Program and information processing device

The program and information processing device prevent the accidental evolution of evolution material content by displaying it differently and allowing registration as evolution-restricted, ensuring it is only evolved when all necessary materials are acquired, thus avoiding re-acquisition.

JP2025126882APending Publication Date: 2025-08-29SEGA CORP
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Patent Information

Application Number
JP2024164996
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-24
Publication Date
2025-08-29

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Abstract

To suppress faulty evolution of evolution material content previously related to content that desires evolution.SOLUTION: A program allows a computer to function as registration means 52 for registering one portion of possessed content as evolution restriction content according to an instruction from a player, and as display means 54 for displaying a selection screen for allowing the player to select composition source content from the possessed content. The display means 54 displays evolution restriction content and another content included in possessed content in different modes on the selection screen.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a program and an information processing device.

[0002] Conventionally, games have been known in which a player can evolve a source content by combining one or more evolution material contents that are pre-associated with the content that the player owns and designates as the source content.

[0003] In this regard, Patent Document 1 discloses a technology that, when a player performs an operation to designate a source content, can protect and register the designated source content and the evolution material content that has been previously associated with the source content so that they cannot be disposed of. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-22238 Summary of the Invention [Problem to be solved by the invention]

[0005] However, with the technology described in Patent Document 1, it is possible to designate protected and registered content as source content for evolution synthesis. Therefore, even if a player protects and registers evolution material content that is pre-associated with content that the player wishes to evolve, there is a problem that the player may accidentally evolve the evolution material content, and must acquire the evolution material content again.

[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can prevent the erroneous evolution of evolution material content that is pre-associated with content that is desired to be evolved. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention is a program for executing a game in which a source content selected by a player from among owned contents is evolved by combining the source content with a predetermined number of evolution material contents that are pre-associated with the source content, and causes a computer to function as a registration means for registering a portion of the owned content as evolution-restricted content in response to instructions from the player, and a display means for displaying a selection screen for the player to select source content from the owned content, and the display means displays the evolution-restricted content included in the owned content and other content in different manners on the selection screen.

[0008] In addition, in a second aspect of the present invention, the display means displays the evolution-restricted content on the selection screen in a manner that makes it impossible to select it as a source content, and displays the other content in a manner that makes it possible to select it as a source content.

[0009] In addition, in a third aspect of the present invention, when the evolution-restricted content is selected by the player on the selection screen, the display means displays information indicating that the evolution of the evolution-restricted content is restricted.

[0010] In addition, in a fourth aspect of the present invention, when the evolution-restricted content is selected by the player on the selection screen, the display means displays an instruction area for canceling the registration of the evolution-restricted content.

[0011] In addition, in a fifth aspect of the present invention, when the player designates some of the content he owns as content to be evolved, the registration means registers evolution material content that is owned by the player and is pre-associated with the content to be evolved as evolution-restricted content.

[0012] In addition, in a sixth aspect of the present invention, the rarity of the evolution material content increases through evolution, and the rarity of the evolution material content that is pre-associated with the source content is a predetermined value.

[0013] In a seventh aspect of the present invention, the evolution material content is content of the same type as the synthesis source content.

[0014] In an eighth aspect of the present invention, the evolution material content is content with the same attributes as the source content.

[0015] Furthermore, a program according to a ninth aspect of the present invention is a program for executing a game in which a source content selected by a player from among owned contents is evolved by combining the source content with a predetermined number of evolution material contents that are pre-associated with the source content, and causes a computer to function as a registration means for registering a portion of the owned content as evolution-restricted content in response to instructions from the player, and a display means for displaying a selection screen for the player to select source content from the owned content, and the display means does not display the evolution-restricted content included in the owned content on the selection screen.

[0016] Furthermore, an information processing device according to a tenth aspect of the present invention is an information processing device that executes a game in which a source content selected by a player from among owned contents is evolved by combining the source content with a predetermined number of evolution material contents that are pre-associated with the source content, and is equipped with a registration means that registers a portion of the owned content as evolution-restricted content in response to instructions from the player, and a display means that displays a selection screen for the player to select a source content from among the owned content, and the display means displays the evolution-restricted content and other content included in the owned content in different manners on the selection screen.

[0017] In addition, an information processing device according to an eleventh aspect of the present invention is an information processing device that executes a game in which a source content selected by a player from among owned contents is evolved by combining the source content with a predetermined number of evolution material contents that are pre-associated with the source content, and is equipped with a registration means that registers a portion of the owned content as evolution-restricted content in response to instructions from the player, and a display means that displays a selection screen for the player to select source content from the owned content, and the display means does not display the evolution-restricted content included in the owned content on the selection screen. [Effects of the Invention]

[0018] According to the present invention, it is possible to prevent the erroneous evolution of evolution material content that is associated in advance with content that is desired to be evolved. [Brief explanation of the drawings]

[0019] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game 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 server device. [Figure 3]2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of functional means of a server device. [Figure 5] 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 4 in the game system according to the present embodiment. [Figure 6] FIG. 10 is a diagram showing an example (specific example 1) of a selection screen for selecting a synthesis source character in this embodiment. [Figure 7] FIG. 10 is a diagram showing an example of an evolution restriction screen in this embodiment. [Figure 8] FIG. 2 is a diagram showing an example of an evolution synthesis screen showing a synthesis source character and an evolution material character in this embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0020] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0021] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0022] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0023] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0024] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0025] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0026] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0027] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0028] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0029] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0030] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0031] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.

[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0033] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.

[0034] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In this embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0035] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0036] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0037] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0038] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0039] The speaker 42 has a function of outputting game sounds and the like.

[0040] <Game Overview> Games (game types) according to this embodiment include lottery games, quests, training games, etc. Lottery games may be called gacha, lottery, summons, etc. Quests may be called fighting games, dungeons, exploration, missions, scenarios, etc.

[0041] The lottery game according to this embodiment is a game in which, in response to a request (instruction) from a player to play the lottery game, one or more pieces of content are provided to the player (selected at random) from a group of lottery-eligible contents that are the subject of the lottery. This content mainly includes characters.

[0042] This lottery game is executed based on the consumption of game currency owned by the player. Examples of this game currency include paid items (e.g., paid stones), non-paid items (e.g., free stones), coins, points, etc. Paid items are paid items granted to players based on payments made with money, prepaid cards, electronic money, credit cards, crypto assets, etc. Non-paid items are free items granted to players in the game. These non-paid items may have the same value as paid items, or may have a lower value than paid items. For example, in one lottery game, paid items and non-paid items can be consumed without distinction. However, in another lottery game, only paid items may be consumed. Coins and points are in-game currencies that are granted to players along with lottery-selected content when a lottery game is executed, for example.

[0043] A quest according to this embodiment is a game in which the objective is to fulfill predetermined clear conditions (tasks). For example, this quest is a game in which a player uses a deck organized with a predetermined number of characters (e.g., one or five) owned by the player based on an instruction (request) to select a quest from a quest menu. A deck is sometimes referred to as a party or team.

[0044] An example of a case where a clearing condition (task) is met is when all enemy characters appearing in the quest are defeated using the deck (for example, when hit points are reduced to 0 or less). An example of a case where a clearing condition is not met (when clearing fails) is when all characters organized in the deck are annihilated (for example, when hit points of all characters are reduced to 0 or less).

[0045] Furthermore, in a quest according to this embodiment, if a player satisfies the clearing conditions, a clearing reward is awarded to the player. Examples of this clearing reward include game currency (for example, non-chargeable items, coins, points, etc.), characters, player experience points, etc. Furthermore, in this embodiment, when a player clears a quest (satisfies the clearing conditions), a new quest (next quest) is opened to the player (made playable). This new quest may be, for example, more difficult than the quest that the player cleared, but may also provide a greater amount of clearing reward (such as a drop rate) or a higher quality clearing reward.

[0046] For example, a player can organize a deck to be used for a quest by arbitrarily selecting a predetermined number or less of characters from the characters he or she owns in an organization menu for organizing a deck to be used for a quest in advance.

[0047] In the training game according to this embodiment, a player selects a source character (source content) from among multiple characters owned by the player, and synthesizes (consumes) a character (material content) associated with the source character to change the parameters (e.g., level and rarity) of the source character to an advantage of the player. This source character is also called a base character (base content).

[0048] In the training game according to this embodiment, by combining a pre-associated strengthening material item (e.g., strengthening material content) with a base character to be trained, it is possible to perform strengthening synthesis (training) that changes the normal parameters of the base content. Examples of the normal parameters include the level and the number of turns required to activate a skill.

[0049] In the reinforcement synthesis according to this embodiment, for example, a player selects a source character (source content) from among his / her owned characters (owned content), and then the source character is reinforced with predetermined reinforcement material items to raise the level of the source character. For example, the predetermined reinforcement material items vary in type and quantity (number) depending on the level of the source character. In addition, in the reinforcement synthesis according to this embodiment, a source character (source content) selected by a player from among owned characters (owned content) is reinforced with a predetermined reinforcement material item, thereby reducing the number of turns required for the source character to activate a skill. For example, the predetermined reinforcement material items vary in type and quantity (number) depending on the number of turns required for the source character to activate a skill.

[0050] In this embodiment, when a character's level increases by 1, the character's hit points, attack power, defense power, etc. increase by a predetermined value. For example, the higher the hit points, attack power, or defense power, the more advantageous the progress of the game (e.g., quest). The number of turns required for a character to activate a skill includes the number of turns required for a character to activate a skill. For example, the lower the number of turns required for a character to activate a skill, the more advantageous the progress of the game (e.g., quest). For example, a skill is activated automatically or by a player's operation (manually) when the same number of turns as the character's skill activation turn number has passed in a quest.

[0051] In the training game according to this embodiment, by combining a source character (source content) to be trained with an evolution material character (evolution material content) that is pre-associated with the source character, evolution synthesis (training) can be performed to change the special parameters of the source content. Examples of such special parameters include rarity.

[0052] In the evolution synthesis according to this embodiment, for example, a player selects a source character from among his / her owned characters (owned content) and synthesizes the selected source character with a predetermined evolution material character to increase the rarity of the source character. For example, the predetermined evolution material characters vary in type and quantity (number) depending on the rarity of the source character.

[0053] Furthermore, examples of evolution material characters that are pre-associated with this source character include characters of the same type as the source character, or characters with the same attributes.

[0054] Furthermore, the special parameters of the evolution material characters associated in advance with this synthesis source character are, for example, equal to or less than the special parameters (rarity) of the synthesis source character.

[0055] In the evolutionary synthesis according to this embodiment, for example, if the special parameter (rarity) of the synthesis source character is an odd number, the evolutionary material character previously associated with the synthesis source character is the same type of character as the synthesis source character. Also, in the evolutionary synthesis according to this embodiment, for example, if the special parameter (rarity) of the synthesis source character is an even number, the evolutionary material character previously associated with the synthesis source character is a character with the same attributes as the synthesis source character.

[0056] The same type includes the same character ID, the same name, the same image, etc. For example, a certain character and its evolved character are the same type of characters. In other words, even if the characters have different special parameters, they are considered to be the same type of characters if they have the same character ID or the same name.

[0057] The same attribute may mean that the attributes set for the characters are the same. Examples of such attributes include fire (red), water (blue), wood (green), light (yellow), and darkness (purple). In this embodiment, characters of the same type have the same attribute.

[0058] Furthermore, in this embodiment, every time the special parameter (rarity) of a character increases by one, the limit value of the normal parameter (level and number of turns required to activate a skill) is changed.

[0059] For example, the character's upper limit of level increases by 5 for every increase in special parameter (rarity). For example, the higher the upper limit of level, the more the player can increase the level through strengthening synthesis. Therefore, by evolving the character, the player can gain an advantage in progressing through the quest (game).

[0060] Also, for example, the minimum number of turns required for a character to activate a skill decreases by 1 for every increase in rarity. For example, the lower the minimum number of turns required for a character to activate a skill, the more the player can reduce the number of turns required for a skill to activate by strengthening and combining. Therefore, by evolving a character, the player can gain an advantage in progressing through a quest (game).

[0061] Furthermore, for example, a character can be evolved (raised) until it reaches the upper limit of a special parameter (for example, the upper limit of rarity).

[0062] (Example 1) <Function means> FIG. 4 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.

[0063] 4, the server device 10 has, as functional components, a storage means 50, a registration means 52, a display means 54, and a control means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage devices 28 or the like. Note that all or part of these functional components may be provided in the terminal device 12.

[0064] The storage means 50 has a function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.

[0065] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned character information, owned game currency information, organized deck information, quest progress information, etc.

[0066] The player rank increases, for example, when the player gains player experience points.

[0067] The owned character information includes information about characters owned by the player.

[0068] For example, the owned character information is stored in association with an owned character ID for each character owned by the player. This owned character ID is a numerical value that is newly assigned when the player acquires a character (for example, when playing a lottery game, acquiring a clear reward, performing evolution synthesis, etc.). For example, the owned character information includes the character's character ID, current parameters, evolution restriction flag, and planned evolution flag.

[0069] The current parameters include the current values ​​of the normal and special parameters.

[0070] The evolution restriction flag includes a flag indicating whether or not the character is registered as an evolution restricted character (evolution restricted content). For example, if the character is not registered as an evolution restricted character, the evolution restriction flag includes FALSE (e.g., 0). On the other hand, if the character is registered as an evolution restricted character, the evolution restriction flag includes TRUE (e.g., 1).

[0071] The evolution plan flag includes a flag indicating whether or not the character is registered as an evolution plan character (evolution plan content). For example, if the character is not registered as an evolution plan character, the evolution plan flag includes FALSE (e.g., 0). On the other hand, if the character is registered as an evolution plan character, the evolution plan flag includes TRUE (e.g., 1).

[0072] The owned game currency information is stored, for example, for each game currency owned by a player (chargeable items, non-chargeable items, coins, points, etc.) in association with the content ID of the game currency. The owned game currency information includes, for example, the amount of game currency owned by the player.

[0073] The organized deck information includes information about the player's organized deck. This organized deck information includes, for example, the owned character IDs of a predetermined number (e.g., five) or less of characters designated in advance by the player, and the arrangement (e.g., order from left to right) of each designated character. This deck is used, for example, when executing a quest.

[0074] The quest progress information includes, for example, the quest IDs of quests that the player has cleared and the quest IDs of quests that are playable.

[0075] Character information 50B includes information about the character.

[0076] For example, character information 50B is stored for each character in association with a character ID. Character information 50B includes, for example, a name, an image, attributes, ability information, strengthening information, evolution information, etc. In this embodiment, the character ID does not change even when the character evolves.

[0077] The attribute includes one or more attributes that the character has.

[0078] The ability information includes special parameter information, normal parameter information, and skills.

[0079] The special parameter information includes, for example, numerical values ​​of the initial value and upper limit of the special parameter (rarity). This initial value is the special parameter (rarity) when provided to the player, for example, as a reward for completing a lottery game or a quest. This numerical value may be expressed, for example, as the number of stars. In this embodiment, the initial value and upper limit of the special parameter (rarity) differ depending on the character. For example, the special parameter (rarity) of one character has an initial value of 1 and an upper limit of 5. Furthermore, the special parameter (rarity) of another character has an initial value of 3 and an upper limit of 7.

[0080] Furthermore, the special parameter (rarity) may be a name instead of a numerical value. For example, if the special parameter is rarity, the names of the rarity may include, in ascending order, rare (R), rare plus (R+), super rare (SR), super rare plus (SR+), super special rare (SSR), super special rare plus (SSR+), and ultra rare (UR).

[0081] The normal parameter information includes the range (lower and upper limits) of normal parameters (level, number of turns to activate a skill, etc.) for each special parameter (rarity). For example, the level range of a certain character whose special parameter is 1 is 1 to 50. Also, for example, the level range of a certain character whose special parameter is 5 is 1 to 100.

[0082] Skills include, for example, the ability to restore hit points to allied characters (e.g., other characters in the deck) in a quest, to strengthen the attack or defense power of allied characters, or to inflict damage on enemy characters.

[0083] The strengthening information includes information about the cost required to strengthen a character (for example, to increase a normal parameter by 1). For example, the strengthening information includes information that identifies an strengthening material item that is pre-associated with the character (for example, the item ID of the strengthening material item) and the quantity of the strengthening material item.

[0084] For example, the cost (number of material items and materials) required to increase this normal parameter (e.g., level) by 1 differs depending on the normal parameter (e.g., level) of the source character. Specifically, the cost required to increase (enhance) the normal parameter (e.g., level) by 1 of a character whose normal parameter (level) is 1 to 49 is two enhancement material items. Also, for example, the cost required to increase (enhance) the normal parameter (e.g., level) by 1 of a character whose normal parameter (level) is 50 or higher is three enhancement material items. The cost may differ for each character attribute or for each character.

[0085] The evolution information includes information regarding the cost required to evolve a character (for example, to increase a special parameter by 1). For example, the evolution information includes, for each special parameter (rarity) of a character, information specifying the evolution material character associated in advance (for example, the character ID, attributes, and special parameters of the evolution material character) and the quantity of that evolution material character. Note that in this embodiment, even an evolution material character that is associated in advance with a certain source character can evolve into the source character.

[0086] For example, the cost (character or number) required to increase a special parameter (rarity) differs depending on the special parameter of the source character. For example, the rarity of an evolution material character pre-associated with a source character is equal to or lower than the rarity of the source character and is a predetermined value.

[0087] Specifically, the cost (evolution material characters) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 1 by 1 is two characters of the same type whose special parameter is 1. For example, the cost (evolution material characters) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 2 by 1 is two characters of the same attribute whose special parameter is 2. For example, the cost (evolution material characters) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 3 by 1 is two characters of the same type whose special parameter is 3. For example, the cost (evolution material characters) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 4 by 1 is two characters of the same attribute whose special parameter is 4. For example, the cost (evolution material characters) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 5 by 1 is two characters of the same type whose special parameter is 3. Also, for example, the cost (evolution material characters) required to increase (evolve) the special parameter (rarity) of a character with a special parameter (rarity) of 6 by 1 is three characters of the same attribute with a special parameter of 4. The cost may differ for each character attribute or for each character.

[0088] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50C includes the name of the lottery game, the prize, lottery target information, and the like.

[0089] The consideration includes the number of game currencies (paid currencies or free currencies) required to execute one lottery. For example, the consideration for a certain lottery game is five paid items or five non-paid items.

[0090] The lottery information includes identification information (e.g., character ID) of each character constituting the lottery character group that is the subject of the lottery game, and an appearance frequency (weight) associated with the identification information. The appearance frequency includes, for example, any numerical value from 1 to 10. For example, a low numerical value is set for the appearance frequency of a character with a high initial rarity value, and a high numerical value is set for a character with a low initial rarity value. Note that different numerical values ​​may be set for the appearance frequency of characters with the same initial rarity value. Here, the lottery probability of a character is calculated by dividing the appearance frequency set for that character by the total value of the appearance frequencies set for each character constituting the lottery character group. Specifically, if the appearance frequency set for a character is 2 and the total value of the appearance frequencies set for each character constituting the lottery character group is 400, the lottery probability of that character is 2 / 400 (0.5%).

[0091] The quest information 50D is stored for each quest in association with the quest ID of the quest. The quest information 50D includes the name of the quest, enemy character information, and reward information for completing the quest.

[0092] The enemy character information includes the enemy character ID and ability parameters of each enemy character that appears in the quest.

[0093] The clear reward information stores information about the clear reward that the player can acquire when clearing a quest. The clear reward information includes identification information (e.g., character ID) of the character that the player will acquire, the number of characters acquired, and the drop rate. The drop rate is the probability that the player will acquire a character. For example, the drop rate is higher for quests with higher difficulty levels.

[0094] The registration means 52 is a functional means for registering owned characters as evolution-restricted characters. In this embodiment, the registration means 52 registers some of the owned characters as evolution-restricted characters in response to instructions from the player. For example, the player can register an evolution material character that is pre-associated with a character that the player wishes to evolve as an evolution-restricted character. Specifically, if the player wishes to evolve a character (e.g., character D) with a special parameter (rarity) of 5, the player can register a character of the same type (e.g., character D) that is the evolution material character of the character with a special parameter (rarity) of 3 as the evolution-restricted character. Also, if the player wishes to evolve a character with a special parameter (rarity) of 4, the player can register a character with the same attribute that is the evolution material character of the character with a special parameter (rarity) of 4 as the evolution-restricted character. This prevents the player from accidentally increasing (evolving) the special parameter (rarity) of an evolution material character by 1 until the player acquires all of the evolution material characters of the character that the player wishes to evolve (e.g., until the player acquires two).

[0095] For example, when a player gives an instruction on a list screen showing the player's owned characters to register some of the characters as evolution-restricted characters, registration means 52 sets the evolution-restricted flags of those some of the characters to TRUE (e.g., 1) in the owned character information of player information 50A. On the other hand, when a player gives an instruction on a list screen showing the player's owned characters to remove some of the characters from the status of evolution-restricted characters, registration means 52 sets the evolution-restricted flags of those some of the characters to FALSE (e.g., 0) in the owned character information of player information 50A.

[0096] In addition, when a player designates some (one or more) of the characters he owns as characters to be evolved, the registration means 52 registers an evolution material character that is owned by the player and is pre-associated with the some of the characters as an evolution-restricted character.

[0097] For example, when a player gives an instruction to register some (one or more) characters as characters to be evolved on a list screen showing the player's owned characters, the registration means 52 sets the evolution-scheduled flags of those characters to TRUE (for example, 1) in the owned character information of player information 50A. Next, the registration means 52 references the owned character information of player information 50 and the evolution information of character information 50B to extract the player's owned characters that are associated in advance with those characters, and sets the evolution restriction flags of those extracted owned characters to TRUE (for example, 1).

[0098] Specifically, when the registration means 52 registers a character with a special parameter (rarity) of 1 from among the characters owned by the player as a character to be evolved, it registers up to two characters (excluding the character to be evolved) of the same type as the character to be evolved with a special parameter of 1 from among the characters owned by the player as evolution-restricted characters. Also, for example, when there is an instruction to register a character with a dark attribute with a special parameter (rarity) of 2 from among the characters owned by the player as a character to be evolved, the registration means 52 registers up to two characters with a dark attribute with a special parameter of 1 from among the characters owned by the player as evolution-restricted characters.

[0099] The display means 54 is a functional means for displaying various screens on the touch panel 32. In this embodiment, the display means 54 displays a selection screen for the player to select a synthesis source character from among the characters owned. The selection screen is displayed, for example, when the player selects the training menu. This selection screen displays, for example, images of the characters owned by the player. Note that the selection screen may exclude images of characters that cannot be trained (e.g., evolved) from among the characters owned.

[0100] Furthermore, the display means 54 displays evolution restricted characters included in the owned characters in different ways from other characters on the selection screen. For example, the display means 54 refers to the evolution restriction flag in the player information 50, and displays, on the selection screen, images of owned characters whose evolution restriction flag is TRUE (for example, 1) with a mark attached, and images of owned characters whose evolution restriction flag is FALSE (for example, 0) without the mark attached.

[0101] Furthermore, the display means 54 displays the evolution restricted character on the selection screen in a manner that makes it impossible to select it as a synthesis source character, and displays other characters in a manner that makes them selectable as synthesis source characters. For example, the display means 54 refers to the evolution restriction flag in the player information 50, and displays images of owned characters whose evolution restriction flag is TRUE (for example, 1) in grayed-out (low brightness) on the selection screen, and displays images of owned characters whose evolution restriction flag is FALSE (for example, 0) in normal colors (normal brightness).

[0102] When an evolution-restricted character is selected by the player on the selection screen, the display means 54 displays information indicating that the evolution of the evolution-restricted character is restricted. For example, when an image of a owned character whose evolution-restricted flag is TRUE (e.g., 1) is selected on the selection screen, the display means 54 displays an evolution-restricted screen including restriction information indicating that the evolution of the owned character (evolution-restricted character) is restricted. Examples of this restriction information include text information such as "Evolution of the selected character is restricted," a mark indicating that evolution is restricted, etc.

[0103] When an evolution-restricted character is selected by the player on the selection screen, the display means 54 displays an instruction area for canceling the registration of the evolution-restricted character. For example, when an image of a owned character whose evolution-restricted flag is TRUE (for example, 1) is selected on the selection screen, the display means 54 displays an evolution-restricted screen including a cancel button for canceling the registration of the evolution restriction of the owned character (evolution-restricted character). In addition, when the release button is instructed (touched) on this evolution restriction screen and the registration of the evolution restriction on the owned character is released by the registration means 52, that is, when the evolution restriction flag is set to FALSE (for example, 0), the display means 54 displays an evolution synthesis screen in which the owned character is the source character for synthesis.

[0104] Furthermore, when the player acquires all evolution material characters that are associated in advance with a to-be-evolved character, the display means 54 displays a notification screen notifying that the to-be-evolved character can be evolved.

[0105] The control means 56 is a functional means for controlling the entire game. In this embodiment, when the control means 56 receives an instruction from a player to evolve a source character on the evolution synthesis screen, the control means 56 synthesizes an evolution material character associated with the source character in advance, and allows the player to acquire an evolved character of the source character. This evolved character is, for example, a character whose special parameter (rarity) is increased by one from the source character.

[0106] <Processing flow> 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 4 in the game system 1 according to this embodiment. The processing of the following steps is initiated, for example, when the player selects the training menu from the main menu. The order and content of the following steps can be changed as appropriate.

[0107] (Step SP10) The display means 54 displays on the touch panel 32 a selection screen for selecting a synthesis source character from among the owned characters.

[0108] FIG. 6 is a diagram showing an example (specific example 1) of a selection screen 60 for selecting a synthesis source character in this embodiment.

[0109] As shown in FIG. 6, the selection screen 60 is provided with a development mode switching tab 62, a character information area 64, and a back button 66. The development mode switching tab 62 is a tab (instruction area) for issuing an instruction to switch the character development mode. For example, when the development mode switching tab 62A is instructed (touched), the screen switches to an evolution synthesis mode for evolving a owned character. Also, for example, when the development mode switching tab 62B is instructed (touched), the screen switches to an strengthening synthesis mode for strengthening a owned character. In the character information area 64, an image of each of the player's owned characters is displayed in an area corresponding to that character. Information indicating, for example, rarity and attributes is displayed on the image of the owned character. For example, when the evolution synthesis mode is displayed in the character information area 64, the image of the owned character registered as an evolution-restricted character is displayed grayed out. For example, when the evolution synthesis mode is displayed in the character information area 64, the image of the owned character registered as a character to be evolved is displayed with a thick frame TB. For example, in the character information area 64, a mark M is added, which is information indicating that the owned character can evolve. The back button 66 is a button (instruction area) for issuing an instruction to close the selection screen 60 and return to the main menu.

[0110] Returning to FIG. 5, the process proceeds to step SP12.

[0111] (Step SP12) The control means 56 determines whether or not a synthesis source character has been selected by the player. For example, when an area (image of the owned character) corresponding to the owned character is designated (touched) on the selection screen, the control means 56 makes a positive determination. If the determination is affirmative, the processing proceeds to processing of step SP14. On the other hand, if the determination is negative, that is, when the back button is designated (touched) on the selection screen, the processing ends the series of steps shown in FIG. 5.

[0112] (Step SP14) The control means 56 determines whether or not an evolution-restricted character was selected in step SP12. For example, the control means 56 refers to the owned character information in the player information 50A, and if the evolution-restricted flag of the owned character selected in step SP12 is TRUE (e.g., 1), the control means 56 makes a positive determination. If the determination is positive, the processing proceeds to step SP16. On the other hand, if the determination is negative, that is, if the evolution-restricted flag of the owned character selected in step SP12 is FALSE (e.g., 0), the processing proceeds to step SP22.

[0113] (Step SP16) The display means 54 displays on the touch panel 32 an evolution restriction screen indicating that the evolution of the synthesis source character is restricted.

[0114] FIG. 7 is a diagram showing an example of an evolution restriction screen 70 in this embodiment.

[0115] As shown in FIG. 7, the evolution restriction screen 70 is provided with an evolution restricted character information area 72, a release button 74, and a back button 76. The evolution restricted character information area 72 displays an image of the character (evolution restricted character) selected as the synthesis source character, and indicates that the evolution of the character is restricted. The release button 74 is a button (instruction area) for issuing an instruction to release the evolution restriction on the character (evolution-restricted character) selected as the synthesis source character. The back button 76 is a button (instruction area) for issuing an instruction to close the evolution restriction screen 70 and return to the selection screen.

[0116] Returning to FIG. 5, the process proceeds to step SP18.

[0117] (Step SP18) The control means 56 determines whether or not an instruction has been given by the player to release the evolution restriction on the character selected as the synthesis source character (evolution restricted character). For example, the control means 56 makes a positive determination when the release button is indicated (touched) on the evolution restriction screen. If the determination is affirmative, the processing proceeds to step SP20. On the other hand, if the determination is negative, that is, if the back button is indicated (touched) on the evolution restriction screen, the processing proceeds to step SP10.

[0118] (Step SP20) The registration means 52 removes the evolution restriction on the character (evolution restricted character) selected by the player as the synthesis source character. For example, the registration means 52 sets the evolution restriction flag of the character in the owned character information of the player information 50A to FALSE (e.g., 0). Then, the processing proceeds to step SP22.

[0119] (Step SP22) The display means 54 displays on the touch panel 32 an evolution synthesis screen showing the source character and the evolution material character associated in advance with the source character.

[0120] FIG. 8 is a diagram showing an example of an evolution synthesis screen 80 showing a synthesis source character and an evolution material character in this embodiment.

[0121] As shown in FIG. 8, the evolution synthesis screen 80 is provided with a confirmation information area 82, an execute button 84, and a back button 86. The confirmation information area 82 displays an image showing the selected source character and the evolution material character that is pre-associated with the source character. In the confirmation information area 82, if there is a shortage of evolution material characters (not included in the owned characters), the image of the missing evolution material characters is displayed in gray. On the other hand, in the confirmation information area 82, if there is a sufficient amount of evolution material characters (included in the owned characters), the image of the sufficient evolution material characters is displayed in normal color (normal brightness). The execute button 84 is a button (instruction area) for issuing an instruction to combine the source character with the evolution material character and evolve the source character. Note that the execute button 84 is grayed out if there are insufficient evolution material characters (if they are not included in the owned characters). The back button 86 is a button (instruction area) for issuing an instruction to close the evolution synthesis screen 80 and return to the selection screen.

[0122] Returning to FIG. 5, the process proceeds to step SP24.

[0123] (Step SP24) The control means 56 determines whether or not there has been an instruction from the player to evolve the source character. For example, when the execute button is instructed (touched) on the evolution synthesis screen, the control means 56 makes a positive determination. If the determination is affirmative, the process proceeds to step SP26. On the other hand, if the determination is negative, that is, when the back button is instructed (touched) on the evolution synthesis screen, the process proceeds to step SP10.

[0124] (Step SP26) The control means 56 combines the selected source character with an evolution material character previously associated with the source character, thereby evolving the source character. For example, the control means 56 deletes the source character and the evolution material character from the possessed character information of the player information 50A. Next, the control means 56 adds a character with a special parameter (rarity) of the source character increased by one to the possessed character information of the player information 50A. Then, the series of processes shown in FIG. 5 ends.

[0125] (Example 2) In the above-described specific example 1, in step SP10 and FIG. 6, the case where evolution-restricted characters included in the owned characters are displayed on the selection screen has been described, but evolution-restricted characters included in the owned characters may not be displayed. For example, the display means 54 displays images of owned characters whose evolution-restricted flags are FALSE (e.g., 0) on the selection screen, but does not display images of owned characters whose evolution-restricted flags are TRUE (e.g., 1). This makes it impossible for the player to select an evolution-restricted character as a source character for evolution synthesis on the selection screen. If the player wishes to cancel the registration of an evolution-restricted character, he or she can cancel the registration on the list screen showing the owned characters.

[0126] <Effects> As described above, in this embodiment, a program is provided for executing a game in which a source content selected by a player from among owned content is evolved by combining the source content with a predetermined number of evolution material contents that are pre-associated with the source content, and the computer is caused to function as a registration means 52 that registers a portion of the owned content as evolution-restricted content in response to instructions from the player, and a display means 54 that displays a selection screen for the player to select source content from among the owned content, and the display means 54 displays the evolution-restricted content included in the owned content and other content in different ways on the selection screen.

[0127] According to this configuration, on the selection screen for selecting the source content, the evolution-restricted content included in the owned content and other content are displayed in different ways, thereby preventing the accidental evolution of evolution material content that is pre-associated with the content desired to be evolved.

[0128] Furthermore, in this embodiment, the display means 54 displays evolution-restricted content on the selection screen in a manner that makes it impossible to select it as a synthesis source content, and displays other content in a manner that makes it possible to select it as a synthesis source content.

[0129] According to this configuration, evolution-restricted content included in owned content is displayed in an unselectable manner on the selection screen for selecting the source content, thereby preventing the accidental evolution of evolution material content that is pre-associated with the content desired to be evolved.

[0130] Furthermore, in this embodiment, when evolution-restricted content is selected by the player on the selection screen, the display means 54 displays information indicating that evolution of the evolution-restricted content is restricted.

[0131] According to this configuration, when evolution-restricted content included in owned content is selected on a selection screen for selecting source content, information indicating that the evolution of the evolution-restricted content is restricted is displayed, thereby preventing the accidental evolution of evolution material content that is pre-associated with the content that is desired to be evolved.

[0132] Furthermore, in this embodiment, when evolution-restricted content is selected by the player on the selection screen, the display means 54 displays an instruction area for canceling the registration of that evolution-restricted content.

[0133] According to this configuration, when evolution-restricted content included in owned content is selected on the selection screen for selecting source content, the player can easily cancel the registration of that evolution-restricted content, thereby reducing the effort required of the player.

[0134] In addition, in this embodiment, when a player designates some of the content he owns as content to be evolved, the registration means 52 registers the evolution material content that is owned by the player and that is pre-associated with the content to be evolved as evolution-restricted content.

[0135] According to this configuration, when a content to be evolved is specified by the player, evolution material content that is pre-associated with the content to be evolved is registered as evolution-restricted content, thereby reducing the effort required by the player.

[0136] Furthermore, in this embodiment, the rarity of evolution material content increases as it evolves, and the rarity of evolution material content that is pre-associated with source content is a predetermined value.

[0137] According to this configuration, the rarity of evolution material content is a predetermined value, so it is possible to prevent the rarity of evolution material content that is pre-associated with content that is desired to be evolved from being mistakenly increased, thereby preventing the content that is desired to be evolved from being able to evolve.

[0138] In this embodiment, the evolution material content is the same type of content as the source content.

[0139] With this configuration, since the evolution material content is the same type of content as the source content, it is possible to prevent the user from mistaking the evolution material content for the content they wish to evolve and accidentally evolving it.

[0140] In this embodiment, the evolution material content is content with the same attributes as the source content.

[0141] With this configuration, since the evolution material content is content with the same attributes as the source content, it is possible to prevent a user from mistakenly thinking that the evolution material content is the content they wish to evolve and accidentally evolving it.

[0142] In addition, in this embodiment, the program executes a game in which a source content selected by a player from among the owned contents is evolved by combining the source content with a predetermined number of evolution material contents that are pre-associated with the source content, and causes the computer to function as a registration means 52 that registers a portion of the owned content as evolution-restricted content in response to instructions from the player, and a display means 54 that displays a selection screen for the player to select source content from among the owned content, and the display means 54 does not display evolution-restricted content included in the owned content on the selection screen.

[0143] According to this configuration, evolution-restricted content included in owned content is not displayed on the selection screen for selecting the source content, thereby preventing the accidental evolution of evolution material content that is pre-associated with the content desired to be evolved.

[0144] ---Variations--- The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0145] For example, in this embodiment, the registration means 52 registers an evolution-restricted character on a list screen showing characters owned by the player, but the evolution-restricted character may also be registered on a selection screen. Also, the registration means 52 may register a character to be evolved on a selection screen.

[0146] Furthermore, the registration means 52 may prevent characters that cannot be evolved from being registered as evolution-restricted characters among the characters owned by the player.

[0147] Furthermore, the registration means 52 has been described as registering some of the owned characters as evolution-restricted characters in response to instructions from the player, but when an evolution-restricted character is registered, it may also identify a character that uses that evolution-restricted character as an evolution material character, and simultaneously register another evolution material character that has been previously associated with that character as an evolution-restricted character.

[0148] Furthermore, in this embodiment, the display means 54 has been described as displaying evolution-restricted characters included in the owned characters in different ways from other characters on the selection screen, but the manner in which characters whose sale or disposal as evolution material characters has been restricted in advance by the player (locked characters) may be displayed may be different from that of normal characters, evolution-restricted characters, etc.

[0149] In this embodiment, a base character is evolved by combining one or more evolution material characters that are pre-associated with the base character. However, an evolved character may be degenerated by paying a cost. This degeneration, for example, means returning the evolved character to its pre-evolution state. Examples of the cost consumption include consuming paid or non-paid items, or combining degeneration material characters as materials.

[0150] In addition, in this embodiment, the special parameter is mainly described as rarity, but is not limited to this. For example, the special parameter may be luck, an upper limit on the level, a lower limit on the number of turns required to activate a skill, etc. For example, luck is a parameter that increases the number and quality of rewards obtained for clearing a quest as the value increases.

[0151] Furthermore, in this embodiment, the special parameters are changed (increased) through evolutionary synthesis, but they may also be changed through strengthening synthesis.

[0152] In addition, in this embodiment, the evolution material character pre-associated with the source character is described as being of the same type or attribute as the source character, but this is not limited to this. For example, the evolution material character pre-associated with the source character may be one or more characters predetermined by the game operator. Furthermore, the source character and the evolution material character may have different attributes.

[0153] Furthermore, in this embodiment, the content is mainly a character, but it may also be a weapon, protective gear, accessory, card, gear, figure, or the like. [Explanation of symbols]

[0154] 10...Server device 12...Terminal device 50...Memory means 52...Means of registration 54...Display means

Claims

1. A program for executing a game in which a synthesis source content selected by a player from among owned contents is evolved by synthesizing the synthesis source content with a predetermined number of evolution material contents that are pre-associated with the synthesis source content, the program comprising: Computer, a registration means for registering a part of the owned content as evolution-restricted content in response to an instruction from the player; a display means for displaying a selection screen for the player to select a synthesis source content from among the owned contents; It functions as the display means displays the evolution-restricted content included in the owned content and other content in different modes on the selection screen; program.

2. the display means displays the evolution-restricted content on the selection screen in a manner that makes it impossible to select the evolution-restricted content as a synthesis source content, and displays the other content in a manner that makes it possible to select the evolution-restricted content as a synthesis source content. The program according to claim 1.

3. when the evolution-restricted content is selected by the player on the selection screen, the display means displays information indicating that evolution of the evolution-restricted content is restricted. The program according to claim 1.

4. when the evolution-restricted content is selected by the player, the display means displays an instruction area for canceling the registration of the evolution-restricted content on the selection screen. The program according to claim 1.

5. the registration means, when the player designates some of the owned contents as to-be-evolved content, registers evolution material content that is the owned content of the player and that is associated in advance with the to-be-evolved content as evolution-restricted content; The program according to claim 1.

6. The evolution material content increases in rarity through evolution, The rarity of the evolution material content pre-associated with the synthesis source content is a predetermined value. The program according to claim 1.

7. The evolution material content is content of the same type as the synthesis source content. The program according to claim 6.

8. The evolution material content is content having the same attributes as the synthesis source content. The program according to claim 6.

9. A program for executing a game in which a synthesis source content selected by a player from among owned contents is evolved by synthesizing the synthesis source content with a predetermined number of evolution material contents that are pre-associated with the synthesis source content, the program comprising: Computer, a registration means for registering a part of the owned content as evolution-restricted content in response to an instruction from the player; a display means for displaying a selection screen for the player to select a synthesis source content from among the owned contents; It functions as the display means does not display the evolution-restricted content included in the owned content on the selection screen. program.

10. 1. An information processing device that executes a game in which a synthesis source content selected by a player from among owned contents is evolved by synthesizing the synthesis source content with a predetermined number of evolution material contents that are pre-associated with the synthesis source content, a registration means for registering a part of the owned content as evolution-restricted content in response to an instruction from the player; a display means for displaying a selection screen for the player to select a composition source content from among the owned contents; Equipped with the display means displays the evolution-restricted content included in the owned content and other content in different modes on the selection screen; Information processing device.

11. 1. An information processing device that executes a game in which a synthesis source content selected by a player from among owned contents is evolved by synthesizing the synthesis source content with a predetermined number of evolution material contents that are pre-associated with the synthesis source content, a registration means for registering a part of the owned content as evolution-restricted content in response to an instruction from the player; a display means for displaying a selection screen for the player to select a composition source content from among the owned contents; Equipped with the display means does not display the evolution-restricted content included in the owned content on the selection screen. Information processing device.

Citation Information

Patent Citations

  • Information processor and game program

    JP2016022238A