Information processing device

The information processing device automatically determines a team for unlocked stages to complete missions, addressing the issue of repeated gameplay needed to unlock locked stages, thereby reducing user burden.

JP2025161849APending Publication Date: 2025-10-24SEGA CORP
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Patent Information

Application Number
JP2025134552
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-12
Publication Date
2025-10-24

AI Technical Summary

Technical Problem

In existing game systems, when a locked stage's unlock condition is tied to completing a mission in an unlocked stage, the automatic determination of a team for the unlocked stage can lead to incomplete mission fulfillment, necessitating repeated gameplay to meet the unlock condition, burdening the user.

Method used

An information processing device that stores missions and unlock conditions associated with stages, and includes a team determination unit that automatically selects a team effective for completing missions in unlocked stages, thereby facilitating the unlock of locked stages without user intervention.

Benefits of technology

This solution reduces user burden by ensuring effective team determination for unlocked stages, making it easier to meet unlock conditions and unlock locked stages efficiently.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To reduce a burden on a user who releases lock of a game stage.SOLUTION: An information processing device comprises: a stage information storage unit which stores a mission that a user should accomplish in a stage in association with each of a lock-absence stage and a lock-presence stage, and stores a lock release condition in which mission accomplishment of the lock-absence stage is defined as a condition of lock release in association with only the lock-presence stage; a team decision unit which decides a team by using a plurality of characters possessed by a user; and a game control unit which permits or restricts a game play using the team by the user in the lock-presence stage on the basis of whether the lock release condition is established. The team decision unit automatically decides a team to accomplish a mission associated with the lock-absence stage independently of operation of the user when deciding the team to be used in the lock-absence stage.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] An information processing device is known that progresses a game (e.g., a soccer game) played by a user using a team made up of multiple contents (e.g., characters) in a game stage selected by the user from multiple game stages (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-184096 Summary of the Invention [Problem to be solved by the invention]

[0004] Generally, multiple game stages may be composed of locked stages, in which game play is restricted until an unlock condition is met, and unlocked stages, in which there is no such restriction. In this case, clearing the unlocked stage is the condition for unlocking the locked stage. Therefore, when a user plays a game in an unlocked stage, even if a mission (objective or task) that the user must accomplish is set for that unlocked stage, a team that is effective only for clearing the stage is automatically determined.

[0005] However, when the unlock condition for a locked stage is to complete a mission in an unlocked stage, if the team for clearing the unlocked stage is automatically determined in this way, even if the unlocked stage is cleared, the mission cannot be completed, the unlock condition cannot be met, and the locked stage cannot be unlocked. As a result, after clearing the stage, the user must play the game again in the unlocked stage to complete the mission, which places a burden on the user.

[0006] The present invention has been made in view of the above circumstances, and its object is to reduce the burden on the user who unlocks game stages. [Means for solving the problem]

[0007] The main invention of the present invention to solve the above problems is: a stage information storage unit that stores missions that a user must accomplish in each stage, in association with each unlocked stage and each locked stage, and also stores, in association with only the locked stage, an unlock condition that specifies that the accomplishment of a mission in the unlocked stage is a condition for unlocking the stage; a team determination unit that determines a team using a plurality of characters possessed by a user; a game control unit that permits or restricts a user from playing a game using a team on the locked stage based on whether the lock release condition is met; The team determination unit is an information processing device that, when determining a team to be used in an unlocked stage, automatically determines a team to accomplish a mission associated with the unlocked stage without relying on a user operation. Other features of the present invention will become apparent from the description of this specification and the accompanying drawings. [Brief explanation of the drawings]

[0008] [Figure 1]1 is a configuration diagram showing an example of an information processing system 1. FIG. [Figure 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer. [Figure 3] FIG. 2 is a functional block diagram illustrating an example of a server device 20. [Figure 4] FIG. 10 is a diagram illustrating an example of character information. [Figure 5] FIG. 10 is a diagram illustrating an example of opponent team information. [Figure 6] FIG. 10 is a diagram illustrating an example of stage information. [Figure 7] FIG. 2 is a diagram illustrating an example of user information. [Figure 8] FIG. 10 is an explanatory diagram regarding tactics set for a team. [Figure 9] FIG. 10 is a diagram illustrating an example of battle stage information. [Figure 10] FIG. 2 is a functional block diagram illustrating an example of a client terminal 10. [Figure 11] FIG. 1 is an explanatory diagram regarding the configuration of an event game (first embodiment). [Figure 12] 10 is a flowchart showing an example of operation regarding automatic team determination (first embodiment). [Figure 13] FIG. 10 is an image diagram showing an example of a stage screen. [Figure 14] FIG. 10 is an explanatory diagram regarding the configuration of an event game (Example 2). [Figure 15] 10 is a flowchart showing an example of operation regarding automatic team determination (embodiment 2). [Figure 16] FIG. 10 is an explanatory diagram regarding the configuration of an event game (Example 3). [Figure 17] 10 is a flowchart showing an example of operation regarding automatic team determination (third embodiment). DETAILED DESCRIPTION OF THE INVENTION

[0009] At least the following matters will become clear from the description of this specification and the accompanying drawings. That is, a stage information storage unit that stores missions that the user must accomplish in each stage, in association with each unlocked stage and each locked stage, and also stores unlock conditions that are associated only with locked stages and that define that the accomplishment of a mission in an unlocked stage is a condition for unlocking the stage; a team determination unit that determines a team using a plurality of characters possessed by a user; a game control unit that permits or restricts a user from playing a game using a team on the locked stage based on whether the lock release condition is met; The team determination unit is an information processing device that, when determining a team to be used in an unlocked stage, automatically determines a team to accomplish a mission associated with the unlocked stage without relying on a user operation. According to such an information processing device, when completing a mission in an unlocked stage is a condition for unlocking a locked stage, automatically determining a team effective for completing the mission in the unlocked stage makes it easier to complete the mission in that unlocked stage, thereby making it easier to fulfill the unlock condition and unlock the locked stage. This eliminates the need to play the game in the unlocked stage again to complete the mission after clearing the stage, reducing the burden on the user.

[0010] Moreover, in such an information processing device, the stage information storage unit stores a plurality of missions to be accomplished by a user in a stage in association with an unlocked stage, and stores an unlock condition in association with only a locked stage, the unlock condition being set such that accomplishment of all missions in the unlocked stage is a condition for unlocking the stage; When determining a team to be used in an unlocked stage, the team determination unit may automatically determine a team to accomplish all of a plurality of missions associated with the unlocked stage. With such an information processing device, even if the condition for unlocking a locked stage is to complete all missions in the unlocked stage, the team that is effective for completing all missions in the unlocked stage is automatically determined, making it easier for the unlocking condition to be met and reducing the burden on the user when unlocking a locked stage.

[0011] Moreover, in such an information processing device, the stage information storage unit stores a plurality of missions to be accomplished by a user in the unlocked stage in association with the unlocked stage, and stores an unlock condition in association with only the locked stage, the unlock condition being set so that the accomplishment of some of the missions in the unlocked stage is a condition for unlocking the stage; When determining a team to be used in an unlocked stage, the team determination unit may automatically determine a team to accomplish some of the missions, among multiple missions associated with the unlocked stage, the accomplishment of which is a condition for unlocking the stage in the unlocking conditions. With such an information processing device, even if completing some of the missions in an unlocked stage is a condition for unlocking a locked stage, a team that is effective for completing some of the missions in the unlocked stage is automatically determined, making it easier for the unlocking conditions to be met and reducing the burden on the user when unlocking a locked stage.

[0012] Moreover, in such an information processing device, the stage information storage unit stores a mission to be achieved by the user in each of a plurality of unlocked stages, and stores an unlock condition, which is associated with only the locked stages and which is set as a condition for unlocking the game when the user achieves the mission in any two or more of the unlocked stages; When determining a team to be used in any one unlocked stage, the team determination unit may determine whether or not the completion of a mission associated with the one unlocked stage is a condition for unlocking set forth in the unlock conditions, and if the determination is positive, may automatically determine a team for completing the mission associated with the one unlocked stage. According to this information processing device, when the unlock condition for a locked stage is to complete the missions of any two or more of the unlocked stages, the team that is effective for completing the missions of only any two or more of the unlocked stages is automatically determined. This makes it possible to efficiently unlock locked stages and reduce the burden on the user when unlocking locked stages.

[0013] Moreover, in such an information processing device, A mission associated with an unlocked stage is to include at least a predetermined character associated with the mission in a team; When determining a team to be used in an unlocked stage, the team determination unit may automatically determine a team that includes the specified character selected from multiple characters owned by the user as a team for accomplishing a mission associated with the unlocked stage. According to such an information processing device, when the mission of an unlocked stage is to include a specified character in a team, the specified character is automatically selected from multiple characters owned by the user, and the team including the selected specified character is automatically determined, making it possible to easily accomplish the mission and reducing the burden on the user.

[0014] Moreover, in such an information processing device, The team determination unit may automatically determine a team that includes, in addition to the predetermined character, a character with a high parameter set among a plurality of characters owned by the user. With such an information processing device, not only is the team for unlocking locked stages automatically determined by entering a specified character, but by entering a character with high parameters, a team is determined that can play the game advantageously on unlocked stages and easily clear the stages, thereby further reducing the burden on the user.

[0015] Moreover, in such an information processing device, The team determination unit may automatically determine a team that includes, in addition to the specified character, a character from among multiple characters owned by the user that is set to have a synergistic effect with the specified character. With such an information processing device, not only is the team for unlocking locked stages automatically determined by entering a specified character, but by entering a character that can exert a synergistic effect with the specified character, a team that can play advantageously on unlocked stages and easily clear the stages is determined, thereby further reducing the burden on the user.

[0016] Next, the computer a stage information storage means for storing a mission to be achieved by the user in each of the unlocked and locked stages, and for storing an unlock condition, which is set as a condition for unlocking the unlocked stage by achieving the mission in the unlocked stage, in association with each of the unlocked and locked stages; a team determination means for determining a team using a plurality of characters possessed by a user; a game control means for permitting or restricting a user from playing a game using a team in the locked stage based on whether the unlock condition is met; It functions as The team determination means is a program that, when determining a team to be used in an unlocked stage, automatically determines a team for accomplishing a mission associated with the unlocked stage without relying on a user operation. Such a program can reduce the burden on the user who unlocks the game stage.

[0017] === Implementation form === The following describes in detail an information processing device, a program, and an information processing system according to an embodiment of the present invention, taking a case where a competitive soccer game is used as an example. However, the present invention is not limited to this, and can be widely applied to information processing devices, programs, information processing systems, etc. that use games in which teams consisting of multiple content are automatically determined.

[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, etc., 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 (information processing 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 an administrator to input various signals. 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 types of information on a screen to a user or an 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, performs 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 information about users who have played the game as user information in the user information storage unit 224. Furthermore, the information management unit 202 refers to and updates the user information etc. in response to a request from the request processing unit 201.

[0038] The server storage unit 220 has a function of storing various information in the server device 20. The server storage unit 220 in this embodiment includes a character information storage unit 221, an opponent team information storage unit 222, a stage information storage unit 223, and a user information storage unit 224.

[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 (player characters) as an example of content. The character information stored in the character information storage unit 221 is made up of various data shown below.

[0040] FIG. 4 is a diagram illustrating an example of character information. The character information illustrated in FIG. 4 includes items such as a character ID, name, rarity, nationality, position, ability parameters, and skills. The character ID is information for uniquely identifying various characters. The name is information indicating the character's name. The rarity is information indicating the character's rarity (rareness). Here, one of multiple rarity levels is initially set. In this embodiment, five levels of rarity, from "1" to "5," can be set. The nationality is an example of an attribute possessed by a character and is information indicating the country to which the character belongs. The position is information indicating the character's defensive position or role within the team, such as goalkeeper (GK) or forward (FW). The ability parameters are information indicating the abilities possessed by the character. Here, ability values ​​such as offense, defense, speed, and stamina are initially set. The skill is information indicating the character's special ability (such as a special technique).

[0041] The opponent team information storage unit 222 stores opponent team information about the opponent team that will be the opponent of the user's own team (hereinafter also referred to as "own team"). The opponent team information stored in the opponent team information storage unit 222 is made up of various data shown below.

[0042] FIG. 5 is a diagram illustrating an example of opponent team information. The opponent team information illustrated in FIG. 5 includes items such as an opponent team ID, a name, a tactic, characters, and team parameters. The opponent team ID is information for uniquely identifying the opponent team. The name is information indicating the name of the opponent team. The tactic is an example of an attribute possessed by a team and is information indicating the tactics used by the opponent team during a match. In this embodiment, one of four tactics is set: "possession," "side attack," "counter," and "central breakthrough." The characters are information indicating the characters belonging to the team. The team parameters are information indicating the team strength of the opponent team. In this embodiment, a combat power value calculated comprehensively based on the ability values ​​of each character belonging to the opponent team is set as the team parameter. Here, the higher the ability value of the characters belonging to the team, the higher the team parameter is set.

[0043] The stage information storage unit 223 stores stage information related to game stages. The stage information stored in the stage information storage unit 223 is made up of the following various data.

[0044] FIG. 6 is a diagram illustrating an example of stage information. The stage information illustrated in FIG. 6 includes items such as a stage ID, a stage name, an opponent, a mission, a lock setting, an unlock condition, and a reward. The stage ID is information for uniquely identifying a game stage. The stage name is information indicating the name of the stage. The opponent is information indicating an opponent team that will compete against the user's team playing in that game stage, among multiple opponent teams set in the opponent team information stored in the opponent team information storage unit 222. The mission is information indicating a goal or task that the user must achieve. In this embodiment, multiple missions (e.g., three missions) are set for one game stage. It is also possible to set one mission for one game stage. Furthermore, as indicated in parentheses in the figure, a difficulty level is set for each mission. Here, three difficulty levels are set: "low," "medium," and "high." The lock setting is information indicating whether the stage is a locked stage, in which game play is restricted until the unlock condition is met, or an unlocked stage, in which no such restriction is imposed. The unlock condition is set only for locked stages and is information indicating the conditions for unlocking the lock (play restriction) of a game stage. In this embodiment, for example, the unlock condition is set to be the completion of missions in any two or more unlocked stages among a plurality of game stages. Specifically, as shown in FIG. 6 , the unlock condition for the locked stage "Game Stage 4" is set to be the completion of all missions in the three unlocked stages, "Game Stage 1," "Game Stage 2," and "Game Stage 3." For example, for "Game Stage 1," of the three missions set for itself, "Mission 1-1," "Mission 1-2," and "Mission 1-3," only "Mission 1-1" is included in the unlock condition. In this way, the unlock condition for a locked stage is configured by combining missions in two or more unlocked stages.However, the present invention is not limited to this, and it is also possible to set the condition for unlocking the game stage so that completing all missions in one of the unlocked stages is the unlock condition. For example, the condition for unlocking the locked stage "game stage 4" may be set so that completing all three missions ("Mission 3-1," "Mission 3-2," and "Mission 3-3") in the unlocked stage "game stage 3." It is also possible to set the condition for unlocking the game stage so that completing some of the missions in one of the unlocked stages is the unlock condition. For example, the condition for unlocking the locked stage "game stage 4" may be set so that completing two of the three missions (e.g., "Mission 3-1" and "Mission 3-2") in the unlocked stage "game stage 3." The reward is information indicating the reward given to the user for completing all missions set in the game stage. It is also possible to set the condition for giving a different reward to the user for each mission completed.

[0045] The user information storage unit 224 stores user information related to users. The user information stored in the user information storage unit 224 is made up of the following various data.

[0046] FIG. 7 is a diagram showing an example of user information. The user information shown in FIG. 7 includes items such as a user ID, a name, a possessed character, battle points, team information, and battle stage information. The user ID is information for uniquely identifying a user. The name is information indicating the user's name. The possessed character is information indicating one or more characters currently possessed by the user from among the multiple characters set in the character information stored in the character information storage unit 221. Here, as shown in parentheses in the figure, the ability values ​​(level, attack, defense, speed, stamina, etc.) of the possessed character at the current time are also set. This ability value is a value that changes when the possessed character belongs to the user's own team and competes in a battle, etc. Battle points are information indicating the number of game points the user currently possesses. A user can compete against an opposing team by spending their own battle points. Team information is information about the user's own team that can be used in a battle. This team information is composed of various data described later. Battle stage information is information about the stage on which the user is currently competing in an event game described later. This battle stage information is made up of various data, which will be described later.

[0047] FIG. 8 is a diagram showing an example of team information. The team information shown in FIG. 8 has items such as priority, name, tactics, affiliated characters, and team parameters. The name is information indicating the name of the player's team. The tactics is an example of an attribute of a team, and is information indicating the tactics that the player's team will use in a match. In this embodiment, one of four tactics designated by the user, "possession," "side attack," "counter," and "central breakthrough," is set. The affiliated characters is information indicating the characters that belong to the player's team. In this embodiment, by setting the player's team in the team information in advance, the player's team that can be used in a match can be prepared in advance.

[0048] FIG. 9 is a diagram showing an example of battle stage information. This battle stage information is information about an event game made up of multiple game stages (for example, two game stages or four game stages), and is information indicating the battle status of each stage played by a user in the event game. The battle stage information shown in FIG. 9 includes items such as a stage number, a stage name, a clear status, a mission status, a lock status, a player's team (belonging characters), team parameters, and a battle result. The stage number is information indicating a sequential number assigned to each stage. The clear status is information indicating whether or not the user has cleared the game stage. The mission status is information indicating whether or not the user has accomplished the mission of the game stage. The lock status is information indicating whether or not the lock set for the game stage has been released. The player's team (belonging characters) is information indicating the team (belonging characters) used by the user in the game stage. In this embodiment, an automatically determined team may be set, or one of the player's teams set in the team information may be set. The team parameters are information indicating the team strength of the player's team. In this embodiment, a fighting power value calculated comprehensively based on the ability values ​​of each character belonging to one's own team is set as the team parameter. Here, the higher the ability value of the characters belonging to one's own team, the higher the team parameter is set. Note that in this embodiment, each time the ability value of a character belonging to the team changes, the team parameter is recalculated and updated. The match result is information indicating the match result for each game stage (for example, score, win / loss, scoring player, ejected player, cautioned player, etc.).

[0049] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.

[0050] <Client terminal> 10 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.

[0051] 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.

[0052] The client control unit 100 has a function of executing various processes in the client terminal 10. The client control unit 100 includes a game control unit 101, a team determination unit 102, a server access unit 103, and a display control unit 104.

[0053] The game control unit 101 controls the progress of a competitive soccer game in accordance with user operations. The game control unit 101 according to this embodiment progresses the soccer game in accordance with user operations in each game stage. Furthermore, the game control unit 101 permits or restricts the user from playing the game using a team in a locked stage based on whether or not an unlock condition is met.

[0054] The team determination unit 102 determines a team that the user will use in a battle in each game stage. When the user performs a selection operation to select multiple characters, the team determination unit 102 according to this embodiment organizes a team using at least the characters selected by the user and determines this as the user's team that the user will use in a battle in the game stage. Furthermore, regardless of the user's selection operation, the team determination unit 102 organizes a team consisting of multiple characters and automatically determines this as the user's team that the user will use in a battle in the game stage.

[0055] When access to the server device 20 becomes necessary during the course of various processes executed by the game control unit 101, the server access unit 103 sends various processing requests to the server device 20 and receives processing results, etc. from the server device 20 as a response.

[0056] The display control unit 104 controls the screen display of the client terminal 10 according to the progress of various games, etc. The display control unit 104 according to this embodiment controls the screen display of the client terminal 10 by generating data of various screens according to the progress of a soccer game by the game control unit 101, for example.

[0057] The operation input receiving unit 150 receives operation input from a user operating the client terminal 10. The client storage unit 120 stores installed applications (game apps, etc.) and various programs and data required for the client terminal 10 (for example, character information, opposing team information, stage information, user information, etc., similar to the server device 20). That is, the client storage unit 120 also functions as a character information storage unit, opposing team information storage unit, stage information storage unit, and user information storage unit. The client communication unit 140 communicates with the server device 20. The screen display unit 160 displays the screen of the client terminal 10 under the control of the display control unit 104.

[0058] 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.

[0059] 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. 10 shows the application type as an example.

[0060] <<System Overview>> Here, an overview of the information processing system 1 in this embodiment will be described. The information processing system 1 in this embodiment provides at least a soccer game as an example of a competitive game.

[0061] In the soccer game of this embodiment, a user playing the game can act as a manager and create their own team using their own characters (player characters), and use that team to play competitive matches against opposing teams. By repeatedly playing competitive matches, the user can improve the ability parameters of each character on their team and increase the team parameters of their team to strengthen their fighting power. In this embodiment, each time a user plays a competitive match, the user's competitive points are consumed.

[0062] Furthermore, in the soccer game of this embodiment, a user playing the game can create multiple teams (for example, four teams) in advance before a competitive match, and can select one of the teams to play against an opposing team. Then, for each of the multiple teams created in advance, the user can select and set a tactic to be used during the match. There are multiple types of tactics, and the strength of the team in the competitive match will change depending on which tactic is set for the team.

[0063] In this embodiment, there are four types of tactics: "possession," "side attack," "counter attack," and "central breakthrough," and the user can select one of these and set it for each team. The superiority and inferiority relationships are predetermined in a circular manner, such that "possession" is tactically stronger than "side attack," which is tactically stronger than "counter attack," which is tactically stronger than "central breakthrough," which is tactically stronger than "possession."

[0064] Therefore, the user playing the game will be able to gain an advantage in a competitive match by analyzing the opposing team's strength based on its team parameters, tactics, etc., and then selecting from multiple teams created in advance a team with tactics that are superior to the opposing team's tactics, rather than selecting a team with tactics that are inferior to the opposing team's tactics.

[0065] The soccer game of this embodiment also includes an event game in which a user plays competitive matches in a number of game stages one after another and is given an event reward if the user finally clears all of the game stages.

[0066] In the event game of this embodiment, an opposing team is set for each game stage, and the user competes against the opposing team using their own team for each stage. If the user wins the competitive match in a game stage, they have cleared that game stage. Furthermore, each game stage has multiple missions that the user must accomplish. If the user completes all the missions in a game stage, they are awarded a mission reward for that game stage.

[0067] Furthermore, in the event game of this embodiment, multiple game stages are composed of locked stages, in which game play is restricted until an unlock condition is met, and unlocked stages, in which no such restriction is imposed. Therefore, in order to earn an event reward, a user must not only play and clear the unlocked stages, but also unlock and play and clear the locked stages. To unlock a locked stage, the unlock condition must be fulfilled. In this embodiment, since the unlock condition for a locked stage is set to be achieved by completing the mission of the unlocked stage, the mission of the unlocked stage must be fulfilled to fulfill the unlock condition. In other words, even if a user is able to clear an unlocked stage without completing the mission, there is a risk that the unlock condition will not be fulfilled and the locked stage will not be unlocked. Therefore, if the unlock attempt fails, the user must clear the stage and then play the game again in the unlocked stage to fulfill the mission, which is a burden for the user. Therefore, the user must not only create their own team with the goal of clearing the stage, but also create their own team with the goal of completing the mission and compete in a game stage competition.

[0068] In the soccer game of this embodiment, when a user plays an unlocked stage in which a mission to be achieved in order to satisfy the unlock condition for a locked stage is set, a team effective in achieving the mission for that unlocked stage can be automatically determined without the user's operation. Therefore, if the user plays a match on that unlocked stage using the determined team, the mission on that unlocked stage will be more easily achieved, making it easier to achieve the unlock condition and unlock the locked stage. This eliminates the need to play a match on the unlocked stage again to complete the mission after clearing the stage, thereby reducing the burden on the user.

[0069] <<System Operation>> <Automatic team selection> Example 1 Automatic team determination (Example 1) in this embodiment will be described with reference to Figs. 11 to 13. Fig. 11 is an explanatory diagram relating to the configuration of the event game (Example 1) in this embodiment. Fig. 12 is a flowchart showing an example of operation relating to automatic team determination (Example 1) in this embodiment. Fig. 13 is an image diagram showing an example of a stage screen in this embodiment.

[0070] In this first embodiment, as shown in FIG. 11 , an event game is configured with two game stages, "game stage 1" and "game stage 2." "Game stage 1" is an unlocked stage, and "game stage 2" is a locked stage. Three missions are set in "game stage 1," namely, "Mission 1-1" (difficulty: low), "Mission 1-2" (difficulty: medium), and "Mission 1-3" (difficulty: high), with the difficulty levels increasing in this order. Furthermore, a condition for unlocking "game stage 2" is set to be completing all missions in "game stage 1." Below, a process for automatically determining the team to be used in "game stage 1" when a user plays against another player in "game stage 1" will be described.

[0071] First, as shown in FIG. 12, when a user who wishes to play against another player in "Game Stage 1" selects the "Challenge" operation button on the operation screen for "Game Stage 1" shown in FIG. 11, the display control unit 104 of the client terminal 10 displays the stage screen 500 for the selected "Game Stage 1" (step S11).

[0072] As shown in FIG. 13, this stage screen 500 of "game stage 1" includes a stage display area 501, an operation button 502 for automatically determining the team to be used in "game stage 1" without user operation, and an operation button 503 for the user to manually determine the team to be used in "game stage 1". When a user who wishes to manually determine the team selects operation button 503, the screen transitions to an operation screen for the user to manually determine the team. On the other hand, a user who wishes to automatically determine the team selects operation button 502. Here, the explanation will continue assuming that operation button 502 for automatically determining the team has been selected by the user.

[0073] Next, when the user selects the operation button 502 on the stage screen 500 shown in Fig. 13, the team determination unit 102 of the client terminal 10 determines whether or not "Mission 1-1" of "Game Stage 1" can be accomplished (step S12). Here, it is assumed that for "Mission 1-1," the stage information is set to include three player characters (predetermined characters) with a rarity of "3" in the team, and this information is stored in the client storage unit 120.

[0074] Specifically, when such a selection operation is performed by the user, the team determination unit 102 of the client terminal 10 requests the server access unit 103 to execute access processing. When the server access unit 103 of the client terminal 10 is requested to execute access processing by the team determination unit 102, it transmits a request for transmission of character information and user information to the server device 20.

[0075] When the request processing unit 201 of the server device 20 accepts the request, it requests the information management unit 202 to execute data acquisition processing. When the information management unit 202 of the server device 20 is requested to execute data acquisition processing by the request processing unit 201, it acquires character information stored in the character information storage unit 221. It also references the user information stored in the user information storage unit 224 to acquire user information including characters owned by the user. The request processing unit 201 transmits the information acquired by the information management unit 202 to the client terminal 10.

[0076] Thereafter, the team determination unit 102 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and determines based on the received information whether or not there are three or more player characters with a rarity level of "3" set among the characters possessed by the user. If it is determined that there are not three or more player characters with a rarity level of "3", it determines that "Mission 1-1" of "Game Stage 1" cannot be accomplished. On the other hand, if it is determined that there are three or more player characters with a rarity level of "3", it determines that "Mission 1-1" of "Game Stage 1" can be accomplished.

[0077] If the team determination unit 102 of the client terminal 10 determines that "Mission 1-1" of "Game Stage 1" cannot be accomplished (step S12: NO), the process proceeds to step S14, which will be described later. On the other hand, if the team determination unit 102 determines that "Mission 1-1" of "Game Stage 1" can be accomplished (step S12: YES), the process proceeds to the next step S13.

[0078] Next, when the team determination unit 102 of the client terminal 10 determines that "Mission 1-1" of "Game Stage 1" can be accomplished, it adds characters for accomplishing "Mission 1-1" to the team (step S13).

[0079] Specifically, the team determination unit 102 of the client terminal 10 refers to the user information of the user stored in the client storage unit 120, and selects three possessed characters in descending order of ability parameters from among the three or more possessed characters with rarity "3" identified by the processing of step S12 above (for example, selects three possessed characters in descending order of "stamina" parameter).Then, the team determination unit 102 of the client terminal 10 updates the battle stage information set in the user information of the user, and sets the selected three possessed characters as characters belonging to the user's team associated with "game stage 1."

[0080] Next, the team determination unit 102 of the client terminal 10 determines whether or not "Mission 1-2" of "Game Stage 1" can be accomplished (step S14). Here, it is assumed that for "Mission 1-2", the stage information is set to include one player character (predetermined character) set to "Nationality D" in the team, and this information is stored in the client storage unit 120.

[0081] Specifically, the team determination unit 102 of the client terminal 10 references the user information and character information of the user stored in the client storage unit 120, and determines whether or not one or more player characters with "nationality D" set are present among the characters owned by the user. If it is determined that one or more player characters with "nationality D" set do not exist, it determines that "Mission 1-2" of "Game Stage 1" cannot be accomplished. On the other hand, if it is determined that one or more player characters with "nationality D" set exist, it determines that "Mission 1-2" of "Game Stage 1" can be accomplished.

[0082] If the team determination unit 102 of the client terminal 10 determines that "Mission 1-2" of "Game Stage 1" cannot be accomplished (step S14: NO), the process proceeds to step S16, which will be described later. On the other hand, if the team determination unit 102 determines that "Mission 1-2" of "Game Stage 1" can be accomplished (step S14: YES), the process proceeds to the next step S15.

[0083] Next, when the team determination unit 102 of the client terminal 10 determines that "Mission 1-2" of "Game Stage 1" can be accomplished, it adds a character for accomplishing "Mission 1-2" to the team (step S15).

[0084] Specifically, the team determination unit 102 of the client terminal 10 refers to the user information of the user stored in the client storage unit 120, and selects one possessed character from among the possessed characters of "nationality D" that exist and exist and are identified by the processing of step S14 above, in descending order of ability parameter (for example, selecting one possessed character with the highest "speed" parameter). Note that the processing of step S13 above makes sure not to select a possessed character that is already on the team twice. Then, the team determination unit 102 of the client terminal 10 updates the battle stage information set in the user information of the user, and sets the selected possessed character as a character belonging to the user's team associated with "game stage 1."

[0085] Next, the team determination unit 102 of the client terminal 10 determines whether or not "Mission 1-3" of "Game Stage 1" can be achieved (step S16). Here, it is assumed that "Mission 1-3" is set as "win by scoring three or more points" in the match of "Game Stage 1" and is stored in the client storage unit 120 as the stage information.

[0086] Specifically, the team determination unit 102 of the client terminal 10 references the user information of the user stored in the client storage unit 120, and determines whether or not three or more player characters have an "attack power" parameter higher than a predetermined threshold among the characters possessed by the user, in order to create a team with high attack power capable of scoring three or more points. If it is determined that there are not three or more player characters with an "attack power" parameter higher than the predetermined threshold, it determines that "Mission 1-3" of "Game Stage 1" cannot be accomplished. On the other hand, if it is determined that there are three or more player characters with an "attack power" parameter higher than the predetermined threshold, it determines that "Mission 1-3" of "Game Stage 1" can be accomplished.

[0087] Next, when the team determination unit 102 of the client terminal 10 determines that "Mission 1-3" of "Game Stage 1" can be accomplished, it adds a character for accomplishing "Mission 1-3" to the team (step S17).

[0088] Specifically, the team determination unit 102 of the client terminal 10 refers to the user information of the user stored in the client storage unit 120, and selects three possessed characters in descending order of "attack power" parameters from among the three or more possessed characters with high "attack power" parameters identified by the processing of step S16 above. Note that the processing of steps S13 and S15 above ensure that possessed characters that are already on the team are not selected twice. Then, the team determination unit 102 of the client terminal 10 updates the battle stage information set in the user information of the user, and sets the selected three possessed characters as characters belonging to the user's team associated with "game stage 1."

[0089] Next, once some of the characters belonging to the team have been decided in the above-mentioned processes of steps S13, S15, and S17, the team decision unit 102 of the client terminal 10 also decides the remaining characters, thereby finally deciding the user's own team to be used in "game stage 1" (step S18). Here, since seven possessed characters have already been decided, the user's own team of 11 people to be used in "game stage 1" can be decided by deciding the remaining four possessed characters.

[0090] Specifically, the team determination unit 102 of the client terminal 10 refers to the user information of the user stored in the client storage unit 120, and selects the remaining four possessed characters from among the possessed characters of the user in descending order of ability parameters (for example, the four possessed characters are selected in descending order of combat power values ​​calculated comprehensively based on the ability parameters of each possessed character). Note that the processes of steps S13, S15, and S17 above are performed to avoid selecting possessed characters that are already on a team more than once. Then, the team determination unit 102 of the client terminal 10 updates the battle stage information set in the user information of the user, and sets the selected four possessed characters as characters belonging to the user's team associated with "game stage 1." This finally determines the user's own team to be used by the user in "game stage 1."

[0091] If at least one of the judgments in the processing of step S12, step S14, and step S16 above is negative and all or some of the characters to belong to the team have not been decided, the team determination unit 102 of the client terminal 10 determines the team that the user will use in "game stage 1" by referring to the user information of the user stored in the client storage unit 120 and selecting the missing characters from the characters owned by the user in order of highest ability parameters (for example, selecting in order of highest fighting power value calculated comprehensively based on the ability parameters of each owned character).

[0092] Example 2 Automatic team determination (Example 2) in this embodiment will be described with reference to Fig. 14 and Fig. 15. Fig. 14 is an explanatory diagram relating to the configuration of the event game (Example 2) in this embodiment. Fig. 15 is a flowchart showing an example of operation relating to automatic team determination (Example 2) in this embodiment.

[0093] In this second embodiment, as shown in FIG. 14, an event game is configured with two game stages, "game stage 1" and "game stage 2." "Game stage 1" is an unlocked stage, and "game stage 2" is a locked stage. Three missions are set in "game stage 1," namely, "Mission 1-1" (difficulty: low), "Mission 1-2" (difficulty: medium), and "Mission 1-3" (difficulty: high), with the difficulty levels increasing in this order. Unlike the first embodiment, "game stage 2" is set to be unlocked by completing some of the missions in "game stage 1." Specifically, it is set to be unlocked by completing "Mission 1-1" and "Mission 1-3."

[0094] In this case, the team used by the user in "game stage 1" can be automatically determined in the same manner as in Example 1, according to the processing procedure shown in Fig. 15. Note that the processing procedure shown in Fig. 15 is substantially the same as the processing procedure shown in Fig. 11, except that the processing of step S14 and step S15 are omitted, and therefore a detailed description thereof will be omitted.

[0095] Example 3 The automatic team determination (Example 3) in this embodiment will be described with reference to Fig. 13, Fig. 16, and Fig. 17. Fig. 16 is an explanatory diagram relating to the configuration of the event game (Example 3) in this embodiment. Fig. 17 is a flowchart showing an example of operation relating to the automatic team determination (Example 3) in this embodiment.

[0096] In this Example 3, as shown in FIG. 16 , an event game is shown to be composed of four game stages, from “Game Stage 1” to “Game Stage 4.” It is assumed that “Game Stage 1” to “Game Stage 3” are unlocked stages, and “Game Stage 4” is a locked stage. It is assumed that three missions, “Mission 1-1” (difficulty: low), “Mission 1-2” (difficulty: medium), and “Mission 1-3” (difficulty: high), are set in “Game Stage 1,” with the difficulty levels increasing in this order. It is assumed that three missions are also set in “Game Stage 2” and “Game Stage 3.” It is assumed that the unlock condition for “Game Stage 4” is to complete the missions of any two or more game stages (unlocked stages) from “Game Stage 1” to “Game Stage 3.” Specifically, it is assumed that the unlock condition is to complete “Mission 1-1” of “Game Stage 1,” “Mission 2-2” of “Game Stage 2,” and “Mission 3-3” of “Game Stage 3.” The following describes a processing procedure for automatically determining the team to be used in "game stage 1" when a user plays a match in this "game stage 1."

[0097] First, as shown in Fig. 17, when a user who wishes to play a match in "game stage 1" selects the "Challenge" operation button associated with "game stage 1" on the stage selection screen shown in Fig. 16, which is displayed in a map format, the display control unit 104 of the client terminal 10 displays a stage screen 500 of the selected "game stage 1" (step S31), as shown in Fig. 13. Here, the explanation will be continued assuming that an operation button 502 for automatically determining a team is selected on the stage screen 500 by the user.

[0098] Next, when the user selects the operation button 502 on the stage screen 500 shown in FIG. 13, the team determination unit 102 of the client terminal 10 determines whether any of "Mission 1-1" to "Mission 1-3" of "Game Stage 1" is set as the unlock condition for "Game Stage 4" (step S32).

[0099] Specifically, when such a selection operation is performed by the user, the team determination unit 102 of the client terminal 10 requests the server access unit 103 to execute an access process. When the server access unit 103 of the client terminal 10 is requested to execute an access process by the team determination unit 102, it transmits a request for transmission of stage information to the server device 20.

[0100] When the request processing unit 201 of the server device 20 accepts the request, it requests the information management unit 202 to execute data acquisition processing. When the information management unit 202 of the server device 20 is requested to execute data acquisition processing by the request processing unit 201, it acquires stage information stored in the stage information storage unit 223. The request processing unit 201 transmits the information acquired by the information management unit 202 to the client terminal 10.

[0101] Thereafter, the team determination unit 102 of the client terminal 10 receives the information transmitted from the server device 20, stores it in the client storage unit 120, and determines, based on the received information, whether any of "Mission 1-1" to "Mission 1-3" of "Game Stage 1" matches any of the missions set forth in the unlock conditions for "Game Stage 4." If any of them match, it determines that the matching mission is set forth in the unlock conditions.

[0102] If the team determination unit 102 of the client terminal 10 determines that any of "Mission 1-1" to "Mission 1-3" of "Game Stage 1" is not set as an unlock condition for "Game Stage 4" (Step S32: NO), the process proceeds to Step S35, which will be described later. On the other hand, if the team determination unit 102 determines that any of "Mission 1-1" to "Mission 1-3" of "Game Stage 1" is set as an unlock condition for "Game Stage 4" (Step S32: YES), the process proceeds to the next step S33. Here, since "Mission 1-1" of "Game Stage 1" is set as an unlock condition for "Game Stage 4," the determination is affirmative.

[0103] Next, when it is determined that "Mission 1-1" of "Game Stage 1" is set as the unlock condition for "Game Stage 4," the team determination unit 102 of the client terminal 10 determines whether or not "Mission 1-1" of "Game Stage 1" can be achieved (step S33). Here, it is assumed that "Mission 1-1" is set in the stage information to include three player characters with a rarity set to "3" in the team, and this information is stored in the client storage unit 120.

[0104] Specifically, when such a selection operation is performed by the user, the team determination unit 102 of the client terminal 10 requests the server access unit 103 to execute access processing. When the server access unit 103 of the client terminal 10 is requested to execute access processing by the team determination unit 102, it transmits a request for transmission of character information and user information to the server device 20.

[0105] When the request processing unit 201 of the server device 20 accepts the request, it requests the information management unit 202 to execute data acquisition processing. When the information management unit 202 of the server device 20 is requested to execute data acquisition processing by the request processing unit 201, it acquires character information stored in the character information storage unit 221. It also references the user information stored in the user information storage unit 224 to acquire user information including characters owned by the user. The request processing unit 201 transmits the information acquired by the information management unit 202 to the client terminal 10.

[0106] Thereafter, the team determination unit 102 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and determines based on the received information whether or not there are three or more player characters with a rarity level of "3" set among the characters possessed by the user. If it is determined that there are not three or more player characters with a rarity level of "3", it determines that "Mission 1-1" of "Game Stage 1" cannot be accomplished. On the other hand, if it is determined that there are three or more player characters with a rarity level of "3", it determines that "Mission 1-1" of "Game Stage 1" can be accomplished.

[0107] If the team determination unit 102 of the client terminal 10 determines that "Mission 1-1" of "Game Stage 1" cannot be accomplished (step S33: NO), the process proceeds to step S35, which will be described later. On the other hand, if the team determination unit 102 determines that "Mission 1-1" of "Game Stage 1" can be accomplished (step S33: YES), the process proceeds to the next step S34.

[0108] Next, when the team determination unit 102 of the client terminal 10 determines that "Mission 1-1" of "Game Stage 1" can be accomplished, it adds a character for accomplishing "Mission 1-1" to the team (step S34).

[0109] Specifically, the team determination unit 102 of the client terminal 10 refers to the user information of the user stored in the client storage unit 120, and selects three possessed characters in descending order of ability parameters from among the three or more possessed characters with rarity "3" identified by the processing of step S33 above (for example, selects three possessed characters in descending order of "stamina" parameter).Then, the team determination unit 102 of the client terminal 10 updates the battle stage information set in the user information of the user, and sets the selected three possessed characters as characters belonging to the user's team associated with "game stage 1."

[0110] Next, after some of the characters belonging to the team have been decided in the process of step S34 above, the team decision unit 102 of the client terminal 10 decides the remaining characters, thereby finally deciding the user's own team to be used in "game stage 1" (step S35). Here, since three possessed characters have already been decided, the remaining eight possessed characters can be decided to decide the user's own team of 11 people to be used in "game stage 1".

[0111] Specifically, the team determination unit 102 of the client terminal 10 refers to the user information of the user stored in the client storage unit 120, and selects the remaining eight possessed characters from among the possessed characters of the user in descending order of ability parameters (for example, selecting the eight possessed characters in descending order of combat power values ​​calculated comprehensively based on the ability parameters of each possessed character). Note that the process of step S34 above ensures that possessed characters that are already on a team are not selected again. Then, the team determination unit 102 of the client terminal 10 updates the battle stage information set in the user information of the user, and sets the selected eight possessed characters as characters belonging to the user's team associated with "game stage 1." This finally determines the user's own team to be used by the user in "game stage 1."

[0112] If the judgment of the processing of step S32 or step S33 above is negative and the characters to belong to the team have not been decided, the team determination unit 102 of the client terminal 10 determines the team that the user will use in "game stage 1" by referring to the user information of the user stored in the client storage unit 120 and selecting the missing characters from the characters owned by the user in order of highest ability parameters (for example, selecting in order of highest fighting power value calculated comprehensively based on the ability parameters of each owned character).

[0113] ===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 following embodiments are also included in the present invention.

[0114] <Remaining characters> In the above embodiment, an example was given in which a character with a high ability parameter was selected from among the characters owned by the user as the remaining character to be added to the user's team, but the present invention is not limited to this. For example, a character may be selected that is set to have a synergistic effect with a "character with a predetermined rarity" (predetermined character) or a "character with a predetermined nationality" (predetermined character) specified by the mission. Note that a synergistic effect is, for example, an effect in which, by adding a predetermined character to a team, the ability parameters of both characters are temporarily increased during a match.

[0115] <Automatic progression> In the above-described embodiment, the player's team is automatically determined. However, the present invention is not limited to this. For example, in Examples 1 and 2, a competitive match may be automatically progressed from "Game Stage 1" to "Game Stage 2." In Example 3, a competitive match may be automatically progressed from "Game Stage 1" to "Game Stage 4." The aforementioned automatic team determination can also be performed during this automatic progression. Thus, in Examples 1 and 2, when automatic progression is started from "Game Stage 1," the lock is released by completing a mission along the route, allowing the player to automatically proceed to the already unlocked "Game Stage 2." In Example 3, when automatic progression is started from "Game Stage 1," the lock is released by completing a mission along the route, allowing the player to automatically proceed to the already unlocked "Game Stage 4." In this way, the user can complete missions for each game stage while automatically progressing, making it easier for the unlocking condition to be met and reducing the burden on the user.

[0116] <Mission> In the above embodiment, an example of a mission was described in which a character with a predetermined rarity level was included in a team, but the present invention is not limited to this. For example, a mission related to the outcome of a match, such as "win with three or fewer conceded goals," may also be used. In this case, the control may be such that a team containing characters with a high "defensive ability" parameter is automatically selected, so that characters with high parameters that contribute to achieving a predetermined match outcome are included in the team. Another example may be "win without receiving a red card." In this case, the control may be such that a team containing characters that are set in advance to be less likely to receive a warning is automatically selected. Other examples may include "win with one player scoring three points," "include character X with the position "GK" in the team," etc.

[0117] <Automatic team selection> In the above-described embodiment, it is also possible to automatically determine the team that the user will use in the locked stage. In this case, the strongest members may be selected from among the characters owned by the user to determine the team that the user will use in the locked stage. Alternatively, the user may determine the team that the user will use in the locked stage by selecting one of the four teams set in the team information shown in FIG. 8.

[0118] <Contents> In the above embodiment, the content is a character set in the character information, but the content is not limited to this. For example, the content may be an item, a card, a figure, an avatar, an icon, or the like.

[0119] <Competitive games> In the above embodiment, a soccer game has been described as an example of a competitive game, but the present invention is not limited to this. For example, other sports games such as baseball games and rugby games are also possible, as well as other games (excluding sports games) such as RPGs in which swordsmen fight, and card games in which players organize decks and compete against each other. [Explanation of symbols]

[0120] 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 Team Selection Section 103 Server Access Section 104 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 Opponent team information storage unit 223 Stage Information Storage Unit 224 User information storage unit 240 Server Communication Department 500 Stage Screen 501 Stage display area 502 Operation button 503 Operation button B Bus Line N Network

Claims

1. a stage information storage unit that stores missions that a user must accomplish in each stage, in association with each unlocked stage and each locked stage, and also stores, in association with only the locked stage, an unlock condition that specifies that the accomplishment of a mission in the unlocked stage is a condition for unlocking the stage; a team determination unit that determines a team using a plurality of characters possessed by a user; a game control unit that permits or restricts a user from playing a game using a team on the locked stage based on whether the lock release condition is met; When determining a team to be used in an unlocked stage, the team determination unit automatically determines a team to accomplish a mission associated with the unlocked stage without relying on a user operation. Information processing device.

2. the stage information storage unit stores a plurality of missions to be accomplished by a user in a stage in association with an unlocked stage, and stores an unlock condition in association with only a locked stage, the unlock condition being set such that accomplishment of all missions in the unlocked stage is a condition for unlocking the stage; when determining a team to be used in an unlocked stage, the team determination unit automatically determines a team to accomplish all of a plurality of missions associated with the unlocked stage; The information processing device according to claim 1 .

3. the stage information storage unit stores a plurality of missions to be accomplished by a user in the unlocked stage in association with the unlocked stage, and stores an unlock condition in association with only the locked stage, the unlock condition being set so that the accomplishment of some of the missions in the unlocked stage is a condition for unlocking the stage; When determining a team to be used in an unlocked stage, the team determination unit automatically determines a team to accomplish some of the missions, the accomplishment of which is a condition for unlocking the stage in the unlocking conditions, from among a plurality of missions associated with the unlocked stage. The information processing device according to claim 1 .

4. the stage information storage unit stores a mission to be achieved by the user in each of a plurality of unlocked stages, and stores an unlock condition, which is associated with only the locked stages and which is set as a condition for unlocking the game when the user achieves the mission in any two or more of the unlocked stages; When determining a team to be used in any one unlocked stage, the team determination unit determines whether or not accomplishment of a mission associated with the one unlocked stage is a condition for unlocking defined in the unlocking conditions, and if the determination is affirmative, automatically determines a team for accomplishing the mission associated with the one unlocked stage. The information processing device according to claim 1 .

5. A mission associated with an unlocked stage is to include at least a predetermined character associated with the mission in a team; When determining a team to be used in an unlocked stage, the team determination unit automatically determines a team including the predetermined character selected from a plurality of characters owned by the user as a team for accomplishing a mission associated with the unlocked stage. The information processing device according to claim 1 .

6. The team determination unit automatically determines a team including, in addition to the predetermined character, a character having a high parameter set among a plurality of characters possessed by the user. The information processing device according to claim 5 .

7. The team determination unit automatically determines a team including, in addition to the predetermined character, a character set to exhibit a synergistic effect with the predetermined character from among a plurality of characters possessed by the user. The information processing device according to claim 5 .

8. Computer, a stage information storage means for storing a mission to be achieved by the user in each of the unlocked and locked stages, and for storing an unlock condition, which is set as a condition for unlocking the unlocked stage by achieving the mission in the unlocked stage, in association with each of the unlocked and locked stages; a team determination means for determining a team using a plurality of characters possessed by a user; a game control means for permitting or restricting a user from playing a game using a team in the locked stage based on whether the unlock condition is met; It functions as When determining a team to be used in an unlocked stage, the team determination means automatically determines a team for accomplishing a mission associated with the unlocked stage without relying on a user operation. program.

Citation Information

Patent Citations

  • Server device and game program

    JP2014184096A