Information processor, game control method, and game program
The method allows first characters to evolve without sacrificing second characters, addressing the player's attachment issue and enhancing gameplay motivation by preserving character value and identity.
Patent Information
- Application Number
- JP2025092750
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-03
- Publication Date
- 2025-08-15
AI Technical Summary
Players in computer games often become attached to characters and find it difficult to accept sacrificing beloved characters for evolution, leading to a sense of loss.
A method where a first character can evolve without consuming associated second characters, allowing all second characters to remain after special evolution, maintaining their value and identity.
Eases the player's sense of loss during character evolution by preserving the value and identity of second characters, enhancing gameplay motivation and excitement.
Smart Images

Figure 2025120256000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to computer games, and in particular to techniques for controlling the evolution of objects. [Background technology]
[0002] Computer games (hereafter simply referred to as "games") often provide players with a variety of "game media." Game media here refers to the digital content, such as characters, items, and experience points, that players use to gain an advantage in the game.
[0003] One of the joys of gaming is collecting, strengthening, and developing game content, especially characters and other objects. Players acquire characters by completing missions (challenges presented during the game), such as quests.
[0004] One method of character development is the concept of "evolution." Generally, character A evolves by combining base character A with material character B. At this time, material character B disappears. In other words, character B is sacrificed for the evolution of character A (see Patent Document 1). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Publication No. 2019-170702 Summary of the Invention [Problem to be solved by the invention]
[0006] The player may become attached to character B through the development of character B. In such a case, the player may find it difficult to accept sacrificing his or her beloved character B in order to evolve character A.
[0007] The present invention was completed based on the above-mentioned problem recognition, and its main purpose is to propose a new method for evolving objects such as characters. [Means for solving the problem]
[0008] In one aspect of the present invention, an information processing device includes an object management unit that sets the first object to be evolvable without consuming the second object when the parameter values of one or more second objects used to determine whether the first object can evolve satisfy a predetermined condition. [Effects of the Invention]
[0009] According to the present invention, it is easier to suppress the player's sense of loss that accompanies the evolution of an object. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 2 is a hardware configuration diagram of the game system. [Figure 2] FIG. 2 is a hardware configuration diagram of a game server. [Figure 3] FIG. 2 is a functional block diagram of the game system. [Figure 4] FIG. 10 is a data structure diagram of a quest definition table. [Figure 5] FIG. 10 is a schematic diagram for explaining the normal evolution of a character. [Figure 6] FIG. 10 is a data structure diagram of play progress information. [Figure 7] FIG. 10 is a diagram of a special evolution screen. [Figure 8] 10 is a flowchart showing the process of a quest. [Figure 9] 10 is a flowchart showing the process of the clearing process in S16 of FIG. 8. [Figure 10] FIG. 10 is a schematic diagram illustrating a modification example of a plurality of evolution methods for the first character CX. [Figure 11]FIG. 10 is a schematic diagram illustrating a modified example of a method for evolving a plurality of first characters CX1 and CX2. DETAILED DESCRIPTION OF THE INVENTION
[0011] [overview] This section will briefly explain the outline of the computer game (hereinafter referred to as "Game X") assumed in this embodiment, followed by a detailed description of the specific configuration and control method of the game system. Game X is a free-to-play (F2P) game that can be played on a smartphone or other device and allows multiple players to participate.
[0012] Players have multiple characters. They use their characters to complete various tasks called "quests" or "missions." In quests, the characters they own compete against enemies. Characters grow by solving (clearing) tasks such as quests. Characters can also be strengthened by equipping them with weapons and armor. Characters can also be strengthened by various items. The stronger a character is, the easier it becomes to defeat stronger enemies.
[0013] In Game X, multiple quests are available. Each quest is associated with a character (object). The player selects one quest from the multiple quests.
[0014] As mentioned above, quests involve a battle game, and defeating an enemy completes the quest. When a player completes a quest, they receive a character corresponding to the quest. By completing multiple quests, the player can obtain multiple characters.
[0015] Characters are set with a parameter called a "K value." Characters evolve by combining characters of the same type. This type of evolution is called "normal evolution." Normal evolution can increase a character's K value. Increasing a character's K value changes the player's advantage in Game X.
[0016] There are two types of characters: "first character" and "second character." One or more second characters are pre-assigned to each first character. A first character can also evolve when the second character meets "special evolution conditions." This type of evolution is called "special evolution." Special evolution makes the first character even more powerful, allowing the player to progress through Game X with an even greater advantage.
[0017] Although details will be described later, in this embodiment, the second character remains even after the first character has undergone special evolution. With this control method, Game X can realize the excitement of the first character achieving special evolution with the cooperation and support of a companion (second character).
[0018] FIG. 1 is a diagram showing the hardware configuration of a game system 200. In the game system 200, a game server 100 and multiple game terminals 102a, 102b, 102c, . . . 102n (hereinafter collectively referred to as "game terminals 102" when referring to them collectively or when no distinction is made) are connected via the Internet 106. In this embodiment, the game terminals 102 are assumed to be smartphones. The game terminals 102 may be portable game consoles or general-purpose computers such as laptop PCs. The game terminals 102 are connected to the Internet 106 wirelessly, but may also be connected via a wired connection. Each player of the game is assigned a unique ID called a player ID. Hereinafter, a player with player ID = P01 will be referred to as "player (P01)." The game server 100 provides game X to each game terminal 102.
[0019] FIG. 2 is a diagram showing the hardware configuration of the game server 100. As shown in FIG. The game server 100 includes a storage 312 as a non-volatile memory for storing computer programs, a volatile memory 304 for expanding programs and data, a processor 300 (CPU: Central Processing Unit) that incorporates registers, an arithmetic unit, an instruction decoder, etc., and reads and executes programs from the memory 304. The processor 300 is connected to a relatively high-speed first bus 302. In addition to the memory 304, a NIC (Network Interface Card) is also connected to the first bus 302. In addition to the memory 304, a GPU Other devices such as a Graphics Processing Unit may also be connected.
[0020] The first bus 302 is connected to a relatively slow second bus 310 via a bridge 308. In addition to a storage 312, an output device 316 such as a monitor or speaker is connected to the second bus 310. An input device 314 such as a mouse or keyboard, and a peripheral device 318 such as a printer may also be connected to the second bus 310.
[0021] FIG. 3 is a functional block diagram of the game system 200. The game system 200 includes a game server 100 and a game terminal 102. Each component of the game server 100 and the game terminal 102 is realized by hardware including computing units such as a CPU and various co-processors, storage devices such as memory and storage, and wired or wireless communication lines connecting them, as well as software stored in the storage devices and supplying processing instructions to the computing units. The computer program may be composed of a device driver, an operating system, various application programs located at higher layers than these, and libraries that provide common functions to these programs. Each block described below represents a functional block, not a hardware configuration. The game server 100 may be configured to include a web server, and the game terminal 102 may be configured to include a portable communication terminal with a web browser installed thereon.
[0022] (Game Server 100) The game server 100 includes a communication unit 112 , a data processing unit 110 , and a data storage unit 114 . The communication unit 112 is responsible for communication processing with the game terminal 102 via the Internet 106. The data storage unit 114 stores various data. The data processing unit 110 executes various processes based on the data acquired by the communication unit 112 and the data stored in the data storage unit 114. The data processing unit 110 also functions as an interface between the communication unit 112 and the data storage unit 114.
[0023] The data store 114 includes a game data store 130 and a player data store 132 . The game data storage unit 130 stores the game program as well as setting information for the game X. The player data storage unit 132 manages information about the player.
[0024] The data processing unit 110 includes a player registration unit 116, an object management unit 118, a mission management unit 120, an evolution recommendation unit 122, and a game control unit 124. The player registration unit 116 accepts player registration from the game terminal 102 via the communication unit 112. When player registration is requested, the player registration unit 116 assigns a player ID to the player.
[0025] The object management unit 118 manages objects (game media) that are to be operated or used in Game X, such as characters and items. The mission management unit 120 manages missions (quests in this embodiment). The evolution recommendation unit 122 gives various advice to the player regarding character evolution. The game control unit 124 controls the basic progress of Game X.
[0026] (game terminal 102) Game terminal 102 includes a user interface processing unit 136 , a communication unit 134 , a data processing unit 138 , and a data storage unit 140 . The user interface processing unit 136 includes an input unit 142 that accepts operations from the player and an output unit 144 that displays images and outputs sound. The communication unit 134 is responsible for communication processing with the game server 100 and other game terminals 102 via the Internet 106. The data storage unit 140 stores various data. The data processing unit 138 executes various processes based on data acquired by the user interface processing unit 136 and the communication unit 134 and data stored in the data storage unit 140. The data processing unit 138 also functions as an interface between the user interface processing unit 136, the communication unit 134, and the data storage unit 140.
[0027] The data processing unit 138 includes a game execution unit 146 . The game execution unit 146 controls the progress of the game in cooperation with the game server 100. The game execution unit 146 of the game terminal 102 may be formed as a software module downloaded from the game server 100 as part of the functions of the game control unit 124.
[0028] The communication unit 134 acquires various game information from the game server 100, and the output unit 144 displays a game screen on the game terminal 102. The input unit 142 detects various inputs by the player, and the game execution unit 146 notifies the game server 100 of the input information via the communication unit 134. In response to this input information, the data processing unit 138, and in particular the game execution unit 146, controls the progress of the game.
[0029] FIG. 4 is a diagram showing the data structure of the quest definition table 160. The quest definition table 160 is stored in the game data storage unit 130 of the game server 100. The quest definition table 160 is data that associates quests with characters. Quests are identified by quest IDs. Characters are identified by character IDs.
[0030] In the quest definition table 160, a total of eight types of quests are associated: seven types of normal quests, quests Q1 to Q7, and one type of specific quest, quest QX. A normal quest is a quest that is always selectable as an execution target by the player. A specific quest is a special quest that cannot be attempted unless a normal quest is cleared. Hereinafter, when there is no particular distinction between normal quests and specific quests, they will simply be referred to as "quests."
[0031] When a quest begins, the player controls a character to fight enemies. The quest is cleared when all enemies have been defeated. After clearing the quest, the object management unit 118 grants the character associated with the quest to the player. For example, since character C1 is associated with quest Q1, when the player clears quest Q1, the object management unit 118 grants character C1 to the player. More specifically, when a quest is cleared, the object management unit 118 performs a lottery (hereinafter referred to as a "character lottery") to determine the number of characters to be granted (hereinafter simply referred to as the "number granted").
[0032] After the quest is cleared, the mission management unit 120 further executes another lottery (hereinafter referred to as a "specific lottery"), and if the specific lottery is a winning one, it sets the specific quest QX to be selectable for a predetermined valid period, for example, 24 hours. Hereinafter, making the specific quest QX selectable is referred to as "enabling" the specific quest. When the specific quest QX is enabled, the player can select the specific quest QX as an object to be performed in addition to the normal quests Q1 to Q7.
[0033] When a player clears a specific quest QX, the object management unit 118 grants the player a character CX that corresponds to the specific quest QX. At this time, the object management unit 118 also executes a character lottery to determine the number of characters CX to be granted. The characters CX obtained in a specific quest are so-called rare characters, and are characters that have unique value, such as being stronger than other characters or being difficult to obtain.
[0034] In this embodiment, the character CX corresponds to the "first character," and the characters C1 to C7 obtained in normal quests correspond to the "second character." The character CX as the first character is associated in advance with the characters C1 to C7 as the second characters. Hereinafter, the character CX will be referred to as the "first character CX," and the characters C1 to C7 will be referred to as the "second characters C1 to C7," as appropriate.
[0035] FIG. 5 is a schematic diagram for explaining the normal evolution of a character. A K value is set for each character in advance. The initial value of the K value is "1" and the maximum value is "99." In this embodiment, when the K value reaches the maximum value of "99," this is called "mastery."
[0036] Assume that a player possesses a second character C1 with a K value of 8. Hereinafter, such a second character C1 will be referred to as "second character C1 (K:08)." Assume that a player possessing second character C1 (K:08) has completed quest Q1 (a quest for character C1). After completion, the object management unit 118 executes a character lottery. The character lottery determines the number of second characters C1 to be granted corresponding to quest Q1.
[0037] When the number of granted characters is 3, the object management unit 118 grants three second characters C1 (K:01) to the player. When the player instructs the synthesis of the second character C1 (K:08) originally owned by the player with the three newly granted second characters C (K:01), the object management unit 118 changes (normal evolution) the second character C1 (K:08) to the second character C1 (K:11) (8 + 1 × 3 = 11). At this time, the object management unit 118 eliminates the three second characters C1 (K:01). That is, in normal evolution, the second character C1 (K:01) with the lower K value is consumed as "material."
[0038] When a player clears a quest QX, the object management unit 118 grants the player a first character CX. The number of characters granted is determined by character lottery. When a player commands the synthesis of multiple first characters CX, the first characters CX also undergo normal evolution in the same manner as the second characters. In this way, by synthesizing characters of the same type, both the first and second characters undergo normal evolution, and the character's K value increases through normal evolution.
[0039] After the quest is cleared and the character is provided, the mission management unit 120 then executes a specific lottery to determine whether or not to activate the specific quest. The probability of winning the specific lottery under normal circumstances is 10%. In other words, since the possibility that the specific quest will be activated after clearing the quest is only 10%, the right to execute the specific quest is a valuable opportunity.
[0040] When a player has one skilled character (hereinafter referred to as "character (skilled)"), the mission management unit 120 changes the probability of winning the specific lottery to 20%. When a player has two or more skilled characters, the mission management unit 120 changes the probability of winning the specific lottery to 40%. The more a player evolves a character, the more likely they are to have an opportunity to complete a specific quest, and ultimately the more likely they are to obtain the rare first character CX. Note that a character's K value will not decrease. The higher a character's K value, the stronger its attack power will be, giving it an advantage in quests.
[0041] FIG. 6 is a diagram showing the data structure of the play progress information 180. The play progress information 180 is stored in the player data storage unit 132 of the game server 100. The play progress information 180 is data that associates a character ID with a K value for each player. Figure 6 shows the play progress information 180 for player (P01).
[0042] As described above, the specific quest QX is associated with the normal quests Q1 to Q7, and each quest is associated with the first character CX and the second characters C1 to C7. The player (P01) is assigned the second character C1 (K:99 (proficiency)), the second character C2 (K:36), the first character CX (K:10), etc.
[0043] The character with the highest K value among the characters is registered in the play progress information 180. For example, if the player (P01) owns a second character C3 (K: 47) and a second character C3 (K: 15), the object management unit 118 registers the second character C3 (K: 47), which has the higher K value, in the play progress information 180. When the second character C3 (K: 47) and the second character C3 (K: 15) are combined, the second character C3 (K: 47) evolves normally to the second character C3 (K: 62) (47 + 15 = 62), and the second character C3 (K: 15), which has the lower K value, is eliminated. In this case, the second character C3 (K: 62) is registered in the play progress information 180.
[0044] 6, of the second characters C1 to C7 and the first character CX owned by the player (P01), the second characters C1 and C4 are "expert." In addition, the player (P01) does not own the second character C6.
[0045] FIG. 7 is a screen view of the special evolution screen 190. The player can display the special evolution screen 190 at any timing while playing game X. The special evolution screen 190 includes a character area 192 and a special evolution button 194. The character area 192 includes eight character buttons 198 corresponding to second characters C1 to C7 and first character CX. In this embodiment, when the first character CX becomes "experienced" and all of the second characters C1 to C7 associated with the first character CX also become "experienced," the special evolution condition is met, and the first character CX becomes eligible for special evolution.
[0046] The output unit 144 assigns a mastery mark 196 to the character button 198 corresponding to the character (skilled). The mastery mark 196 allows the player to visually recognize the type and number of characters (skilled). The K value of the corresponding character is displayed below the character button 198. In FIG. 7, the second character C1 has reached mastery, so the mastery mark 196 is assigned to the character button 198 (C1). The K value of the second character C2 is 36, so the number "36" is displayed below the character button 198 (C2). In addition, because the player (P01) has not acquired the second character C6 (see FIG. 6), the output unit 144 displays the character button 198 (C6) in black.
[0047] When the player touches any of the character buttons 198, the game control unit 124 starts a quest corresponding to the character button 198. For example, when the player touches the character button 198 (C6), the game control unit 124 starts a quest Q6 corresponding to the second character C6. The player can start a quest in which they can develop that character simply by touching the character button 198 corresponding to the character they wish to normally evolve from the character buttons 198 (characters) listed in the character area 192. Note that the character button 198 (CX) can only be selected when a specific quest QX is enabled.
[0048] When the special evolution condition is met, the object management unit 118 sets the first character CX to be evolvable. At this time, the output unit 144 changes the display of the special evolution button 194 from grayed out (unselectable) to selectable. When the special evolution condition is met and the player touches the special evolution button 194, the first character CX (experienced) undergoes special evolution into the "transcendent character SX."
[0049] As mentioned above, the transcendent character SX after special evolution is a powerful character, allowing the player to progress through game X with an even greater advantage. Unlike normal evolution, the second characters C1 to C7 do not disappear after the first character CX undergoes special evolution. In other words, even after the first character CX undergoes special evolution into the transcendent character SX, the second characters C1 to C7 are not consumed as materials and remain in their mastered state. Therefore, the player can challenge quests using the newly acquired transcendent character SX in addition to the second characters C1 to C7.
[0050] FIG. 8 is a flowchart showing the process of a quest. First, the player selects a quest that he or she wants to play from a screen (not shown) that displays a list of multiple quests (S10). The player may also select a quest from the special evolution screen 190.
[0051] The player plays the selected quest (S12). If the quest is cleared (Y in S14), a clearing process is executed (S16). Details of the clearing process will be described in detail with reference to the following Figure 9. If the quest cannot be cleared (N in S14), the clearing process in S16 is skipped. Once the quest is completed, the player can again select the next quest.
[0052] FIG. 9 is a flowchart showing the process of the clearing process in S16 of FIG. When a quest is cleared, the object management unit 118 performs a character lottery to determine the number of characters to be granted (S20). After the number of characters to be granted is determined, the object management unit 118 updates the play progress information 180 as necessary. The object management unit 118 may also perform character synthesis in accordance with instructions from the player, increasing the K value of the character, i.e., evolving the character normally.
[0053] Next, the mission management unit 120 executes a specific lottery (S24). As described above, the probability of winning the specific lottery varies depending on the number of characters (experienced). When the specific lottery is successful (Y in S26), the mission management unit 120 activates the specific quest (S54). During the validity period, the player can select the specific quest QX. If the specific lottery is unsuccessful, the processing of S28 is skipped. The specific quest is automatically invalidated after the validity period has expired, and the specific quest QX is no longer available for selection.
[0054] [Summary] The game system 200 has been described above based on the embodiment. In the game system 200 of this embodiment, the player can not only advance the first character CX to "proficiency" through normal evolution, but also specially evolve the first character CX into a transcendent character SX by advancing all of the second characters C1 to C7 associated with the first character CX to "proficiency." Even after special evolution, the second characters C1 to C7 do not disappear but remain in a skilled state. The player does not need to sacrifice the second characters C1 to C7 that he has carefully nurtured in order to specially evolve the first character CX. Although the second characters have a subordinate attribute to the first character CX in that they contribute to the development (special evolution) of the first character CX, they are not sacrificed for the first character CX, and therefore the unique value and identity of the second characters can be clarified.
[0055] In addition, since the first character CX is leveled up by cultivating not only the first character CX but also the surrounding second characters C1 to C7 to proficiency, the first character CX can be promoted to a transcendent character with the support and encouragement of allies (second characters), creating a gameplay in which the first character CX is elevated to a transcendent character. By maintaining the second characters while specially evolving the first character CX, it becomes easier to stimulate the player's desire to collect and develop second characters.
[0056] As mentioned above, in order to achieve the special evolution conditions, the first character CX and the second characters C1 to C7 must all be trained (normally evolved) until they are all skilled. By imposing such strict conditions, the sense of accomplishment that accompanies the special evolution of the first character CX can be enhanced.
[0057] In this embodiment, quests (missions) and characters (objects) correspond one-to-one. The design is easy for players to understand, as the player can know the characters that can be obtained by clearing a quest before playing it. Furthermore, by playing various quests, various characters can be obtained, so that not only the content of the quests but also the results can be varied.
[0058] Since the player is given the goal of mastering the character, he or she can enthusiastically tackle the quest even if the same quest is played multiple times. Furthermore, in this embodiment, the player is given the larger goal of specially evolving the first character CX, which further stimulates the player's motivation to take on the quest.
[0059] When the player clears the quest, the mission management unit 120 executes a specific lottery. In the specific lottery, the player can have hope for the possibility of obtaining the specific quest, and in turn, the first character CX, which is a valuable rare character associated with the specific quest.
[0060] The present invention is not limited to the above-described embodiments and modifications, and the components can be modified without departing from the spirit of the invention. Various inventions can be formed by appropriately combining multiple components disclosed in the above-described embodiments and modifications. Furthermore, some components can be omitted from all the components shown in the above-described embodiments and modifications.
[0061] Although the game system 200 has been described as being configured with multiple game terminals 102 and one game server 100, some of the functions of the game terminal 102 may be implemented by the game server 100, or some of the functions of the game server 100 may be assigned to the game terminal 102. Furthermore, a third device other than the game terminal 102 or the game server 100 may perform some of the functions of the game server 100 or the game terminal 102. The collection of the functions of the game terminal 102 and the functions of the game server 100 described in FIG. 3 can also be broadly understood as a single "information processing device (game device)." How multiple functions necessary to realize the present invention are allocated to one or more pieces of hardware may be determined in consideration of the processing capabilities of each piece of hardware, the specifications required for the game system 200, and the like.
[0062] [Variations] In this embodiment, a quest in which a player accomplishes a task by interacting with an NPC (Non-Player Character) has been described as an example of a mission. The mission is not limited to a quest-type task. For example, a "mission" may be any condition that a player must accomplish in Game X, such as equipping a specific weapon, obtaining a specific item, increasing a character parameter (e.g., K value) to a predetermined threshold or more, or logging in consecutively a predetermined number of times or more.
[0063] In this embodiment, it has been described that one first character CX is associated with seven second characters C1 to C7. As a modification, the player may be able to select multiple fields. One specific quest and one or more normal quests are associated with a field. After selecting a field, the player selects a quest they wish to play from one or more quests belonging to that field. When a quest is cleared, the object management unit 118 may assign the player a character associated with that quest. In this way, multiple fields, multiple specific quests, and multiple first characters may be prepared in game X.
[0064] A player may be able to obtain a character by a method other than completing a mission. For example, a player may obtain an exchange item while playing game X. The object management unit 118 may grant a character to a player when the player consumes the exchange item. The player may specify the character to be granted, or the object management unit 118 may select the character to be granted by lottery.
[0065] In this embodiment, it has been explained that the special evolution condition is met when the first character CX becomes skilled and all of the second characters C1 to C7 also become skilled. As a modified example, the special evolution condition may be met when all of the second characters C1 to C7 become skilled, even if the first character CX itself is not skilled. In this case, the first character CX can be specially evolved based only on the development level of the second characters.
[0066] The special evolution condition for the first character CX may be satisfied when the total value of the K values of the second characters C1 to C7 reaches a predetermined threshold value, or when a predetermined number or more of the second characters C1 to C7 have reached proficiency.
[0067] The individual conditions for achieving the special evolution condition may be different for each character. For example, the individual condition for the second character C1 may be to achieve proficiency, and the individual condition for the second character C2 may be to have a K value of 55 or greater. The individual condition for the first character CX may be to equip a specific item F. The object management unit 118 may establish the special evolution condition when multiple characters associated with the first character CX (which may include the first character CX itself) achieve their respective individual conditions. The object management unit 118 may change the special evolution condition or the individual conditions depending on the time of day the game is played.
[0068] The first character CX may be set to be able to specially evolve by a method other than character development. For example, a player may obtain a material object while playing game X. The object management unit 118 may specially evolve the first character CX when the player consumes a predetermined amount of material objects. Since the first character can be specially evolved by a method other than character development, the opportunities for specially evolving the first character CX can be expanded.
[0069] In this case, the player may focus on developing the second character or on collecting material objects. By providing multiple methods of special evolution, the player can enjoy strategic thinking in selecting a development method.
[0070] The evolution recommendation unit 122 may advise the player on which of the following is more advantageous: a first method in which the special evolution conditions are met by raising the first and second characters, or a second method in which the special evolution conditions are met by collecting material objects. Specifically, the evolution recommendation unit 122 calculates the progress of the first method based on the total K value of the first and second characters and the total K value required for special evolution using the first method (99 × 8 = 792). In the example shown in FIG. 6, the total K value of the eight characters is 393 (= 99 + 36 + 47 + 99 + 90 + 12 + 0 + 10), so the progress is approximately 49 (%) (= 393 / 792).
[0071] On the other hand, suppose that the special evolution condition for the second method is met when 1,000 material objects are collected. When the player (P01) has collected 438 material objects, the evolution recommendation unit 122 calculates the progress rate for the second method as approximately 43 (%) (= 438 / 1,000). In the above example, since the progress rate for the first method is high, the evolution recommendation unit 122 may advise the player to focus on developing the character rather than collecting material objects.
[0072] Material objects can be set arbitrarily. For example, they may be items dropped during quest play, game points, etc. Material objects may also be provided as gifts from the game management company, login bonuses, etc.
[0073] The object management unit 118 may permit special evolution by the second method only when the special evolution conditions by the first method are not met. Similarly, the object management unit 118 may permit special evolution by the first method only when the number of material objects has not reached the number required for special evolution.
[0074] The abilities and form of the evolved transcendent character SX may be different between the special evolution by the first method and the special evolution by the second method. For example, when the first character CX is specially evolved by the first method, the transcendent character SXR may wear red clothes, and when the first character CX is specially evolved by the second method, the transcendent character SXB may wear blue clothes.
[0075] FIG. 10 is a schematic diagram illustrating a modification example in which a plurality of evolution methods for the first character CX are used. In a modified example, the first character CX may be capable of multiple types of special evolution. Here, two types of evolution, a first evolution and a second evolution, are assumed as special evolutions of the first character CX. The first character becomes stronger at the second evolution than at the first evolution. "Strong" here may mean, for example, that the attack power, durability, etc. become higher.
[0076] A first reference number and a second reference number greater than the first reference number are set for the first evolution and the second evolution, respectively. In the example shown in FIG. 10, the first reference number is "2" and the second reference number is "7." When the first character CX becomes skilled and a second character equal to or greater than the first reference number (2) becomes skilled, the object management unit 118 sets the first character CX as capable of the first evolution. When the player inputs an instruction to execute the first evolution, the object management unit 118 performs the first evolution (special evolution) of the first character CX into the transcendent character SX1.
[0077] When the first character CX becomes skilled and the number of second characters equal to or greater than the second reference number (7) becomes skilled, the object management unit 118 sets the first character CX to be capable of second evolution. When the player inputs an instruction to execute the second evolution, the object management unit 118 performs the second evolution (special evolution) of the first character CX into the transcendent character SX2.
[0078] The object management unit 118 may pre-set whether the first character CX will undergo the first evolution or the second evolution, according to the player's selection. The player can choose whether to evolve the first character CX to the first evolution or to aim for the second evolution, thereby increasing the degree of freedom or strategy of the game X. When the player selects the first evolution, the object management unit 118 immediately evolves the first character CX into the transcendent character SX1 when the first evolution becomes possible for the first character CX. On the other hand, when the player has previously selected the second evolution, the object management unit 118 does not evolve the first character CX to the transcendent character SX1 even when the first evolution becomes possible for the first character CX.
[0079] The evolution recommendation unit 122 may advise (recommend) the player on whether to aim for the first evolution or the second evolution. For example, when the increase in the total K value of the second characters C1 to C7 in the past unit period is less than a predetermined threshold, the evolution recommendation unit 122 may recommend the first evolution to the player, and when the increase is equal to or greater than the threshold, the evolution recommendation unit 122 may recommend the second evolution.
[0080] If the total K value has increased significantly, it is considered that the player is likely to meet the special evolution conditions for the second evolution. On the other hand, if the total K value has not increased much, it is unlikely that the special evolution conditions for the second evolution will be met, or it may take too long for the conditions to be met, so it may be more realistic to aim for the "small sense of accomplishment" achieved by the first evolution. In this way, the evolution recommendation unit 122 may recommend either the first evolution or the second evolution to the player depending on the rate of progress in game X.
[0081] Alternatively, the evolution recommendation unit 122 may recommend the second evolution when the player is the type who challenges a wide variety of quests, and may recommend the first evolution when the player is the type who challenges a limited number of quests. For example, the evolution recommendation unit 122 may calculate the variance of the number of times each of quests Q1 to Q7 has been played, and may recommend the second evolution when the variance is equal to or greater than a predetermined threshold, in other words, when there is little variation in the number of times each quest has been played, and may recommend the first evolution when the variance is less than the threshold.
[0082] For players who are biased in their quest selection, it is more appropriate to recommend the first evolution, since the player is less likely to fulfill the special evolution condition for the second evolution. On the other hand, for players who play a variety of quests evenly, it is more reasonable to recommend the second evolution, since the player is more likely to fulfill the special evolution condition for the second evolution eventually. In this way, the evolution recommendation unit 122 may recommend either the first evolution or the second evolution to the player depending on the play style of Game X.
[0083] After achieving the first evolution, the second evolution may be made achievable. In other words, the first evolution may be a milestone (intermediate goal) leading up to the second evolution. In this case, the player can experience a sense of accomplishment from achieving the first evolution of the first character relatively early on. After achieving the first evolution, the player then aims for the more difficult second evolution. Providing the player with a sense of accomplishment from the first evolution is encouraging, and it makes it easier to maintain the player's motivation to try and reach the difficult goal of the second evolution. In either case of the first evolution or the second evolution, the object management unit 118 maintains the second character without eliminating it.
[0084] FIG. 11 is a schematic diagram for explaining a method of evolving a plurality of first characters CX1 and CX2 as a modified example. There may be multiple first objects. In Fig. 11, multiple second objects are associated with each of the first objects CX1 and CX2. Specifically, second objects C1 to C6 are associated with the first object CX1, and second objects C5 to C10 are associated with the first object CX2. Some second objects, such as second object C5, may be associated with multiple first characters.
[0085] The object management unit 118 sets the first character CX1 to be capable of special evolution when the first character CX1 and the second characters C1 to C6 are each mastered. Furthermore, the object management unit 118 sets the first character CX2 to be capable of special evolution when the first character CX2 and the second characters C5 to C10 are each mastered. Depending on which of the first characters CX1 and CX2 the player aims for special evolution, the player must consider which second character should be prioritized for development (normal evolution). This configuration allows the player to enjoy the strategic thinking of determining the order in which to develop multiple second characters.
[0086] The second characters C5 and C6 are associated with both the first characters CX1 and CX2. In other words, the second characters C5 and C6 are highly versatile characters that contribute to the special evolution of multiple first characters, and therefore are characters that players tend to prioritize over other second characters. In this way, the development value of a second character can be varied depending on the number of first characters associated with the second character.
[0087] The evolution recommendation unit 122 may advise (recommend) the player as to which of the multiple first characters the player should aim for special evolution of. For example, suppose the total K value of the second characters C1 to C6 corresponding to the first character CX1 is 523, and the total K value of the second characters C5 to C10 corresponding to the first character CX2 is 324. In this case, the evolution recommendation unit 122 may recommend to the player that the player aim for special evolution of the first character CX1, since the first character CX1 is closer to special evolution.
[0088] When the player selects one of a plurality of first characters, the evolution recommendation unit 122 may display a list of second characters corresponding to the first character. The screen at this time (hereinafter referred to as the "development screen") is not shown, but the development screen may be configured as a screen on which character buttons 198 corresponding to second characters are arranged, for example, as in the special evolution screen 190 of FIG. 7.
[0089] When the player selects the first character CX1 as the evolution target, a list of character buttons 198 corresponding to each of the second characters C1 to C6 is displayed on the development screen. When the player selects one of the character buttons 198, the game control unit 124 starts the quest corresponding to the selected character button 198. For example, when the player touches the character button 198 (C1), the game control unit 124 may control the game X to transition the screen to a game screen for quest Q1 in which character C1 can be obtained, so that the player can immediately challenge quest Q1. According to this control method, the player can play a quest that contributes to the special evolution of the first character simply by selecting the first character that the player wants to specially evolve.
[0090] When the player (P01) selects the first character CX1 as the first character to be specially evolved, the mission management unit 120 may set only quests Q1 to Q7 and QX that contribute to the special evolution of the first character CX1 to be selectable. When the player (P01) selects the first character CX2, the mission management unit 120 may change the setting to only quests that contribute to the special evolution of the first character CX2 to be selectable.
[0091] The player may select the first character to be the target of special evolution at any timing, or may change the selection at a predetermined time, for example, every three days.
[0092] The first character to be the target of special evolution may be selected by lottery by the object management unit 118. For example, when the object management unit 118 selects the first character CX1 as the first character to be specially evolved, the mission management unit 120 may set only quests that contribute to the special evolution of the first character CX1 to be selectable.
[0093] Different special evolution conditions may be set for each of the multiple first characters. For example, the special evolution condition for first character CX1 may be to master all of the multiple second characters corresponding to first character CX1. The special evolution condition for first character CX2 may be to master three or more of the multiple second characters corresponding to first character CX2. The special evolution condition for first character CX3 may be to collect 800 material objects. By varying the special evolution conditions for each first character in this way, the individuality of the multiple first characters can be further clarified. In addition, the difficulty of special evolution can be varied for each first character. The player must consider the special evolution conditions for each first character, as well as the value (strength, rarity, appearance) of the transcendent character after special evolution, to determine which first character to aim for special evolution.
[0094] Special evolution conditions may be set according to the state or attributes of the first character. For example, a rarity is set in advance for the first character, and the object management unit 118 may set the number of second characters to be mastered according to the rarity. When the rarity of the first character CX1 is R1, the object management unit 118 may set the special evolution condition of the first character CX1 to "the number of second characters (mastered) is 10 or more". Also, when the rarity of the first character CX2 is R2 (<R1), the object management unit 118 may set the special evolution condition of the first character CX2 to be more easily achievable, "the number of second characters (mastered) is 5 or more". According to such a control method, since it becomes more difficult to cause the first character with a higher rarity to undergo special evolution, the sense of achievement of the player when the first character with a higher rarity undergoes special evolution can be enhanced. Also, since it becomes easier for the first character with a lower rarity to undergo special evolution, the player can enjoy the pleasure of considering whether to prioritize the special evolution of the first character with a lower rarity or challenge the special evolution of the first character with a higher rarity.
[0095] Not limited to rarity, the special evolution conditions may be changed based on other parameters. For example, the object management unit 118 may change the special evolution conditions of the first character according to the K value, physical strength value, etc. of the first character. According to such a control method, the player has to select the first character to be the target of special evolution considering the state or attributes of the first character.
[0096] It is not necessary to associate a group of second characters with each first character. For example, the special evolution condition of the first character CX1 may be to bring any three second characters to mastery. In this case, it does not matter which second characters reach mastery. Similarly, the special evolution condition of the first character CX2 may be to bring any ten second characters out of a plurality of second characters to mastery.
[0097] The number of first characters that can be specially evolved may be changed depending on the number of second characters (experienced). For example, the object management unit 118 may set one first character to be specially evolved when the number of second characters (experienced) is five, and may set two first characters to be specially evolved when the number of second characters (experienced) is seven. In this way, by achieving a high level of skill in a number of second characters, more first characters may be set to be specially evolved. According to this control method, the more second characters a player achieves a level of skill, the more first characters can be specially evolved, making the design easier for the player to understand.
[0098] The object management unit 118 may determine the special evolution condition based on the K value or a parameter other than proficiency. The parameter here is not limited to a parameter that only increases, such as the K value, but may also be a parameter that can be increased or decreased, such as a vitality value (hit points). As an example, the special evolution condition for the first character may be met when the vitality values of multiple second characters associated with the first character are all between 1(%) and 5(%), in other words, when all of the multiple second characters associated with the first character are on the verge of death.
[0099] In this embodiment, the mission management unit 120 may select a quest by lottery. Specifically, the mission management unit 120 may select one of the normal quests Q1 to Q7 by lottery. When the specific quest QX is enabled, the player may select either the normal quest or the specific quest selected by lottery as the quest to be executed.
[0100] The K value may be set as a parameter of an object other than a character, such as a gem, a weapon, an armor, or a medicine.
[0101] A player may designate only one second character that the player wishes to develop as a priority character. For example, when the player (P01) designates the second character C2 as the priority character, the object management unit 118 may change the settings of the lottery table so that the number of points awarded in the character lottery executed after clearing quest Q2 (the quest for second character C2) is greater than in other quests. By designating a priority character, the player can promote the development of some characters.
[0102] Restrictions may be placed on the designation of the key character. For example, a rarity may be set in advance for the second character, and the player may designate only second characters whose rarity is equal to or less than a predetermined value as key characters. According to this control method, even if a second character has a low rarity, designating it as a key character can promote its development, thereby increasing the player's motivation to develop second characters with low rarity.
[0103] In addition to rarity, restrictions may be placed on the designation of key characters based on other parameters such as K value, stamina value, etc. For example, the object management unit 118 may accept designation as key characters only from second characters whose development has not progressed to a certain level and whose K value is less than 30. This control method can promote the development of second characters that take a long time to master, thereby increasing the player's motivation to develop second characters that have not progressed to a certain level.
[0104] The output unit 144 may display a possession screen (not shown) that displays a list of characters owned by the player or characters not owned by the player. The possession screen also displays the K value of each character. The player touches the character they wish to develop on the possession screen. When the player (P01) touches, for example, the second character C3 on the possession screen, the game control unit 124 may transition the screen to a game screen in which the quest Q3 associated with the second character C3 can be played.
[0105] When a first character undergoes special evolution, the object management unit 118 may change the parameters (e.g., K value) of the second character while leaving the second character associated with the first character. For example, when the first character CX1 achieves special evolution, the object management unit 118 may halve the K values of the multiple second characters C1 to C7 associated with the first character CX1. After the K value halving process, when all of the multiple second characters C1 to C7 have again reached proficiency, the object management unit 118 may evolve the transcendent character SX after special evolution to an even higher level.
[0106] Alternatively, when the first character CX1 achieves special evolution, the object management unit 118 may also effect special evolution in conjunction with the first character CX1 of one of the plurality of second characters C1 to C7 associated with the first character CX1.
[0107] The relationship between the first character and the second character does not need to be fixed. For example, in a first period (e.g., May), character A may be the first character, and character B may be the second character corresponding to character A. In a different second period (e.g., June), character B may be the first character, and character A may be the second character corresponding to character B. In this way, the object management unit 118 may change the roles of the first character and the second character depending on the time of year.
[0108] Furthermore, when character A is the first character, character B may be the second character corresponding to first character A, and when character B is the first character, character C may be the second character corresponding to first character B. Furthermore, when character C is the first character, character A may be the second character corresponding to first character C. In this way, the object management unit 118 may flexibly set the "roles" of the first and second characters for each relationship between characters.
[0109] In this embodiment, it has been described that a specific lottery is held after a quest is cleared, and the specific quest is enabled as a result of the specific lottery. As a variation, the mission management unit 120 may hold a specific lottery when a quest is not cleared, and may enable the specific quest for a certain period of time when the quest is cleared without holding a specific lottery.
[0110] When a predetermined selection condition is met during a quest, the mission management unit 120 may activate the specific quest without executing a specific lottery, or may increase the probability of winning the specific lottery. For example, the mission management unit 120 may determine that the selection condition is met when the player clears the quest without continuing, or when they clear the quest without taking any damage, or when they clear the quest within a predetermined time.
[0111] After the character lottery, the object management unit 118 may automatically execute character synthesis (normal evolution). For example, if the player (P02) has the second character C5 (K:14) and acquires four second characters C5 (K:01), the object management unit 118 may automatically normal evolve the second character C5 (K:14) into the second character C5 (K:18).
[0112] The following inventions can be understood from the above description of the embodiments and modifications. A1. An information processing device comprising an object management unit that sets the first object to be evolvable without consuming the second object when the parameter values of one or more second objects for determining whether the first object can evolve meet a predetermined condition.
[0113] According to the invention described in A1, when a player evolves a first object based on a second object, the player can continue to own the second object after the evolution. This eliminates the need to sacrifice the second object for the first object, making it easier for the player to develop a desire to develop or an attachment to the second object.
[0114] A2. The information processing device according to A1, wherein the object management unit sets the first object to be evolvable when each of a plurality of second objects associated with the first object fulfills the condition.
[0115] According to the invention described in A2, the player needs to develop the second objects evenly so that each of the second objects can fulfill its condition. Because the player needs to interact with many second objects, this makes it easier to enjoy the inherent depth of the game.
[0116] A3. The information processing device according to A1, wherein the object management unit sets the first object to be evolvable when the first object also satisfies the condition in addition to the one or more second objects.
[0117] According to the invention described in A3, it is necessary to fulfill the conditions not only for the second object but also for the first object to be evolved. This increases the difficulty of evolving the first object (special evolution), making it easier for the player to feel a greater sense of accomplishment when evolving the first object.
[0118] A4. There are multiple secondary objects that each have a different mission associated with them. The information processing device according to any one of A1 to A3, wherein the object management unit, when a player accomplishes one of a plurality of missions, is capable of updating a parameter value of a second object associated with the accomplished mission.
[0119] According to the invention described in A4, the player can know in advance the object that will be obtained when the mission is completed before the mission is executed, which makes the design easy for the player to understand. Also, by associating the mission with the object, it is possible to add variety not only to the content of the mission but also to the results.
[0120] A5. An information processing device described in any of A1 to A4, wherein the object management unit sets the first object to be evolvable when a material object is consumed, even if one or more second objects cannot fulfill the condition.
[0121] According to the invention described in A5, the first object can be evolved in a variety of ways, making it easier to evolve the first object and giving the player the fun of choosing a method for evolution.
[0122] A6. One or more second objects are associated with multiple first objects, An information processing device described in any of A1 to A5, wherein the object management unit sets a larger number of first objects to be evolvable when the number of second objects that satisfy the condition is greater than or equal to a first threshold value than when the number is less than the first threshold value.
[0123] According to the invention described in A6, a large number of first objects can be evolved by achieving the conditions for a large number of second objects, which further stimulates the player's motivation to develop the second objects.
[0124] According to the invention described in A7, the first object can evolve into either a first evolution or a second evolution, An information processing device described in any of A1 to A6, wherein the object management unit sets the first object to be capable of a first evolution when the number of second objects that have fulfilled the condition reaches a first reference number, and sets the first object to be capable of a second evolution when the number of second objects that have fulfilled the condition reaches a second reference number that is greater than the first reference number.
[0125] According to the invention described in A7, the first object can be evolved in a plurality of directions, which allows the player to enjoy thinking about the direction of evolution.
[0126] A8. The information processing device according to A7, further comprising an evolution recommendation unit that recommends either the first evolution or the second evolution to the player depending on a second object possessed by the player.
[0127] According to the invention described in A8, it is possible to realize a game design that is easy for players to understand by giving them advice while giving them freedom in the direction of evolution.
[0128] A9. Multiple first objects are associated with different second objects, The information processing device described in any of A1 to A8, wherein the object management unit sets a first first object as evolvable when one or more second objects associated with the first first object fulfill the condition, and sets the second first object as evolvable when one or more second objects associated with the second first object fulfill the condition.
[0129] According to the invention described in A9, which first object evolves is determined depending on the breeding status of the second object, so that the player can be given an opportunity to consider which second object to breed first.
[0130] A10. The information processing device described in A9, further comprising an evolution recommendation unit that recommends to the player either the first first object or the second first object as an evolution goal depending on the second object owned by the player.
[0131] According to the invention described in A10, it is possible to realize a game design that is easy for the player to understand by giving the player advice while giving the player the freedom to select an evolution goal from a plurality of first objects.
[0132] A11. A game control unit that controls the progress of a game based on a first object and a second object; the evolution recommendation unit displays a list of second objects corresponding to the first objects recommended as the evolution goal; The information processing device described in A10, wherein the game control unit, when a player selects any of the listed second objects, transitions the game screen to a scene where a mission can be performed that can update the parameter value of the selected second object.
[0133] According to the invention described in A11, not only can the player easily check the second object related to the evolution of the first object, but also the player can immediately move to a game screen for raising such second object, thereby realizing a game design that is friendly to the player.
[0134] A12. An information processing device described in any of A1 to A11, wherein the object management unit sets the specified first object as evolvable when a player designates one of a plurality of first objects as an evolution target and one or more second objects associated with the designated first object fulfill the condition.
[0135] According to the invention described in A12, the player can select a first object to be evolved, thereby providing the player with the enjoyment of considering which first object should be evolved when there are multiple first objects.
[0136] A13.Multiple first objects are associated with different conditions, The information processing device described in A12, wherein the object management unit sets the specified first object to be evolvable when one or more second objects associated with the specified first object fulfill the conditions for being associated with the specified first object.
[0137] According to the invention described in A13, the evolution conditions can be made different for each first object, so that the individuality of the first object can be made clearer.
[0138] A14. The computer determines whether or not one or more parameter values of the second object for determining whether or not the first object can evolve satisfy a predetermined condition; When the condition is achieved, the computer sets the first object to be evolvable without consuming the second object.
[0139] According to the invention described in A14, it is possible to achieve the same effect as the invention described in A1.
[0140] A15. A function for determining whether or not one or more parameter values of a second object for determining whether or not the first object can evolve have met a predetermined condition; a function of setting the first object to be evolvable without consuming the second object when the condition is met.
[0141] According to the invention described in A15, it is possible to achieve the same effect as the invention described in A1. [Explanation of symbols]
[0142] 100 game server, 102 game terminal, 106 Internet, 110 data processing unit, 112 communication unit, 114 data storage unit, 116 player registration unit, 118 object management unit, 120 mission management unit, 122 evolution recommendation unit, 124 game control unit, 130 game data storage unit, 132 player data storage unit, 134 communication unit, 136 user interface processing unit, 138 data processing unit, 140 data storage unit, 142 input unit, 144 output unit, 146 game execution unit, 160 quest definition table, 180 play progress information, 190 special evolution screen, 192 character area, 194 special evolution button, 196 mastery mark, 198 character button, 200 game system, 300 processor, 302 first bus, 304 memory, 308 bridge, 310 second bus, 312 storage, 314 Input devices, 316 Output devices, 318 Peripherals
Claims
[Claim 1] An information processing device comprising an object management unit that sets the first object to be evolvable without consuming the second object when the parameter values of one or more second objects for determining whether the first object can evolve meet a predetermined condition.
Citation Information
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