Program and information processing device
The program incentivizes users to acquire material content before development content by providing preferential treatment and easier development, addressing the lack of motivation in existing systems.
Patent Information
- Application Number
- JP2024040574
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-14
- Publication Date
- 2025-09-29
AI Technical Summary
Existing game programs lack motivation for users to acquire material content before development content, leading to a lack of incentive for possessing material items.
A program that allows users to possess in-game development content and material content, providing preferential treatment and easier development when material content is possessed before development content, such as through reduced material usage, lower costs, increased probability of acquisition, and enhanced training benefits.
Motivates users to possess material content before development content by offering preferential treatment and efficient development, reducing material requirements and costs, and enhancing training opportunities.
Smart Images

Figure 2025140922000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] A game program is known that, if a user possesses material content (e.g., material items, etc.) used to develop development content (e.g., game items, etc.) before possessing the development content, guides the user to acquire the development content that the user does not possess (e.g., Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6021129 Summary of the Invention [Problem to be solved by the invention]
[0004] Patent Document 1 provides motivation to acquire development content that is not yet acquired, assuming that the material content is already in possession of the content, and therefore there is little motivation to acquire the material content itself before the development content.
[0005] The present invention has been made in view of the above circumstances, and its purpose is to provide an incentive to possess material content before training content. [Means for solving the problem]
[0006] The main invention of the present invention to solve the above problems is: Computer, A possession means for allowing a user to possess in-game development content and material content used for developing the development content in the game; A development means for controlling the user so that it is easier for the user to develop the development content when the user possesses the material content before the development content than when the user possesses the material content after the user possesses the development content; It is a program that functions as a Other features of the present invention will become apparent from the description of this specification and the accompanying drawings. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a configuration diagram showing an example of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer 50 according to the present embodiment. [Figure 3] FIG. 2 is a functional block diagram illustrating an example of a server device 20 according to the present embodiment. [Figure 4] FIG. 3 is a diagram illustrating an example of character information according to the present embodiment. [Figure 5] FIG. 2 is a diagram illustrating an example of item information according to the present embodiment. [Figure 6] FIG. 2 is a diagram illustrating an example of quest information according to the present embodiment. [Figure 7] FIG. 3 is a diagram illustrating an example of lottery game information according to the present embodiment. [Figure 8] FIG. 2 is a diagram illustrating an example of schedule information according to the present embodiment. [Figure 9] FIG. 3 is a diagram illustrating an example of user information according to the present embodiment. [Figure 10] FIG. 4 is a diagram illustrating an example of possessed character information according to the present embodiment. [Figure 11] FIG. 10 is a diagram illustrating an example of possession log information according to the present embodiment. [Figure 12] 1 is a functional block diagram illustrating an example of a client terminal 10 according to the present embodiment. [Figure 13] 13A is an explanatory diagram showing the relationship between the possession status of material items, material characters, and training characters and preferential effects. FIG. 13A is a diagram showing a situation where a material character is possessed first, and then a training character is possessed. FIG. 13B is a diagram showing a situation where a training character is possessed first, and then a material character is possessed. FIG. 13C is a diagram showing a situation where a material item is possessed first, and then a training character is possessed. FIG. 13D is a diagram showing a situation where a training character is possessed first, and then a material item is possessed. [Figure 14] 10 is a flowchart showing an example of an operation related to raising a character to be raised in the first embodiment. [Figure 15] FIG. 5 is a diagram showing an example of the configuration of a character to be raised selection screen 500 in this embodiment. [Figure 16] 10 is a flowchart showing an example of an operation related to raising a character to be raised in the second embodiment. [Figure 17] FIG. 5 is a diagram showing an example of the configuration of a character selection screen 550 in this embodiment. [Figure 18] 11 is a flowchart showing an example of an operation related to raising a character to be raised in the third embodiment. [Figure 19] FIG. 6 is a diagram showing an example of the configuration of a character selection screen 600 in this embodiment. [Figure 20] 13 is a flowchart showing an example of an operation related to the sale of a material item in the fourth embodiment. [Figure 21] FIG. 6 is a diagram showing an example of the configuration of a material item selection screen 650 in this embodiment. [Figure 22] 13 is a flowchart illustrating an example of an operation for obtaining a material item in the fifth embodiment. [Figure 23] FIG. 7 is a diagram showing an example of the configuration of a material item selection screen 700 in this embodiment. [Figure 24] 13 is a flowchart showing an example of an operation for obtaining a material character in the sixth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] At least the following matters will become clear from the description of this specification and the accompanying drawings. That is, the computer, A possession means for allowing a user to possess in-game development content and material content used for developing the development content in the game; A development means for controlling the user so that it is easier for the user to develop the development content when the user possesses the material content before the development content than when the user possesses the material content after the user possesses the development content; It is a program that functions as a According to such a program, the development of the development content can be advantageously developed, and it is therefore possible to provide motivation for possessing the material content before the development content.
[0009] Also, such a program, The development means may control the user so that it is easier for the user to develop the development content by treating the user more favorably in the latter case than in the former case in terms of the use of the material content. According to such a program, by possessing the material content before the development content, the player is given preferential treatment when using the material content, and therefore it is possible to advantageously develop the development status of the development content.
[0010] Also, such a program, The training means may treat the user more favorably by using less material content for training the training content in the latter case than in the former case. According to such a program, by possessing the material content before the development content, the amount of material content used to develop the development content is reduced, making it possible to develop the development status of the development content advantageously.
[0011] Also, such a program, The training means may be configured to favor the user by increasing the amount of increase in the parameters set in the training content when the material content is used in the latter case more than in the former case. According to such a program, by possessing the material content before the development content, the amount of increase in the parameters set in the development content increases when the material content is used, making it possible to develop the development situation of the development content advantageously.
[0012] Also, such a program, The development means may control the user so that it is easier for the user to develop development content by treating the user more preferentially in the latter case than in the former case in terms of obtaining material content. According to such a program, by possessing the material content before the development content, the player is given preferential treatment when acquiring the material content, and therefore it is possible to advantageously develop the development status of the development content.
[0013] Also, such a program, The training means may treat the user more favorably in the latter case than in the former case by lowering the cost for obtaining material content. According to such a program, by possessing the material content before the development content, the material content can be obtained at low cost, and the development of the development content can be advantageously developed.
[0014] Also, such a program, The training means may treat the user more favorably by increasing the probability of obtaining material content in the latter case compared to the former case. According to such a program, by possessing the material content before the development content, the material content can be obtained with a high probability, and the development of the development content can be advantageously developed.
[0015] Also, such a program, The growing means includes: If you have completed training content, The control may be such that it is easier for the user to develop the incomplete development content if the user possesses the material content before possessing the incomplete development content, which is the same development content as the completed development content but has not yet been developed, than if the user possesses the material content after possessing the incomplete development content. According to such a program, it is possible to provide motivation to continue to possess the material content even after the development of the development content has been completed.
[0016] a possession unit that allows a user to possess in-game development content and material content used for developing the development content in the game; A development unit that controls the user so that it is easier for the user to develop the development content when the user possesses the material content before the development content than when the user possesses the material content after the user possesses the development content; The information processing device is provided with: According to such an information processing device, the development status of the development content can be advantageously developed, and therefore it is possible to provide motivation for possessing the material content before the development content.
[0017] === Implementation form === The following describes in detail an information processing device, a program, an information processing method, and an information processing system according to embodiments of the present invention. The present invention can be widely applied to programs, information processing devices, information processing methods, information processing systems, and the like that employ a mechanism for developing development content using material content in a game.
[0018] <System configuration> Fig. 1 is a configuration diagram showing an example of an information processing system 1 according to this embodiment. As shown in Fig. 1, the information processing system 1 according to this embodiment has one or more client terminals 10 and a server device 20 connected via a network N.
[0019] The client terminal 10 is a terminal device operated by a user, such as a smartphone, tablet, or PC, or a terminal device such as a dedicated game machine for home or commercial use. The server device 20 manages and controls the game played by the user on the client terminal 10, and performs in-game billing processing, etc. The network N is the Internet or the like, and includes a mobile wireless base station, etc.
[0020] In addition to the client-server information processing system 1 shown in Fig. 1, the present invention can also be applied to a standalone game device by providing a separate mechanism for in-game billing processing. The information processing system 1 in Fig. 1 is only one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Fig. 1 may be configured as a distributed system across multiple computers.
[0021] <Hardware configuration> <<Client terminal and server device>> Fig. 2 is a hardware configuration diagram showing an example of a computer 50 according to this embodiment. The client terminal 10 and the server device 20 according to this embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Fig. 2. The computer 50 is an example of an information processing device.
[0022] 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, all of which are interconnected by a bus line B. Note that the server device 20 may be configured such that the input device 55 and the display device 56 are connected and used when necessary.
[0023] The CPU 51 is a computing device that reads programs and data from storage devices such as the ROM 53 and HDD 58 onto the RAM 52 and executes various processes based on the read programs and data, thereby controlling the entire computer and realizing its functions.
[0024] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily storing programs and data, and is also used as a work area when the CPU 51 executes various processes.
[0025] The ROM 53 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 53 stores programs and data such as BIOS, OS settings, and network settings that are executed when the computer 50 starts up.
[0026] The communication interface 54 is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface 54.
[0027] The input device 55 is a device used by a user or a game operator (administrator) to input various data, etc. The input device 55 in this embodiment is, for example, an operation device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.
[0028] The display device 56 is a device for displaying various information on a screen for the user or the game operator (administrator). The display device 56 in this embodiment is, for example, a liquid crystal or organic EL display.
[0029] The external interface 57 is an interface for connecting to an external device so as to enable data communication, thereby allowing the computer 50 to read and / or write data from and to a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.
[0030] The HDD 58 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.
[0031] Instead of the HDD 58, a drive device that uses a flash memory as a storage medium (for example, a solid state drive (SSD)) may be used.
[0032] The client terminal 10 and the server device 20 according to this embodiment can realize various processes, which will be described later, by executing a program on the computer 50 having the hardware configuration described above.
[0033] <Software configuration> Server device 3 is a functional block diagram showing an example of the server device 20 according to this embodiment. The server device 20 according to this embodiment is realized by, for example, the functional blocks shown in FIG.
[0034] The server device 20 according to this embodiment implements a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.
[0035] The server control unit 200 has a function of executing various processes in the server device 20. The server control unit 200 in this embodiment includes a request processing unit 201 and an information management unit 202.
[0036] The request processing unit 201 receives a request from the client terminal 10, executes processing corresponding to the received request, and transmits the processing result and the like to the client terminal 10 as a response.
[0037] The information management unit 202 stores various pieces of information about users playing the game as user information in the user information storage unit 226. Furthermore, the information management unit 202 updates the user information and the like in response to a request from the request processing unit 201.
[0038] The server storage unit 220 has a function of storing various types of information in the server device 20. As shown in Fig. 3 , the server storage unit 220 in this embodiment includes a character information storage unit 221, an item information storage unit 222, a quest information storage unit 223, a lottery game information storage unit 224, a schedule information storage unit 225, and a user information storage unit 226.
[0039] The character information storage unit 221 is an example of a content information storage unit, and stores character information (content information) related to characters as an example of content. The character information stored in the character information storage unit 221 includes various characters used in fighting games, lottery games, character development, etc. The character information stored in the character information storage unit 221 is made up of the following various data:
[0040] 4 is a diagram showing an example of character information according to this embodiment. The character information shown in FIG. 4 includes items such as character ID, name, rarity, ability parameters, level, evolved character, evolved material character, material item, lottery probability, and selling points.
[0041] The character ID is information for uniquely identifying a character. The name is information indicating the character's name.
[0042] Rarity is information indicating the rarity of a character. Here, one of multiple rarity levels is initially set. In this embodiment, five levels of rarity from "1" to "5" can be set. Note that the number of rarity levels is not limited to five, and may be four or less, or six or more.
[0043] The ability parameters are information indicating the abilities of a character. Here, ability values such as attack, defense, and HP are initially set. The level is a parameter indicating the degree of character development. Here, an initial value is set. In this embodiment, the ability parameters and level are configured to increase from their initial values by developing the character.
[0044] An evolved character is information indicating an evolved character that is pre-associated with a pre-evolved character. An evolved character is a character that can be obtained by performing evolutionary synthesis on a pre-evolved character. Evolutionary synthesis will be described later, but it is one method of developing a character.
[0045] An evolution material character is a character that serves as a material for evolutionary synthesis and is a material character that is associated in advance with a pre-evolved character. In this embodiment, one or more material characters are associated in advance with a pre-evolved character. The multiple material characters may be associated with multiple material characters of the same type, multiple material characters of different types, or a combination of these.
[0046] The material items are used to break through the limits of a character, and are material items that are associated with the character in advance. Breaking through the limits is one method of developing a character, which will be described later.
[0047] The lottery probability is information indicating the probability that a character will win the lottery game. Here, the rarer the character, the lower the lottery probability is set.
[0048] The selling points are information indicating the number of game points that can be obtained when a character is sold. Here, the rarer the character, the greater the number of points that can be obtained.
[0049] The item information storage unit 222 is an example of a content information storage unit, and stores item information (content information) related to items as an example of content. The item information stored in the item information storage unit 222 is made up of various data shown below.
[0050] 5 is a diagram showing an example of item information according to this embodiment. The item information shown in FIG. 5 includes items such as item ID, name, function / effect, purchase / sale points, drop rate, etc.
[0051] The item ID is information for uniquely identifying an item. The name is information indicating the item name. The function / effect is information about the function and effect of the item.
[0052] Purchase / sale points are information that indicates the number of game points consumed when purchasing an item, or the number of game points available when selling an item. Here, they are set for items that users can purchase or sell. Drop rate is information that indicates the probability of obtaining an item in the game.
[0053] The quest information storage unit 223 stores quest information relating to quests, which are game stages. The quest information stored in the quest information storage unit 223 is made up of the following various data.
[0054] Fig. 6 is a diagram showing an example of quest information. The quest information shown in Fig. 6 includes items such as a quest ID, name, points consumed, difficulty level, enemy characters, obtainable characters, rewards for clearing the quest, and a playable period.
[0055] The quest ID is information for uniquely identifying the quest. The name is information indicating the name of the quest. The playable period is information indicating the period during which the user can play the quest.
[0056] The consumed points are information that indicates the number of game points consumed when playing a quest. In other words, in order to play a quest, a user must consume the number of game points they have, and if they do not have enough game points, they will not be able to play the quest.
[0057] The difficulty level is information indicating a preset difficulty level for a quest. Here, one of multiple difficulty levels is preset, and the difficulty level of the quest is configured not to change.
[0058] The enemy character is information indicating one or more characters that may appear as opponents in a quest, among the characters set in the character information stored in the character information storage unit 221. In this embodiment, the higher the difficulty level of the quest, the higher the various parameters of the enemy character, such as HP (stamina value) and strength level.
[0059] Acquirable characters are information indicating one or more characters that can be acquired in a quest, among the characters set in the character information stored in the character information storage unit 221. Note that there are cases where an acquireable character in a quest and an enemy character are the same character. In this embodiment, an associated drop rate is also set for each acquireable character. The drop rate is information indicating the probability of acquiring a character in a quest.
[0060] The clear reward is information about the reward given to a user who clears a quest. Here, one or more items are set as the clear reward. Note that characters or game points may be set as the clear reward instead of or in addition to items.
[0061] The lottery game information storage unit 224 stores lottery game information related to the lottery game. The lottery game information stored in the lottery game information storage unit 224 is made up of the following various data.
[0062] 7 is a diagram showing an example of lottery game information according to this embodiment. The lottery game information shown in FIG. 7 includes items such as lottery ID, name, playable period, points to be consumed, and obtainable characters.
[0063] The lottery ID is information for uniquely identifying the lottery game. The name is information indicating the name of the lottery game. The playable period is information indicating the period during which the user can play the lottery game.
[0064] The consumed points are information indicating the number of game points consumed when playing a lottery game. In other words, in order to play a lottery game, a user must consume the number of game points they have, and if they do not have enough game points, they will not be able to play the lottery game.
[0065] The obtainable characters are information indicating one or more characters that can be obtained as a result of a lottery, among the characters set in the character information stored in the character information storage unit 221.
[0066] The schedule information storage unit 225 stores schedule information relating to the schedule of newly playable quests, etc. The schedule information stored in the schedule information storage unit 225 is made up of the following various data.
[0067] Fig. 8 is a diagram showing an example of schedule information. The schedule information shown in Fig. 8 has items such as a schedule ID, an additional target, a playable period, and a new character.
[0068] The schedule ID is information for uniquely identifying the schedule to be added. The addition target is information indicating a new quest or lottery game that will become playable. In this embodiment, new playable quests or lottery games are added at the timing of a game version update, etc.
[0069] The playable period is information indicating the period during which the newly added quest or lottery game can be played. The newly introduced character is information indicating the character that can be acquired and possessed by playing the newly playable quest or lottery game. In this embodiment, the period during which the newly introduced character can be acquired and possessed coincides with the playable period of the newly playable quest or lottery game.
[0070] The user information storage unit 226 stores user information about users who play the game. The user information stored in the user information storage unit 226 is made up of the following various data.
[0071] 9 is a diagram showing an example of user information according to this embodiment. The user information shown in FIG. 9 includes items such as a user ID, name, party, possession points, possession character information, possession items, possession log information, etc.
[0072] The user ID is information for uniquely identifying the user. The name is information indicating the user name. The party is information indicating each character that makes up the party organized by the user. The points held is information indicating the number of game points the user currently holds.
[0073] The possessed character information is information about one or more characters currently possessed by the user from among the characters set in the character information stored in the character information storage unit 221. This possessed character information is composed of various data as follows.
[0074] Fig. 10 is a diagram showing an example of possessed character information. The possessed character information shown in Fig. 10 includes items such as possessed character, possession date, ability parameter, level, training status, number of times used, etc.
[0075] The owned character is information for uniquely identifying the character currently owned by the user. The ownership date is information indicating the date (timing) when the user acquired the owned character. The level is information indicating the current level of the owned character.
[0076] The development status is flag information indicating whether the development of a possessed character has been completed. In this embodiment, when the level of the possessed character reaches a predetermined value, the development of the possessed character is set to be completed.
[0077] The number of uses is information indicating the number of times the user has used the owned character in the game. In this embodiment, the number of times the user has incorporated the owned character into their own party and challenged a quest is set as the number of uses of that owned character.
[0078] The possessed items are information indicating one or more items currently possessed by the user from among the items set in the item information stored in the item information storage unit 222. Here, as shown in parentheses in the drawing, the quantity of possessed items currently possessed by the user is also set.
[0079] The possession log information is information about the possession history of the currently possessed items. This possession log information is made up of various data as follows:
[0080] Fig. 11 is a diagram showing an example of possession log information, which includes items such as a log ID, a possession item, and a possession date.
[0081] The log ID is identification information assigned according to the order in which a user possesses a possessed item. The possessed item is information for identifying the possessed item of the user. The possessed date is information indicating the date (timing) on which the user possessed the possessed item.
[0082] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.
[0083] <<Client terminal>> 12 is a functional block diagram showing an example of the client terminal 10 according to this embodiment. The client terminal 10 according to this embodiment is realized by, for example, the functional blocks shown in FIG.
[0084] The client terminal 10 according to this embodiment implements a client control unit 100, a client storage unit 120, a client communication unit 140, an operation input receiving unit 150, and a screen display unit 160 by executing a program.
[0085] The client control unit 100 has a function of executing various processes in the client terminal 10. The client control unit 100 in this embodiment includes at least a game control unit 101, a server access unit 102, and a display control unit 103.
[0086] The game control unit 101 controls the progress of various games, etc. The game control unit 101 according to this embodiment controls a battle game, a lottery game, character development, etc., which will be described later, based on game operations received from the user by the client terminal 10. The game control unit 101 includes a battle unit 101A, a lottery unit 101B, a possession unit 101C, a development unit 101D, and a selling unit 101E.
[0087] The battle unit 101A executes various processes related to the battle game. The battle unit 101A according to this embodiment determines the outcome of a battle between each character constituting the user's party and an enemy character for each quest.
[0088] The lottery unit 101B executes various processes related to the lottery game. The lottery unit 101B according to this embodiment determines, by lottery, a character to be possessed by the user from among characters that are lottery candidates for each lottery game.
[0089] The possession unit 101C executes various processes for allowing the user to possess in-game items and characters. For example, the possession unit 101C according to this embodiment allows the user to possess items granted in a competitive game or characters granted in a lottery game.
[0090] The training unit 101D executes various processes related to the training of characters possessed by the user. The training unit 101D according to this embodiment trains a training character selected by the user from among the characters possessed by the user by using material characters and material items possessed by the user. In addition, the training unit 101D controls so that it is easier for the user to train the training character if the user possesses the material characters and material items before possessing the training content, compared to if the user possesses the material characters and material items after possessing the training character.
[0091] In this embodiment, character development is carried out, for example, by using material items possessed by the user to gradually increase the upper level limit set for the development character (limit breaking), by synthesizing material characters possessed by the user to increase the ability parameters set for the development character (strengthening synthesis), or by synthesizing material characters possessed by the user to grow the development character into an evolved character (evolutionary synthesis).
[0092] In other words, in limit breaks and strengthening synthesis, which are methods of character development, the user does not possess (does not possess) the material item or material character, but can continue to strengthen the development character that they possess. Also, in evolution synthesis, which is one method of character development, the user does not possess (does not possess) the material character, but can possess the grown evolved character.
[0093] The selling unit 101E sells a character owned by a user, thereby giving the user a compensation in exchange for not allowing the user to own the character (making the user non-ownership of the character). The selling unit 101E according to the present embodiment gives the user game points as an example of compensation every time the user sells his / her own character.
[0094] When access to the server device 20 becomes necessary during various processes executed by the game control unit 101 or the display control unit 103, the server access unit 102 sends various processing requests to the server device 20 and receives processing results, etc. from the server device 20 as a response.
[0095] The display control unit 103 controls the screen display of the client terminal 10 in accordance with the progress of various games, etc. The display control unit 103 according to this embodiment controls the screen display of the client terminal 10 by generating data for various screens in accordance with the progress of a competitive game or a lottery game controlled by the game control unit 101, for example.
[0096] The client memory unit 120 stores installed applications (game apps, etc.) and various programs and data required by the client terminal 10 (for example, character information, item information, quest information, lottery game information, schedule information, user information, etc., similar to the server device 20).
[0097] That is, the client storage unit 120 also functions as a character information storage unit, an item information storage unit, a quest information storage unit, a lottery game information storage unit, a schedule information storage unit, and a user information storage unit.
[0098] The client communication unit 140 communicates with the server device 20. The operation input receiving unit 150 receives operation input from a user who operates the client terminal 10. The screen display unit 160 displays the screen of the client terminal 10 in accordance with control from the display control unit 103.
[0099] As described above, in the information processing system 1 according to this embodiment, game control and display control are performed in the client terminal 10, but they may also be performed by the server device 20. Specifically, at least one of the game control unit and the display control unit may be configured not to be provided in the client control unit 100 of the client terminal 10, but to be provided in the server control unit 200 of the server device 20.
[0100] The client control unit 100 of the client terminal 10 may be of a browser type, in which the client control unit 100 receives page data written in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs game-related processing. The client control unit 100 of the client terminal 10 may be of an application type, in which the client control unit 100 performs game-related processing based on an installed application. Fig. 12 shows the application type as an example.
[0101] <System Overview> An overview of the information processing system 1 in this embodiment will be described below. The information processing system 1 in this embodiment includes at least a fighting game, a lottery game, and character development.
[0102] In the fighting game of this embodiment, a plurality of playable quests are provided. When the user selects one of the plurality of quests and starts the game, the user can fight against an enemy character that is set in association with the selected quest.
[0103] In a quest battle, the user can organize a party using characters and other characters that the user owns, and pit each character that makes up the party against an enemy character.
[0104] Also, when you defeat an enemy character (a character that can be acquired) in a quest, you may be granted that enemy character according to the drop rate, and you may be able to possess that enemy character. If you possess an enemy character, you may be able to use it as a training character or a material character.
[0105] When a quest is cleared, an item is awarded as a reward for clearing the quest. If the reward is a material item, it may be used to train a character.
[0106] In the present embodiment, a plurality of playable lottery games are provided. When a user selects one of the plurality of lottery games and starts the game, the user is given and can possess a character selected from a plurality of characters based on a lottery probability.
[0107] If you possess a character that you are awarded as a result of the lottery, you may be able to use it as a training character or a material character.
[0108] In character development in this embodiment, the user can develop a development character selected from among the characters he or she owns by using material characters and material items he or she owns.
[0109] Methods for developing a character include gradually increasing the upper limit of the level set for the user's developed character by breaking through the limits using the user's material items, increasing the ability parameters set for the user's developed character by performing strengthening synthesis using the user's material characters, and growing the user's developed character into an evolved character by performing evolution synthesis using the user's material characters.
[0110] In this embodiment, by possessing material items and material characters before the development character, the development status of the development character can be advantageously developed. The relationship between the possession status of material items, material characters, and development characters and the preferential effects will be explained below with reference to FIG.
[0111] FIG. 13 is an explanatory diagram showing the relationship between the possession status of material items, material characters, and training characters and the preferential effect. FIG. 13A is a diagram showing a situation where a material character is possessed first, and then a training character is possessed. FIG. 13B is a diagram showing a situation where a training character is possessed first, and then a material character is possessed. FIG. 13C is a diagram showing a situation where a material item is possessed first, and then a training character is possessed. FIG. 13D is a diagram showing a situation where a training character is possessed first, and then a material item is possessed.
[0112] As shown in Figure 13A, by possessing the material character used to develop the development character before the user possesses the development character, the user is given preferential treatment when using or obtaining the material character, allowing the development of the development character to develop advantageously.
[0113] In contrast, as shown in FIG. 13B, if a user possesses a training character that can be trained with a material character before the user possesses that material character, the preferential treatment effect is not provided when using or obtaining that material character.
[0114] In the case of the possession situation shown in Figure 13A, unlike the possession situation shown in Figure 13B, by exerting such a preferential effect, it is possible to provide motivation to possess the material character before the training character.
[0115] As shown in Figure 13C, by possessing the material items used to develop a development character before the user possesses the development character, the user is given preferential treatment when using or obtaining the material items, allowing the development of the development character to develop advantageously.
[0116] In contrast, as shown in FIG. 13D, if a user possesses a character that can be trained with a material item before the user possesses that material item, the preferential treatment effect will not be applied when using or obtaining that material item.
[0117] In the case of the possession situation shown in Figure 13C, unlike the possession situation shown in Figure 13D, by exerting this preferential effect, it is possible to provide an incentive to possess material items before the training character.
[0118] Thus, according to the information processing system 1 of this embodiment, it is easier for a user to develop a development character if the user possesses a material character before possessing a development character (Figure 13A) than if the user possesses a material character after possessing a development character (Figure 13B).
[0119] Similarly, it will be easier for a user to develop a development character if the user possesses a material item before the development character (Figure 13C) than if the user possesses a material item after the development character (Figure 13D).
[0120] Therefore, it is possible to motivate the user to possess material items and material characters (material contents) before possessing training characters (training contents).
[0121] <System Operation> The operation of the information processing system 1 in this embodiment will be described below. In the following, specific explanations will be given to the operation when material content (material items and material characters) is possessed before training content (training characters) to give preferential treatment in the use of material content in the game, and the operation when material content is obtained in the game.
[0122] <<Preferential treatment when using material content>> An example of operation when preferential treatment is given in the use of material content will be described. In the following Example 1, a case where a training character is trained by breaking through the limits using a material item will be described, in Example 2, a case where a training character is trained by strengthening synthesis using a material character will be described, in Example 3, a case where a training character is trained by evolution synthesis using a material character will be described, and in Example 4, a case where a material item is used to sell at an in-game shop will be described.
[0123] Example 1 In Example 1, operations related to raising a character by breaking through limits using material items will be described with reference to Figs. 14 and 15. Fig. 14 is a flowchart showing an example of operations related to raising a character in Example 1. Fig. 15 is a diagram showing an example of the configuration of a character selection screen 500 in this embodiment.
[0124] First, as shown in FIG. 14, when a user performs a predetermined operation on a menu screen not shown, the display control unit 103 of the client terminal 10 receives the user's operation input through the operation input receiving unit 150, and displays the character development selection screen 500 on the screen display unit 160 based on the image data generated by the image generation unit 101 (step S11).
[0125] As shown in Figure 15, the character development selection screen 500 displays a list 501 of characters owned by the player that can be selected, a scroll button 502, an operation button 503 for confirming the character development selection and breaking through the limits, and a cancel button 504 for canceling the character development selection.
[0126] In the character-to-be-raised selection screen 500 of this embodiment, when the user operates the scroll button 502, the characters possessed as selection candidates are displayed in the list 501 by moving up and down in sequence.
[0127] On the character-to-be-raised selection screen 500, the user can select a character to be raised from among the characters the user owns listed in the list 501, and then press the operation button 503 to confirm the selection.
[0128] Next, returning to FIG. 14, the training unit 101D of the client terminal 10 determines whether the user has selected one of the multiple owned characters in the list 501 on the training character selection screen 500 shown in FIG. 15 and pressed the operation button 503 (step S12).
[0129] Next, when the user performs an operation to select one of the owned characters as a development character (step S12: YES), the development unit 101D of the client terminal 10 determines whether or not there is a material item among the items owned by the user that is to be used to develop the selected development character and that was owned earlier than the selected development character (step S13).
[0130] Specifically, the training unit 101D of the client terminal 10 refers to the character information shown in Figure 4 and identifies the material items associated with the selected training character, i.e., the material items used to train the selected training character.
[0131] Next, the training unit 101D of the client terminal 10 refers to the user information shown in Figure 9 and determines whether the identified material item is present among the items possessed by the user, i.e., whether the user possesses the identified material item.
[0132] If the user possesses the specified material item, the possession log information shown in Fig. 11 is referenced to identify the possession date of the specified material item, and the possession character information shown in Fig. 10 is referenced to identify the possession date of the selected development character. By comparing the possession dates of both, it is determined whether or not there is a material item that was possessed earlier than the selected development character.
[0133] If it is determined that the user does not have a material item that was possessed earlier than the selected breeding character (step S13: NO), the process proceeds to step S16, which will be described later. On the other hand, if it is determined that the user has a material item that was possessed earlier than the selected breeding character (step S13: YES), the process proceeds to the next step S14.
[0134] Next, if the user possesses a material item that was possessed earlier than the selected training character (step S13: YES), the training unit 101D of the client terminal 10 refers to the possessed items in the user information shown in Figure 9 and determines whether there are five or more previously possessed material items (step S14).
[0135] If it is determined that the user does not have five or more previously owned material items among his / her owned items (step S14: NO), the process proceeds to step S16, which will be described later. On the other hand, if it is determined that the user has five or more previously owned material items (step S14: YES), the process proceeds to the next step S15.
[0136] Next, if there are five or more previously owned material items among the items owned by the user (step S14: YES), the training unit 101D of the client terminal 10 uses the five previously owned material items to perform a limit break, thereby raising the upper limit value of the level set for the selected training character by one level (step S15).
[0137] At this time, the training unit 101D of the client terminal 10 updates the possessed items in the user information shown in FIG. 9, and subtracts five previously possessed material items used to break through the limit from the possessed items of the user.
[0138] Although the example described here uses multiple previously owned material items to break through the limit, the present invention is not limited to this. For example, it is also possible to break through the limit using only one previously owned material item.
[0139] Next, if the user does not possess any material items that were possessed prior to the selected training character (step S13: NO), or if there are not five or more previously possessed material items (step S14: NO), the training unit 101D of the client terminal 10 refers to the possessed items in the user information shown in Figure 9 and determines whether the user possesses 10 or more material items that can be used to train the selected training character, not limited to the previously possessed material items (step S16).
[0140] If it is determined that the player does not possess 10 or more material items used to train the selected character (step S16: NO), the flow chart ends without breaking through the limit of the selected character. On the other hand, if it is determined that the player possesses 10 or more material items used to train the selected character (step S16: YES), the player uses the 10 material items to break through the limit, thereby raising the upper limit of the level set for the selected character by one level (step S17).
[0141] At this time, the training unit 101D of the client terminal 10 updates the possessed items in the user information shown in FIG. 9, and subtracts the 10 material items used for limit breaking from the possessed items of the user.
[0142] In this way, according to the information processing system 1 of this embodiment, if a user possesses a material item before possessing a development character, the amount of material item used to develop the development character will be smaller than if the user possesses the material item after possessing the development character, and the user will be given preferential treatment when using the material item. As a result, the user can develop the development status of the development character to his or her advantage.
[0143] <Example 2> In Example 2, operations related to raising a character to be raised by performing reinforcement synthesis using material characters will be described with reference to Figs. 16 and 17. Fig. 16 is a flowchart showing an example of operations related to raising a character to be raised in Example 2. Fig. 17 is a diagram showing an example of the configuration of a character selection screen 550 in this embodiment.
[0144] First, as shown in FIG. 16, when a user performs a predetermined operation on a menu screen (not shown), the display control unit 103 of the client terminal 10 receives the user's operation input via the operation input receiving unit 150, and displays a character selection screen 550 on the screen display unit 160 based on the image data generated by the image generating unit 101 (step S31).
[0145] As shown in Figure 17, the character selection screen 550 displays a list 551, 552 of characters owned by the player that can be selected, scroll buttons 553, 554, an operation button 555 for confirming the selection of the development character and material character and performing strengthening synthesis, and a cancel button 556 for canceling the selection of the development character and material character.
[0146] In the character selection screen 550 of this embodiment, when the user operates the scroll buttons 553 and 554, the possessed characters that are candidates for selection are displayed in the lists 551 and 552 by moving up and down in sequence.
[0147] In this embodiment, on the character selection screen 550, the user can select a character to develop from among the characters the user owns listed in list 551, and can also select a material character from among the characters the user owns listed in list 552, and then confirm the selection by pressing operation button 555.
[0148] Next, returning to FIG. 16, the training unit 101D of the client terminal 10 determines whether an operation has been performed on the character selection screen 550 shown in FIG. 17 to select one of the multiple possessed characters in list 551 as a training character and to select one of the multiple possessed characters in list 552 as a material character (step S32).
[0149] Next, when a user performs an operation to select a development character and a material character from among the characters the user possesses (step S32: YES), the development unit 101D of the client terminal 10 determines whether the user possessed the selected material character before the selected development character (step S33).
[0150] Specifically, the training unit 101D of the client terminal 10 identifies the possessed character information of the user by referring to the user information shown in Fig. 9. Then, by referring to the possessed character information shown in Fig. 10, it identifies the possession date of the selected training character and the possession date of the selected material character. By comparing the identified possession dates of both, it is determined whether the selected material character was possessed before the selected training character.
[0151] If it is determined that the selected material character was acquired later than the selected training character (step S33: NO), the process proceeds to step S36, which will be described later. On the other hand, if it is determined that the selected material character was acquired earlier than the selected training character (step S33: YES), the process proceeds to the next step S34.
[0152] Next, if the training unit 101D of the client terminal 10 has the selected material character before the selected training character (step S33: YES), it determines whether the operation button 555 for performing strengthening synthesis on the selected training character has been pressed on the character selection screen 550 shown in Figure 17 (step S34).
[0153] Next, when the user presses the operation button 555 for performing strengthening synthesis on the selected training character (step S34: YES), the training unit 101D of the client terminal 10 performs strengthening synthesis using the selected material character, thereby increasing the ability parameters set for the selected training character by 1.5 times the normal increase amount (step S35).
[0154] At this time, the training unit 101D of the client terminal 10 updates the possessed character information shown in FIG. 10, and removes the material character used for the strengthening synthesis from the possessed characters of the user, thereby making the material character non-possessed.
[0155] Next, if the training unit 101D of the client terminal 10 acquires the selected material character after the selected training character (step S33: NO), it determines whether the operation button 555 for performing strengthening synthesis on the selected training character has been pressed on the character selection screen 550 shown in Figure 17 (step S36).
[0156] Next, when the user presses the operation button 555 for performing strengthening synthesis on the selected training character (step S36: YES), the training section 101D of the client terminal 10 performs strengthening synthesis using the selected material character, thereby increasing the ability parameters set for the selected training character by the normal increase amount (step S37).
[0157] At this time, the training unit 101D of the client terminal 10 updates the possessed character information shown in FIG. 10, and removes the material character used for the strengthening synthesis from the possessed characters of the user, thereby making the material character non-possessed.
[0158] In this way, according to the information processing system 1 of this embodiment, if the user possesses a material character before possessing a training character, the amount of increase in the parameters set for the training character can be made greater than if the user possesses the material character after possessing the training character, and therefore the material character is given preferential treatment when used. As a result, the user can develop the training status of the training character to an advantage.
[0159] Example 3 In Example 3, operations related to raising a character to be raised by performing evolutionary synthesis using material characters will be described with reference to Figs. 18 and 19. Fig. 18 is a flowchart showing an example of operations related to raising a character to be raised in Example 3. Fig. 19 is a diagram showing an example of the configuration of a character selection screen 600 in this embodiment.
[0160] First, as shown in FIG. 18, when a user performs a predetermined operation on a menu screen (not shown), the display control unit 103 of the client terminal 10 receives the user's operation input via the operation input receiving unit 150, and displays a character selection screen 600 on the screen display unit 160 based on the image data generated by the image generation unit 101 (step S51).
[0161] As shown in Figure 19, the character selection screen 600 displays a list 601 of characters owned by the player that are candidates for selection, a scroll button 602, a list 603 of material characters to be used in evolutionary synthesis, a list 604 of evolved characters, an operation button 605 for confirming the selection of a character to be developed and performing evolutionary synthesis, and a cancel button 606 for canceling the selection of a character to be developed.
[0162] In the character selection screen 600 of this embodiment, when the user operates the scroll button 602, the possessed characters that are candidates for selection are displayed in the list 601 by moving up and down in sequence.
[0163] In this embodiment, when a user selects a development character from among the characters the user owns listed in list 601 on character selection screen 600, the material characters that have been pre-associated with that development character are listed in list 603 based on the character information shown in Figure 4, and the evolved characters that have been pre-associated with that development character are listed in list 604.
[0164] Next, returning to FIG. 18, the training unit 101D of the client terminal 10 determines whether an operation has been performed on the character selection screen 600 shown in FIG. 19 to select one of the multiple owned characters in the list 601 as a training character (step S52).
[0165] Next, when the user performs an operation to select one of the owned characters as a development character (step S52: YES), the development unit 101D of the client terminal 10 determines whether or not all of the material characters owned by the user are material characters that are pre-associated with the selected development character and that were owned before the selected development character (step S53).
[0166] Specifically, the training unit 101D of the client terminal 10 refers to the character information shown in Figure 4 and identifies all of the evolution material characters associated with the selected training character, that is, all of the material characters used for the evolutionary synthesis of the selected training character.
[0167] Next, the training unit 101D of the client terminal 10 identifies the possessed character information of the user by referring to the user information shown in Fig. 9. Then, by referring to the possessed character information shown in Fig. 10, it determines whether or not all of the identified material characters are present among the possessed characters of the user, that is, whether or not the user possesses all of the identified material characters.
[0168] If the user owns all of the identified material characters, the date of possession of each of the identified material characters and the date of possession of the selected development character are identified by referring to the owned character information shown in Fig. 10. By comparing the identified possession dates of both, it is determined whether all of the material characters were owned before the selected development character.
[0169] If it is determined that the user does not have all of the stock characters owned prior to the selected training character (step S53: NO), the process proceeds to step S56, which will be described later. On the other hand, if it is determined that the user has all of the stock characters owned prior to the selected training character (step S53: YES), the process proceeds to the next step S54.
[0170] Next, if all of the material characters owned by the user before the selected training character are present among the characters owned by the user (step S53: YES), the training unit 101D of the client terminal 10 determines whether the operation button 605 for performing evolutionary synthesis on the selected training character has been pressed on the character selection screen 600 shown in Figure 19 (step S54).
[0171] Next, when the user presses the operation button 605 to perform evolutionary synthesis on the selected training character (step S54: YES), the training unit 101D of the client terminal 10 performs evolutionary synthesis using some of the material characters previously owned, and gives the user possession of an evolved character that has been grown from the selected training character (step S55).
[0172] At this time, the training unit 101D of the client terminal 10 updates the possessed character information shown in Figure 10 and removes some of the material characters used to perform the evolutionary synthesis from the possessed characters of the user, thereby making them non-possessed.
[0173] Next, if the user's characters do not include all of the material characters that the user possessed before the selected training character (step S53: NO), the training unit 101D of the client terminal 10 refers to the possessed character information shown in Figure 10 and determines whether the user possesses all of the material characters that will be used for the evolutionary synthesis of the selected training character, not just the material characters that the user possessed before (step S56).
[0174] If it is determined that the player does not possess all of the material characters used for the evolutionary synthesis of the selected development character (step S56: NO), the flow chart ends without performing evolutionary synthesis on the selected development character. On the other hand, if it is determined that the player possesses all of the material characters used for the evolutionary synthesis of the selected development character (step S56: YES), the process proceeds to the next step S57.
[0175] Next, if the training unit 101D of the client terminal 10 possesses all of the material characters to be used for the evolutionary synthesis of the selected training character (step S56: YES), it determines whether the operation button 605 for performing evolutionary synthesis of the selected training character has been pressed on the character selection screen 600 shown in Figure 19 (step S57).
[0176] Next, when the user presses the operation button 605 to perform evolutionary synthesis on the selected training character (step S57: YES), the training unit 101D of the client terminal 10 performs evolutionary synthesis using all of the material characters, and allows the user to own an evolved character that has been grown from the selected training character (step S58).
[0177] At this time, the training unit 101D of the client terminal 10 updates the possessed character information shown in FIG. 10 and removes all material characters used to perform the evolutionary synthesis from the possessed characters of the user, thereby making them non-possessed.
[0178] In this way, according to the information processing system 1 of this embodiment, if a user possesses a material character before possessing a training character, the number of material characters used for the evolution synthesis of the training character will be smaller than if the user possesses the material character after possessing the training character, and therefore the material characters will be given preferential treatment when used. As a result, the user can develop the training status of the training character advantageously.
[0179] Example 4 In Example 4, operations related to a case where a sale is performed using a material item will be described with reference to Fig. 20 and Fig. 21. Fig. 20 is a flowchart showing an example of an operation related to the sale of a material item in Example 4. Fig. 21 is a diagram showing an example of the configuration of a material item selection screen 650 in this embodiment.
[0180] First, as shown in FIG. 20, when a user performs a predetermined operation on a menu screen (not shown), the display control unit 103 of the client terminal 10 receives the user's operation input via the operation input receiving unit 150, and displays a material item selection screen 650 on the screen display unit 160 based on the image data generated by the image generating unit 101 (step S71).
[0181] As shown in Figure 21, the material item selection screen 650 displays a list 651 of material items that the user owns and that are candidates for selection, an operation button 652 for confirming the selection of the material item and selling it, and a cancel button 653 for canceling the selection of the material item.
[0182] Next, returning to FIG. 20, the sales unit 101E of the client terminal 10 determines whether an operation has been performed to select any of the multiple material items in the list 651 on the material item selection screen 650 shown in FIG. 21 (step S72).
[0183] Next, when the user selects one of his or her own material items (step S72: YES), the selling unit 101E of the client terminal 10 determines whether or not the user has a training character that can break through the limits using the selected material item prior to the selected material item (step S73).
[0184] Specifically, the selling unit 101E of the client terminal 10 refers to the character information shown in Figure 4 and identifies the development character associated with the selected material item, that is, the development character that can break through limits using the selected material item.
[0185] Next, the selling unit 101E of the client terminal 10 refers to the user information shown in Fig. 9 to identify the possessed character information of the user. Then, refers to the possessed character information shown in Fig. 10 to determine whether or not the identified development character exists among the possessed characters of the user, that is, whether or not the user possesses the identified development character.
[0186] If the user possesses the specified development character, the possession date of the specified development character is identified by referring to the possessed character information shown in Fig. 10, and the possession date of the selected material item is identified by referring to the possession log information shown in Fig. 11. By comparing the possession dates of both identified items, it is determined whether or not there is a development character that was possessed earlier than the selected material item.
[0187] If the result of this determination is that there is a development character that was possessed before the selected material item (step S73: YES), the process proceeds to step S77, which will be described later. On the other hand, if there is no development character that was possessed before the selected material item (step S73: NO), the process proceeds to the next step S74.
[0188] Next, if there is no training character that was previously owned by the user before the selected material item (step S73: NO), the selling unit 101E of the client terminal 10 determines whether the operation button 652 for selling the selected material item has been pressed on the material item selection screen 650 shown in FIG. 21 (step S74).
[0189] Next, when the user presses the operation button 652 to sell the selected material item (step S74: YES), the sales unit 101E of the client terminal 10 sells the previously owned material item, thereby increasing the sales points held by the user beyond the amount of points associated with the material item in the item information shown in Figure 5 (step S75).
[0190] At this time, the selling unit 101E of the client terminal 10 updates the user information shown in FIG. 9, and adds the increased number of sold points to the points currently possessed by the user.
[0191] Next, if there is a training character that was owned earlier than the selected material item (step S73: YES), the selling unit 101E of the client terminal 10 determines whether the operation button 652 for selling the selected material item has been pressed on the material item selection screen 650 shown in Figure 21 (step S77).
[0192] Next, when the user presses the operation button 652 to sell the selected material item (step S77: YES), the sales unit 101E of the client terminal 10 sells the selected material item, and allows the user to possess the amount of points associated with the material item in the item information shown in Figure 5 as sales points (step S78).
[0193] At this time, the selling unit 101E of the client terminal 10 updates the user information shown in FIG. 9, and adds the number of regular selling points to the points currently possessed by the user.
[0194] Thus, according to the information processing system 1 of this embodiment, if a user possesses a material item before possessing a training character, the amount of points that can be possessed by selling the material item will be greater than if the user possesses the material item after possessing the training character, and therefore the user will be given preferential treatment when using the material item.
[0195] 《Preferential treatment when obtaining material content》 An example of operation when material content is obtained will be described. In the following Example 5, a case where a material item is obtained and possessed by purchasing it at an in-game shop will be described, and in Example 6, a case where a material character is obtained and possessed by playing a quest will be described.
[0196] <Example 5> In Example 5, operations related to obtaining a material item by purchase will be described with reference to Fig. 22 and Fig. 23. Fig. 22 is a flowchart showing an example of operations related to obtaining a material item in Example 5. Fig. 23 is a diagram showing an example of the configuration of a material item selection screen 700 in this embodiment.
[0197] First, as shown in FIG. 22, when a user performs a predetermined operation on a menu screen (not shown), the display control unit 103 of the client terminal 10 receives the user's operation input via the operation input receiving unit 150, and displays a material item selection screen 700 on the screen display unit 160 based on the image data generated by the image generation unit 101 (step S91).
[0198] As shown in Figure 23, the material item selection screen 700 displays a list 701 of material items currently on sale that are candidates for selection, an operation button 702 for confirming the selection of the material item and purchasing it, and a cancel button 703 for canceling the selection of the material item.
[0199] Next, returning to FIG. 22, the training unit 101D of the client terminal 10 determines whether an operation to select any one of the multiple material items in the list 701 has been performed on the material item selection screen 700 shown in FIG. 21 (step S92).
[0200] Next, when the user selects one of the material items currently on sale (step S92: YES), the training unit 101D of the client terminal 10 determines whether or not the user possesses a training character that can break through the limits using the selected material item before the selected material item (step S93).
[0201] Specifically, the training unit 101D of the client terminal 10 refers to the character information shown in Figure 4 and identifies the training character associated with the selected material item, that is, the training character that can break through limits using the selected material item.
[0202] Next, the training unit 101D of the client terminal 10 refers to the user information shown in Fig. 9 to identify the possessed character information of the user. Then, referring to the possessed character information shown in Fig. 10, it determines whether or not the identified training character exists among the possessed characters of the user, that is, whether or not the user possesses the identified training character. If the identified training character is possessed, it is determined that there is a training character possessed earlier than the selected material item.
[0203] If the result of this determination is that there is a development character that was possessed before the selected material item (step S93: YES), the process proceeds to step S97, which will be described later. On the other hand, if there is no development character that was possessed before the selected material item (step S93: NO), the process proceeds to the next step S94.
[0204] Next, if there is no training character that has been possessed prior to the selected material item (step S93: NO), the training unit 101D of the client terminal 10 determines whether the operation button 702 for purchasing the selected material item has been pressed on the material item selection screen 700 shown in Figure 23 (step S94).
[0205] Next, when the user presses the operation button 702 to purchase the selected material item (step S94: YES), the training unit 101D of the client terminal 10 purchases the selected material item, thereby causing the user to possess the material item, and also deducts the amount of points discounted from the purchase points associated with the material item in the item information shown in Figure 5 from the user's possessed points (step S95).
[0206] Next, if the training unit 101D of the client terminal 10 has a training character before the selected material item (step S93: YES), it determines whether the operation button 702 for purchasing the selected material item has been pressed on the material item selection screen 700 shown in Figure 23 (step S97).
[0207] Next, when the user presses the operation button 702 to purchase the selected material item (step S97: YES), the training unit 101D of the client terminal 10 purchases the selected material item, thereby causing the user to possess the material item, and also reduces the number of purchase points associated with the material item in the item information shown in Figure 5 from the user's possessed points (step S98).
[0208] Thus, according to the information processing system 1 of this embodiment, the user is given preferential treatment when acquiring material items if he or she purchases material items before acquiring a training character, since the number of points lost by purchasing the material items can be reduced (the cost of acquiring the material items can be reduced) compared to when he or she purchases the material items after acquiring the training character. As a result, the user can acquire material items at low cost, and can advantageously develop the training status of the training character.
[0209] Example 6 In the sixth embodiment, the operation of obtaining a material character by playing a game in a quest will be described with reference to Fig. 24. Fig. 24 is a flowchart showing an example of the operation of obtaining a material character in the sixth embodiment.
[0210] First, the training unit 101D of the client terminal 10 determines whether or not the drop condition for the material character has been met through game play in the quest (step S111).
[0211] In this embodiment, the drop condition for a material character is, for example, defeating an enemy character that is an obtainable material character. Defeating an enemy character means causing damage with an attack by the user's character and reducing the HP set for the enemy character to zero.
[0212] Next, when the drop conditions for the material character are met through game play in the quest (step S111: YES), the training unit 101D of the client terminal 10 determines whether or not the client terminal 10 possesses a training character that can be used to perform evolutionary synthesis before the material character (step S112).
[0213] Specifically, the training unit 101D of the client terminal 10 refers to the character information shown in Figure 4 and identifies the training character to which the material character is associated as an evolution material character, that is, the training character that can be used to perform evolutionary synthesis using the material character.
[0214] Next, the training unit 101D of the client terminal 10 identifies the possessed character information of the user by referring to the user information shown in Fig. 9. Then, by referring to the possessed character information shown in Fig. 10, it determines whether or not the identified training character exists among the possessed characters of the user, that is, whether or not the user possesses the identified training character.
[0215] If the user owns the identified development character, the date of possession of the identified development character and the date of possession of the material character are identified by referring to the owned character information shown in Fig. 10. By comparing the identified possession dates of both, it is determined whether there is a development character that was owned earlier than the material character.
[0216] If the result of this determination is that there is a training character that was owned earlier than the material character (step S112: YES), the process proceeds to step S114, which will be described later. On the other hand, if there is no training character that was owned earlier than the material character (step S112: NO), the process proceeds to the next step S113.
[0217] Next, if there is no training character that the client terminal 10 has owned before the material character (step S112: NO), the training unit 101D of the client terminal 10 increases the drop rate of the material character above the drop rate associated with the material character in the quest information shown in Figure 6 (step S113).
[0218] Next, if there is a training character that was owned earlier than the material character (step S112: YES), the training unit 101D of the client terminal 10 determines whether or not to allow the user to own the material character based on the drop rate associated with the material character in the quest information shown in Fig. 6. On the other hand, if there is no training character that was owned earlier than the material character (step S112: NO), it determines whether or not to allow the user to own the material character based on the drop rate after the increase in the processing of step S113 above, rather than the drop rate associated with the material character in the quest information shown in Fig. 6 (step S114).
[0219] If it is determined that the user should not possess the material character (step S114: NO), the drop fails and the flow chart ends without the user possessing the material character. On the other hand, if it is determined that the user should possess the material character (step S114: YES), the drop is successful and the user possesses the material character (step S115).
[0220] Thus, according to the information processing system 1 of this embodiment, the probability of obtaining a material character is higher if the user obtains and possesses the material character based on probability before possessing the training character than if the user obtains and possesses the material character based on probability after possessing the training character, and thus the user is given preferential treatment when obtaining the material character. As a result, the user can obtain the material character with a high probability and can advantageously develop the training status of the training character.
[0221] ===Other embodiments=== The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit thereof, and equivalents thereof are also included in the present invention. In particular, the embodiments described below are also included in the present invention. In other words, the present invention can be configured by appropriately combining the above-described embodiments with the embodiments described below.
[0222] Furthermore, various inventions can be constructed by appropriately combining a plurality of invention-specifying matters disclosed in the above-described embodiments. For example, an invention may be constructed by deleting some invention-specifying matters from all invention-specifying matters disclosed in the above-described embodiments, or an invention may be constructed by appropriately combining all invention-specifying matters disclosed in the above-described embodiments with invention-specifying matters disclosed in the embodiments described below.
[0223] Furthermore, although the present invention is described using claims that alternatively cite two or more other claims (referred to as "multiple claims") in the claims of this application, this is not limited to this. For example, the present invention also includes claims that cite at least one of the multiple claims described in the claims of this application (referred to as "multiple multiple claims").
[0224] <Possession / non-possession of training content> In the above-described embodiment, we have described a case where control is exercised so that it is easier for a user to develop material content if the user possesses the material content (material characters and material items) before possessing the development content (development characters and development items), rather than possessing the material content (material characters and material items) after possessing the development content, but the present invention is not limited to this.
[0225] For example, the system may be controlled so that it is easier for a user to develop development content when the user possesses a second quantity of development content (less than the first quantity) and then possesses material content (material items / material characters) than when the user possesses a first quantity of development content (development characters / development items) and then possesses material content (material items / material characters).
[0226] Specifically, a user who possesses one training character and then possesses a material item may be given preferential treatment when using or obtaining a material item, rather than a user who possesses two training characters and then possesses a material item.
[0227] Furthermore, for example, the system may be controlled so that it is easier for a user to develop the first development content and the second development content if the user possesses material content after possessing either the first development content or the second development content, than if the user possesses material content (material character / material item) after possessing the first development content and the second development content (development character / development item).
[0228] Specifically, a user who possesses one of the training characters A or B and then possesses a material item (a material item used to train at least one of the training characters A and B) may be given preferential treatment when using or obtaining a material item, rather than possessing both the training characters A and B and then possessing the material item (a material item used to train at least one of the training characters A and B).
[0229] <Breaking the Limits> In the above-described embodiment, a case was described in which a unique material item is pre-associated with a development character, and the upper limit value of the level set for the user's development character is gradually increased by using the user's material item to break through the limit, but it is also possible to use material items common to each character instead of unique material items to enable the user's development character to break through the limit.
[0230] In the above embodiment, the upper limit value of the level set for the development character is increased by one step each time the limit is broken, but the number of times the limit is broken until the final step is reached may be set as desired. For example, it is possible to set the upper limit value of the level set for the development character to reach the final step when the limit is broken a total of three times.
[0231] When the character reaches the final stage, the character's training is complete and it is no longer possible to break through its limits. Therefore, even if the user owns a character whose training has been completed, the user will no longer be able to increase the upper limit of the level set for that character. In other words, the user will no longer need to obtain material items to break through the limits of a character whose training has been completed.
[0232] Therefore, when a user possesses a character that has been fully developed, it is possible to control the system so that it is easier for the user to develop the incomplete character by possessing the material item used to break through the limits of the incomplete character before possessing the incomplete character, rather than possessing the material item used to break through the limits of the incomplete character after possessing an incomplete character that is the same as the fully developed character but whose development has not yet been completed. In this way, it is possible to motivate a user who possesses a character that has been fully developed to continue obtaining and possessing material items.
[0233] In addition, in the above-mentioned embodiment, the training character selection screen 500 shown in Figure 15 displays material items used to break through limits in association with the training character, and for incomplete training characters that have not yet been fully trained (i.e., training characters whose level upper limit has not yet reached the final stage of increase), it is also possible to display material items that the user possesses after acquiring the incomplete training character and material items that the user possesses before acquiring the incomplete training character in a manner that allows the user to distinguish between them.
[0234] In the above embodiment, the case where the upper limit value set for the level of the training character is increased by one level each time a material item is used in limit breaking has been described, but the amount of increase in the level for one level may be set arbitrarily. For example, the upper limit value for one level may be increased uniformly by a predetermined amount (for example, by 10 levels), or the amount of increase in the level may increase as the character approaches the final level (for example, the upper limit value is increased by 5 levels for the first level, 10 levels for the second level, and 15 levels for the third level).
[0235] <System configuration> In the above-described embodiment, a distributed network system using blockchain technology (distributed ledger technology) may be adopted instead of a centralized network system equipped with a server device. In a distributed network system, various information stored in the server device in the centralized network system is distributed and stored on each terminal connected via peer-to-peer (P2P). By using blockchain technology, various information is managed in a mutual monitoring manner, making it possible to prevent unauthorized data tampering, etc. Furthermore, content (characters, items, etc.) utilizing blockchain technology may be issued and circulated as non-fungible tokens (NFTs), which can increase the asset value of the content.
[0236] <Contents> In the above embodiment, characters and items are used as examples of content, but the present invention is not limited to this. For example, content may be various types of data such as cards, figures, avatars, images, music, scenarios, and quests, or programs such as apps. [Explanation of symbols]
[0237] 1. Information Processing Systems 10 Client Terminal 20 Server equipment 50 Computers 51 CPU 52 RAM 53 ROM 54 Communication Interface 55 Input Device 56 Display device 57 External Interface 58 HDD 100 Client control section 101 Game control unit 102 Server Access Section 103 Display control unit 120 Client Storage 140 Client Communication Section 150 Operation input reception unit 160 Screen display section 200 Server control unit 201 Request Processing Unit 202 Information Management Department 220 Server Storage 221 Character information storage unit 222 Item information storage unit 223 Quest Information Storage Unit 224 Lottery game information storage unit 225 Schedule information storage unit 226 User information storage unit 240 Server Communication Department 500 Character selection screen 501 List 502 Scroll button 503 Operation button 504 Cancel button 550 Character selection screen 551 List 552 List 553 Scroll button 554 Scroll button 555 operation button 556 Cancel button 600 Character selection screen 601 List 602 Scroll button 603 List 604 List 605 Operation button 606 Cancel button 650 Material Item Selection Screen 651 List 652 Operation button 653 Cancel button 700 Material Item Selection Screen 701 List 702 Operation button 703 Cancel button B Bus Line N Network
Claims
1. Computer, A possession means for allowing a user to possess in-game development content and material content used for developing the development content in the game; A development means for controlling the user so that it is easier for the user to develop the development content when the user possesses the material content before the development content than when the user possesses the material content after the user possesses the development content; A program that functions as a
2. The program according to claim 1, wherein the development means controls the user to be more favorable in the latter case than in the former case in terms of the use of material content, thereby making it easier for the user to develop the development content.
3. 3. The program according to claim 2, wherein the training means gives preferential treatment to the user by using less material content for training the training content in the latter case than in the former case.
4. The program described in claim 2, wherein the training means favors the user by increasing the amount of increase in parameters set in the training content when the material content is used in the latter case more than in the former case.
5. The program according to claim 1, wherein the development means controls the user to be more favorable in obtaining material content in the latter case than in the former case, thereby making it easier for the user to develop the development content.
6. 6. The program according to claim 5, wherein said training means gives preferential treatment to said user by lowering the cost for obtaining material content in the latter case compared to the former case.
7. 6. The program according to claim 5, wherein said training means gives preferential treatment to said user by increasing the probability of obtaining material content in the latter case compared to the former case.
8. The growing means includes: If you have completed training content, The control is performed so that the user can more easily develop the incomplete development content if the user possesses a material content before possessing the incomplete development content, which is the same as the development content for which development has been completed, than if the user possesses the material content after possessing the incomplete development content for which development has not yet been completed. The program according to claim 1.
9. a possession unit that allows a user to possess in-game development content and material content used for developing the development content in the game; A development unit that controls the user so that it is easier for the user to develop the development content when the user possesses the material content before the development content than when the user possesses the material content after the user possesses the development content; An information processing device comprising:
Citation Information
Patent Citations
punch
JP1985021129A