Program and information processing device
The program and information processing device address the underutilization of game development content by controlling usage scenarios to provide preferential treatment, enhancing the development of less frequently used content through material content incentives.
Patent Information
- Application Number
- JP2024047377
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-22
- Publication Date
- 2025-10-03
AI Technical Summary
Users with multiple development contents in games tend to favor a subset, leaving others unused, leading to underutilization of available content.
A program and information processing device that controls the usage scenario to encourage more frequent use of specific development content by providing preferential treatment in material content usage, acquisition, and training, thereby motivating users to utilize a wider range of development content.
Enhances the development situation of underutilized development content by incentivizing users to use less frequently used content through preferential treatment in material content usage and acquisition, thus promoting comprehensive utilization.
Smart Images

Figure 2025146541000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] When a user possesses in-game development content (e.g., a base character) and material content (e.g., a material character) used to develop the development content in the game, a game program is known in which the development content is developed by performing strengthening synthesis and evolution synthesis using the material content (e.g., Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7074239 Summary of the Invention [Problem to be solved by the invention]
[0004] When a user owns multiple development contents, the development contents used in the game tend to be biased depending on the user. Therefore, even if a user owns many types of content, only a portion of the development contents will be used in the game, and the remaining development contents will remain unused.
[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to motivate users who own multiple pieces of development content to make more use of their own development 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 situation in which a user who possesses a first development content and a second development content is using the first development content and the second development content in the game, so that the user is more likely to develop the first development content than in a situation in which the user is using the first development content in the game but not the second development content in the game; 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 character information used 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 a diagram illustrating a situation in which the first and second training characters are used, and FIG. 13B is a diagram illustrating a situation in which the first training character is used while the second training character is not used. [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 situation in which a user who possesses a first development content and a second development content is using the first development content and the second development content in the game, so that the user is more likely to develop the first development content than in a situation in which the user is using the first development content in the game but not the second development content in the game; It is a program that functions as a According to such a program, by using a variety of development content within the game, the development situation of the first development content can be advantageously developed, thereby motivating users who possess multiple development contents to use their own development content more frequently.
[0009] Also, such a program, The development means may control the user so that it is easier for the user to develop the first development content by treating the user more favorably in the latter situation than in the former situation with regard to the use of material content. According to such a program, preferential treatment is given when using material content, and it is therefore possible to advantageously develop the development status of the first development content.
[0010] Also, such a program, The development means may treat the user more favorably by using less material content for developing the first development content in the latter situation than in the former situation. According to such a program, the amount of material content used for developing the first development content is reduced, and therefore the development situation of the first development content can be advantageously developed.
[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 first training content when the material content is used in the latter situation more than in the former situation. According to such a program, the use of the first material content increases the amount of increase in the parameters set in the development content, making it possible to advantageously develop the development situation of the first development content.
[0012] Also, such a program, The development means may control the user so that it is easier for the user to develop the first development content by giving the user preferential treatment in obtaining material content in the latter situation compared to the former situation. According to such a program, preferential treatment is given when acquiring material content, and therefore it is possible to advantageously develop the development status of the first development content.
[0013] Also, such a program, The training means may treat the user more favorably in the latter situation than in the former situation by lowering the cost for obtaining material content. According to such a program, material content can be obtained at low cost, and the development of the first 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 situation compared to the former situation. According to such a program, it is possible to obtain material content with a high probability, and therefore it is possible to advantageously develop the development status of the first development content.
[0015] Also, such a program, The second development content may be content that is used less frequently than the first development content. According to such a program, by using not only frequently used training content but also less frequently used training content in the game, the training situation of the more frequently used training content can be advantageously developed, thereby providing motivation to use less frequently used content.
[0016] a possession unit that allows a user to possess in-game development content and material content used for developing the in-game development content; a development unit that controls the situation in which a user who possesses the first development content and the second development content is using the first development content and the second development content in the game so that the user is more likely to develop the first development content than a situation in which the user is using the first development content in the game but not the second development content in the game; The information processing device is provided with: According to such an information processing device, by using a variety of development content within the game, the development situation of the first development content can be advantageously developed, thereby motivating users who possess multiple development contents to make more use of their own 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] Fig. 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, second-stage character, 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] The second development character is information indicating a second development character. In this embodiment, the second development character is set in advance for each character by the game operator.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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.
[0072] 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, possessed points, possessed character information, possessed items, and used character information.
[0073] 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.
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] The character information is information about the current usage status of the characters owned. This character information is made up of various data as follows:
[0081] Fig. 11 is a diagram showing an example of used character information. The used character information shown in Fig. 11 includes items such as a used ID, a used character, and a start date of use.
[0082] The usage ID is identification information assigned according to the order in which a user used their owned characters. The used character is information for identifying the owned character used by the user among the user's owned items. The start date of use is information indicating the first day the user used their owned character.
[0083] In this embodiment, "using a character" means that the user uses the character in the game. For example, if the user incorporates their own training character into their own party and challenges a quest, the training character is set as the used character.
[0084] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.
[0085] <<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.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] 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.
[0092] 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 the first training character so that it is easier for the user who possesses a first training character and a second training character to train the first training character in a situation where the user is using the first training character and the second training character in the game than in a situation where the user is using the first training character in the game but not the second training character in the game.
[0093] 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).
[0094] 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.
[0095] 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.
[0096] 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.
[0097] 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.
[0098] 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).
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] <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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] When a quest is cleared, an item is awarded as a reward for completing the quest. If the reward is a material item, it may be used to train a character.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] 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.
[0112] In this embodiment, by using the first and second development characters in the game, the development of the first development character can be advantageously developed. The relationship between the use of the first and second development characters and the preferential effect will be explained below with reference to FIG. 13.
[0113] Fig. 13 is an explanatory diagram showing the relationship between the usage status of the first and second training characters and the preferential effect. Fig. 13A is a diagram showing a situation in which the first and second training characters are used. Fig. 13B is a diagram showing a situation in which the first training character is used while the second training character is not used.
[0114] As shown in Figure 13A, in a situation where a user uses a first development character and a second development character, by possessing the material characters and material items used to develop the first development character, the user is given preferential treatment when using or obtaining the material characters and material items, allowing the development of the first development character to develop advantageously.
[0115] In contrast, as shown in Figure 13B, in a situation where a user is only using a first development character and only possesses a second development character but is not using it, even if the user possesses a material character or material item used to develop the first development character, no preferential treatment effect is provided when using or obtaining the material character or material item.
[0116] Thus, according to the information processing system 1 in this embodiment, it is easier for a user to develop the first development content when the user uses both the first development character and the second development character in the game (Figure 13A) than when the user uses the first development character in the game but not the second development character in the game (Figure 13B).
[0117] Therefore, it is possible to motivate users who own multiple characters to use their own characters as much as possible.
[0118] <System Operation> The operation of the information processing system 1 in this embodiment will be described below. In the following, a specific description will be given of the operation when the first development content and the second development content are used in the game, thereby giving preferential treatment to the first development content in the use of material content, and the operation when the first development content is given preferential treatment in the acquisition of material content.
[0119] <<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 first training character is trained by breaking through the limits using a material item will be described, in Example 2, a case where a first training character is trained by strengthening synthesis using a material character will be described, in Example 3, a case where a first 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.
[0120] Example 1 In Example 1, operations related to raising a first raising character by breaking through limits using a material item will be described with reference to Figs. 14 and 15. Fig. 14 is a flowchart showing an example of operations related to raising a first raising character in Example 1. Fig. 15 is a diagram showing an example of the configuration of a raising character selection screen 500 in this embodiment.
[0121] 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).
[0122] As shown in Figure 15, the development character selection screen 500 displays a list 501 of characters that can be used by the player as selection candidates, a scroll button 502, an operation button 503 for confirming the selection of the first development character and breaking through its limits, and a cancel button 504 for canceling the selection of the first development character.
[0123] In the character-to-be-raised selection screen 500 of this embodiment, when the user operates the scroll button 502, the characters to be used as selection candidates are displayed in the list 501 by moving up and down in sequence.
[0124] On the character development selection screen 500, the user can select a first character to develop from among the characters the user can use listed in the list 501, and then confirm the selection by pressing the operation button 503.
[0125] Next, returning to FIG. 14, the training unit 101D of the client terminal 10 determines whether the user has selected one of the multiple characters available in the list 501 on the training character selection screen 500 shown in FIG. 15 and pressed the operation button 503 (step S12).
[0126] Next, when the user performs an operation to select one of the characters to be used as the first development character (step S12: YES), the development unit 101D of the client terminal 10 determines whether or not the user is using a second development character associated with the selected first development character (step S13).
[0127] Specifically, the raising section 101D of the client terminal 10 refers to the character information shown in FIG. 4 and identifies the second raising character associated with the selected first raising character.
[0128] 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, refers to the possessed character information shown in Fig. 10 to determine whether or not the user possesses the identified second training character.
[0129] Next, if the user has the identified second training character, the training unit 101D of the client terminal 10 identifies the user's used character information by referring to the user information shown in Fig. 9. Then, by referring to the used character information shown in Fig. 11, it determines whether the user is using the identified second training character.
[0130] If it is determined that the user has not used the second development 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 used the second development character (step S13: YES), the process proceeds to the next step S14.
[0131] Next, when the user uses a second development character (step S13: YES), the development unit 101D of the client terminal 10 determines whether the user's possessed items contain five or more material items that can be used to develop the first development character (step S14).
[0132] 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 first training character, i.e., the material items used to train the selected first training character.
[0133] 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, that is, whether the user possesses five or more of the identified material item.
[0134] If it is determined that the user does not have five or more material items in his / her possession that can be used to raise the first character (step S14: NO), the process ends without breaking through the limits of the selected first character. On the other hand, if it is determined that the user has five or more material items in his / her possession that can be used to raise the first character (step S14: YES), the process proceeds to step S15.
[0135] Next, if there are five or more of the material items among the items possessed by the user (step S14: YES), the training unit 101D of the client terminal 10 uses the five material items to perform a limit break, thereby raising the upper limit value of the level set for the selected first training character by one level (step S15).
[0136] 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 material items used to break through the limit from the possessed items of the user.
[0137] Next, if the user is not using a second development character (step S13: NO), the development unit 101D of the client terminal 10 determines whether the user's possessed items contain 10 or more material items that can be used to develop a first development character (step S16).
[0138] If it is determined that the user does not have 10 or more material items in his / her possession that can be used to raise the first character (step S16: NO), the process ends without breaking through the limits of the selected first character. On the other hand, if it is determined that the user has 10 or more material items in his / her possession that can be used to raise the first character (step S16: YES), the process proceeds to step S17.
[0139] Next, if there are 10 or more of the material items among the items possessed by the user (step S16: YES), the training unit 101D of the client terminal 10 uses the 10 material items to perform a limit break, thereby raising the upper limit value of the level set for the selected first training character by one level (step S17).
[0140] 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 to break through the limit from the possessed items of the user.
[0141] As described above, according to the information processing system 1 of this embodiment, when the user is using the first development character and the second development character, the amount of material items used to develop the first development character is smaller than when the user is using the first development character but not the second development character, and therefore the user is given preferential treatment when using material items. As a result, the user can advantageously develop the development of the first development character.
[0142] <Example 2> In Example 2, operations related to raising a first raising character 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 first raising character in Example 2. Fig. 17 is a diagram showing an example of the configuration of a character selection screen 550 in this embodiment.
[0143] 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).
[0144] As shown in Figure 17, the character selection screen 550 displays a list 551 of characters that the player can use as candidates for selection, a list 552 of characters that the player owns as candidates for selection, scroll buttons 553 and 554, an operation button 555 for confirming the selection of the first development character and material character and performing strengthening synthesis, and a cancel button 556 for canceling the selection of the first development character and material character.
[0145] In the character selection screen 550 of this embodiment, when the user operates the scroll buttons 553 and 554, the characters that are candidates for selection are displayed in the lists 551 and 552 by moving up and down in sequence.
[0146] In this embodiment, on the character selection screen 550, the user selects a first character to be developed from among the characters the user uses listed in list 551, and also selects a material character from among the characters the user owns listed in list 552, and then presses the operation button 555 to confirm the selection.
[0147] 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 usable characters in list 551 as the first training character and to select one of the multiple possessed characters in list 552 as the material character (step S32).
[0148] Next, when the user performs an operation to select a first development character and a material character (step S32: YES), the development unit 101D of the client terminal 10 determines whether the user is using a second development character associated with the selected first development character (step S33).
[0149] Specifically, the raising section 101D of the client terminal 10 refers to the character information shown in FIG. 4 and identifies the second raising character associated with the selected first raising character.
[0150] 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, refers to the possessed character information shown in Fig. 10 to determine whether or not the user possesses the identified second training character.
[0151] Next, if the user has the identified second training character, the training unit 101D of the client terminal 10 identifies the user's used character information by referring to the user information shown in Fig. 9. Then, by referring to the used character information shown in Fig. 11, it determines whether the user is using the identified second training character.
[0152] If it is determined that the user has not used the second development 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 user has used the second development character (step S33: YES), the process proceeds to the next step S34.
[0153] Next, when the user uses a second training character (step S33: YES), the training unit 101D of the client terminal 10 determines whether the operation button 555 for performing strengthening synthesis on the selected first training character has been pressed on the character selection screen 550 shown in FIG. 17 (step S34).
[0154] Next, when the user presses the operation button 555 for performing strengthening synthesis on the selected first 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 first training character by 1.5 times the normal increase amount (step S35).
[0155] 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.
[0156] Next, if the user is not using a second development character (step S33: NO), the development unit 101D of the client terminal 10 determines whether the operation button 555 for performing strengthening synthesis for the selected first development character has been pressed on the character selection screen 550 shown in Figure 17 (step S36).
[0157] Next, when the user presses the operation button 555 for performing strengthening synthesis on the selected first training character (step S36: 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 first training character by the normal increase amount (step S37).
[0158] 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.
[0159] In this way, according to the information processing system 1 of the present embodiment, when the user uses the first development character and the second development character, the parameter set for the first development character can be increased by a larger amount than when the user uses the first development character but not the second development character, and therefore the material character is favored for use. As a result, the user can advantageously develop the development situation of the first development character.
[0160] Example 3 In Example 3, operations related to raising a first raising character 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 first raising character in Example 3. Fig. 19 is a diagram showing an example of the configuration of a character selection screen 600 in this embodiment.
[0161] 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).
[0162] As shown in Figure 19, the character selection screen 600 displays a list 601 of characters that the player can use as selection candidates, 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 the first development character and performing evolutionary synthesis, and a cancel button 606 for canceling the selection of the first development character.
[0163] In the character selection screen 600 of this embodiment, when the user operates the scroll button 602, the available characters that are available as selection candidates are displayed in the list 601 by moving up and down in sequence.
[0164] In this embodiment, when a user selects a first development character from among the characters they can use listed in list 601 on the character selection screen 600, the material characters that are pre-associated with that first development character are listed in list 603 based on the character information shown in Figure 4, and the evolved characters that are pre-associated with that first development character are listed in list 604.
[0165] 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 usable characters in the list 601 as the first training character (step S52).
[0166] Next, when the user performs an operation to select one of the characters to be used as the first development character (step S52: YES), the development unit 101D of the client terminal 10 determines whether all of the material characters previously associated with the selected first development character are present among the characters owned by the user (step S53).
[0167] 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 first training character, that is, all of the material characters used for the evolutionary synthesis of the selected training character.
[0168] 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.
[0169] If it is determined that the user does not have all of the material characters previously associated with the selected first character (step S53: NO), the flow chart ends without performing evolutionary synthesis on the selected first character. On the other hand, if it is determined that the user has all of the material characters previously associated with the selected first character (step S53: YES), the process proceeds to the next step S54.
[0170] Next, if all of the material characters previously associated with the selected first development character exist (step S53: YES), the development unit 101D of the client terminal 10 determines whether the user is using a second development character associated with the selected first development character (step S54).
[0171] Specifically, the raising section 101D of the client terminal 10 refers to the character information shown in FIG. 4 and identifies the second raising character associated with the selected first raising character.
[0172] 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, refers to the possessed character information shown in Fig. 10 to determine whether or not the user possesses the identified second training character.
[0173] Next, if the user has the identified second training character, the training unit 101D of the client terminal 10 identifies the user's used character information by referring to the user information shown in Fig. 9. Then, by referring to the used character information shown in Fig. 11, it determines whether the user is using the identified second training character.
[0174] If it is determined that the user has not used the second development character (step S54: NO), the process proceeds to step S57, which will be described later. On the other hand, if it is determined that the user has used the second development character (step S54: YES), the process proceeds to the next step S55.
[0175] Next, when the user uses a second training character (step S54: YES), the training unit 101D of the client terminal 10 determines whether the operation button 605 for performing evolutionary synthesis on the selected first training character has been pressed on the character selection screen 600 shown in Figure 19 (step S55).
[0176] Next, when the user presses the operation button 605 to perform evolutionary synthesis on the selected first training character (step S55: YES), the training unit 101D of the client terminal 10 performs evolutionary synthesis using some of the material characters, thereby allowing the user to own an evolved character that has been grown from the selected first training character (step S56).
[0177] 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.
[0178] Next, if the user is not using a second training character (step S54: NO), the training unit 101D of the client terminal 10 determines whether the operation button 605 for performing evolutionary synthesis on the selected first training character has been pressed on the character selection screen 600 shown in Figure 19 (step S57).
[0179] Next, when the user presses the operation button 605 to perform evolutionary synthesis on the selected first training character (step S57: YES), the training unit 101D of the client terminal 10 performs evolutionary synthesis using all of the material characters, thereby allowing the user to own an evolved character that has been grown from the selected first training character (step S58).
[0180] 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.
[0181] In this way, according to the information processing system 1 of this embodiment, when the first and second development characters are used, the number of material characters used for the evolutionary synthesis of the first development character is smaller than when the first development character is used but the second development character is not, and therefore the material characters are favored for use. As a result, the user can advantageously develop the development situation of the first development character.
[0182] Example 4 In Example 4, operations relating 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 relating 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.
[0183] 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).
[0184] 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.
[0185] Next, returning to FIG. 20, the selling 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).
[0186] 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 first development character that can break through the limit using the selected material item has been used (step S73).
[0187] Specifically, the selling unit 101E 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, as the first training character.
[0188] 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 first development character exists among the possessed characters of the user, that is, whether or not the user possesses the identified first development character.
[0189] If the user has the identified first development character, the used character information of the user is identified by referring to the user information shown in Fig. 9. Then, the used character information shown in Fig. 11 is referred to determine whether the user is using the identified first development character.
[0190] If it is determined that the user has not used the first development character (step S73: NO), the process proceeds to step S77, which will be described later. On the other hand, if it is determined that the user has used the first development character (step S73: YES), the process proceeds to the next step S74.
[0191] Next, if the first development character is used (step S73: YES), the selling unit 101E of the client terminal 10 determines whether or not a second development character associated with the first development character is being used (step S74).
[0192] Specifically, the raising section 101D of the client terminal 10 refers to the character information shown in FIG. 4 and identifies the second raising character associated with the first raising character.
[0193] 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, refers to the possessed character information shown in Fig. 10 to determine whether or not the user possesses the identified second training character.
[0194] Next, if the user has the identified second training character, the training unit 101D of the client terminal 10 identifies the user's used character information by referring to the user information shown in Fig. 9. Then, by referring to the used character information shown in Fig. 11, it determines whether the user is using the identified second training character.
[0195] If it is determined that the user has not used the second development character (step S74: NO), the process proceeds to step S77, which will be described later. On the other hand, if it is determined that the user has used the second development character (step S74: YES), the process proceeds to the next step S75.
[0196] Next, when the user uses the second training character (step S74: 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 FIG. 21 (step S75).
[0197] Next, when the user presses the operation button 652 to sell the selected material item (step S75: YES), the sales unit 101E of the client terminal 10 sells the selected material item, thereby increasing the number of 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 S76).
[0198] 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.
[0199] Next, if it is determined that the user is not using the first development character (step S73: NO) or the second development character (step S74: 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 S77).
[0200] 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).
[0201] 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.
[0202] Thus, according to the information processing system 1 of this embodiment, when the first training character and the second training character are used, the amount of points that can be held by selling material items is greater than when the first training character is used but the second training character is not, and therefore, preferential treatment is given when using material items.
[0203] 《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.
[0204] <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.
[0205] 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).
[0206] 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.
[0207] 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).
[0208] Next, when the user performs an operation to select 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 first training character that can break through the limits using the selected material item has been used (step S93).
[0209] Specifically, the selling unit 101E 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, as the first training character.
[0210] 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 first development character exists among the possessed characters of the user, that is, whether or not the user possesses the identified first development character.
[0211] If the user has the identified first development character, the used character information of the user is identified by referring to the user information shown in Fig. 9. Then, the used character information shown in Fig. 11 is referred to determine whether the user is using the identified first development character.
[0212] If it is determined that the user has not used the first development character (step S93: NO), the process proceeds to step S97, which will be described later. On the other hand, if it is determined that the user has used the first development character (step S93: YES), the process proceeds to the next step S94.
[0213] Next, if the first development character is used (step S93: YES), the selling unit 101E of the client terminal 10 determines whether or not a second development character associated with the first development character is being used (step S94).
[0214] Specifically, the raising section 101D of the client terminal 10 refers to the character information shown in FIG. 4 and identifies the second raising character associated with the first raising character.
[0215] 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, refers to the possessed character information shown in Fig. 10 to determine whether or not the user possesses the identified second training character.
[0216] Next, if the user has the identified second training character, the training unit 101D of the client terminal 10 identifies the user's used character information by referring to the user information shown in Fig. 9. Then, by referring to the used character information shown in Fig. 11, it determines whether the user is using the identified second training character.
[0217] If it is determined that the user has not used the second development character (step S94: NO), the process proceeds to step S97, which will be described later. On the other hand, if it is determined that the user has used the second development character (step S94: YES), the process proceeds to the next step S95.
[0218] Next, when the user uses the second training character (step S94: YES), the sales unit 101E 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 FIG. 23 (step S95).
[0219] Next, when the user presses the operation button 702 to purchase the selected material item (step S95: 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 S96).
[0220] Next, if the training unit 101D of the client terminal 10 determines that the user is not using the first training character (step S93: NO) or the second training character (step S94: NO), 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).
[0221] 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).
[0222] Thus, according to the information processing system 1 of this embodiment, a situation in which the first and second development characters are used reduces the number of points lost through the purchase of material items (reducing the cost of obtaining material items) compared to a situation in which the first development character is used but the second development character is not used, and therefore the user is given preferential treatment when obtaining material items. As a result, the user can obtain material items at low cost and can advantageously develop the development status of the first development character.
[0223] 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.
[0224] 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).
[0225] 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.
[0226] Next, if 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 a first training character that can be evolved and synthesized using that material character is being used (step S112).
[0227] 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 material character as an evolution material character, that is, the training character that can be used to perform evolutionary synthesis, as the first training character.
[0228] 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, refers to the possessed character information shown in Fig. 10 to determine whether or not the identified first training character exists among the possessed characters of the user, that is, whether or not the user possesses the identified first training character.
[0229] If the user has the identified first development character, the used character information of the user is identified by referring to the user information shown in Fig. 9. Then, the used character information shown in Fig. 11 is referred to determine whether the user is using the identified first development character.
[0230] If it is determined that the user has not used the first development character (step S112: NO), the process proceeds to step S115, which will be described later. On the other hand, if it is determined that the user has used the first development character (step S112: YES), the process proceeds to the next step S113.
[0231] Next, if the first development character is used (step S112: YES), the selling unit 101E of the client terminal 10 determines whether or not a second development character associated with the first development character is being used (step S113).
[0232] Specifically, the raising section 101D of the client terminal 10 refers to the character information shown in FIG. 4 and identifies the second raising character associated with the first raising character.
[0233] 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, refers to the possessed character information shown in Fig. 10 to determine whether or not the user possesses the identified second training character.
[0234] Next, if the user has the identified second training character, the training unit 101D of the client terminal 10 identifies the user's used character information by referring to the user information shown in Fig. 9. Then, by referring to the used character information shown in Fig. 11, it determines whether the user is using the identified second training character.
[0235] If it is determined that the user has not used the second development character (step S113: NO), the process proceeds to step S115, which will be described later. On the other hand, if it is determined that the user has used the second development character (step S113: YES), the process proceeds to the next step S114.
[0236] Next, if the training unit 101D of the client terminal 10 determines that the user has used a second training character (step S113: YES), it 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 S114).
[0237] Next, if the user is not using the first training character (step S112: NO) or is not using the second training character (step S113: NO), training unit 101D of client terminal 10 determines whether or not to allow the user to possess 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 the user has used the second training character (step S113: YES), it determines whether or not to allow the user to possess the material character based on the drop rate after the increase in the processing of step S114 above, rather than the drop rate associated with the material character in the quest information shown in Fig. 6 (step S115).
[0238] If it is determined that the user should not possess the material character (step S115: 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 S115: YES), the drop is successful and the user possesses the material character (step S116).
[0239] Thus, according to the information processing system 1 of this embodiment, the situation in which the first and second development characters are used increases the probability of obtaining a material character compared to the situation in which the first development character is used but the second development character is not, and therefore the user is given preferential treatment when obtaining a material character. As a result, the user can obtain a material character with a high probability, and can advantageously develop the development situation of the first development character.
[0240] ===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.
[0241] 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.
[0242] 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").
[0243] <Character Use> In the above embodiment, an example of character use has been described in which a user incorporates their own training character into their own party and takes on a quest, but the present invention is not limited to this.
[0244] For example, the use of a character can be defined as the development of a user's own character. Development of a character can include, for example, using the user's material items to perform limit breakthroughs to gradually increase the upper limit of the level set for the user's character, using the user's material characters to perform strengthening synthesis to increase the ability parameters set for the user's character, and using the user's material characters to perform evolution synthesis to develop the user's character into an evolved character. In other words, a character that has undergone limit breakthroughs, strengthening synthesis, and evolution synthesis becomes a playable character.
[0245] <Second character to train> In the above-described embodiment, an example was given in which the character that is pre-associated with the first character by the game operator is a second development character, but the present invention is not limited to this.
[0246] For example, a character that is used less frequently than the first development character can be set as the second development character. Low frequency of use means, for example, a low number of times used, and specifically, it may mean that, for an individual user, the character has been included in a party when challenging a quest only a low number of times, or that the character has undergone limit breaking, strengthening synthesis, or evolution synthesis only a low number of times. Furthermore, specifically, a specific character that is used less frequently may be determined based on statistical data obtained from the results of aggregating the usage status of each user (such as a usage frequency ranking) for all users.
[0247] Also, for example, a character less popular than the first development character may be set as the second development character. Specifically, a character that is used less frequently may be determined as a specific character with a low popularity based on statistical data obtained from the results of aggregating the usage status of each user (such as a usage frequency ranking) for all users, or a specific character with a low popularity may be determined based on statistical data obtained from the results of a popularity vote by each user.
[0248] <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.
[0249] <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]
[0250] 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 situation in which a user who possesses the first development content and the second development content is using the first development content and the second development content in the game, so that the user is more likely to develop the first development content than in a situation in which the user is using the first development content in the game but not the second development content in the game; A program that functions as a
2. The program described in claim 1, wherein the development means controls the user so that the user is more likely to develop the first development content by favoring the user in the use of material content in the latter situation than in the former situation.
3. The program according to claim 2, wherein the development means favors the user by using less material content for developing the first development content in the latter situation than in the former situation.
4. The program described in claim 2, wherein the training means favors the user by increasing the amount of increase in the parameters set in the first training content when using material content in the latter situation more than in the former situation.
5. The program described in claim 1, wherein the development means controls the user so that the latter situation favors the user in obtaining material content more than the former situation, making it easier for the user to develop the first development content.
6. 6. The program according to claim 5, wherein said training means gives preferential treatment to said user in the latter situation by lowering the cost for obtaining material content compared to the former situation.
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 situation compared to the former situation.
8. The program according to claim 1 , wherein the second development content is content that is used less frequently than the first development content.
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 situation in which a user who possesses the first development content and the second development content is using the first development content and the second development content in the game so that the user can develop the first development content more easily than in a situation in which the user uses the first development content in the game but does not use the second development content in the game; An information processing device comprising:
Citation Information
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Program and information processing device
JP7074239B1