle game (described later) or when a predetermined item is used. Character level is set in accordance with experience points and increases each time the experience points reach a predetermined value. The player level is set as the upper limit of character level progression. Therefore, character level can be increased up to the player level. In this embodiment, character level can be increased by consuming items such as in-game currency and experience point materials owned by the player, i.e., for a fee.
[0050] Furthermore, base values of combat power such as life points, attack power, and defense power are set for ally characters based on their stars (rarity) and character level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values set for an ally character increase as the number of stars (rarity) increases and as the character level increases.
[0051] Each ally character is assigned four skills that are executed (activated) in the battle game. Each skill has a skill level, and the higher the skill level, the greater the effect of the skill. The character level is set as the upper limit for skill level progression. Therefore, the skill level can be increased up to the character level.
[0052] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has a character level at which it can be equipped. Each piece of equipment also has an additional value set for attack power, defense power, etc. When an allied character is equipped with equipment, the additional value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character.
[0053] Specifically, when an image of an ally character displayed on the ally character confirmation screen shown in Fig. 3B is tapped, as shown in Fig. 3C, an ally character detail screen corresponding to the tapped ally character is displayed on display 26. The ally character detail screen is provided with an enhancement item selection operation unit 35, an enhancement item display area 36, an enhancement detail display area 37, and an automatic enhancement operation unit 38.
[0054] The enhancement item selection operation unit 35 is provided with a plurality of operation units that can be operated (tapped) by the player. The enhancement item selection operation unit 35 is provided with an equipment selection operation unit 35a, a level enhancement selection operation unit 35b, a skill enhancement selection operation unit 35c, and a star enhancement selection operation unit 35d. When any one of the enhancement item selection operation units 35 is selected, the selected operation unit is highlighted.
[0055] In the enhancement item display area 36, an enhancement item corresponding to a selected operation section of the enhancement item selection operation section 35 is displayed.
[0056] When the equipment selection operation unit 35a of the enhancement item selection operation unit 35 is tapped, equipment is displayed in each of six frames (upper right frame, middle right frame, lower right frame, upper left frame, middle left frame, and lower left frame) surrounding the image of the ally character in the enhancement item display area 36. Here, of the six pieces of equipment, those pieces of equipment that are not equipped by the ally character are displayed in gray, as shown by hatching in the figure, and those pieces of equipment that are equipped by the ally character are displayed in color.
[0057] Furthermore, among the equipment not equipped by allied characters (the equipment in the upper right and lower right in the illustration), if the character already owns the equipment (including cases where it can be created), a "+" mark is displayed, as in the equipment in the upper right in the illustration. On the other hand, if the character does not own the equipment (including cases where it cannot be created), the word "available" is displayed, as in the equipment in the lower right in the illustration. Furthermore, equipment that has not yet been implemented in the game, such as the equipment in the upper left in the illustration, is displayed with a "?".
[0058] In addition, an equipment rank (RANK 15 in the figure) indicating the rank of the equipment equipped to the ally character is set. The equipment rank can be increased when all (six) pieces of equipment of the next lower rank are equipped. If rank increase is possible, the rank increase operation unit 39 becomes active. When the rank increase operation unit 39 is tapped, the equipment rank is increased by one, and the equipment of the increased equipment rank is displayed in the enhancement item display area 36. That is, in this embodiment, the equipment rank can be increased by consuming items such as various equipment and in-game currency owned by the player, i.e., for a fee. Furthermore, when the progress status (equipment status) associated with the ally character owned by the player satisfies a specific condition (all six pieces of equipment are equipped), it can be said that the value of the parameter (equipment rank) associated with the ally character is changed (rank up). Note that when rank up is executed, the six slots corresponding to the rank after rank up will be empty of equipment. Once all six slots corresponding to the rank you'll achieve are filled with equipment, you'll be able to further increase your rank.
[0059] When an equipment item is tapped in the enhancement item display area 36, the status of the operated equipment item is displayed in the enhancement detail display area 37. Also displayed in the enhancement detail display area 37 are an acquisition method operation section 37a for displaying how to acquire the equipment item, and an equipment operation section 37b for equipping the equipment item. Although a detailed explanation will be omitted, when the acquisition method operation section 37a is tapped, how to acquire the equipment item is displayed on the display 26. Also, when the equipment operation section 37b is tapped while the equipment item is in possession, the equipment item is equipped.
[0060] When the equipment is equipped, an enhancement operation section 37c is displayed in place of the equipment operation section 37b in the enhancement detail display area 37, as shown in FIG. 4A.
[0061] In this embodiment, each piece of equipment has five equipment strengthening stages. When an ally character is initially equipped with equipment, the equipment's strengthening stage is the first stage. Although a detailed explanation will be omitted, when the strengthening operation unit 37c is tapped, a screen for selecting an item to strengthen the equipment is displayed. When an item is selected on this screen and a decision operation unit (not shown) is tapped, the selected item is consumed to strengthen the equipment up to a maximum of the fifth stage. In other words, in this embodiment, the equipment strengthening stage of the equipment equipped to the ally character can be increased by consuming a predetermined item such as in-game currency owned by the player, in other words, for a fee.
[0062] Each piece of equipment has an additional value set corresponding to the equipment enhancement level. When the equipment enhancement level of the equipment equipped to an ally character increases, the additional value corresponding to the equipment enhancement level is added to the base value, thereby increasing the combat power of the ally character.
[0063] In addition, when the Level enhancement selection operation section 35b of the enhancement item selection operation section 35 is tapped, the character level and the experience points required to increase the character level by 1 are displayed around the image of the ally character in the enhancement item display area 36, as shown in Figure 4B.
[0064] Additionally, the enhancement detail display area 37 displays a plurality of item display sections 37d for increasing experience points. The item display sections 37d display the name of the item, a description of the item, and a use operation section 37e for using the item. When the use operation section 37e is tapped, the experience point of the ally character increases by the amount of experience points corresponding to that item. Note that if the player does not own an item displayed in the item display section 37d, the use operation section 37e for that item does not accept an operation from the player.
[0065] When the skill enhancement selection operation unit 35c of the enhancement item selection operation unit 35 is tapped, an image of an ally character is displayed in the enhancement item display area 36, as shown in FIG. 4C. Furthermore, a plurality of skill display units 37f are displayed in the enhancement detail display area 37. The skill display units 37f display the name of the skill, the skill level, and an enhancement operation unit 37g for increasing the skill level. When the enhancement operation unit 37g is tapped, a first currency corresponding to the skill level is consumed, and the skill level increases by 1. Note that if the player does not possess the first currency corresponding to the skill level, or if the skill level has reached the character level, the enhancement operation unit 37g does not accept an operation by the player.
[0066] When the star enhancement selection operation unit 35d of the enhancement item selection operation unit 35 is tapped, an image of the ally character and the star (rarity) of the ally character are displayed in the enhancement item display area 36, as shown in Fig. 5. Furthermore, the enhancement details display area 37 displays items required to increase (increase) the number of stars. Furthermore, the enhancement details display area 37 displays the number of items owned by the player relative to the number of items required (required number) to increase the number of stars, for example, 50 / 100.
[0067] The enhancement detail display area 37 also has an acquisition method operation section 37a that displays how to acquire the item, and a blooming operation section 37h for increasing the number of stars. When the acquisition method operation section 37a is operated, the method for acquiring the item is displayed on the display 26. When the number of items owned by the player reaches the required number and the blooming operation section 37h is tapped, the star of the ally character increases by one. When the number of items required to increase the star is less than the required number, the blooming operation section 37h is displayed in gray, as shown by the hatching in FIG. 5, and does not accept any operation by the player.
[0068] When the automatic strengthening operation section 38 on the ally character details screen is tapped, the character level, skill level, and equipment rank of the ally character are increased as much as possible.
[0069] Fig. 6A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 6B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 6C is a diagram illustrating an example of a party selection screen.
[0070] When the quest screen selection operation unit 30c is tapped on the home screen shown in Fig. 3A, the quest screen shown in Fig. 6A is displayed on the display 26. Note that in this embodiment, two types of battle games, normal quests and hard quests, are described as examples, but other types of battle games (such as guild battles) may also be provided.
[0071] Note that some types of battle games have unlocking conditions. Examples of unlocking conditions include a player level being equal to or greater than a predetermined value, or clearing other predetermined battle games. Each battle game type includes multiple battle games (hierarchies). Each of these battle games also has an unlocking condition. When an unlocking condition is met, the game unlocking information included in the player information is updated.
[0072] The quest screen has a normal quest selection operation unit 41a for selecting a normal quest and a hard quest selection operation unit 41b for selecting a hard quest. On the quest screen, either the normal quest selection operation unit 41a or the hard quest selection operation unit 41b is always selected, with the normal quest selection operation unit 41a being selected as the initial state. The following describes the case where the normal quest selection operation unit 41a is selected, but the same applies when the hard quest selection operation unit 41b is selected.
[0073] When the normal quest selection operation section 41a is selected, a quest operation section 42 for selecting one of a plurality of battle games (levels) belonging to the normal quest is displayed on the quest screen.
[0074] The quest operation unit 42 also displays information on whether each battle game has been completed. The information on whether the battle game has been completed is indicated by, for example, three stars. When a battle game is completed, stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned; if there is one ally character whose life points are 0, two stars are earned; and if there are two or more ally characters whose life points are 0, one star is earned.
[0075] In the example of Figure 6A, three stars are earned in the battle game "21-1," two stars are earned in the battle game "21-2," and two stars are earned in the battle game "21-3." In addition, no stars are earned in the battle game "21-4," and it is announced that this battle game has not been cleared.
[0076] In addition, the unlocking condition for quests (normal quests, hard quests) is set to be clearing the previous battle game. For example, in the example of Figure 6A, clearing battle games up to "21-3" unlocks battle game "21-4," but subsequent battle games ("21-5" and beyond, not shown) are not unlocked.
[0077] For example, when the quest operation unit 42 for the battle game "21-1" is operated (tapped) on the quest screen, the quest selection screen shown in FIG. 6B is displayed on the display 26. The quest selection screen displays enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game. The quest selection screen also displays the stamina before and after the battle game is played and the remaining number of attempts. The remaining number of attempts indicates the number of attempts that can be made in a day, and is set to infinite for normal quest battle games. In this embodiment, the stamina consumed in normal quest battle games is set to 10. However, the stamina consumed in normal quest battle games may be set to different for each battle game.
[0078] The quest selection screen also displays a cancel operation section 43 and a challenge operation section 44 marked "Challenge" for challenging the battle game.
[0079] When the cancel operation unit 43 is operated (tapped), the quest screen shown in FIG. 6A is displayed on the display 26, and the challenge to the selected battle game "21-1" is canceled.
[0080] On the other hand, when the challenge operation unit 44 is operated (tapped), a party selection screen shown in Fig. 6C is displayed on the display 26. All ally characters owned by the player are displayed on the party selection screen. In addition, a selected ally character display area 46 that displays the selected ally character is displayed below the party selection screen.
[0081] The party selection screen also displays a cancel operation section 43 and a battle start operation section 47 labeled "Start Battle."
[0082] On the party selection screen, when the player operates (tap) a displayed ally character, the operated ally character is displayed in the selected ally character display area 46. That is, here, an ally character ID to be used in the battle game (to determine the party) is selected from among a plurality of ally character IDs linked to the player ID.
[0083] Then, when an ally character (ally character ID) is selected and the battle start operation unit 47 is operated (tapped), the battle game starts.
[0084] Fig. 7A is a diagram illustrating an example of a battle screen. Fig. 7B is a diagram illustrating an example of a result screen. Fig. 7C is a diagram illustrating an example of a report screen. When the battle start operation unit 47 is operated (tapped) on the party selection screen shown in Fig. 6C, the battle game starts.
[0085] During the battle game, a battle screen is displayed as shown in FIG. 7A. On the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters are controlled by a computer and can inflict damage on enemy characters or receive damage from them. The enemy characters are also controlled by a computer and can inflict damage on ally characters or receive damage from them.
[0086] When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When the life points of all enemy characters reach 0, the player wins (clears), and when the life points of all ally characters reach 0 (defeats), the player loses.
[0087] As shown in FIG. 7A, an ally character display area 48 is provided at the bottom of the battle screen. The ally character display area 48 displays life points 48a and a skill gauge 48b for each ally character. The skill gauge 48b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the skill gauge 48b reaches a predetermined maximum value, the ally character can use a skill. A skill may inflict more damage points on the enemy character than a normal attack, restore the ally character's life points, or impart a special effect to the enemy character.
[0088] Here, two patterns are provided for using skills. One is a method in which the player operates (tap) an ally character displayed in the ally character display area 48 when the skill gauge 48b has reached its maximum value. The other is a method in which, when the skill gauge 48b has reached its maximum value in the auto mode, the ally character uses a skill under computer control. An auto selection operation unit 49 is displayed on the battle screen, and it is possible to switch between the auto mode and the manual mode depending on the operation of the auto selection operation unit 49. When the auto selection operation unit 49 is operated in the manual mode, the state changes to the auto mode in which a skill is automatically used. When the auto selection operation unit 49 is operated in the auto mode, the state changes to the manual mode in which a skill is manually used. Even in the auto mode, when the skill gauge 48b has reached its maximum value and a skill is not being used under computer control, the player can operate (tap) the ally character to use a skill.
[0089] Then, when the battle game ends normally (normal end), a result screen is displayed on the display 26, as shown in Fig. 7B. Fig. 7B shows, as an example, the result screen when the battle game is cleared.
[0090] The result screen displays at least a portion of the game result information of the battle game. The result screen also displays a report display operation section 50 marked "Report" and an end operation section 51 marked "Close."
[0091] The game result information includes the ally character ID (party) of the ally character, the enemy character ID of the enemy character, the remaining status of the ally character and the enemy character at the end of the battle (whether or not the life points are 0 at the end of the battle game), the damage points inflicted (total value), whether the game is in manual or automatic mode, the battle log ID, the type of battle game (normal quest, hard quest, etc.), information linked to each type of battle game (clear information, battle game level, etc.), granted item information, granted first currency, etc. A unique battle log ID is assigned to each battle game. The information linked to each type of battle game varies depending on the type of battle game. When a battle game is cleared, the server 1000 determines by lottery whether or not to grant to the player each item preset for the cleared battle game. The items granted to the player are then added to the game result information and displayed on the result screen.
[0092] When the end operation unit 51 is operated (tapped) on the result screen, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen is a part of the battle screen. The normal screen that the result screen switches to may be the screen that was displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen. In this way, the battle game ends when the display of the result screen ends.
[0093] When the report display operation unit 50 is operated (tapped) on the result screen, the report screen shown in FIG. 7C is displayed on the display 26. The report screen displays the damage points (total value) inflicted by the ally characters and enemy characters. The report screen also displays an end operation unit 51.
[0094] When the end operation unit 51 is operated (tapped), the result screen shown in FIG. 7B is displayed on the display 26.
[0095] 6B also has a ticket display area 45. The ticket display area 45 displays the number of tickets owned by the player (the number of tickets linked to the player ID). The ticket display area 45 also has a ticket use challenge operation unit 45a, a minus operation unit 45b, and a plus operation unit 45c. The ticket use challenge operation unit 45a, the minus operation unit 45b, and the plus operation unit 45c are only valid for battle games in which three stars have been acquired as clear information, and cannot be operated in battle games in which three stars have not been acquired as clear information.
[0096] When the ticket use challenge operation unit 45a, minus operation unit 45b, and plus operation unit 45c are enabled, each time the plus operation unit 45c is operated (tapped), the characters written on the ticket use challenge operation unit 45a increase by one, such as "Use 2 tickets," "Use 3 tickets," etc. Also, each time the minus operation unit 45b is operated (tapped), the characters written on the ticket use challenge operation unit 45a decrease by one, such as "Use 2 tickets," "Use 1 ticket," etc.
[0097] For example, if the text written on the ticket use challenge operation unit 45a reads "Use 5 tickets," when the ticket use challenge operation unit 45a is operated (tapped), 5 tickets and 50 stamina are consumed, the creation of a party on the party selection screen shown in Fig. 6C and the execution of the battle game on the battle screen shown in Fig. 7A are omitted (skipped), and it is treated as if all (5) battle games have been cleared, and a result screen such as that shown in Fig. 7B is displayed. This result screen displays all the items acquired in the 5 battle games.
[0098] In this way, by consuming tickets, the battle game for which the player has earned three stars is skipped and the battle game is treated as cleared, allowing the player to collect items in a shorter time.
[0099] In this embodiment, when a predetermined condition is met, the parameters of an ally character (game object) can be changed to a specified value free of charge. The predetermined condition is, for example, when a synchronization function (described in detail later) is used, or when a training orb (game item) is used as an item.
[0100] In this embodiment, the synchronization functions include a synchronization level function, a synchronization rank function, a synchronization equipment function, and a synchronization equipment strengthening function.
[0101] Specifically, the sync level function is a function that makes it possible to increase (change) the character level and skill level of an ally character up to a sync level (reference value) free of charge. When determining a sync level, in this embodiment, the ranking is determined based on the character level values of the ally characters owned by the player. Then, the character level of the ally character that corresponds to a predetermined ranking (in this embodiment, the top 20) is set as the sync level. However, the ranking may be determined based on the skill level values of the ally characters owned by the player, and the skill level of the ally character that corresponds to the predetermined ranking may be set as the sync level. Alternatively, the smaller of the character levels and skill levels of the ally characters owned by the player may be set as the sync level determination level, the ranking may be determined based on the sync level determination level of each ally character, and the sync level determination level of the ally character that corresponds to the predetermined ranking may be set as the sync level.
[0102] In this embodiment, if there are multiple ally characters with character level values that fall within the top 20, the ally character IDs are sorted in ascending order to determine the ally character that will be used as the reference value for the synchronization level. However, if there are multiple ally characters with character level values that fall within the top 20, the ally character with the smallest ally character ID value may be used as the ally character that will be used as the reference value for the synchronization level. Alternatively, if there are multiple ally characters with character level values that fall within the top 20, the ally character with the largest ally character ID value may be used as the ally character that will be used as the reference value for the synchronization level.
[0103] The sync rank function is a function that makes it possible to increase (change) the equipment rank of an ally character up to a sync rank (reference value) free of charge. In determining the sync rank, in this embodiment, the ranking is determined based on the equipment rank values of the ally characters owned by the player. Then, the equipment rank of the ally character that corresponds to a predetermined ranking (in this embodiment, the top 20th place) is set as the sync rank.
[0104] In this embodiment, if there are multiple ally characters with equipment rank values that fall within the top 20, the ally characters are sorted in ascending order of ally character ID to determine the ally character that will be used as the reference value for the synchronization rank. However, if there are multiple ally characters with equipment rank values that fall within the top 20, the ally character with the smallest ally character ID value may be used as the ally character that will be used as the reference value for the synchronization rank. Alternatively, if there are multiple ally characters with equipment rank values that fall within the top 20, the ally character with the largest ally character ID value may be used as the ally character that will be used as the reference value for the synchronization rank.
[0105] The sync equipment function is a function that allows an ally character whose equipment rank is equal to or lower than the sync rank to equip up to the sync equipment number (base value) of the sync rank with equipment free of charge for that number of pieces of equipment (hereinafter referred to as the equipment number). In other words, for an ally character whose equipment rank is lower than the sync rank, if the sync rank is raised to the sync rank using the sync rank function, the ally character can use the sync equipment function to equip up to the sync equipment number (base value) for free of charge. However, for an ally character whose equipment rank is lower than the sync rank, it may also be possible to equip all six pieces of equipment free of charge for equipment ranks lower than the sync rank.
[0106] In other words, the value of the parameter (equipment rank) linked to the ally character that is the target of using the sync rank function is changed based on the value of the parameter (equipment rank) linked to the ally character that is the reference for the sync rank.
[0107] 8 is a diagram illustrating the priority of the sync equipment function and the sync equipment strengthening function. In this embodiment, a priority is set for the frame in which equipment is equipped using the sync equipment function. Specifically, when using the sync equipment function for an ally character that can use the sync equipment function at a sync rank, the priority is set so that the bottom right frame has the highest priority, as shown in FIG. 8.
[0108] For example, if the Synchro Equipment Count is "1," using the Synchro Equipment function allows equipment to be equipped in the lower right slot. Also, if the Synchro Equipment Count is "2," using the Synchro Equipment function allows equipment to be equipped in the lower right and center right slots. However, for example, if only the upper left slot is already equipped with equipment and the Synchro Equipment Count is "2," using the Synchro Equipment function allows equipment to be equipped only in the lower right slot. In other words, until the number of equipment equipped by the ally character using the Synchro Equipment function reaches the Synchro Equipment Count, new equipment can be equipped free of charge in slots determined according to the above priority. Note that using the Synchro Equipment function may allow the player to equip any number of equipment, i.e., equipment less than the Synchro Equipment Count, without equipping the player with the Synchro Equipment Count.
[0109] In this embodiment, when the synchro equipment function is used, it is possible to equip the target ally character using the synchro equipment function with the same number of pieces of equipment as the number of pieces of equipment equipped on the reference ally character for the synchro equipment count. In other words, the progress status associated with the target ally character using the synchro equipment function is updated (the number of pieces of equipment equipped is updated) based on the progress status associated with the reference ally character for the synchro equipment count (the equipment status). Furthermore, the progress status (equipment status) can be said to have multiple stages (from a stage where no equipment is equipped to a stage where six pieces of equipment are equipped). The synchro equipment function can be said to update the stage (number of pieces of equipment) of the progress status associated with the target ally character using the synchro equipment function to the same stage (same number of pieces of equipment) as the stage (number of synchro equipment) of the progress status associated with the reference ally character for the synchro equipment count.
[0110] When the Synchro Equipment function is used, the equipment equipped to the ally character that is the standard for the Synchro Equipment number and the equipment equipped by the Synchro Equipment function to the ally character that is the target of using the Synchro Equipment function may be of the same type or different types.
[0111] In this embodiment, equipment that can be equipped to a certain equipment rank, or various equipment and material items required to equip the equipment, satisfy predetermined conditions. Specifically, the predetermined conditions include the fact that the equipment, or various equipment and material items required to equip the equipment, are obtained from a common location. Note that the acquisition location includes the type of battle game (such as level or difficulty) in which the equipment, or various equipment and material items required to equip the equipment, can be obtained. Acquisition locations may also include in-game shops that can be purchased using in-game currency, gacha, etc. The predetermined conditions may also include the rank or rarity of the equipment, or various equipment and material items required to equip the equipment, or the progress of the game.
[0112] In this embodiment, when determining the number of synchronized equipment pieces, the ranking is determined based on the equipment rank values of the ally characters owned by the player and the number of pieces of equipment (number of pieces of equipment). Specifically, first, the ally characters owned by the player are sorted in descending order of equipment rank values. Then, for ally characters with the same equipment rank, the ally characters are sorted in descending order of the number of pieces of equipment. The ranking is then determined based on the sorting results. That is, for ally characters with the same equipment rank, the ranking is determined so that the more pieces of equipment the ally characters have, the higher the ranking. In other words, the ranking is determined using two elements: the equipment rank value and the number of pieces of equipment, and the ranking is determined based on the result of sorting in descending order with priority given to the equipment rank value. Then, ally characters that fall within a predetermined ranking (in this embodiment, the top 20th place) are treated as ally characters that serve as the reference value for the number of synchronized equipment pieces.
[0113] In this embodiment, if there are multiple ally characters with the reference value for the number of synchro equipment, they are sorted in ascending order of ally character ID, and the ally character with the largest ally character ID value is determined as the ally character that will be used as the reference value for the number of synchro equipment. However, if there are multiple ally characters with the reference value for the number of synchro equipment, the ally character with the smallest ally character ID value may be used as the ally character that will be used as the reference value for the number of synchro equipment. Alternatively, if there are multiple ally characters with the reference value for the number of synchro equipment, the ally character with the largest ally character ID value may be used as the ally character that will be used as the reference value for the number of synchro equipment.
[0114] The number of equipments of the ally character that is the reference value of the number of synchro equipments is set as the number of synchro equipments. Furthermore, among the ally characters whose equipment rank is synchro rank, the synchro equipment function is available to the ally characters whose number of equipments is less than the number of synchro equipments (reference value) and all the ally characters whose equipment rank is less than synchro rank.
[0115] The Synchro Equipment Enhancement Function is a function that allows allied characters whose equipment rank is equal to or lower than Synchro Rank to increase (change) the equipment enhancement level of their equipment to the maximum free of charge within the Synchro Equipment Enhancement Number (reference value). That is, for allied characters whose equipment rank is Synchro Rank, the Synchro Equipment Enhancement Function can be used to increase the equipment enhancement level of their equipment to the maximum free of charge within the Synchro Equipment Enhancement Number (reference value). Furthermore, for allied characters whose equipment rank is lower than Synchro Rank, after using the Synchro Rank Function and Synchro Equipment Function, the Synchro Equipment Enhancement Function can be used to increase the equipment enhancement level of their equipment to the maximum free of charge within the Synchro Equipment Enhancement Number (reference value). However, for allied characters whose equipment rank is lower than Synchro Rank, it may also be possible to increase the equipment enhancement level of all six pieces of equipment to the maximum free of charge for equipment ranks lower than Synchro Rank.
[0116] In this embodiment, priority is set to the slots for strengthening equipment using the Synchro Equipment Strengthening Function. Specifically, when using the Synchro Equipment Strengthening Function on an ally character that can use the Synchro Equipment Strengthening Function, the priority is set so that the bottom right slot has the highest priority, as shown in FIG.
[0117] For example, if the Synchro Equipment Enhancement Number is "1," using the Synchro Equipment Enhancement Function allows the equipment enhancement level of the equipment in the lower right slot to be increased to its maximum level free of charge. However, if the Synchro Equipment Enhancement Number is "1" and no equipment is equipped in the lower right slot, but equipment is equipped in slots other than the lower right slot, the equipment enhancement level of the equipment equipped in the slot identified according to the above priority can be increased to its maximum level free of charge. In other words, until the maximum enhancement number of the ally character using the Synchro Equipment Enhancement Function reaches the Synchro Equipment Enhancement Number, the equipment enhancement level of the equipment equipped in the slot identified according to the above priority can be increased to its maximum level free of charge. Note that when using the Synchro Equipment Enhancement Function, the player may be allowed to stop at any intermediate level, i.e., level 4 or lower, without increasing the equipment enhancement level to its maximum level.
[0118] In determining the number of synchronized equipment enhancements, in this embodiment, the ranking is determined based on the equipment rank values of the ally characters owned by the player and the number of pieces of equipment whose equipment enhancement level has been enhanced to the maximum (hereinafter referred to as the maximum enhancement number). Specifically, the ally characters owned by the player are first sorted in descending order of equipment rank values. Then, for ally characters with the same equipment rank, the ally characters are sorted in descending order of maximum enhancement numbers. The ranking is then determined based on the sorting results. That is, for ally characters with the same equipment rank, the higher the maximum enhancement number, the higher the ranking. In other words, the ranking is determined using two elements, the equipment rank value and the maximum enhancement number value, and the result of sorting in descending order with priority given to the equipment rank value is determined as the ranking. Then, ally characters corresponding to a predetermined ranking (in this embodiment, the top 20th place) are treated as ally characters that serve as the reference value for the synchronized equipment enhancement number.
[0119] In this embodiment, if there are multiple ally characters with the reference value for the synchronized equipment enhancement number, the ally character IDs are sorted in ascending order to determine the ally character that will be used as the reference value for the synchronized equipment enhancement number. However, if there are multiple ally characters with the reference value for the synchronized equipment enhancement number, the ally character with the smallest ally character ID value may be used as the ally character that will be used as the reference value for the synchronized equipment enhancement number. Alternatively, if there are multiple ally characters with the reference value for the synchronized equipment enhancement number, the ally character with the largest ally character ID value may be used as the ally character that will be used as the reference value for the synchronized equipment enhancement number.
[0120] The maximum enhancement number of an ally character, which is the reference value of the Synchro Equipment Enhancement Number, is set as the Synchro Equipment Enhancement Number. Furthermore, among all ally characters whose equipment rank is Synchro Rank, the Synchro Equipment Enhancement Function is available for ally characters whose maximum enhancement number is less than the Synchro Equipment Enhancement Number (reference value), and for all ally characters whose equipment rank is less than Synchro Rank.
[0121] In addition, in this embodiment, the case where the bottom right frame has the highest priority and the top left frame has the lowest priority is shown, but the priority set for each frame may be preset and is not limited to the above example. Alternatively, without setting a priority for each frame, the target frame may be determined by lottery when the Synchro Equipment function or Synchro Equipment Enhancement function is used.
[0122] Furthermore, in this embodiment, the case where the priority set for each slot is the same for both the synchro equipment function and the synchro equipment strengthening function has been described, but the priority set for each slot may be different.
[0123] For example, if the Synchro Equipment Enhancement Number is "1," using the Synchro Equipment Enhancement Function allows the equipment enhancement level of the equipment in the lower right slot to be increased to its maximum level free of charge. However, if the Synchro Equipment Enhancement Number is "1" and no equipment is equipped in the lower right slot, but equipment is equipped in slots other than the lower right slot, the equipment enhancement level of the equipment equipped in the slot identified according to the above priority can be increased to its maximum level free of charge. In other words, until the maximum enhancement number of the ally character using the Synchro Equipment Enhancement Function reaches the Synchro Equipment Enhancement Number, the equipment enhancement level of the equipment equipped in the slot identified according to the above priority can be increased to its maximum level free of charge. Note that when using the Synchro Equipment Enhancement Function, the player may be allowed to stop at any intermediate level, i.e., level 4 or lower, without increasing the equipment enhancement level to its maximum level.
[0124] Furthermore, in the game of this embodiment, a training orb is provided as an item. The training orb is distributed by the operator, or can be acquired by the player when the player clears a predetermined battle game or clears a predetermined event, for example.
[0125] Consuming a training orb enables the use of the training orb function. Using the training orb function allows the parameters of an allied character, such as the character level, skill level, and equipment rank, to be increased (changed) free of charge. As will be described in detail later, a training orb is pre-set with a training orb ID, allowing the character level, skill level, and equipment rank to be increased free of charge to the level based on the set training orb ID. While using the training orb requires the consumption of a training orb, after consuming the training orb, the character level can be increased to a predetermined level without consuming items such as in-game currency or experience point materials owned by the player. Similarly, after consuming a training orb, the character level can be increased to a predetermined level without consuming items such as various equipment or in-game currency owned by the player.
[0126] FIG. 9 is a diagram illustrating a training ball ID database. The player terminal 1 and the server 1000 store the training ball ID database shown in FIG. 9. In the training ball ID database, parameter values (default values) that can be increased free of charge are set for each training ball ID. A training ball is given to a player with one of the training ball IDs linked to it. For example, if the training ball ID is 1, the character level (skill level) can be increased free of charge up to 100 and the equipment rank can be increased free of charge up to 10.
[0127] FIG. 10 is a first diagram illustrating the ally character database. FIG. 11 is a second diagram illustrating the ally character database. FIG. 12 is a third diagram illustrating the ally character database. The player terminal 1 and the server 1000 store the ally character data shown in FIGS. 10, 11, and 12. The ally character database stores various information linked to the player ID and to the ally characters owned by the player.
[0128] As shown in Figure 10, the ally character database stores, for each ally character ID of an ally character owned by a player, a training ball ID associated with that ally character if the ally character is associated with that ally character. Figure 10 shows a case where a training ball ID of 3 is associated with an ally character with an ally character ID of 50.
[0129] Also, as shown in FIG. 11, the ally character database stores, for each ally character ID of an ally character owned by the player, the character level value, information on whether or not to use the synchro level as a reference value, and information on whether or not the synchro level function can be used.
[0130] In the case shown in FIG. 11, the character level value (150) corresponding to the top 20th place is set as the synchronization level. Note that FIG. 11 shows a case where the character level of ally characters with ally character ID values of "1" to "20" is 150. In this case, in this embodiment, the ally characters with ally character ID values of "1" to "20" are sorted in ascending order of ally character ID, and the 20th ally character is determined to be the ally character that will be used as the synchronization level reference value. In other words, the ally character with an ally character ID value of "20" is linked with information that will be used as the synchronization level reference value.
[0131] 11, information indicating that the sync level function is available is linked to the ally character ID of an ally character whose character level is below the sync level. Note that if the sync level function is used to raise the character level of an ally character to the sync level free of charge, the information indicating that the sync level function is available, which is linked to the ally character ID, is deleted.
[0132] Also, as shown in Fig. 12, the ally character database stores the equipment rank value and the equipment status of the equipment for each ally character ID of the ally character owned by the player. In this embodiment, as shown in Fig. 12, information indicating whether or not the equipment corresponding to each of the six slots is equipped is stored as the equipment status of the equipment. Also, as shown in Fig. 12, information indicating the strengthening level of each piece of equipment equipped to the ally character is stored.
[0133] As shown in FIG. 12 , the ally character database stores, for each ally character ID of an ally character owned by the player, information on whether the ally character is to be used as the reference value for the synchronization rank and information on whether the synchronization rank function is available. Note that FIG. 12 illustrates a case in which the equipment rank values of ally characters with ally character ID values of "1" to "19," "21," and "22" are "15," and the equipment rank values of ally characters with other ally character IDs are less than "15." In this case, in this embodiment, the ally characters with ally character ID values of "1" to "19," "21," and "22" are sorted in ascending order of ally character ID, and the 20th ally character is determined to be the ally character whose synchronization rank is to be used as the reference value for the synchronization rank. In other words, the ally character with the ally character ID value of "21" is associated with information on the reference value for the synchronization rank.
[0134] 12, information indicating that the Synchro Rank function is available is linked to the ally character ID of an ally character whose equipment rank is less than the Synchro Rank. Note that if the Synchro Rank function is used to increase the equipment rank of an ally character to the Synchro Rank free of charge, the information indicating that the Synchro Rank function is available, which is linked to the ally character ID, is deleted.
[0135] As shown in FIG. 12 , the ally character database stores, for each ally character ID of an ally character owned by a player, information on whether the ally character is set as the reference value for the number of synchro equipment items and information on whether the synchro equipment function is available. FIG. 12 illustrates a case in which the equipment rank values of ally characters with ally character IDs of "1" to "19," "21," and "22" are "15," and the equipment rank values of ally characters with other ally character IDs are less than "15." In the example shown in FIG. 12 , the number of equipment items for ally characters with ally character IDs of "1" to "19" is "6," meaning that all six slots are equipped with equipment. In the example shown in FIG. 12 , the number of equipment items for an ally character with an ally character ID of "21" is "5," meaning that five slots are equipped with equipment. In the example shown in FIG. 12, the number of equipment items for the ally character with the ally character ID value "22" is "3", that is, the ally character is equipped with equipment items in three slots.
[0136] Therefore, in the case shown in Fig. 12, the ally character ID of the ally character that is ranked in the top 20 based on the equipment rank value and the number of pieces of equipment of the ally character owned by the player is "21." Therefore, as shown in Fig. 12, information that is the reference value for the number of synchro equipment pieces is linked to the ally character whose ally character ID value is "21."
[0137] Furthermore, as shown in Fig. 12, information indicating that the synchro equipment function is available is linked to all ally characters whose equipment rank is less than the synchro rank. Information indicating that the synchro equipment function is available is also linked to the ally character ID of an ally character whose equipment rank is synchro rank and whose number of pieces of equipment is less than the synchro equipment number (reference value) (for example, the ally character ID is "22" in Fig. 12). Then, when the synchro equipment function is used to increase the number of pieces of equipment of an ally character up to the synchro equipment number free of charge, the information indicating that the synchro equipment function is available, which was linked to the ally character ID, is deleted.
[0138] As shown in FIG. 12 , the ally character database stores, for each ally character ID of an ally character owned by a player, information on whether the ally character ID is a reference value for the number of synchronized equipment enhancements and information on whether the synchronized equipment enhancement function is available. FIG. 12 illustrates a case in which the equipment rank values of ally characters with ally character IDs of "1" to "19," "21," and "22" are "15," and the equipment rank values of ally characters with other ally character IDs are less than "15." In the example shown in FIG. 12 , the maximum number of enhancements for ally characters with ally character IDs of "1" to "19" is "6," meaning that the equipment enhancement levels of six pieces of equipment are maximized. In the example shown in FIG. 12 , the maximum number of enhancements for an ally character with an ally character ID of "21" is "3," meaning that the equipment enhancement levels of three pieces of equipment are maximized. In the example shown in FIG. 12, the maximum enhancement number of the ally character with the ally character ID value "22" is "1", that is, the equipment enhancement level of the equipment in one slot is enhanced to the maximum.
[0139] Therefore, in the case shown in Fig. 12, the ally character ID of the ally character that is in the top 20 based on the equipment rank value and the maximum enhancement number value of the ally character owned by the player is "21." Therefore, as shown in Fig. 12, information that is the reference value for the number of synchro equipment enhancements is linked to the ally character whose ally character ID value is "21."
[0140] Furthermore, as shown in Fig. 12, information indicating that the synchro equipment strengthening function is available is linked to all ally characters whose equipment rank is less than the synchro rank. Information indicating that the synchro equipment strengthening function is available is also linked to the ally character ID of an ally character whose equipment rank is synchro rank and whose maximum strengthening number is less than the synchro equipment strengthening number (reference value) (for example, the ally character ID is "22" in Fig. 12). Then, when the synchro equipment strengthening function is used to increase the ally character's maximum strengthening number to the synchro equipment strengthening number free of charge, the information indicating that the synchro equipment strengthening function, which was linked to the ally character ID, is deleted.
[0141] In addition, when a specified synchronization function is used, if other synchronization functions other than the specified synchronization function are still available for the ally character, the information indicating that other synchronization functions linked to the ally character ID are available will not be deleted.
[0142] In the example shown in FIG. 12, the ally character with the ally character ID "21" is determined to be the reference value for the Synchro Rank, Synchro Equipment Count, and Synchro Equipment Enhancement Count. However, the ally characters used as the reference values for the Synchro Level, Synchro Rank, Synchro Equipment Count, and Synchro Equipment Enhancement Count may be different, or at least some of them may be the same. Furthermore, for ally characters associated with a training orb ID, regardless of whether the training orb function is used or not, various parameters may be considered to have been increased to their upper limit by the training orb function, and this may be applied to the calculation of the reference values for each synchronization function.
[0143] In this embodiment, when both information indicating that the synchronization function is available and a training ball ID are linked to an ally character ID, the player can arbitrarily select which function to use. However, when both information indicating that the synchronization function is available and a training ball ID are linked to an ally character ID, the training ball function may be used preferentially. Also, when both information indicating that the synchronization function is available and a training ball ID are linked to an ally character ID, the synchronization function may be used preferentially. Alternatively, when both information indicating that the synchronization function is available and a training ball ID are linked to an ally character ID, the function with the higher value of the parameter that can be increased free of charge (character level or equipment rank) may be used preferentially.
[0144] FIG. 13A is a second diagram illustrating an example of an ally character confirmation screen. FIG. 13B is a first diagram illustrating an example of an ally character detail screen for which the synchronization function is available. FIG. 13C is a second diagram illustrating an example of an ally character detail screen for which the synchronization function is available. When information indicating that the synchronization function is available is linked to an ally character ID in the ally character database, a synchronization band 34 labeled "synchronization" is displayed superimposed on the image of the ally character corresponding to the ally character ID, as shown in FIG. 13A. This notifies the ally character for which the synchronization band 34 is displayed that the synchronization function is available.
[0145] In FIG. 13A, when an image of an ally character displaying a synchronization band 34 is tapped, an ally character detail screen corresponding to the tapped ally character is displayed on the display 26, as shown in FIG. 13B or 13C.
[0146] 13B shows a case where an unequipped piece of equipment is selected. In this case, as shown in FIG. 13B, the acquisition method operation section 37a is hidden in the enhancement details display area 37. Also, the synchronization band 34 is displayed superimposed on the equipment operation section 37b. Furthermore, the synchronization band 34 is also displayed superimposed on the automatic enhancement operation section 38 and the rank-up operation section 39.
[0147] 13C shows a case where an already equipped piece of equipment is selected. In this case, as shown in FIG. 13C, an enhancement operation section 37c is displayed in place of the equipment operation section 37b in the enhancement detail display area 37. In addition, the synchronization band 34 is displayed superimposed on the enhancement operation section 37c.
[0148] Furthermore, if the player owns a training orb and meets certain usage conditions, a training orb icon 54 functioning as an operation unit is displayed in the center of the ally character details screen, as shown in Figures 13B and 13C. Note that the usage conditions may include, for example, clearing normal quest "2-5" and not using any other training orbs on that ally character.
[0149] Fig. 14A is a diagram illustrating an example of a rank increase confirmation pop-up 56. When the rank increase operation unit 39 displaying the synchronization band 34 in Fig. 13B is tapped, the rank increase confirmation pop-up 56 shown in Fig. 14A is displayed on the display 26.
[0150] The rank-up confirmation pop-up 56 is provided with a pull-down type equipment rank selection operation section 56a for selecting the desired equipment rank. The player operates the equipment rank selection operation section 56a to select the desired equipment rank. The equipment rank selection operation section 56a displays a pull-down menu of selectable equipment ranks, up to the synchronization rank, as candidates. Also, as shown in FIG. 14A, the rank-up confirmation pop-up 56 is provided with a maximum enhancement operation section 56b labeled "Maximum Enhancement." When the maximum enhancement operation section 56b is tapped, the synchronization rank is automatically selected in the equipment rank selection operation section 56a.
[0151] 14A, a decision operation section 56c and a cancellation operation section 56d are displayed in the rank-up confirmation pop-up 56. Also, as shown in Fig. 14A, the synchronization band 34 is displayed superimposed on the decision operation section 56c.
[0152] When the cancel operation section 56d is tapped, the rank up confirmation pop-up 56 is hidden. On the other hand, when the enter operation section 56c is tapped, the synchronization rank function is used, and the equipment rank of the ally character is raised to the equipment rank selected in the equipment rank selection operation section 56a free of charge. Specifically, for example, if the equipment rank selected in the equipment rank selection operation section 56a is "2," the equipment rank is raised to "2" (it is treated as if all equipment of "RANK 1" is equipped). At this time, the character level is also raised to 3, which is necessary to equip all equipment of "RANK 1."
[0153] Fig. 14B is a diagram illustrating an example of a free rank-up completion pop-up 58. When the synchronization rank function is used and the equipment rank of an ally character is increased, as shown in Fig. 14B, a free rank-up completion pop-up 58 is displayed on the display 26. The free rank-up completion pop-up 58 displays text informing the player that the equipment rank has been increased free of charge.
[0154] FIG. 15A is a diagram illustrating an example of a free equipment completion pop-up 59. When the equipment operation section 37b, on which the synchronization band 34 is superimposed, is tapped, the synchronization equipment function is activated, and equipment is equipped free of charge according to the priority described above within the range of the synchronization equipment number. When the synchronization equipment function is activated and equipment is equipped free of charge, a free equipment completion pop-up 59 is displayed on the display 26, as shown in FIG. 15A. The free equipment completion pop-up 59 displays text informing the player that all equipment that can be equipped free of charge has been equipped. Note that when the equipment operation section 37b, on which the synchronization band 34 is superimposed, is tapped, a predetermined pop-up (not shown) may be displayed on the display 26, allowing the player to select the number of pieces of equipment to be equipped using the synchronization equipment function. In this case, the synchronization equipment function is activated according to the player's selection in the predetermined pop-up (not shown).
[0155] FIG. 15B illustrates an example of a free reinforcement completion pop-up 60. When the reinforcement operation section 37c, on which the synchro band 34 is superimposed, is tapped, the synchro equipment reinforcement function is activated, and the equipment reinforcement level of the equipment is reinforced to the maximum free of charge according to the priority described above within the range of the synchro equipment reinforcement number. When the synchro equipment reinforcement function is activated and the equipment reinforcement level of the equipment is reinforced to the maximum free of charge, as shown in FIG. 15B , a free reinforcement completion pop-up 60 is displayed on the display 26. The free reinforcement completion pop-up 60 displays text informing the player that the equipment reinforcement level of the equipment has been reinforced to the maximum free of charge. Note that when the reinforcement operation section 37c, on which the synchro band 34 is superimposed, is tapped, a predetermined pop-up (not shown) may be displayed on the display 26, allowing the player to select the number of pieces of equipment to be reinforced using the synchro equipment reinforcement function and the equipment reinforcement level to be increased. In this case, the synchro equipment reinforcement function is used according to the player's selection in the predetermined pop-up (not shown).
[0156] In this embodiment, for an ally character whose various parameters (character level, skill level, equipment rank, number of pieces of equipment, equipment enhancement level) have been increased using the synchronization function, it is possible to further increase the various parameters for a fee, i.e., by consuming items such as various pieces of equipment owned by the player or in-game currency. Also, in this embodiment, once the synchronization function has been used to increase the various parameters of the ally character, it is not possible to subsequently restore the various parameters of the ally character to the parameters that existed before the synchronization function was used. However, once the synchronization function has been used to increase the various parameters of the ally character, it may be possible to restore the various parameters of the ally character to the parameters that existed before the synchronization rank function was used.
[0157] FIG. 16A is a second diagram illustrating an example of an ally character detail screen on which the synchronization function can be used. FIG. 16B is a first diagram illustrating an example of a free level enhancement completion pop-up 62. When the level enhancement selection operation unit 35b is tapped on the ally character detail screen shown in FIG. 13B, the ally character detail screen shown in FIG. 16A is displayed on the display 26. In this case, as shown in FIG. 16A, a free level-up display unit 61 is displayed above the item display unit 37d in the enhancement detail display area 37. The free level-up display unit 61 includes a pull-down level selection operation unit 61a for selecting the level to which the character level should be increased, and an enhancement operation unit 61b on which the synchronization band 34 is superimposed. The player operates the level selection operation unit 61a to select the desired character level. Note that the level selection operation unit 61a displays a pull-down menu of selectable character levels up to the synchronization level.
[0158] When the strengthening operation unit 61b is tapped, the character level is raised to the character level displayed in the level selection operation unit 61a. After that, when the character level reaches the synchronization level, a free level strengthening completion pop-up 62 is displayed on the display 26, as shown in FIG. 16B . The free level strengthening completion pop-up 62 displays text informing the player that the character level has been raised to the character level that can be raised free of charge. Note that, until the character level of the ally character has been raised to the character level that can be raised free of charge, the use operation unit 37e of the item display unit 37d does not accept any operation from the player, as indicated by hatching in the figure. Note that, in this embodiment, the character level of an ally character whose character level has been raised to the synchronization level using the synchronization function can be further raised for a fee, i.e., by consuming items owned by the player, such as in-game currency or experience point materials.
[0159] In addition, skill level can be raised to the same level as character level for free by using the sync level function, but since the method for raising skill level is the same as for character level, explanation will be omitted.
[0160] Furthermore, when the automatic strengthening operation section 38 with the synchronization band 34 superimposed thereon is tapped, the character level and skill level of the ally character rise to the synchronization level. Furthermore, the equipment rank of the ally character rises to the synchronization rank. Furthermore, equipment is equipped free of charge up to the synchronization equipment number. Furthermore, the equipment enhancement level of the equipment is enhanced free of charge to the maximum within the synchronization equipment enhancement number. In other words, when the automatic strengthening operation section 38 with the synchronization band 34 superimposed thereon is tapped, all available synchronization functions are used. As a result, the character level, skill level, equipment rank, number of equipment, and maximum enhancement number of the ally character are increased free of charge as much as possible.
[0161] FIG. 17A is a diagram illustrating an example of a training orb list pop-up 55. FIG. 17B is a diagram illustrating an example of a rank-up confirmation pop-up 56. FIG. 18A is a first diagram illustrating an example of an ally character details screen after acquiring a training orb. FIG. 18B is a diagram illustrating an example of a free equipment completion pop-up 59.
[0162] When the player owns a training orb and meets certain usage conditions, a training orb icon 54 that functions as an operation unit is displayed in the center of the ally character details screen, as shown in Fig. 13B. Note that the usage conditions may include, for example, clearing normal quest "2-5" and not using any other training orbs on that ally character.
[0163] When the training ball icon 54 is tapped, a training ball list pop-up 55 shown in FIG. 17A is displayed on the display 26. Images of the training balls owned by the player and a use operation section 55a for using each training ball are displayed on the training ball list pop-up 55. When the image of a training ball is pressed and held, the character level and equipment rank that can be increased free of charge by that training ball are displayed on the display 26. An end operation section 51 is also displayed on the training ball list pop-up 55, and when the end operation section 51 is tapped, the training ball list pop-up 55 is hidden.
[0164] When the use operation unit 55a corresponding to the available training orb is operated, a rank up confirmation pop-up 56 shown in Fig. 17B is displayed on the display 26. Note that the following description will be given taking as an example a case where the character level of an ally character is 1, the equipment rank is 1, and when a training orb is used, the equipment rank can be increased to 10 and the character level to 100 free of charge.
[0165] The rank up confirmation pop-up 56 shown in Figure 17B differs from the rank up confirmation pop-up 56 shown in Figure 14A described above in that a training ball band 57 labeled "training ball" is displayed superimposed on the decision operation section 56c.
[0166] In the rank-up confirmation pop-up 56 shown in FIG. 17B, when the cancel operation unit 56d is tapped, the use of the training orb is canceled and the rank-up confirmation pop-up 56 is hidden. Also, in the rank-up confirmation pop-up 56 shown in FIG. 17B, when the enter operation unit 56c is tapped, the training orb is used and the equipment rank of the ally character is raised to, for example, "RANK 2" (it is treated as if all equipment of "RANK 1" is equipped). Also, at this time, if the character level has not yet reached the level required to equip the equipment of "RANK 1", it is raised to the minimum level required to equip it (here, level 3).
[0167] 18A, the ally character details screen displays that the equipment rank has reached RANK 2. Also, the acquisition method operation section 37a is hidden in the strengthening details display area 37. Also, the training orb belt 57 is displayed superimposed on the equipment operation section 37b.
[0168] Furthermore, the training orb band 57 is displayed superimposed on the automatic strengthening operation section 38 and the rank-up operation section 39. When the equipment operation section 37b on which the training orb band 57 is superimposed is tapped, the equipment displayed in the strengthening detail display area 37 is equipped to the ally character free of charge (without consuming equipment owned by the player). When the rank-up operation section 39 on which the training orb band 57 is superimposed is tapped, the equipment rank is increased by 1 free of charge. When the automatic strengthening operation section 38 on which the training orb band 57 is superimposed is tapped, the character level, skill level, and equipment rank of the ally character are increased as much as possible free of charge.
[0169] Then, when the equipment rank reaches RANK 10 and all RANK 10 equipment items have been equipped free of charge, a free equipment completion pop-up 59 is displayed on the display 26, as shown in Fig. 18B. The free equipment completion pop-up 59 displays text informing the player that all equipment that can be equipped free of charge has been equipped.
[0170] Fig. 19A is a second diagram illustrating an example of the ally character detail screen after the player acquires the training orb, and Fig. 19B is a diagram illustrating an example of a free level strengthening completion pop-up 62.
[0171] When the level enhancement selection operation unit 35b is tapped on the ally character details screen shown in FIG. 18A, the ally character details screen shown in FIG. 19A is displayed on the display 26. As shown in FIG. 19A, in the enhancement detail display area 37 of the ally character details screen, a free level-up display unit 61 is displayed above the item display unit 37d. The free level-up display unit 61 is provided with a pull-down level selection operation unit 61a for selecting the level to which the character level should be increased. The player operates the level selection operation unit 61a to select the desired character level. The level selection operation unit 61a displays, in a pull-down menu, candidates for the character level that can currently be increased based on the player level and the character level that can be increased using the training orbs used.
[0172] When the strengthening operation unit 61b is tapped, the character level is raised to the character level displayed in the level selection operation unit 61a. After that, when the character level reaches 100, a free level strengthening completion pop-up 62 is displayed on the display 26, as shown in FIG. 19B. The free level strengthening completion pop-up 62 displays text informing the player that the character level has been raised to the character level that can be raised free of charge. Note that, until the character level of the ally character has been raised to the character level that can be raised free of charge, the use operation unit 37e of the item display unit 37d does not accept any operation from the player, as indicated by hatching in the figure.
[0173] Skill level can be increased to the same level as character level for free by using training orbs, but since the method for increasing skill level is the same as for character level, we will omit the explanation here.
[0174] Once all parameters associated with a training ball ID have been increased free of charge, that training ball ID will be deleted from the allied character database.
[0175] FIG. 20 is a diagram illustrating an example of the collective enhancement screen. When the collective enhancement screen selection operation unit 32 on the ally character confirmation screen of FIG. 13B is tapped, the collective enhancement screen is displayed on the display 26. The collective enhancement screen displays images corresponding to ally characters corresponding to ally character IDs linked to the player ID, whose character level, skill level, equipment rank, number of pieces of equipment, and equipment enhancement stage can be increased. Note that the player can check all of the ally characters whose character level, skill level, equipment rank, number of pieces of equipment, and equipment enhancement stage can be increased by sliding the collective enhancement screen.
[0176] Furthermore, if information indicating that at least one synchronization function is available is linked to an ally character ID in the ally character database, a synchronization band 34 is displayed superimposed on the image of the ally character corresponding to that ally character ID, as shown in FIG. 20 . This notifies the ally character for whom the synchronization band 34 is displayed that at least one synchronization function is available. The display mode of the synchronization band 34 may be varied depending on the type of available synchronization function. Furthermore, a parameter to be increased may be selected based on the player's operation on the collective enhancement screen, and a narrowed-down display of ally characters capable of increasing the selected parameter may be made. In this case, the synchronization band 34 is displayed superimposed on ally characters that can use the synchronization function corresponding to the parameter selected by the player.
[0177] As shown in FIG. 20, the collective enhancement screen also displays a decision operation section 70a and a cancel operation section 70b.
[0178] In Figure 20, the player can select one or more ally characters by tapping on the image of the ally character. Then, when the decision operation unit 70a is operated with one or more ally characters selected, if the synchronization function is available for the selected ally characters, all available synchronization functions are used to increase various parameters. On the other hand, if the synchronization function is not available for the selected ally characters, the character level, skill level, and equipment rank will be increased as much as possible for a fee.
[0179] As described above, the information processing system S allows the player to increase the parameters of all ally characters owned by the player that do not meet the standards for each synchronization function (synchronization level, synchronization rank, number of synchronization equipment, number of synchronization equipment enhancements) free of charge, within the range of the standard for each synchronization function, based on the player's operation. This makes it possible to reduce the risk of an increase in the burden on the player when the player tries to train many of the ally characters he owns. Therefore, it is possible to reduce the risk of the player's motivation to play decreasing due to an increase in the burden on the player.
[0180] Furthermore, since the synchronization functions are used based on the player's operation, it is possible to reduce the processing load on the player terminal 1 and the server 1000. Furthermore, based on the player's operation, it is possible to raise the parameters to any level designated by the player within the range up to the standard of each synchronization function. In other words, it is possible to stop various parameters at a predetermined value designated by the player without raising them up to the standard of each synchronization function. This makes it possible to improve the strategic nature of the game.
[0181] For example, if the character level of an ally character is set to automatically synchronize with the synchronization level, then each time the synchronization level reference value is updated (increased), it is necessary to execute a process to synchronize the character level of the ally character that is to be strengthened for free up to the synchronization level.Similarly, if the equipment rank of an ally character is set to automatically synchronize with the synchronization rank, then each time the synchronization rank reference value is updated (increased), it is necessary to execute a process to synchronize the equipment rank of the ally character that is to be strengthened for free up to the synchronization rank.
[0182] In this embodiment, various parameters of the ally characters that are the targets of using each synchronization function are updated based on the player's operation. This eliminates the need to execute the synchronization process described above each time the reference value of each synchronization function is updated (increased), thereby reducing the processing load on the player terminal 1 and the server 1000.
[0183] In a managed game, the types of ally characters that a player can own tend to increase with character releases that accompany the long-term operation of the game. Therefore, when attempting to execute synchronization processing, the number of ally characters to be synchronized becomes enormous, raising concerns that the processing load on the player terminal 1 and the server 1000 will increase. In this way, when the number of ally characters owned by a player becomes enormous, there is a concern that the processing load will increase if synchronization processing is executed automatically. However, according to this embodiment, each synchronization function is used based on a player's operation, making it possible to suppress the risk of an increase in the processing load on the player terminal 1 and the server 1000 when the synchronization function is used.
[0184] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 1000. Note that here, a description will be given of the basic communication processing for progressing the game and an example of the main communication processing related to free parameter increase, and a description of other processing will be omitted.
[0185] (Functional Configuration of Player Terminal 1) 21 is a diagram illustrating the configuration and computer functions of the storage device 12 in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0186] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, and a display control program 82. Note that the programs listed in Fig. 21 are just examples, and the terminal-side game control program includes many other programs.
[0187] The data storage area 12b is provided with, as storage units for storing data, a game information storage unit 90 and a player information storage unit 91. Note that the above-mentioned storage units are examples, and the data storage area 12b is provided with many other storage units.
[0188] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a.
[0189] Specifically, the CPU 10 runs a game execution control program 80, causing the computer to function as a game execution control unit 80a. Similarly, the CPU 10 runs a battle game execution program 81 and a display control program 82, causing them to function as a battle game execution unit 81a and a display control unit 82a, respectively.
[0190] The game execution control unit 80a controls the overall progress of the game. For example, when logging in, the game execution control unit 80a transmits login information to the server 1000. The game execution control unit 80a also controls the transition of the normal screen. When the overall game information for the game is updated, the game execution control unit 80a receives the game information from the server 1000 and stores it in the game information storage unit 90.
[0191] The battle game executing unit 81a is responsible for control for executing the battle game. For example, the battle game executing unit 81a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.
[0192] The display control unit 82a generates a screen to be displayed on the display 26, and causes the display 26 to display the generated screen.
[0193] (Functional configuration of server 1000) 22 is a diagram illustrating the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0194] The server-side game control program includes a game execution control program 1080, a battle game execution program 1081, a training orb management program 1082, a parameter change program 1083, and a synchronization function management program 1084. Note that the programs listed in Fig. 22 are just examples, and the server-side game control program includes many other programs.
[0195] The data storage area 1012b is provided with a game information storage area 1090 and a player information storage area 1091 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 1012b is provided with many other storage areas.
[0196] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a.
[0197] Specifically, the CPU 1010 runs a game execution control program 1080, causing the computer to function as a game execution control unit 1080a. Similarly, the CPU 1010 runs a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084, causing them to function as a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a, respectively.
[0198] The game execution control unit 1080a controls the progress of the entire game. For example, when the game execution control unit 1080a receives login information from the player terminal 1, it enables the player terminal 1 to acquire player information stored in the player information storage unit 1091. The player information includes the above-mentioned ally character database. Furthermore, when the game information for the entire game is updated, the game execution control unit 1080a reads the updated game information from the game information storage unit 1090 and enables the player terminal 1 to acquire it.
[0199] The battle game execution unit 1081a is responsible for control for executing the battle game.
[0200] When a training ball is used, the training ball management unit 1082a updates the ally character database and stores the training ball ID in association with the ally character ID of the ally character.
[0201] When an operation to change (increase) a parameter is performed through the ally character detail screen or the collective strengthening screen, the parameter change unit 1083a changes (increases) the parameter in accordance with the operation.
[0202] The synchronization function management unit 1084a determines the ranking based on the character level values of the ally characters owned by the player, and determines the character level value corresponding to a predetermined ranking (in this embodiment, the top 20th place) as the synchronization level. Then, it updates the ally character database and stores information that is to be used as the reference value of the synchronization level in association with the ally character ID of the ally character with the determined synchronization level.
[0203] The synchronization function management unit 1084a also updates the ally character database, and stores information indicating that the synchronization level function is available in association with the ally character IDs of ally characters whose character levels are below the synchronization level.
[0204] The synchronization function management unit 1084a also determines the ranking based on the equipment rank values of the ally characters owned by the player, and determines the equipment rank value corresponding to a predetermined ranking (in this embodiment, the top 20th) as the synchronization rank.The ally character database is then updated, and the ally character ID of the ally character with the determined synchronization rank is associated with and stored as information to be used as the synchronization rank reference value.
[0205] The synchronization function management unit 1084a also updates the ally character database, and stores information indicating that the synchronization rank function can be used in association with the ally character ID of an ally character whose equipment rank is less than the synchronization rank.
[0206] The synchronization function management unit 1084a also determines the ranking of the ally characters owned by the player based on the equipment rank values and the number of pieces of equipment, and determines the number of pieces of equipment corresponding to a predetermined ranking (in this embodiment, the top 20th place) as the number of pieces of synchronization equipment.The ally character database is then updated, and the ally character ID of the ally character with the determined number of pieces of synchronization equipment is associated with and stored as information that serves as the reference value for the number of pieces of synchronization equipment.
[0207] The synchronization function management unit 1084a also updates the ally character database to associate and store information indicating that the synchronization function is available with the ally character IDs of ally characters whose equipment rank is synchronization rank and whose number of pieces of equipment is less than the synchronization equipment number. The synchronization function management unit 1084a also updates the ally character database to associate and store information indicating that the synchronization function is available with the IDs of all ally characters whose equipment rank is less than synchronization rank.
[0208] The synchronization function management unit 1084a also determines the ranking of the ally characters owned by the player based on their equipment rank values and their maximum enhancement numbers, and determines the value of the maximum enhancement number corresponding to a predetermined ranking (in this embodiment, the top 20) as the synchronization equipment enhancement number. The ally character database is then updated, and the ally character ID of the ally character with the determined synchronization equipment enhancement number is associated with and stored as information that serves as the reference value for the synchronization equipment enhancement number.
[0209] The synchronization function management unit 1084a also updates the ally character database, and stores information indicating that the synchronization equipment enhancement function is available in association with the ally character IDs of ally characters whose equipment rank is synchronization rank and whose maximum enhancement number is less than the synchronization equipment enhancement number. The synchronization function management unit 1084a also updates the ally character database, and stores information indicating that the synchronization equipment enhancement function is available in association with the IDs of all ally characters whose equipment rank is less than synchronization rank.
[0210] (Specific Processing in the Player Terminal 1 and the Server 1000) FIG. 23 is a flowchart illustrating the synchronization management process in the server 1000. The synchronization management process is executed in the server 1000 at a predetermined trigger set in advance. The predetermined trigger may be, for example, when a player starts a game application on the player terminal 1 and transmits login information to the server 1000. The predetermined trigger may also be, for example, when an ally character confirmation screen is displayed on the player terminal 1. The predetermined trigger may also be, for example, when an ally character detail screen is displayed on the player terminal 1. The predetermined trigger may also be, for example, when a collective strengthening screen is displayed on the player terminal 1. The predetermined trigger may also be, for example, when a screen transition is performed on the player terminal 1. The predetermined trigger may also be, for example, when an operation to change (strengthen) various parameters of an ally character is performed on the player terminal 1.
[0211] When the synchronization management process is executed, the synchronization function management unit 1084a determines the ranking based on the character level values of the ally characters owned by the player (S1-1).The synchronization function management unit 1084a then sets the character level value corresponding to a predetermined ranking (in this embodiment, the top 20th place) from the determined rankings as the synchronization level (S1-2).
[0212] The synchronization function management unit 1084a also determines the ranking based on the equipment rank values of the ally characters owned by the player (S1-3).The synchronization function management unit 1084a then sets the equipment rank value corresponding to a predetermined ranking (in this embodiment, the top 20) from the determined rankings as the synchronization rank (S1-4).
[0213] The synchronization function management unit 1084a also determines the ranking based on the equipment rank and number of pieces of equipment of the ally characters owned by the player (S1-5).The synchronization function management unit 1084a then sets the number of pieces of equipment that corresponds to a predetermined ranking (in this embodiment, the top 20) among the determined rankings as the number of pieces of synchronization equipment (S1-6).
[0214] The synchronization function management unit 1084a also determines the ranking based on the equipment rank and maximum enhancement number of the ally characters owned by the player (S1-7).The synchronization function management unit 1084a then sets the maximum enhancement number value corresponding to a predetermined ranking (in this embodiment, the top 20) from the determined ranking as the synchronization equipment enhancement number (S1-8).
[0215] The synchronization function management unit 1084a updates the ally character database (S1-9) based on the settings made in steps S1-2, S1-4, S1-6, and S1-8. Specifically, the synchronization function management unit 1084a stores, for each ally character ID, information on whether to set a synchronization level as a reference value and information on whether the synchronization level function is available, in association with each other. The synchronization function management unit 1084a also stores, for each ally character ID, information on whether to set a synchronization rank as a reference value and information on whether the synchronization rank function is available, in association with each other. The synchronization function management unit 1084a also stores, for each ally character ID, information on whether to set a synchronization equipment count as a reference value and information on whether the synchronization equipment function is available, in association with each other. The synchronization function management unit 1084a also stores, for each ally character ID, information on whether to set a synchronization equipment count as a reference value and information on whether the synchronization equipment enhancement function is available, in association with each other.
[0216] Furthermore, the synchronization function management unit 1084a sets the ally character database updated in step S1-9 above so that it can be acquired by the player terminal 1 (S1-10).
[0217] As described above, in this embodiment, the processes of steps S1-3, S1-5, and S1-7 are performed separately to determine a ranking based on the equipment rank value, a ranking based on the equipment rank value and the number of pieces of equipment, and a ranking based on the equipment rank value and the maximum number of enhancements, respectively. However, at least two of the processes of steps S1-3, S1-5, and S1-7 may be performed as a single process. For example, the ranking based on the equipment rank value and the number of pieces of equipment determined in step S1-5 may be applied to the ranking based on the equipment rank value determined in step S1-3, and the synchronization rank may be set in step S1-4. Furthermore, for example, the ranking based on the equipment rank value and the number of pieces of equipment determined in step S1-7 may be applied to the ranking based on the equipment rank value determined in step S1-3, and the synchronization rank may be set in step S1-4.
[0218] Figure 24 is a flowchart illustrating ally character detail screen processing in the player terminal 1. When the ally character detail screen is displayed on the display 26, the ally character detail screen processing shown in Figure 24 is executed. In the ally character detail screen processing, when a training orb is used via the training orb list pop-up 55 shown in Figure 17A and an equipment rank is determined via the rank-up confirmation pop-up 56 shown in Figure 17B and the decision operation unit 56c is operated (YES in P1-1), the game execution control unit 80a transmits training orb use information to the server 1000 (P1-2), the training orb use information including the training orb ID linked to the used training orb, the ally character on which the training orb was used, and the determined equipment rank.
[0219] Furthermore, if a training ball ID is linked to an ally character displayed on the ally character details screen based on the ally character database (YES in P1-3), the display control unit 82a displays on the display 26 an ally character details screen on which a training ball band 57 as shown in Figures 18A and 19A is displayed (P1-4).
[0220] Furthermore, if, based on the ally character database, information indicating that each synchronization function can be used is linked to the ally character displayed on the ally character detail screen (YES in P1-5), the display control unit 82a displays on the display 26 an ally character detail screen on which a synchronization band 34 as shown in Figures 13B, 13C, and 16A is displayed (P1-6).
[0221] Furthermore, when an operation to change a parameter is performed (YES in P1-7), the game execution control unit 80a transmits parameter change information indicating the parameter to be changed to the server 1000 (P1-8). Note that the parameter change information may include information such as the ally character ID of the ally character whose parameter is to be changed, information indicating the type of parameter to be changed, information indicating the value of the parameter after the change, information indicating whether the synchronization function is being used, and information indicating whether the training ball function is being used.
[0222] In addition, if the ally character database is changed (YES in P1-9), the display control unit 82a updates and displays the ally character detail screen based on the changed ally character database, and displays various pop-ups shown in Figures 14B, 15A, 15B, 16B, 18B, and 19B (P1-10).
[0223] 25 is a flowchart illustrating the parameter change processing in the server 1000. When the training ball management unit 1082a receives training ball use information (YES in S2-1), it updates the ally character database by storing the training ball ID linked to the ally character ID based on the training ball use information (S2-3). In addition, the training ball management unit 1082a sets the updated ally character database so that it can be acquired by the player terminal 1 (S2-5).
[0224] Furthermore, when the parameter change unit 1083a receives parameter change information (YES in S2-7) and the synchronization function is used (YES in S2-9), it executes a parameter change process (S2-11) that changes various parameters of the ally character (character level, skill level, equipment rank, number of pieces of equipment, equipment strengthening stage) free of charge, and updates the ally character database. At this time, the parameter change unit 1083a changes various parameters of the ally character free of charge to the values of the various parameters specified by the player, based on the received parameter change information.
[0225] In addition, once the various parameters of the ally character have been increased free of charge up to the standards for each synchronization function, the synchronization function management unit 1084a deletes the information corresponding to the synchronization function that was used from the information indicating that the synchronization function linked to the ally character ID can be used.
[0226] Specifically, when the sync level function is used to raise the character level of an ally character up to the sync level free of charge, the sync function management unit 1084a deletes information indicating that the sync level function linked to the ally character ID is available. Furthermore, when the sync rank function is used to raise the equipment rank of an ally character up to the sync rank free of charge, the sync function management unit 1084a deletes information indicating that the sync rank function linked to the ally character ID is available. Furthermore, when the sync equipment function is used to raise the number of equipment items of an ally character up to the sync equipment number free of charge, the sync function management unit 1084a deletes information indicating that the sync equipment function linked to the ally character ID is available. Furthermore, when the sync equipment strengthening function is used to raise the maximum strengthening number of an ally character up to the sync equipment strengthening number free of charge, the sync function management unit 1084a deletes information indicating that the sync equipment strengthening function linked to the ally character ID is available.
[0227] Furthermore, when the training ball function is used (YES in S2-13), the parameter change unit 1083a executes a parameter change process (S2-15) that changes the parameters of the character level or equipment rank of the ally character free of charge, and updates the ally character database. At this time, the parameter change unit 1083a changes the parameters of the character level or equipment rank of the ally character free of charge to the character level or equipment rank specified by the player based on the received parameter change information. Furthermore, when the training ball management unit 1082a has finished increasing all of the parameters associated with the training ball ID free of charge, it deletes the training ball ID from the ally character database.
[0228] Furthermore, if the synchronization function and the training orb function are not being used (YES in S2-17), the parameter change unit 1083a executes a parameter change process (S2-19) that changes the parameters of the ally character for a fee, and updates the ally character database. That is, the character level is increased by consuming items such as in-game currency and experience value materials owned by the player. Alternatively, the equipment rank is increased by consuming items such as various equipment and in-game currency owned by the player. Alternatively, the equipment is equipped by consuming items such as various equipment, various material items, and in-game currency owned by the player. Alternatively, the equipment enhancement level of the equipment is increased by consuming items such as in-game currency owned by the player.
[0229] Furthermore, the parameter change unit 1083a sets the ally character database updated in the above steps S2-11, S2-15, and S2-19 so that it can be acquired by the player terminal 1 (S2-21).
[0230] As described above, the player terminal 1 is provided with a game execution control program 80, a battle game execution program 81, and a display control program 82. The player terminal 1 also functions as a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a. The server 1000 is also provided with a game execution control program 1080, a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084. The server 1000 also functions as a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a. However, some or all of these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.
[0231] Furthermore, in the above embodiment, the division of processing between the player terminal 1 and the server 1000 is merely an example. For example, each of the above processes may be executed by at least one of the player terminal 1 and the server 1000, or by both, and the execution timing and the device that executes the process are not particularly limited.
[0232] Furthermore, the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example. It goes without saying that the processing of the player terminal 1 and the server 1000 can be designed as appropriate within the scope of the object of the present invention.
[0233] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.
[0234] (Processing performed by a computer) A process of linking a game element (in the above embodiment, as an example, equipment) to a game medium (in the above embodiment, as an example, an ally character) owned by the player (in the above embodiment, as an example, step S2-19). A process of determining at least one game medium from the game medium owned by the player as a reference game medium (in the above embodiment, as an example, an ally character that serves as the reference value for the number of Synchro Equipment) (in the above embodiment, as an example, steps S1-6 and S1-9). A process of linking game elements to a specific game medium owned by a player other than the reference game medium (in the above embodiment, as an example, an ally character that can use the Synchro Equipment function) based on the game elements linked to the reference game medium (in the above embodiment, as an example, step S2-11).
[0235] In the above embodiment, the game elements associated with the ally characters are equipment, but the content of the game elements is not limited to this. For example, in addition to various items and equipment, the game elements may include parameter-improving abilities (abilities, skills, etc.) and additional action abilities (abilities, skills, etc.) that can be attached or detached to the ally characters. The parameter-improving abilities may be determined, for example, as a rate by which a predetermined parameter (e.g., HP) of the ally character increases (e.g., a 10% increase in HP). The parameter-improving abilities may be determined, for example, as a numerical value by which a predetermined parameter (e.g., attack power) of the ally character increases (e.g., attack power +5). The additional action abilities may be determined, for example, as a type of skill or ability that the ally character can use in the game.
[0236] The process of linking game elements to game media owned by the player (in the above embodiment, as an example, step S2-19) may include consuming consumable game media linked to the player (in the above embodiment, as an example, items such as various equipment, various material items, and in-game currency owned by the player). The process of linking a game element to a specific game medium based on the game element linked to the reference game medium (in the above embodiment, as an example, step S2-11) does not require consuming the consumable game medium linked to the player. Although the above embodiment illustrates a case where the game media is not consumed when the synchronization function is used, this is not limiting. For example, the amount of game media consumed may be less than when the synchronization function is not used. Furthermore, the game media consumed when the synchronization function is used may be less difficult to obtain than the game media consumed when the synchronization function is not used.
[0237] The process of linking game elements to a specified game medium based on game elements linked to a reference game medium (in the above embodiment, as an example, step S2-11) may include linking the same number of game elements to the specified game medium as the game elements linked to the reference game medium.
[0238] The process of linking game elements to a specified game medium based on game elements linked to a reference game medium (in the above embodiment, step S2-11 is used as an example) may include linking game elements of the same type as the game elements linked to the reference game medium and with the same specified conditions as the game elements linked to the reference game medium to the specified game medium, and linking game elements of a different type than the game elements linked to the reference game medium and with the same specified conditions as the game elements linked to the reference game medium to the specified game medium. The predetermined condition may include at least one of a parameter indicating strength (e.g., rank), a parameter indicating rarity (e.g., rarity), and a location in the game where the game element can be obtained. Note that the location may include the type of battle game (such as level or difficulty) where the game element can be obtained, an in-game shop where the game element can be purchased, gacha, etc.
[0239] When the progress status (in the above embodiment, as an example, the equipment status) linked to the game medium owned by the player (in the above embodiment, as an example, an ally character) satisfies a specific condition (in the above embodiment, as an example, all six pieces of equipment are equipped), a process of changing the value of a specific parameter (in the above embodiment, as an example, the equipment rank) linked to the game medium (in the above embodiment, as an example, step S2-19). A process of determining at least one game medium from the game medium owned by the player as a reference game medium (in the above embodiment, as an example, an ally character that serves as the reference value for the number of Synchro Equipment) (in the above embodiment, as an example, steps S1-6 and S1-9). A process of updating the progress status linked to a specific game medium other than the reference game medium owned by the player based on the progress status linked to the reference game medium (in the above embodiment, as an example, updating the number of pieces of equipment equipped), and changing the value of a specific parameter linked to the specific game medium based on the value of the specific parameter linked to the reference game medium (in the above embodiment, as an example, step S2-11).
[0240] When the progress status linked to the game medium owned by the player satisfies a specific condition, the process of changing the value of a specific parameter linked to the game medium (in the above embodiment, as an example, step S2-19) may include consuming consumable game medium linked to the player (in the above embodiment, as an example, items such as various equipment, various material items, and in-game currency owned by the player). The process of updating the progress status linked to a specified game medium based on the progress status linked to a reference game medium and changing the value of a specific parameter linked to the specified game medium based on the value of a specific parameter linked to the reference game medium (in the above embodiment, as an example, step S2-11) does not require the consumption of consumable game medium linked to the player.
[0241] The progress status may have a plurality of stages (in the above embodiment, as an example, from a stage where no equipment is equipped to a stage where six pieces of equipment are equipped). The process of updating the progress status linked to a specified game medium based on the progress status linked to a reference game medium and changing the value of a specific parameter linked to the specified game medium based on the value of a specific parameter linked to the reference game medium (in the above embodiment, as an example, step S2-11) may include updating the stage of the progress status linked to the specified game medium to the same stage (same number of equipment) as the stage of the progress status linked to the reference game medium (in the above embodiment, as an example, the number of synchro equipment).
[0242] In the above embodiment, the multiple stages of the progress status range from no equipment to six pieces of equipment, but this is not limiting. For example, the relationship between experience points and levels may be applied to the relationship between the progress status and multiple stages. In other words, in a case where a level increases when a certain number of experience points are reached, the multiple stages can be said to be the numerical values of experience points from 0 to the certain number and up to the next level.
[0243] In the above embodiment, information on whether or not to set a reference value for the synchro level and information on whether or not the synchro level function is available is stored for each ally character ID in association with the character database, but this information does not have to be stored in association with the character database. Also, in the above embodiment, information on whether or not to set a reference value for the synchro rank and information on whether or not the synchro rank function is available is stored for each ally character ID in association with the character database, but this information does not have to be stored in association with the character database. Also, in the above embodiment, information on whether or not to set a reference value for the synchro equipment number and information on whether or not the synchro equipment function is available is stored for each ally character ID in association with the character database, but this information does not have to be stored in association with the character database. Also, in the above embodiment, information on whether or not to set a reference value for the synchro equipment enhancement number and information on whether or not the synchro equipment enhancement function is available is stored for each ally character ID in association with the character database, but this information does not have to be stored in association with the character database.
[0244] For example, when the server 1000 receives parameter change information from the player terminal 1, it may refer to the character database and derive the reference value for each synchronization function. The server 1000 may then update the various parameters of allied characters whose synchronization function values are below the reference value free of charge, and update the various parameters of allied characters whose synchronization function values are equal to or greater than the reference value for each synchronization function for a fee. The server 1000 may also check whether there are any problems with the update contents of the various parameters, and update the various parameters if there are no problems.
[0245] Furthermore, the player terminal 1 may derive a reference value corresponding to each synchronization function by referring to the latest character database acquired from the server 1000. Furthermore, when the character database is updated in the server 1000, the player terminal 1 may acquire the updated character database and derive a reference value corresponding to each synchronization function by referring to the latest acquired character database. Then, the player terminal 1 may display an ally character confirmation screen, an ally character detail screen, a collective strengthening screen, etc., based on the derived reference value corresponding to each synchronization function.
[0246] Furthermore, when a player performs an operation to change the character level of an ally character, the player terminal 1 may transmit to the server 1000 parameter change information including information that can identify whether the character level of the ally character is below the synchronization level or equal to or higher than the synchronization level. Furthermore, when a player performs an operation to change the equipment rank of an ally character, the player terminal 1 may transmit to the server 1000 parameter change information including information that can identify whether the equipment rank of the ally character is below the synchronization rank or equal to or higher than the synchronization rank. Furthermore, when a player performs an operation to equip an equipment item on an ally character, the player terminal 1 may transmit to the server 1000 parameter change information including information that can identify whether the number of equipment items on the ally character is below the synchronization equipment number or equal to or higher than the synchronization equipment number. Furthermore, when a player performs an operation to change the equipment enhancement stage of the equipment of the ally character, the player terminal 1 may transmit to the server 1000 parameter change information including information that can identify whether the maximum enhancement number of the ally character is below the synchronization equipment enhancement number or equal to or higher than the synchronization equipment enhancement number.
[0247] Furthermore, in the above embodiment, a case was shown in which a character level can be increased by consuming items (consumable game media) such as in-game currency and experience point materials owned by the player, but a character level may also be increased based on experience points accumulated by winning a battle game.
[0248] In the above embodiment, the ranking is determined based on the character level values of the ally characters owned by the player, and the character level value corresponding to a predetermined ranking (top 20) is set as the reference value for the synchronization level, but this is not limiting. For example, the character level of the ally character with the lowest character level value among the ally characters set by the player in a predetermined slot may be set as the reference value for the synchronization level. Alternatively, the character level of any ally character designated by the player may be set as the reference value for the synchronization level.
[0249] In the above embodiment, the ranking is determined based on the equipment rank values of the ally characters owned by the player, and the equipment rank value corresponding to a predetermined ranking (top 20) is set as the reference value for the synchronization rank, but this is not limited to this. For example, the equipment rank of the ally character with the lowest equipment rank value among the ally characters set by the player in a predetermined slot may be set as the reference value for the synchronization rank. Alternatively, the equipment rank of any ally character designated by the player may be set as the reference value for the synchronization rank.
[0250] In the above embodiment, the ranking of the ally characters owned by the player is determined based on the equipment rank and the number of pieces of equipment, and the number of pieces of equipment corresponding to a predetermined ranking (top 20) is set as the reference value for the number of synchronized equipment, but this is not limiting. For example, the number of pieces of equipment of the ally character with the lowest ranking based on the equipment rank and the number of pieces of equipment among the ally characters set by the player in a predetermined slot may be set as the reference value for the number of synchronized equipment. Alternatively, the number of pieces of equipment of any ally character designated by the player may be set as the reference value for the number of synchronized equipment.
[0251] In the above embodiment, the ranking of the ally characters owned by the player is determined based on the equipment rank and the value of the maximum enhancement number, and the value of the maximum enhancement number corresponding to a predetermined ranking (top 20) is set as the reference value for the number of enhancements for the synchronized equipment. However, this is not limited to this. For example, the maximum enhancement number of the ally character with the lowest ranking based on the equipment rank and the value of the maximum enhancement number among the ally characters set by the player in a predetermined slot may be set as the reference value for the number of enhancements for the synchronized equipment. Alternatively, the maximum enhancement number of any ally character designated by the player may be set as the reference value for the number of enhancements for the synchronized equipment.
[0252] Furthermore, in the above embodiment, the case where the synchronization function is enabled for the character level, skill level, equipment rank, number of pieces of equipment, and equipment enhancement stage has been described, but the targets for which the synchronization function is enabled are not limited to these. For example, the rank or rarity of an ally character may be the target of the synchronization function. The level or rank of a specific skill of an ally character may also be the target of the synchronization function. The number of weapons or armor that can be equipped to an ally character, or the number of skills that an ally character can acquire may also be the target of the synchronization function. The level, rank, and rarity of equipment such as weapons and armor owned by the player may also be the target of the synchronization function. The level, rank, and rarity of synthesis materials owned by the player may also be the target of the synchronization function.
[0253] In addition, in the above embodiment, a case has been shown in which all ally characters owned by the player who do not meet the reference value for each synchronization function can use each synchronization function, but a limit may be placed on the number of ally characters that can use a synchronization function (for example, up to 10). Alternatively, a separate item may be provided that enables the synchronization function, and only ally characters that use that item may be allowed to use the synchronization function.
[0254] Furthermore, in the above embodiment, the use of each synchronization function has been described as enabling various parameters to be changed (increased) to the same value as the reference value of each synchronization function, but this is not limiting. For example, the use of each synchronization function may enable various parameters to be changed (increased) to a value within a predetermined range set based on the reference value of each synchronization function. The predetermined range may be a range of values including the reference value. For example, the predetermined range may be any value within a range of ±X from the reference value, i.e., any value within a range from a value obtained by subtracting value X from the reference value to a value obtained by adding value X to the reference value. Furthermore, for example, the predetermined range may be any value within a range of ±Y% from the reference value, i.e., any value within a range from a value Y% smaller than the reference value to a value Y% larger than the reference value.
[0255] In addition, in this embodiment, the predetermined ranking value for determining the synchronization level, the predetermined ranking value for determining the synchronization rank, and the predetermined ranking value for determining the number of synchronization equipment are all the same value (in this embodiment, the top 20), but this is not limited to this. In other words, in this embodiment, at least some of the predetermined ranking values for determining the synchronization level, the predetermined ranking value for determining the synchronization rank, and the predetermined ranking value for determining the number of synchronization equipment may be different.
[0256] Furthermore, upper limits may be set for various parameters depending on the type of ally character. If the reference value of each synchronization function is higher than the set upper limit of each parameter, the synchronization function may be used to change the various parameters free of charge within the range of the set upper limit of each parameter. Alternatively, if the reference value of each synchronization function is higher than the set upper limit of each parameter, the synchronization function may be used to change the various parameters free of charge within the range of the reference value of each synchronization function, exceeding the set upper limit of each parameter.
[0257] <Modification> The modified examples will be described in detail below. Note that each configuration in the modified examples may be combined with each configuration in the above embodiment. In the following, a description of the same configuration as the above embodiment will be omitted, and only configurations that differ from the above embodiment will be described in detail.
[0258] In the above embodiment, the server 1000 determines the reference value of each synchronization function and updates the ally character database. In contrast, in the modified example, the player terminal 1 determines the reference value of each synchronization function and updates the ally character database. In addition, in the above embodiment, the information used as the reference value of each synchronization function is stored in association with the ally character ID of the ally character. In contrast, in the modified example, the information used as the reference value of each synchronization function is not stored in association with the ally character ID of the ally character, but the reference value of each synchronization function itself is stored.
[0259] FIG. 26 is a flowchart illustrating a synchronization management process in a player terminal 1 according to a modified example. The synchronization management process according to the modified example is executed in the player terminal 1 at a predetermined trigger set in advance. The predetermined trigger may be, for example, the timing when a player starts a game application in the player terminal 1. The predetermined trigger may also be, for example, the timing when an ally character confirmation screen is displayed in the player terminal 1. The predetermined trigger may also be, for example, the timing when an ally character detail screen is displayed in the player terminal 1. The predetermined trigger may also be, for example, the timing when a collective strengthening screen is displayed in the player terminal 1. The predetermined trigger may also be, for example, the timing when a screen transition is performed in the player terminal 1. The predetermined trigger may also be, for example, the timing when an operation is performed in the player terminal 1 to change (strengthen) various parameters of an ally character.
[0260] When the synchronization management process according to the modified example is executed, the game execution control unit 80a of the player terminal 1 determines a ranking based on the character level values of the ally characters owned by the player (P2-1). Then, the game execution control unit 80a sets the character level value corresponding to a predetermined ranking (top 20th in the modified example) among the determined rankings as the synchronization level (P2-2).
[0261] The game execution control unit 80a also determines the ranking based on the equipment rank values of the ally characters owned by the player (P2-3).The game execution control unit 80a then sets the equipment rank value corresponding to a predetermined rank (in the modified example, the top 20) from the determined rankings as the synchronization rank (P2-4).
[0262] The game execution control unit 80a also determines the ranking based on the equipment rank value and the number of pieces of equipment of the ally characters owned by the player (P2-5).The game execution control unit 80a then sets the number of pieces of equipment corresponding to a predetermined rank (top 20 in the modified example) among the determined rankings as the number of synchronized equipment (P2-6).
[0263] The game execution control unit 80a also determines the ranking based on the equipment rank value and the value of the maximum number of enhancements of the ally characters owned by the player (P2-7).The game execution control unit 80a then sets the value of the maximum number of enhancements corresponding to a predetermined ranking (in the modified example, the top 20th place) among the determined rankings as the Synchro Equipment Enhancement Number (P2-8).
[0264] The game execution control unit 80a updates the ally character database (P2-9) based on the settings made in steps P2-2, P2-4, P2-6, and P2-8. The game execution control unit 80a associates and stores information on whether the synchro level function is available for each ally character ID. The game execution control unit 80a also associates and stores information on whether the synchro rank function is available for each ally character ID. The game execution control unit 80a also associates and stores information on whether the synchro equipment function is available for each ally character ID. The game execution control unit 80a also associates and stores information on whether the synchro equipment strengthening function is available for each ally character ID.
[0265] FIG. 27 is a diagram illustrating an ally character database according to a modified example. As shown in FIG. 27, the ally character database according to the modified example stores reference values for each synchronization function. The game execution control unit 80a updates the ally character database based on the synchronization level value determined in step P2-2. The game execution control unit 80a also updates the ally character database based on the synchronization rank value determined in step P2-4. The game execution control unit 80a also updates the ally character database based on the synchronization equipment number value determined in step P2-6. The game execution control unit 80a also updates the ally character database based on the synchronization equipment enhancement number value determined in step P2-8.
[0266] In the modified example, steps P2-3, P2-5, and P2-7 are performed separately to determine a ranking based on the equipment rank value, a ranking based on the equipment rank value and the number of equipment items, and a ranking based on the equipment rank value and the maximum number of enhancements. However, at least two of steps P2-3, P2-5, and P2-7 may be performed as a single process. For example, the ranking based on the equipment rank value and the number of equipment items determined in step P2-5 may be applied to the ranking based on the equipment rank value determined in step P2-3, and the synchronization rank may be set in step P2-4. Furthermore, for example, the ranking based on the equipment rank value and the number of equipment items determined in step P2-7 may be applied to the ranking based on the equipment rank value determined in step P2-3, and the synchronization rank may be set in step P2-4.
[0267] When the execution of the above-described synchronization management process (FIG. 26) is completed on the player terminal 1 side, an ally character detail screen process is executed in the same manner as in the above-described embodiment. That is, if information indicating that each synchronization function is available is associated with an ally character displayed on the ally character detail screen based on the ally character database updated in the above-described synchronization management process (FIG. 26), the display control unit 82a displays on the display 26 an ally character detail screen on which a synchronization band 34 is displayed as shown in FIGS. 13B, 13C, and 16A. Furthermore, when the player performs an operation to change various parameters of an ally character, the game execution control unit 80a transmits parameter change information indicating the parameters to be changed to the server 1000.
[0268] Fig. 28 is a flowchart illustrating parameter change processing in server 1000 according to a modified example. The parameter change processing shown in Fig. 28 is executed in place of the parameter change processing shown in Fig. 25. Note that only differences from the parameter change processing shown in Fig. 25 will be described below.
[0269] When the parameter change unit 1083a of the server 1000 receives parameter change information transmitted from the player terminal 1 (YES in S2-7) and the synchronization function is used (YES in S2-9), it checks whether there is any problem with using the synchronization function (S2-10).
[0270] Specifically, the parameter change unit 1083a of the server 1000 determines the type of synchronization function to be used based on the received parameter change information. The parameter change unit 1083a also derives a reference value for the synchronization function to be used according to the type of synchronization function to be used. The derivation of the reference value for the synchronization function may be performed in the same manner as steps S1-1 to S1-8 in FIG. 23 described above.
[0271] The parameter modification unit 1083a then compares the derived synchronization function reference value with the various parameters of the ally character designated as the target for using the synchronization function in the received parameter modification information to determine whether the synchronization function is available. If the synchronization function is available, i.e., if there is no problem with using the synchronization function, the parameter modification unit 1083a proceeds to step S2-11. If the synchronization function is not available, i.e., if there is a problem with using the synchronization function, the parameter modification unit 1083a proceeds to step S2-11.
[0272] Specifically, for example, the parameter change unit 1083a determines that the synchro level function is usable when the character level of the ally character designated as the target for using the synchro level function is lower than the derived synchro level.Furthermore, the parameter change unit 1083a determines that the synchro level function is unusable when the character level of the ally character designated as the target for using the synchro level function is equal to or higher than the derived synchro level.
[0273] Also, for example, the parameter change unit 1083a determines that the synchro rank function is usable when the equipment rank of the ally character designated as the target for using the synchro rank function is lower than the derived synchro rank.Also, the parameter change unit 1083a determines that the synchro rank function is unusable when the equipment rank of the ally character designated as the target for using the synchro rank function is equal to or higher than the derived synchro rank.
[0274] Furthermore, for example, the parameter change unit 1083a determines that the synchro equipment function is unavailable if the equipment rank of the ally character designated as the user of the synchro equipment function is higher than the synchro rank. Furthermore, the parameter change unit 1083a determines that the synchro equipment function is available if the equipment rank of the ally character designated as the user of the synchro equipment function is synchro rank and the number of pieces of equipment on the ally character is less than the synchro equipment number. Furthermore, the parameter change unit 1083a determines that the synchro equipment function is unavailable if the equipment rank of the ally character designated as the user of the synchro equipment function is synchro rank and the number of pieces of equipment on the ally character is equal to or greater than the synchro equipment number. Furthermore, the parameter change unit 1083a determines that the synchro equipment function is available if the equipment rank of the ally character designated as the user of the synchro equipment function is lower than the synchro rank.
[0275] Furthermore, for example, the parameter modification unit 1083a determines that the synchro equipment enhancement function is unavailable if the equipment rank of the ally character designated as the target for using the synchro equipment function is higher than the synchro rank. Furthermore, the parameter modification unit 1083a determines that the synchro equipment enhancement function is available if the equipment rank of the ally character designated as the target for using the synchro equipment function is synchro rank and the ally character's maximum enhancement number is less than the synchro equipment enhancement number. Furthermore, the parameter modification unit 1083a determines that the synchro equipment enhancement function is unavailable if the equipment rank of the ally character designated as the target for using the synchro equipment function is synchro rank and the ally character's maximum enhancement number is equal to or greater than the synchro equipment enhancement number. Furthermore, the parameter modification unit 1083a determines that the synchro equipment enhancement function is available if the equipment rank of the ally character designated as the target for using the synchro equipment function is lower than the synchro rank.
[0276] As described above, in the modified example, the server 1000 determines whether or not the synchronization function is being used when it receives parameter change information indicating the use of the synchronization function from the player terminal 1. In other words, if it does not receive parameter change information indicating the use of the synchronization function from the player terminal 1, it does not perform processing such as deriving the synchronization function reference value. This makes it possible to prevent the processing load on the server 1000 from increasing.
[0277] Furthermore, in the above-described modified example, the division of processing between the player terminal 1 and the server 1000 is merely an example. For example, each of the above-described processes may be executed by at least one of the player terminal 1 and the server 1000, or by both, and the execution timing and the device that executes the processes are not particularly limited.
[0278] Furthermore, the processing of the player terminal 1 and the server 1000 in the above-described modified example is merely an example. It goes without saying that the processing of the player terminal 1 and the server 1000 can be designed as appropriate within the scope of the present invention.
[0279] The information processing program for executing the processes in the above-described embodiment and modified examples may be stored in a computer-readable non-transitory storage medium and provided as such. Furthermore, the program may be provided as a player terminal or information processing system that includes such a storage medium. Furthermore, the above-described embodiment may also be an information processing method that realizes each function and step shown in the flowchart. [Explanation of symbols]
[0280] 1. Player terminal 1000 servers S Information Processing System
Claims
1. A process of linking game elements to game media owned by a player; determining at least one game medium as a reference game medium from among the game mediums owned by the player; a process of linking the game elements to a predetermined game medium owned by a player other than the reference game medium, based on the game elements linked to the reference game medium; An information processing program that causes a computer to carry out the above.
2. The process of linking the game elements to the game media owned by the player includes: Consuming consumable game media associated with the player; The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: not consuming the consumable game media associated with the player; The information processing program according to claim 1 .
3. The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: The information processing program according to claim 1 or 2, further comprising linking the same number of game elements to the predetermined game content as the number of game elements linked to the reference game content.
4. The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: A case where the game element that is the same type as the game element linked to the reference game medium and has the same predetermined condition as the game element linked to the reference game medium is linked to the predetermined game medium; A case where a game element that is a different type from the game element linked to the reference game medium and has the same predetermined condition as the game element linked to the reference game medium is linked to the predetermined game medium; Including, The predetermined condition is:
3. The information processing program according to claim 1, further comprising at least one of a parameter indicating a level of strength, a parameter indicating a rarity, and a location in the game where the game element can be obtained.
5. a process of changing a value of a specific parameter associated with a game medium owned by a player when a progress status associated with the game medium satisfies a specific condition; determining at least one game medium as a reference game medium from among the game mediums owned by the player; updating the progress status associated with a predetermined game medium other than the reference game medium owned by the player based on the progress status associated with the reference game medium, and changing the value of the specific parameter associated with the predetermined game medium based on the value of the specific parameter associated with the reference game medium; An information processing program that causes a computer to carry out the above.
6. When the progress status associated with the game content owned by a player satisfies the specific condition, the process of changing the value of the specific parameter associated with the game content includes: Consuming consumable game media associated with the player; The process of updating the progress status associated with the predetermined game medium based on the progress status associated with the reference game medium and changing the value of the specific parameter associated with the predetermined game medium based on the value of the specific parameter associated with the reference game medium includes: not consuming the consumable game media associated with the player; The information processing program according to claim 5 .
7. The progress status has a plurality of stages, The process of updating the progress status associated with the predetermined game medium based on the progress status associated with the reference game medium and changing the value of the specific parameter associated with the predetermined game medium based on the value of the specific parameter associated with the reference game medium includes: The information processing program according to claim 5 or 6, further comprising updating the stage of the progress status linked to the specified game medium to the same stage as the stage of the progress status linked to the reference game medium.
8. 1. An information processing method performed by one or more computers, comprising: A process of linking game elements to game media owned by a player; determining at least one game medium as a reference game medium from among the game mediums owned by the player; a process of linking the game elements to a predetermined game medium owned by a player other than the reference game medium, based on the game elements linked to the reference game medium; An information processing method including:
9. 1. An information processing method performed by one or more computers, comprising: a process of changing a value of a specific parameter associated with a game medium owned by a player when a progress status associated with the game medium satisfies a specific condition; determining at least one game medium as a reference game medium from among the game mediums owned by the player; updating the progress status associated with a predetermined game medium other than the reference game medium owned by the player based on the progress status associated with the reference game medium, and changing the value of the specific parameter associated with the predetermined game medium based on the value of the specific parameter associated with the reference game medium; An information processing method including:
10. An information processing system comprising one or more computers, The computer A process of linking game elements to game media owned by a player; determining at least one game medium as a reference game medium from among the game mediums owned by the player; a process of linking the game elements to a predetermined game medium owned by a player other than the reference game medium, based on the game elements linked to the reference game medium; An information processing system that carries out the above.
11. An information processing system comprising one or more computers, The computer a process of changing a value of a specific parameter associated with a game medium owned by a player when a progress status associated with the game medium satisfies a specific condition; determining at least one game medium as a reference game medium from among the game mediums owned by the player; updating the progress status associated with a predetermined game medium other than the reference game medium owned by the player based on the progress status associated with the reference game medium, and changing the value of the specific parameter associated with the predetermined game medium based on the value of the specific parameter associated with the reference game medium; An information processing system that carries out the above.
Citation Information
Patent Citations
Program and information processing device
JP7298766B1