Program and recording medium
The system enables mutual conversion between characters and items in games, overcoming storage limits and maintaining diversity by allowing players to convert characters into items and back, thus increasing the number of possessable game elements.
Patent Information
- Application Number
- JP2025106054
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-24
- Publication Date
- 2025-08-22
AI Technical Summary
Existing games impose limits on the number of characters and items a player can possess, leading to difficulties in acquiring new characters and reducing game diversity due to storage capacity constraints and data volume considerations.
A system that allows mutual conversion between characters and items using common and unique data types, enabling players to convert characters into items and vice versa while maintaining game diversity by sharing parameter data.
This approach substantially increases the number of possessable game elements while preserving game variety by allowing players to convert characters into items and back without losing player enhancements.
Smart Images

Figure 2025123514000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a recording medium. [Background technology]
[0002] For example, in games such as role-playing games (hereinafter referred to as RPGs), a player gives instructions to characters in the game to make them take actions, and uses items that the player possesses to progress through the game. In conventional games, there is an upper limit on the number of characters and items that a player can possess (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5577427 Summary of the Invention
[0004] Patent Document 1 describes that there is an upper limit to the number of characters that a player can own, and that characters that the player gives up owning can be converted into points that can be used to change the parameters of characters that the player owns. [Problem to be solved by the invention]
[0005] Patent Document 1 also suffers from the problem that a player who has reached the character limit cannot acquire a new character unless they give up the characters they previously owned. Increasing the upper limit on the number of characters a player can possess is not easy because the amount of data set for each character, including parameters, images, sounds, etc., is greater than the amount of data set for each item, and the required storage capacity increases. Furthermore, even for items with large data volumes, an upper limit may be set on the number that can be possessed. Furthermore, reducing the amount of data set for each character to increase the upper limit on the number of characters a player can possess could reduce the diversity of characters and make it difficult to process diverse games.
[0006] The present invention has been made in consideration of the above-mentioned problems, and aims to substantially increase the number of game elements, such as characters and items, which have a possession limit, that can be possessed while maintaining diverse game processing. [Means for solving the problem]
[0007] In order to solve the above-mentioned problems, the program of claim 1 of the present application is characterized in that it causes a computer to function as: management means for managing a first game element that performs an action in a game at the instruction of a player, and a second game element that is used in a game at the instruction of a player, using a first type of data that is set commonly to the first and second game elements, and a second type of data that is set to either one of the first or second game elements; and mutual conversion means for receiving an instruction from a player to mutually convert the first and second game elements, discarding the second type of data, and mutually converting the first and second game elements using a value based on the first type of data. [Effects of the Invention]
[0008] According to the present invention, it is possible to substantially increase the number of game elements that have a possession limit while maintaining a variety of game processes. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a configuration diagram of an example of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a computer according to the present embodiment. [Figure 3] FIG. 1 is a processing block diagram of an example of an information processing system according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram illustrating an example of parameters of an egg. [Figure 5] FIG. 2 is a diagram illustrating an example of parameters of a pet. [Figure 6] 10 is a flowchart illustrating an example of a process for converting an egg into a pet. [Figure 7] 10 is a flowchart of an example of a process for converting a pet into an egg. [Figure 8] 10 is a flowchart illustrating an example of a strengthening process according to the level of a pet in the information processing system according to the present embodiment. [Figure 9] FIG. 10 is an image diagram of an example of a screen for strengthening a pet with an item in the information processing system according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] Next, an embodiment of the present invention will be described in detail. [First embodiment] <System configuration> Fig. 1 is a configuration diagram of an example of an information processing system according to this embodiment. In the information processing system 1 of Fig. 1, one or more client terminals 2 and a game server device 3 are connected via a network 4 such as the Internet.
[0011] The client terminals 2 are terminal devices operated by players, such as PCs, smartphones, tablets, or dedicated game machines for home or commercial use. The game server device 3 manages and controls the games played by players on the client terminals 2, and handles in-game billing and other operations.
[0012] The present invention can be applied to a single game device as well as the client-server information processing system 1 shown in Fig. 1. The information processing system 1 in Fig. 1 is just one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the game server device 3 in Fig. 1 may be a single computer, or may be distributed across multiple computers.
[0013] <Hardware configuration> Client Terminal and Game Server Device The client terminal 2 and the game server device 3 in Fig. 1 are realized by, for example, a computer having the hardware configuration shown in Fig. 2. Fig. 2 is a diagram showing an example of the hardware configuration of a computer according to this embodiment.
[0014] 2 includes an input device 501, a display device 502, an external I / F 503, a RAM 504, a ROM 505, a CPU 506, a communication I / F 507, and an HDD 508, all of which are interconnected by a bus B. The input device 501 and the display device 502 may be connected and used when necessary.
[0015] The input device 501 is a touch panel, operation keys, buttons, keyboard, mouse, etc. that the player uses to input various signals. The display device 502 is a display such as a liquid crystal or organic EL display that displays the screen. The communication I / F 507 is an interface that connects the computer to the network 4. This allows the computer to perform data communication via the communication I / F 507.
[0016] The HDD 508 is an example of a non-volatile storage device that stores programs and data, such as the OS, which is the basic software that controls the entire computer, and applications that provide various functions on the OS.
[0017] Instead of the HDD 508, the computer may use a drive device that uses a flash memory as a storage medium (for example, a solid state drive (SSD)).
[0018] The external I / F 503 is an interface with an external device. The external device may be a recording medium 503a. This allows the computer 500 to read from and / or write to the recording medium 503a via the external I / F 503. The recording medium 503a may be a flexible disk, a CD, a DVD, an SD memory card, a USB memory, or the like.
[0019] The ROM 505 is an example of a non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. The ROM 505 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer starts up. The RAM 504 is an example of a volatile semiconductor memory (storage device) that temporarily retains programs and data.
[0020] The CPU 506 is a computing device that reads programs and data from storage devices such as the ROM 505 and HDD 508 onto the RAM 504 and executes processing to realize overall control and functionality of the computer.
[0021] The client terminal 2 and the game server device 3 according to this embodiment can realize various processes, which will be described later, by executing a program on a computer having the above-described hardware configuration, for example.
[0022] <Software configuration> The software configuration of the information processing system 1 according to this embodiment will be described. The information processing system 1 of FIG. 1 is realized by, for example, the processing blocks shown in FIG. 3. FIG. 3 is a processing block diagram of an example of the information processing system according to this embodiment. Note that, in the processing blocks of FIG. 3, parts that are not necessary for the explanation of this embodiment are omitted.
[0023] The game server device 3 of the information processing system 1 executes a program to implement a communication unit 10, a control unit 20, and a storage unit 30. The control unit 20 includes a game progression unit 21 and a data management unit 22. The storage unit 30 includes a game information storage unit 31, a player information storage unit 32, a character information storage unit 33, and an item information storage unit 34.
[0024] Furthermore, the client terminal 2 of the information processing system 1 executes a program to realize an operation reception unit 50, a control unit 60, a storage unit 70, a communication unit 80, and a screen display unit 90. The control unit 60 has a configuration including a character management unit 61, an item management unit 62, and a mutual conversion processing unit 63.
[0025] The communication unit 10 of the game server device 3 communicates with the client terminal 2. The control unit 20 performs processing to allow players to play the game on the client terminal 2. The storage unit 30 stores various information related to the game.
[0026] Furthermore, the game progression unit 21 of the control unit 20 refers to various types of information stored in the memory unit 30 and performs various processes for progressing the game based on operations received from the player by the client terminal 2. The data management unit 22 manages the various types of information stored in the memory unit 30.
[0027] The player information storage unit 32 stores player information related to players. The character information storage unit 33 stores character information related to characters who act in the game. The character information includes parameter values that represent the characteristics of each character. Characters also include pets, which will be described later. The item information storage unit 34 stores item information related to items used in the game.
[0028] The characters and items owned (possessed) by each player are represented by associating player information with character information and item information. Note that the upper limit on the number of characters and the upper limit on the number of items that each player can own are set separately. Generally, the upper limit on the number of characters is set lower than the upper limit on the number of items. This is because the amount of data set for each item is often smaller than the amount of data set for each character. Furthermore, the game information storage unit 31 stores information other than player information, character information, and item information that is necessary for players to play the game.
[0029] An operation reception unit 50 of the client terminal 2 receives operations from a player operating the client terminal 2. Furthermore, a control unit 60 performs processing related to the game in the client terminal 2. A character management unit 61 of the control unit 60 acquires character information from the data management unit 22 of the game server device 3 and stores it in a storage unit 70. The character management unit 61 manages the character information stored in the storage unit 70.
[0030] Furthermore, the item management unit 62 acquires item information from the data management unit 22 of the game server device 3 and stores it in the storage unit 70. The item management unit 62 manages the item information stored in the storage unit 70. As will be described later, the mutual conversion processing unit 63 performs conversion processing from eggs, which are an example of items, to pets, which are an example of characters, and conversion processing from pets to eggs. The communication unit 80 communicates with the game server device 3. The screen display unit 90 displays the screen of the client terminal 2.
[0031] 3 is an example, and at least a part of the processing blocks of the game server device 3 may be provided in the client terminal 2, or a part of the processing blocks of the client terminal 2 may be provided in the game server device 3. For example, the mutual conversion processing unit 63 may be provided in the game server device 3.
[0032] In the information processing system 1 according to this embodiment, the progress of the game and display control may be performed by the client terminal 2 or by the game server device 3. Furthermore, in the information processing system 1 according to this embodiment, the conversion process from pets to eggs and the conversion process from eggs to pets may be performed by the client terminal 2 or by the game server device 3.
[0033] The control unit 60 of the client terminal 2 may be of a browser type that receives page data written in HTML (Hyper Text Markup Language) or the like, or scripts contained in the page data, from the game server device 3 and performs game-related processing, or the control unit 60 of the client terminal 2 may be of an application type that performs game-related processing based on an installed application.
[0034] <Overview of the character and item conversion process> Here, the mutual conversion process between characters and items in the game of this embodiment will be described. Pets in the game of this embodiment are an example of characters. Eggs in the game of this embodiment are an example of items. In the game of this embodiment, a player can use an egg to change an egg, which is an item, into a pet, which is a character. The player can also change a pet, which is a character, back into an egg, which is an item.
[0035] Eggs have the original function of being items that change the parameters of the item or character to which they are combined by combining them with other eggs or with a character.
[0036] FIG. 4 is a configuration diagram showing an example of egg parameters. The egg parameters shown in FIG. 4 include pet type, pet name, level, egg individual value, and composite added individual value. The pet type included in the egg parameters indicates the type of pet that will change from the egg when that egg is used. The pet name indicates the name of the pet that will change from the egg. The level indicates the level of the pet that will change from the egg.
[0037] The Egg IVs included in the Egg parameters are the individual values of the pet that change from the Egg, and include the pet's rarity, level cap, attributes, and personality. Pet rarity is a parameter that represents the value of the pet, such as its rarity and difficulty of obtaining it. Level cap is the upper limit of the pet's level that changes from the Egg. Attributes represent the attributes of the pet that change from the Egg. Personality represents the personality of the pet that changes from the Egg. Additionally, the Combined IVs are bonus values obtained by combining items such as Eggs, and include HP bonus, attack power bonus, shooting power bonus, and magic attack power bonus. Combined IVs represent the value added to the pet's ability values, which are described below.
[0038] Since an enhanced pet can be returned to an egg, the parameters of the egg in Figure 4 include parameters that reflect the enhancements that the player has made to the pet, such as the level it reached while it was a pet and the composite added individual value, which is the bonus value it gained while it was a pet.
[0039] Figure 5 is a diagram showing an example of pet parameters. The pet parameters shown in Figure 5 include pet type, pet name, experience points, level, ability value, egg individual value, combined added individual value, and item added individual value. The pet parameters in Figure 5 are the egg parameters in Figure 4 with the experience points, ability values, and item added individual value added.
[0040] Experience points are the experience points a pet has gained, and when it reaches the required experience points, it will level up. Players can use eggs as materials to synthesize pets, allowing the pets to gain experience points. Note that eggs have a rarity depending on the pet after use, so the experience points gained when synthesized as materials can vary depending on the rarity.
[0041] Ability scores are the base parameter values of a pet according to its level. The pet's ability scores shown in Figure 5 include HP, striking power, shooting power, magical attack power, striking defense, shooting defense, magical attack defense, and attribute values. Additionally, the item-added individual value indicates the ID of an item that adds a value to the pet's ability score, such as an item equipped to the pet.
[0042] In the information processing system 1 according to this embodiment, the number of pet parameter items shown in FIG. 5 is greater than the number of egg parameter items shown in FIG. 4, thereby realizing diversity in pets.
[0043] Furthermore, in the information processing system 1 according to this embodiment, the data length of the egg parameters is set to a data length that allows them to be treated as items by reducing the number of egg parameter items shown in Fig. 4 compared to the pet parameter items shown in Fig. 5. However, in the information processing system 1 according to this embodiment, as shown in Fig. 4, the details of the enhancements made to the pet by the player are retained as egg parameters, so the enhancements made to the pet are not wasted.
[0044] In this embodiment, the mutual conversion process between pets and eggs is described as an example, but is not limited to pets and eggs. For example, the mutual conversion process between pets and eggs in this embodiment can be applied to mutual conversion processes between characters and items other than pets and eggs.
[0045] <Processing> Egg to Pet Conversion In the information processing system 1 according to this embodiment, for example, a conversion process from an egg to a pet is executed as shown in Fig. 6. Fig. 6 is a flowchart of an example of the conversion process from an egg to a pet. The conversion process from an egg to a pet is started, for example, when a player issues an instruction to use an egg in a game. Note that a predetermined amount of in-game currency may be consumed when an egg is used.
[0046] The operation reception unit 50 of the client terminal 2 receives an instruction to use an egg from the player. When the operation reception unit 50 receives an instruction to use an egg from the player, the control unit 60 starts the process of converting the egg into a pet. In step S1, the item management unit 62 of the control unit 60 reads out, from the memory unit 70, the parameters of the egg specified by the player.
[0047] Proceeding to step S2, the mutual conversion processing unit 63 of the control unit 60 performs processing to make the egg parameter items in Fig. 4 correspond to the pet parameter items in Fig. 5. Specifically, the mutual conversion processing unit 63 adds items of experience points, ability values, and item-added individual values to the egg parameter items in Fig. 4 to make them correspond to the pet parameter items shown in Fig. 5.
[0048] In step S3, the mutual conversion processing unit 63 sets the ability value according to the level in the pet parameter item in Fig. 5. The ability value according to the pet's level is stored in advance in the storage unit 70, for example, or in the storage unit 30 of the game server device 3.
[0049] Proceeding to step S4, the mutual conversion processing unit 63 performs a process of setting an item-added individual value, for example, based on an item equipped to the pet. The process of step S4 may be performed at the timing when an instruction from the player (for example, an instruction to strengthen the pet by equipping an item) is received.
[0050] Then, in step S5, the character management unit 61 of the control unit 60 performs processing to add the pet parameters converted from the egg parameters by the mutual conversion processing unit 63 to the storage unit .
[0051] In this way, in the information processing system 1 of this embodiment, when converting an egg, which is an example of an item, into a pet, which is an example of a character, parameter items are added and made into pet parameters, thereby maintaining the diversity of pets.
[0052] Pet to Egg Conversion In the information processing system 1 according to this embodiment, a conversion process from a pet to an egg is executed, for example, as shown in Fig. 7. Fig. 7 is a flowchart of an example of the conversion process from a pet to an egg. The conversion process from a pet to an egg is started, for example, when a player issues an instruction to convert a pet into an egg. Note that a predetermined amount of in-game currency may be consumed when converting a pet into an egg.
[0053] The operation reception unit 50 of the client terminal 2 receives an instruction from the player to convert a pet into an egg. When the operation reception unit 50 receives an instruction from the player to convert a pet into an egg, the control unit 60 starts the process of converting the pet into an egg.
[0054] In step S11, the character management unit 61 of the control unit 60 reads out, from the storage unit 70, the pet parameters that the player has instructed to be converted into eggs. Proceeding to step S12, the mutual conversion processing unit 63 of the control unit 60 performs processing to make the pet parameter items shown in Figure 5 correspond to the egg parameter items in Figure 4. Specifically, the mutual conversion processing unit 63 deletes the experience points, ability values, and item-added individual values items from the pet parameter items in Figure 5, and makes them correspond to the egg parameter items shown in Figure 4.
[0055] Then, in step S13, the item management unit 62 of the control unit 60 performs processing to add the egg parameters converted from the pet parameters by the mutual conversion processing unit 63 to the storage unit 70.
[0056] In this way, in the information processing system 1 according to this embodiment, pets, which are an example of characters, can be converted into eggs, which are an example of items. Therefore, even if you reach the limit on the number of pets you can own, you can convert your pets into eggs and acquire new pets without giving up your strengthened pets.
[0057] Furthermore, in the information processing system 1 according to this embodiment, at least some of the parameter items that change as a result of the player's strengthening are made common between the pet and the egg so that the strengthening made by the player to the pet is not wasted. Therefore, in the information processing system 1 according to this embodiment, even if the pet is converted to an egg (or even if the pet is returned to an egg), the strengthening made by the player to the pet is not wasted. Note that the parameters that are common between the pet and the egg only need to be converted to values based on the original values when mutually converted, and the values may be inherited as they are, or the values may be converted at a predetermined rate (including adding or subtracting a predetermined value).
[0058] 《Pet Strengthening》 In the information processing system 1 of this embodiment, the mechanism for strengthening a pet will be described as examples of strengthening the pet by increasing the pet's level and strengthening the pet by equipping (wearing) an item.
[0059] For example, in the information processing system 1 of this embodiment, an enhancement process based on the pet's level is executed as shown in Fig. 8. Fig. 8 is a flowchart of an example of an enhancement process based on the pet's level in the information processing system of this embodiment. Note that an example will be described here in which eggs are used as materials to synthesize a pet, thereby causing the pet to gain experience points. Note that eggs synthesized as materials are consumed.
[0060] In step S21, the character management unit 61 receives from the player a selection of a pet to be strengthened. Then, in step S22, the item management unit 62 receives from the player a selection of an egg to be synthesized as a material for the pet.
[0061] Proceeding to step S23, the item management unit 62 obtains the parameters of the eggs selected by the player as materials from the storage unit 70. The item management unit 62 obtains experience points corresponding to the eggs to be combined, for example, from a table. The experience points corresponding to the eggs to be combined are, for example, experience points corresponding to the rarity included in the parameters of the eggs to be combined. The experience points corresponding to the rarity are set in advance in a table or the like. Then, the character management unit 61 adds the experience points corresponding to the eggs to be combined to the experience points included in the parameters of the pet.
[0062] Proceeding to step S24, the character management unit 61 determines whether the experience value of the pet after the addition has reached the experience value (required experience value) required for the next level-up. If the required experience value has been reached, the character management unit 61 performs the process of step S25.
[0063] In step S25, the character management unit 61 increases the ability values of the pet's parameters, for example, as shown in Fig. 5, in accordance with the increased level. After processing step S25, the character management unit 61 proceeds to step S26. Also, if the required experience points have not been reached, the character management unit 61 skips the processing of step S25 and proceeds to step S26.
[0064] In step S26, if the parameters of the eggs to be combined have a bonus value, the character management unit 61 proceeds to step S27, where it adds the egg's bonus individual value to the pet's bonus individual value, thereby transferring the bonus individual value from the egg to the pet. Note that if the parameters of the eggs to be combined do not have a bonus individual value, the character management unit 61 skips the processing of step S27.
[0065] In the pet level-based strengthening process shown in Figure 8, the composite additive individual value of the egg consumed as material can be added to the composite additive individual value of the pet's parameters to be strengthened. In this way, the composite additive individual value is added by consuming an egg. The composite additive individual value shown in Figures 4 and 5 is an example of a parameter item that changes in conjunction with the consumption of an item called an egg.
[0066] In addition, in the strengthening process according to the pet's level shown in Fig. 8, the ability values of the pet's parameters as shown in Fig. 5 are increased according to the increased level. In this way, the ability values of the pet's parameters correspond to the increased level and can be calculated from the level, so they have been removed from the egg parameter items.
[0067] In addition, for example, in the information processing system 1 of this embodiment, an example of performing a strengthening process by equipping a pet with an item, for example, as shown in FIG. 9, will be described. FIG. 9 is an image diagram of an example of a screen for strengthening a pet with an item in the information processing system of this embodiment. Note that an example will be described here in which the item-added individual value of a pet is increased by equipping an item to the pet. Note that the item equipped to the pet is not consumed and can be removed.
[0068] The screen 1000 in FIG. 9 has a grid-shaped field 1001. The screen 1000 also has a list 1002 of items that can be equipped to a pet. Note that on the screen 1000 in FIG. 9, items that can be placed on the field 1001 are represented in the form of sweets such as cakes, pies, or chocolates, and are called "candies." By placing a candy selected from the item list 1002 on the field 1001, the player can strengthen the pet with an item-added individual value corresponding to the placed candy. Note that in the example in FIG. 9, the candies vary in size and shape, which adds a puzzle-game-like fun to the pet strengthening process.
[0069] In the strengthening process shown in FIG. 9, the item-additive individual value corresponding to the equipped item can be added to the item-additive individual value of the parameter of the strengthened pet. In this way, the item-additive individual value is added by equipping the item without consuming the item. The item-additive individual value shown in FIG. 5 is an example of a parameter that changes in conjunction with the use of an item. [Second embodiment] In the above embodiment, by performing a mutual conversion process between characters and items, it is possible to effectively increase the number of game elements such as characters and items that can be possessed. However, after giving up a character that you possess, when an event (such as gacha) occurs in which there is a possibility of obtaining the character that you gave up, the probability of obtaining the character that you gave up can be set high.
[0070] However, the number of characters that have been previously given up will tend to gradually increase as the game progresses, and not all characters are given up out of necessity. Therefore, when a character is given up, information (such as a flag) that identifies that the character has been given up may be selectively stored, and the probability of the character with this information being selected in the above event may be changed.
[0071] This information may be set by the player's operation instructions, or may be determined and set by the program based on conditions such as the number of characters owned at the time of letting go, the progress of the game, and the type of character being let go (for example, rarity or growth level).
[0072] The system configuration, hardware configuration, and software configuration in the second embodiment are the same as those in the first embodiment. Also, the characters may be replaced with items. [Note] Computer, a storage means for storing a character owned by a player in a storage unit in association with the player; a character selection unit that selects one character from among characters owned by the player in response to an operation instruction from the player; The one character selected by the character selection unit is deleted from the storage unit. and a flag setting means for selectively setting information corresponding to the one character. character acquisition means for acquiring a character in response to an operation instruction from the player; a probability varying means for varying a probability that the one character having the information set therein will be selected from characters acquired by the character acquiring means, when the one character having the information set therein is stored in the storage unit; A program to function as a
[0073] (summary) According to this embodiment, a character owned by a player can be converted into an item, and an item can be converted into a character. As a result, in this embodiment, a character can be converted into an item and owned, thereby increasing the number of characters that a player can own.
[0074] In this embodiment, common items are provided for the parameters of characters and items that are converted to each other. In this embodiment, by including at least a portion of the data that changes as a result of character strengthening performed by the player in the common items, even in the case of a conversion from a character to an item, which is a conversion to parameters with a small amount of data, the strengthening performed on the character is not wasted.
[0075] In addition, in this embodiment, the parameters of characters and items that are converted to each other are provided with a unique item for each character. In this embodiment, when converting parameters that involve a large amount of data, such as converting from an item to a character, the diversity of characters is realized by adding a unique parameter item for each character to the character's parameters.
[0076] Furthermore, in this embodiment, if a system is provided that allows items to be traded between players, after characters are converted into items, the characters that have been converted into items can be traded between players.
[0077] Generally, characters contain a large amount of image data and parameter items, and the amount of data is so large that there is no trading mechanism in place for transferring data between players. On the other hand, items contain fewer image data and parameter items, and there are cases where there is a trading mechanism in place for transferring data between players.
[0078] Therefore, in this embodiment, by utilizing a mechanism that allows items to be traded between players, characters can be converted into items, and the itemized characters can be traded between players.
[0079] The present invention is not limited to the specifically disclosed embodiments above, and various modifications and variations are possible without departing from the scope of the claims. The character management unit 61 and the item management unit 62 are examples of management means described in the claims. The mutual conversion processing unit 63 is an example of mutual conversion means. A pet is an example of a first game element. An item is an example of a second game element. [Explanation of symbols]
[0080] 1. Information Processing Systems 2. Client terminal 3 Game server device 4 Network 10, 80 Communications Department 20, 60 Control unit 21 Game Progression Section 22 Data Management Department 30, 70 storage section 31 Game information storage unit 32 Player information storage unit 33 Character information storage unit 34 Item information storage section 50 Operation reception section 61 Character Management Department 62 Item Management Department 63 Mutual conversion processing section 90 Screen display section 501 Input Device 502 Display device 503 External I / F 503a Recording media 504 RAM 505 ROM 506 CPU 507 Communication I / F 508 HDD B Bus
Claims
1. Computer, a management means for managing a first game element that performs an action in the game in response to an instruction from a player and a second game element that is used in the game in response to an instruction from a player, using a first type of data that is set in common to the first and second game elements and a second type of data that is set to either one of the first and second game elements; a mutual conversion means for receiving an instruction from a player to convert the first and second game elements into each other, discarding the second type of data, and converting the first and second game elements into each other with a value based on the first type of data; A program to function as a
2. the management means manages the first game element by the first and second types of data, and manages the second game element by the first type of data; the mutual conversion means, upon receiving an instruction from a player to convert the first game element into the second game element, discards the second type of data and converts the first game element into the second game element with a value based on the first type of data, and, upon receiving an instruction from a player to convert the second game element into the first game element, sets predetermined data to the second type of data and converts the second game element into the first game element with a value based on the first type of data. The program according to claim 1,
3. The first type of data includes data that changes in conjunction with consumption of the second game element, and the second type of data includes data that changes in conjunction with use of the second game element. The program according to claim 1,
4. Computer, a management means for managing a first game element that performs an action in the game in response to an instruction from a player and a second game element that is used in the game in response to an instruction from a player, using a first type of data that is set in common to the first and second game elements and a second type of data that is set to either one of the first and second game elements; a mutual conversion means for receiving an instruction from a player to convert the first and second game elements into each other, discarding the second type of data, and converting the first and second game elements into each other with a value based on the first type of data; A computer-readable recording medium on which a program for causing the device to function as a computer is recorded.
Citation Information
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