Information processing device

The information processing device simplifies the process of acquiring missing material characters for synthesis by automating the identification and setting of trade targets, enhancing user experience and maintaining game balance.

JP2025161890APending Publication Date: 2025-10-24SEGA CORP
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Patent Information

Application Number
JP2025135582
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-18
Publication Date
2025-10-24

AI Technical Summary

Technical Problem

Users face difficulty in easily identifying and acquiring missing material characters needed for character synthesis in games, requiring extensive research and effort to find suitable trading partners.

Method used

An information processing device and program that includes a content information storage unit, user information storage unit, comparison unit, and trading unit to automatically identify and facilitate the setting of missing material characters as desired trade targets, allowing users to easily set necessary characters for trade.

Benefits of technology

Enables users to efficiently and easily set material characters needed for synthesis, maintaining game balance by allowing multiple desired characters to be set at once and canceling settings when acquired, thus simplifying the trading process.

✦ Generated by Eureka AI based on patent content.

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Abstract

To easily set material content as an object of a trade.SOLUTION: An formation processing device includes: a content information storage part for storing a plurality of pieces of material content that is required for synthesizing content as a synthesis source; a user information storage part for storing possessed content of each user and desired content that each user wishes to acquire by a trade; a comparison part for comparing each of the plurality of pieces of material content that is required for synthesizing the content as a synthesis source to the possessed content of the user when an operation for designating the content as a synthesis source out of the possessed content is executed by the user; and a trade part for executing processing to set deficient material content as the desired content that the user wishes to acquire by a trade when the user executes an operation to ask for the acquisition by a trade if there is deficient material content that the user does not possess in the plurality of pieces of material content that is required for synthesizing content as a synthesis source.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] A program is known for causing a computer to execute a synthesis game in which a user possesses a character as an example of content, and a character is synthesized using multiple characters (material characters) from among the characters possessed by the user (for example, Patent Document 1).

[0003] Also, an information processing device that executes a game configured to allow users to trade characters, which are an example of content, between users (for example, Patent Document 2). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 5526294 [Patent Document 2] Japanese Patent Application Laid-Open No. 2014-198254 Summary of the Invention [Problem to be solved by the invention]

[0005] Users who do not have all of the material characters required for character synthesis can trade the missing material characters from other users.

[0006] However, in order to specify the desired character to be acquired through a trade (i.e., the missing material character), the user had to carefully research and find out which of the multiple material characters required for character synthesis were missing.

[0007] The present invention has been made in view of the above circumstances, and its object is to enable a user to easily set material content that is necessary for the user as an object of trade. [Means for solving the problem]

[0008] The main invention of the present invention to solve the above problems is: a content information storage unit that stores content information in which a plurality of material contents required for compositing each of the content elements to be composited are set; a user information storage unit that stores user information set in association with each user, the content owned by each user and the content desired by each user to be acquired through a trade; a comparison unit that, when a user performs an operation to designate a content to be combined from among owned contents, compares each of a plurality of material contents required for combining the content to be combined with the content owned by the user; a trading unit that, when there is a missing material content that the user does not own among the plurality of material contents required for synthesizing the source content, executes a process of setting the missing material content as a desired content that the user wishes to acquire through a trade, in response to an operation by the user requesting acquisition through a trade; The information processing device is characterized by comprising: With this information processing device, when a user performs an operation to designate source content, if there is a missing material content that the user does not possess among the material content required to synthesize the source content, the missing material content can be set as a desired content that the user wishes to acquire through a trade. This allows the user to easily set the material content that they need as a trade target.

[0009] Furthermore, it is desirable that the trading unit executes a process of setting the missing material content as the desired content in the specified number when the user specifies the number and performs an operation to request acquisition in a trade. According to such an information processing device, it is possible to set a plurality of desired contents to be acquired in a trade all at once.

[0010] The comparison unit compares the acquired content acquired by the user through game play with the desired content that the user wishes to acquire through trading, It is desirable that the trading unit cancels the setting of the desired content when the acquired content obtained by the user through game play matches the desired content of the user. In this way, by acquiring the missing material content that was set as desired content to be acquired through a trade, the setting as desired content can be automatically cancelled.

[0011] It is also preferable that the trading section allows the user to set up to a predetermined number of desired contents that the user wishes to acquire in a trade. This allows users to set a limit on the amount of desired content they can set, allowing them to trade with each other without disrupting the game balance.

[0012] Also, the computer a content information storage means for storing content information in which a plurality of material contents required for compositing each of the content elements to be composited are set; a user information storage means for storing user information set in association with each user, the content possessed by each user and the content desired by each user to be acquired through a trade; a comparison means for comparing, when a user performs an operation to designate a content to be combined from among the owned contents, each of a plurality of material contents required for combining the content to be combined with the content owned by the user; a trading means for executing a process of setting a missing material content that the user does not possess as a desired content that the user wishes to acquire through a trade when the user performs an operation to request acquisition through a trade of the missing material content that is required for the synthesis of the source content; This is a program that functions as a Such a program allows users to easily set material content that they need as a trading target. [Brief explanation of the drawings]

[0013] [Figure 1] 1 is a configuration diagram illustrating an example of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer according to the present embodiment. [Figure 3] FIG. 2 is a functional block diagram illustrating an example of a server device according to the present embodiment. [Figure 4] FIG. 2 is a functional block diagram illustrating an example of a client terminal according to the present embodiment. [Figure 5] 10 is a flowchart illustrating an example of the operation of the information processing system 1 in this embodiment regarding trade settings during evolution synthesis. [Figure 6] FIG. 10 is a diagram illustrating an example of user information. [Figure 7] FIG. 10 is a diagram illustrating an example of character information. [Figure 8] FIG. 10 is an image diagram showing an example of an inquiry screen. [Figure 9] FIG. 10 is an image diagram showing an example of a trade setting screen. [Figure 10] FIG. 10 is a diagram illustrating an example of trade setting information. [Figure 11] FIG. 10 is a diagram illustrating an example of trade information. [Figure 12] FIG. 10 is an image diagram showing an example of an evolutionary synthesis screen. [Figure 13] FIG. 10 is an image diagram showing an example of a desired character setting screen. [Figure 14] FIG. 10 is a diagram illustrating an example of quest information. [Figure 15] 10 is a flowchart illustrating an example of an operation of the information processing system 1 according to the present embodiment regarding the conclusion of a trade at the time of sale. [Figure 16] FIG. 10 is an image diagram showing an example of an inquiry screen. [Figure 17] 10 is a flowchart illustrating an example of an operation of the information processing system 1 according to the present embodiment regarding the conclusion of a trade during reinforcement synthesis. [Figure 18] FIG. 10 is an image diagram showing an example of an inquiry screen. [Figure 19] 10 is a flowchart illustrating an example of an operation of the information processing system 1 according to the present embodiment regarding the conclusion of a trade when a quest is cleared. [Figure 20] FIG. 10 is an image diagram showing an example of an inquiry screen. [Figure 21] FIG. 10 is an image diagram showing an example of a browsing screen for another user. [Figure 22] FIG. 10 is an image diagram showing an example of a desired character viewing screen. DETAILED DESCRIPTION OF THE INVENTION

[0014] The following describes in detail an information processing device, a program, and an information processing system according to an embodiment of the present invention. The present invention can be widely applied to information processing devices, programs, information processing systems, etc. that employ a game in which trading takes place between users.

[0015] [Embodiment] <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.

[0016] The client terminal 10 is a terminal device operated by a user, such as a PC, smartphone, or tablet, 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.

[0017] In addition to the client-server information processing system 1 shown in Figure 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 Figure 1 is just one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Figure 1 may be configured as a distributed system across multiple computers.

[0018] <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.

[0019] 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. The input device 55 and the display device 56 may be connected and used when necessary.

[0020] The CPU 51 is a computing device that controls the entire computer and realizes its functions by reading programs and data from storage devices such as the ROM 53 and HDD 58 onto the RAM 52 and executing various processes based on the read programs and data.

[0021] 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.

[0022] 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 the BIOS, OS settings, and network settings that are executed when the computer 50 starts up.

[0023] 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.

[0024] 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.

[0025] The display device 56 is a device for displaying various 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.

[0026] 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.

[0027] The HDD 58 is an example of a non-volatile storage device that stores programs and data, such as the operating system (OS), which is the basic software that controls the entire computer, and applications that provide various functions on the OS.

[0028] 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.

[0029] 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.

[0030] <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.

[0031] 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.

[0032] The server control unit 200 has the function of executing processes related to various games. The server control unit 200 includes a game progression unit 201, an awarding unit 202, a comparison unit 203, a selling unit 204, a trading unit 205, a notification unit 206, and a display control unit 207.

[0033] The game progression unit 201 controls the progress of various games, such as a competitive game, a lottery game, and a combined game, which will be described later, based on game operations received by the client terminal 10 from the user.

[0034] In a battle game or a lottery game, the granting unit 202 grants one or more characters from among a plurality of types of characters set in character information, which will be described later, to a user and allows the user to possess the characters.

[0035] The comparison unit 203 compares characters in the progress of various games such as a battle game, a lottery game, and a combination game, which will be described later, and in the progress of character sales and character trades, which will be described later.

[0036] The selling unit 204 sells an unnecessary character designated by the user from among the characters owned by the user, based on a game operation accepted by the client terminal 10 from the user.

[0037] The trading unit 205 allows users to establish trades between themselves by transferring characters they no longer need to others who want to acquire them through trading, and receiving coins from those others in exchange.

[0038] The notification unit 206 notifies the user of the details of a trade that has been concluded between users, based on the user's operation, etc. The notification unit 206 can notify the user by displaying the information on a screen, sending an email, or by push notification, etc.

[0039] The display control unit 207 controls the screen display of the client terminal 10, for example, by generating data for various screens according to the progress of a competitive game, lottery game, or combination game by the game progression unit 201, or the progress of selling or trading characters.

[0040] The server storage unit 220 has a function of storing information related to various games. The server storage unit 220 includes a character information storage unit 221, a user information storage unit 222, a quest information storage unit 223, a lottery game information storage unit 224, and a trade information storage unit 225.

[0041] 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, and merging games.

[0042] The user information storage unit 222 stores user information about the user. The user information stored in the user information storage unit 222 includes the user's rank, various characters owned by the user, and the user's trade setting information.

[0043] The quest information storage unit 223 stores quest information related to quests. The quest information stored in the quest information storage unit 223 includes information such as the various characters that can be acquired in the quest and the amount of points that are consumed to start the quest.

[0044] 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 includes information about various characters that can be acquired in the lottery game.

[0045] The trade information storage unit 225 stores trade information related to trades between users. The trade information stored in the trade information storage unit 225 includes information such as the characters that each user wants to acquire through a trade.

[0046] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.

[0047] <<Client terminal>> 4 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.

[0048] The client terminal 10 according to this embodiment executes a program to implement a client control unit 100, a client storage unit 120, a client communication unit 140, an operation reception unit 150, and a screen display unit 160. The client control unit 100 includes a request transmission unit 101 and a response reception unit 102.

[0049] The operation receiving unit 150 receives operations from a user who operates the client terminal 10. The client control unit 100 also performs processing related to the game on the client terminal 10. The request sending unit 101 sends a request to the server device 20 based on the content of the operation received from the user by the operation receiving unit 150. The response receiving unit 102 receives a response such as a processing result in response to the request sent by the request sending unit 101 to the server device 20.

[0050] Furthermore, the client storage unit 120 stores information required by the client terminal 10. 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 control of the server device 20.

[0051] As described above, in the information processing system 1 according to this embodiment, the server device 20 performs game progression and display control, but these may also be performed by the client terminal 10. Specifically, at least one of the game progression unit and the display control unit may be configured not to be provided in the server control unit 200 of the server device 20, but to be provided in the client control unit 100 of the client terminal 10.

[0052] The client control unit 100 of the client terminal 10 may be of a browser type that 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 that performs game-related processing based on an installed application.

[0053] <Game Overview> Here, an overview of the games in this embodiment will be described. The games in this embodiment include a battle game, a lottery game, a fusion game, selling characters, trading characters, and the like.

[0054] The battle game in this embodiment is a game in which an enemy character appears against a party made up of multiple characters, and each character making up the party fights against the enemy character that has appeared.

[0055] This fighting game features multiple quests with varying difficulty levels, each aimed at defeating enemy characters. Users can form a party using their own characters and select a quest to battle against enemy characters. During the battle, the user may be granted a character that is set to be obtainable in the selected quest.

[0056] If the user is able to defeat the enemy character and complete the quest, they can acquire the character that was assigned to them. The user can also use the acquired character to play a combined game.

[0057] In the present embodiment, the lottery game is a game in which, upon receiving a user's operation to execute a character lottery, a character selected from a group of characters that are the subject of the lottery based on lottery conditions is awarded to the user. The user can play a fighting game or a compositing game using the awarded character.

[0058] The synthesis game in this embodiment is a game in which, upon receiving an operation from a user to execute character synthesis, the player combines the original character (base character) with a synthesis material character (material character) to strengthen the base character's abilities (strengthening synthesis) or grow the base character to the next stage and evolve it into the target character (evolved character) (evolutionary synthesis).

[0059] Users select a base character and a material character from their own characters and perform strengthening or evolutionary synthesis. In strengthening synthesis, the material character is removed from the user's possession, but the ability value of the base character they continue to possess can be improved or new skills can be added. In evolutionary synthesis, by fusing all material characters that are pre-associated with a base character with that base character, the user will lose all material characters from their possession, but will be able to possess an evolved character that has been developed from the base character.

[0060] In this embodiment, a user can sell an unwanted character from among the characters they own. When a user sells an unwanted character, the sold character disappears from the user's possession, but the user can earn points.

[0061] In this embodiment, trading allows users to exchange their own characters for other users' coins. A user can transfer a character they no longer need to a second user, and in exchange, receive coins equivalent to that character from the second user. The second user loses the coins equivalent to that character, but can receive a desired character from the first user.

[0062] <Operation> 《Trade settings for desired character》 <Trade settings for evolution synthesis> In the information processing system 1 of this embodiment, if there is a shortage of material characters required for the evolution synthesis of a base character at the time of evolution synthesis, the missing material characters can be easily set as a desired character to be acquired through a trade. This will be explained in detail below.

[0063] (Example 1) FIG. 5 is a flowchart illustrating an example of the operation of the information processing system 1 in this embodiment regarding trade settings during evolution synthesis.

[0064] When the menu screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation for evolutionary synthesis on the client terminal 10. When the user performs this operation, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user.

[0065] The game progression unit 201 of the server device 20 accepts operation content for evolutionary synthesis from the client terminal 10 and requests the display control unit 207 to execute screen display control so as to display a character selection screen on the client terminal 10 (step S11).

[0066] Specifically, when the display control unit 207 of the server device 20 receives a request from the game progression unit 201 to execute screen display control, it obtains the characters owned by that user from the user information stored in the user information storage unit 222. The display control unit 207 of the server device 20 then performs control to display a character selection screen, which displays a list of characters owned by the user, on the screen display unit 160 of the client terminal 10.

[0067] FIG. 6 is a diagram showing an example of user information. This user information includes items such as a user ID, name, rank, friend users, owned characters, owned points, owned coins, party, trade setting information, and character history information. The user ID is information for uniquely identifying a user. The name is information indicating the user's name. The rank is information indicating the user's game level. The friend users are information indicating other users who are friends with the user. The owned characters are information indicating one or more characters owned by the user. Here, as shown in parentheses in the figure, the number of owned characters is also set. The owned points are information indicating the amount of game points owned by the user. The owned coins are information indicating the amount of game coins owned by the user. The party is information indicating each character that makes up the user's party. The trade setting information is information regarding desired characters set as trade targets. The character history information is historical information regarding characters that the user has owned in the past.

[0068] 5, next, when the character selection screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation to designate one of the base characters on the client terminal 10. When the user performs an operation to designate one of the base characters, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the user's designation of the base character (step S12).

[0069] The request sending unit 101 of the client terminal 10 then makes a request to the server device 20 based on the operation content accepted from the user by the operation accepting unit 150. When the game progression unit 201 of the server device 20 accepts the operation content from the client terminal 10, it references the character information stored in the character information storage unit 221, and acquires multiple material characters associated with the base character specified by the user (i.e., material characters required for evolutionary synthesis of the base character), and the evolved character to be synthesized that is associated with the base character (step S13).

[0070] FIG. 7 is a diagram showing an example of character information. This character information includes items such as a character ID, name, rarity, ability parameters, number of coins, evolved character, and material character. The character ID is information for uniquely identifying various characters, including base characters and material characters. The name is information indicating the character's name. The rarity is information indicating the rarity of the character. Here, one of multiple levels (e.g., five levels) of rarity is set. The ability parameters are information indicating the character's ability. Here, ability values ​​such as attack, defense, and HP are set. The number of coins is information indicating the number of coins equivalent to the value of the character. The evolved character is information indicating the evolved character that will be synthesized when evolutionary synthesis is performed. Note that it is possible to set two or more evolved characters for one character. The material character is information indicating a character that will be used as synthesis material and is pre-associated with the character that will be used as the source of synthesis. This material character is a character required for the evolutionary synthesis of the base character.

[0071] Returning to FIG. 5 , next, when the game progression unit 201 of the server device 20 obtains multiple stock material characters, etc., associated with the base character specified by the user, it requests the comparison unit 203 to execute a comparison process. When the comparison unit 203 of the server device 20 receives a request to execute a comparison process from the game progression unit 201, it references the owned characters set in the user information stored in the user information storage unit 222, and compares the multiple stock material characters obtained in the processing of step S13 described above with the user's owned characters. Then, based on the results of this comparison, the comparison unit 203 of the server device 20 determines whether or not there are any missing stock material characters that the user does not yet possess among the multiple stock material characters (step S14).

[0072] In other words, if the comparison shows that each of the multiple material characters does not match the characters owned by the user, the comparison unit 203 of the server device 20 can identify the missing material characters that the user does not yet own from among the multiple material characters.

[0073] If it is determined that there are no missing material characters among the multiple material characters that the user does not yet possess, the process proceeds to step S20, which will be described later. On the other hand, if it is determined that there are missing material characters among the multiple material characters that the user does not yet possess, the process proceeds to the next step, step S15.

[0074] 5, next, when it is determined that there are missing material characters that the user does not yet own among the plurality of material characters, the comparison unit 203 of the server device 20 requests the display control unit 207 to execute screen display control to display an inquiry screen on the client terminal 10 (step S15). Then, when the display control unit 207 of the server device 20 is requested to execute screen display control by the comparison unit 203, it performs control to display an inquiry screen such as that shown in FIG.

[0075] Fig. 8 is an image diagram showing an example of an inquiry screen. Inquiry screen 500 shown in Fig. 8 displays missing material characters that the user does not yet own among a plurality of material characters, and provides operation button 501 for starting trade settings for the missing material characters and operation button 502 for not starting trade settings for the missing material characters.

[0076] A user who does not wish to set up a trade for the missing material characters performs a game operation on the client terminal 10 by selecting the operation button 502 while the inquiry screen 500 is displayed on the screen display unit 160 of the client terminal 10.

[0077] A user who wishes to set up a trade for the missing material characters performs a game operation on the client terminal 10 by selecting the operation button 501 while the inquiry screen 500 is displayed on the screen display unit 160 of the client terminal 10.

[0078] The operation reception unit 150 of the client terminal 10 receives an operation from the user to set up a trade or an operation not to set up a trade. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received from the user by the operation reception unit 150.

[0079] Returning to FIG. 5, next, the game progression unit 201 of the server device 20 accepts operation content from the client terminal 10, and determines whether or not an operation for making trade settings has been accepted (Step S16).

[0080] If the result of this determination is that an operation not to set up a trade is accepted, the process returns to step S11 described above, and the user is prompted to specify a new base character on the character selection screen; if an operation to set up a trade is accepted, the process proceeds to the next step S17.

[0081] Next, when an operation to make trade settings is accepted, the game progression unit 201 of the server device 20 requests the display control unit 207 to execute screen display control so as to display a trade settings screen on the client terminal 10 (step S17). Then, when the display control unit 207 receives a request to execute screen display control from the game progression unit 201, it performs control to display a trade settings screen such as that shown in FIG. 9 on the screen display unit 160 of the client terminal 10.

[0082] Fig. 9 is an image diagram showing an example of a trade setting screen. Trade setting screen 510 shown in Fig. 9 displays desired characters to be traded (i.e., material characters that the user does not yet have) and provides operation buttons 511 for selecting the number of desired characters to set, and operation buttons 512 for setting the missing material characters as desired characters for trade.

[0083] When the trade setting screen 510 is displayed on the screen display unit 160 of the client terminal 10, the user performs a game operation on the client terminal 10 by selecting the set number with the operation button 511 and then selecting the operation button 512.

[0084] The operation reception unit 150 of the client terminal 10 receives game operations from the user to set up a trade for a desired character. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation received from the user by the operation reception unit 150.

[0085] Returning to FIG. 5, next, the game execution unit 201 of the server device 20 receives operation content from the client terminal 10 and determines whether or not a game operation for setting a desired character for trade has been received (step S18).

[0086] Next, when the game execution unit 201 of the server device 20 receives a game operation from the user to set up a trade for the desired character, it requests the trade unit 205 to execute a trade setting process. When the trade unit 205 of the server device 20 receives a request to execute the trade setting process from the game progression unit 201, it updates the trade setting information set in the user information stored in the user information storage unit 222 and the trade information stored in the trade information storage unit 225, thereby registering the desired character of the user as a trade target (step S19). At this time, the trade unit 205 of the server device 20 references the character information stored in the character information storage unit 221 and obtains the number of coins associated with the desired character set up as a trade target. The trade unit 205 of the server device 20 then subtracts the obtained number of coins associated with the desired character from the user's coin holdings set up in the user information stored in the user information storage unit 222. Note that when the trade is completed, the other user who transferred the desired character receives the coins equivalent to the subtraction.

[0087] FIG. 10 is a diagram showing an example of trade setting information. This trade setting information has items such as setting slots and desired characters. The setting slots are information for specifying each setting slot in which a desired character can be set. In this example, five setting slots are provided, so up to five desired characters that you wish to acquire in a trade can be set and registered. The desired character is information indicating the desired character set in that setting slot.

[0088] FIG. 11 is a diagram showing an example of trade information. This trade information has items such as a trade ID, desired user, desired character, and tradeable period. The trade ID is information for uniquely identifying each trade. The desired user is information indicating the user who wishes to receive a character in a trade. The desired character is information indicating the character that the desired user wishes to acquire in a trade. The tradeable period is information indicating the period during which trades can be made between users.

[0089] In this way, once the missing material characters have been set as desired characters for trade, the process returns to step S11 described above, and the user is prompted to specify a new base character on the character selection screen.

[0090] Returning to Figure 5, next, the game progression unit 201 of the server device 20 requests the display control unit 207 to execute screen display control so as to display the evolutionary synthesis screen on the client terminal 10 (step S20). Then, when the display control unit 207 of the server device 20 receives a request from the game progression unit 201 to execute screen display control, it performs control to display the evolutionary synthesis screen on the screen display unit 160 of the client terminal 10.

[0091] When the evolutionary synthesis screen is displayed on the screen display unit 160 of the client terminal 10, the user performs game operations on the client terminal 10 to perform evolutionary synthesis. The operation reception unit 150 of the client terminal 10 receives game operations for performing evolutionary synthesis from the user. The request transmission unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user.

[0092] Next, the game execution unit 201 of the server device 20 receives operation content from the client terminal 10 and determines whether or not a game operation for performing evolutionary synthesis has been received (step S21).

[0093] Next, when the game execution unit 201 of the server device 20 receives a game operation for performing evolutionary synthesis from the user, it executes evolutionary synthesis processing (step S22). That is, the game execution unit 201 of the server device 20 updates the owned characters set in the user information stored in the user information storage unit 222, deletes the base character and all material characters previously associated with that base character from the characters previously owned by the user, and adds the evolved characters previously associated with that base character to the characters previously owned by the user.

[0094] In this way, when a user specifies a base character, the missing material characters that the user does not own are identified from among the multiple material characters required for the evolution synthesis of the specified base character. Therefore, the user can easily set the missing material characters to the desired character they wish to acquire in the trade by simply selecting a game operation to set up a trade for the identified missing material characters.

[0095] (Example 2) In the above-mentioned specific example 1, the processing of step S14 determines whether there are any missing material characters among the multiple material characters that the user does not yet possess, and if there are missing material characters, the processing of step S15 displays the inquiry screen 500 on the screen display unit 160 of the client terminal 10.However, it is also possible to display the evolution synthesis screen shown in Figure 12 at this time.

[0096] Fig. 12 is an image diagram showing an example of the evolution synthesis screen. The evolution synthesis screen 550 shown in Fig. 12 displays an evolved character display area 551, a base character display area 552, a material character display area 553, an operation button 554 for setting the missing material characters as desired characters for trade, and an operation button 555 for selecting the number of desired characters to set.

[0097] The evolved character acquired in the process of step S13 described above is displayed in the evolved character display area 551. Here, "Character S" is displayed as the evolved character.

[0098] The base character display area 552 displays the base character designated by the user in the processing of step S12 described above. Here, "Character A" is displayed as the base character. In other words, when evolution synthesis is performed on the synthesis source "Character A," it will evolve into the synthesis destination "Character S."

[0099] The material character display area 553 displays the multiple material characters obtained in the processing of step S13 described above. Here, "Character X," "Character Y," and "Character Z" are displayed as material characters. In other words, these three material characters are required for the evolution synthesis of the original "Character A." Furthermore, the missing material characters (material characters that the user does not yet possess) identified in the processing of step S14 described above are displayed to distinguish them from the other material characters. Here, "Character X" and "Character Z," which are missing material characters that the user does not yet possess, are surrounded by dashed lines. Meanwhile, "Character Y," a material character that the user already possesses, is surrounded by a solid line.

[0100] Each of the missing material characters is displayed in association with an operation button 554 and an operation button 555. In this example, operation button 554 and operation button 555 are displayed in association with "Character X" and "Character Z," which are the missing material characters.

[0101] Then, when the evolution synthesis screen 550 is displayed on the screen display unit 160 of the client terminal 10, the user performs a game operation on the client terminal 10 by selecting the set number of any missing material characters with the operation button 555, and then selecting the operation button 554 to set up a trade for that missing material character as a desired character.

[0102] The operation reception unit 150 of the client terminal 10 receives an operation for setting up a trade from a user. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user.

[0103] Next, the game progression unit 201 of the server device 20 accepts operation content from the client terminal 10, and determines whether or not a game operation for setting the missing material characters as desired characters in a trade has been accepted.

[0104] Next, when an operation to set up a trade using the missing material characters as desired characters is accepted, the game progression unit 201 of the server device 20 requests the trade unit 205 to execute a trade setting process. When the trade unit 205 of the server device 20 receives a request to execute a trade setting process from the game progression unit 201, it updates the trade setting information set in the user information stored in the user information storage unit 222 and also updates the trade information stored in the trade information storage unit 225, and sets and registers the missing material characters as desired characters.

[0105] At this time, the trade unit 205 of the server device 20 references the character information stored in the character information storage unit 221 and obtains the number of coins associated with the desired character set as the trade target. Then, the trade unit 205 of the server device 20 subtracts the obtained number of coins associated with the desired character from the coins owned by the user set in the user information stored in the user information storage unit 222. When the trade is completed, the other user who transferred the desired character will receive the coins equivalent to the subtraction.

[0106] In this way, on the evolution synthesis screen, the user can simply select a game operation to set up a trade for any missing material characters that the user does not possess out of the multiple material characters required for the evolution synthesis of the base character specified by the user, and the missing material characters can be easily set as the desired character that the user wishes to acquire through the trade.

[0107] <Trade settings on the character list screen> In the information processing system 1 of this embodiment, when a character is designated on the character list screen, the designated character can be easily set as a desired character to be acquired in a trade. This will be described in detail below.

[0108] When the menu screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to set up a trade. When the user performs this operation, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received from the user by the operation reception unit 150.

[0109] The game progression unit 201 of the server device 20 accepts operation content for making trade settings from the client terminal 10, and requests the display control unit 207 to execute screen display control so as to display the desired character setting screen on the client terminal 10.

[0110] Specifically, when the display control unit 207 of the server device 20 receives a request from the game progression unit 201 to execute screen display control, it acquires the user's trade setting information from the user information stored in the user information storage unit 222. The display control unit 207 of the server device 20 then references the acquired trade setting information and performs control to display on the screen display unit 160 of the client terminal 10 a desired character setting screen in which the user's desired characters are displayed for each setting frame.

[0111] Fig. 13 is an image diagram showing an example of a desired character setting screen. Desired character setting screen 560 shown in Fig. 13 displays desired character list 561. Desired character list 561 displays desired characters in association with setting slots, and also has operation button 562 arranged thereon. If a desired character has already been set in the setting slot, operation button 562 functions as an operation button for canceling the desired character, and if a desired character has not yet been set (if the setting slot is empty), operation button 562 functions as an operation button for setting a new desired character.

[0112] Next, when the desired character setting screen 560 is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to select one of the operation buttons 562. When the user performs an operation to select one of the operation buttons 562, the operation acceptance unit 150 of the client terminal 10 accepts the operation content. Then, the request sending unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content accepted by the operation acceptance unit 150 from the user.

[0113] Next, the game execution unit 201 of the server device 20 receives operation content from the client terminal 10 and determines whether or not a game operation to set up a new trade for a desired character (i.e., a game operation to select the operation button 562 displaying "Settings") has been received from the user.

[0114] Next, when the game execution unit 201 of the server device 20 receives a game operation from the user to set up a new trade for a desired character, it requests the display control unit 207 to execute screen display control so as to display a character list screen on the client terminal 10.

[0115] Specifically, when the display control unit 207 of the server device 20 receives a request from the game progression unit 201 to execute screen display control, it references the quest information stored in the quest information storage unit 223 and acquires all of the obtainable characters that can be obtained in the quest. The display control unit 207 of the server device 20 then performs control to display a character list screen, which displays a list of obtainable characters that can be obtained in the quest, on the screen display unit 160 of the client terminal 10.

[0116] FIG. 14 is a diagram showing an example of quest information. This quest information has items such as a quest ID, name, points consumed, playable date, obtainable characters, and enemy characters. The quest ID is information for uniquely identifying a quest. The name is information indicating the name of the quest. The points consumed is information indicating the amount of points consumed when playing the quest. The playable date is schedule information indicating the date, time, day of the week, etc. on which the quest can be played. The obtainable characters is information indicating various characters that can be obtained based on a predetermined probability when the quest is cleared. The enemy characters are information indicating various characters that appear in the quest. Here, this includes enemy characters set as the main boss character and enemy characters set as sub-characters other than the boss.

[0117] Next, when the character list screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation to designate one of the characters on the client terminal 10. When the user performs an operation to designate one of the characters, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the character designation by the user.

[0118] The request sending unit 101 of the client terminal 10 then makes a request to the server device 20 based on the operation content accepted by the operation accepting unit 150 from the user. When the game progression unit 201 of the server device 20 accepts the operation content from the client terminal 10, it requests the trade unit 205 to execute trade setting processing. When the trade unit 205 of the server device 20 receives a request to execute trade setting processing from the game progression unit 201, it updates the trade setting information set in the user information stored in the user information storage unit 222, and also updates the trade information stored in the trade information storage unit 225, and registers the specified character as a desired character.

[0119] At this time, the trade unit 205 of the server device 20 references the character information stored in the character information storage unit 221 and obtains the number of coins associated with the desired character set as the trade target. Then, the trade unit 205 of the server device 20 subtracts the obtained number of coins associated with the desired character from the coins owned by the user set in the user information stored in the user information storage unit 222. When the trade is completed, the other user who transferred the desired character will receive the coins equivalent to the subtraction.

[0120] In this way, by simply selecting a character that can be acquired in a quest on the character list screen and then selecting the game operation to set up a trade, the specified character can be easily set as the desired character to be acquired in a trade.

[0121] 《Trade for desired character completed》 <Trade completion when selling> FIG. 15 is a flowchart illustrating an example of the operation of the information processing system 1 according to this embodiment in relation to the conclusion of a trade at the time of selling.

[0122] While the menu screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to sell a character. When the user performs this operation, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation. The request sending unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received from the user by the operation reception unit 150. The game progression unit 201 of the server device 20 receives the operation content for selling a character from the client terminal 10, and requests the display control unit 207 to execute screen display control so as to display a character selection screen on the client terminal 10 (step S31).

[0123] Specifically, when the display control unit 207 of the server device 20 receives a request from the game progression unit 201 to execute screen display control, it obtains the characters owned by that user from the user information stored in the user information storage unit 222. The display control unit 207 of the server device 20 then performs control to display a character selection screen, which displays a list of characters owned by the user, on the screen display unit 160 of the client terminal 10.

[0124] Next, when the character selection screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to designate one of the characters to be sold. When the user performs an operation to designate one of the characters to be sold, the operation acceptance unit 150 of the client terminal 10 accepts the operation content based on the user's designation of the character to be sold (step S32).

[0125] The request sending unit 101 of the client terminal 10 then makes a request to the server device 20 based on the operation content accepted by the operation accepting unit 150 from the user. When the game progression unit 201 of the server device 20 accepts the operation content from the client terminal 10, it requests the comparison unit 203 to execute a comparison process. When the comparison unit 203 of the server device 20 receives a request to execute a comparison process from the game progression unit 201, it references the trade information stored in the trade information storage unit 225 and compares the character to be sold specified by the user in the processing of step S32 described above with characters desired by other users. The comparison unit 203 of the server device 20 then determines, based on the results of the comparison, whether the character to be sold is a character desired by other users (step S33).

[0126] In other words, if the comparison results in a match between the character to be sold specified by the user and the desired character of the other user, the comparison unit 203 of the server device 20 can identify that the character to be sold is the desired character of the other user.

[0127] If it is determined that the character to be sold specified by the user is not a desired character of another user, the process proceeds to step S37, which will be described later. On the other hand, if it is determined that the character to be sold specified by the user is a desired character of another user, the process proceeds to the next step, S34.

[0128] Next, when the comparison unit 203 of the server device 20 determines that the character to be sold specified by the user is a desired character of another user, it requests the display control unit 207 to execute screen display control to display an inquiry screen on the client terminal 10 (step S34). Then, when the display control unit 207 is requested to execute screen display control by the comparison unit 203, it performs control to display an inquiry screen such as that shown in Fig. 16 on the screen display unit 160 of the client terminal 10.

[0129] Fig. 16 is an image diagram showing an example of an inquiry screen. Inquiry screen 600 shown in Fig. 16 displays a character to be sold that has been designated by the user, and includes operation button 601 for completing a trade with another user who wishes to acquire the character to be sold, and operation button 602 for refusing to accept the trade with another user who wishes to acquire the character to be sold.

[0130] A user who does not agree to the trade for the character to be sold performs a game operation on the client terminal 10 by selecting the operation button 602 while the inquiry screen 600 is displayed on the screen display unit 160 of the client terminal 10.

[0131] A user who agrees to the trade of the character to be sold performs a game operation on the client terminal 10 by selecting the operation button 601 while the inquiry screen 600 is displayed on the screen display unit 160 of the client terminal 10.

[0132] The operation reception unit 150 of the client terminal 10 receives an operation from the user to accept or decline the trade. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received from the user by the operation reception unit 150.

[0133] Returning to FIG. 15, next, the game progression unit 201 of the server device 20 accepts operation content from the client terminal 10, and determines whether an operation to complete the trade has been accepted (Step S35).

[0134] If the result of this determination is that an operation not to accept the trade has been accepted, the process proceeds to step S37, which will be described later. On the other hand, if an operation to accept the trade has been accepted, the process proceeds to the next step, S36.

[0135] Next, when the game progression unit 201 of the server device 20 accepts an operation to complete the trade, it requests the trade unit 205 to execute trade completion processing. When the trade unit 205 of the server device 20 receives a request to execute trade completion processing from the game progression unit 201, it updates the owned characters and trade setting information set in the user information stored in the user information storage unit 222, removing the character to be sold from the characters owned by the user and making the character to be sold a character owned by another user. In exchange, it subtracts the number of coins corresponding to the character to be sold from the coins owned by the other user and adds the number of coins to the coins owned by the user. The trade unit 205 of the server device 20 also updates the trade information stored in the trade information storage unit 225 to remove desired characters of other users that match the character to be sold (step S36).

[0136] Next, the game progression unit 201 of the server device 20 requests the display control unit 207 to execute screen display control so as to display the selling screen on the client terminal 10 (step S37). Then, when the display control unit 207 of the server device 20 receives the request to execute screen display control from the game progression unit 201, it performs control to display the selling screen on the screen display unit 160 of the client terminal 10.

[0137] When the selling screen is displayed on the screen display unit 160 of the client terminal 10, the user performs a game operation on the client terminal 10 to sell the character. The operation reception unit 150 of the client terminal 10 receives the game operation for selling the character from the user. The request transmission unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user.

[0138] Next, the game execution unit 201 of the server device 20 receives operation content from the client terminal 10 and determines whether or not a game operation for selling a character has been received (step S38).

[0139] Next, when the game execution unit 201 of the server device 20 accepts a game operation from the user to sell a character, it requests the selling unit 204 to execute a selling process for the character to be sold (step S39). When the selling unit 204 of the server device 20 receives a request to execute a selling process from the game progression unit 201, it updates the user information stored in the user information storage unit 222, deletes the specified character to be sold from the characters owned by the user, and adds a predetermined amount of points to the points owned by the user.

[0140] In this way, when a user specifies a character to be sold, if that specified character to be sold matches a character desired by another user, the user can complete the trade by transferring the character to the other user instead of selling it. This allows users to complete a trade by transferring a character they do not need to another user who wishes to acquire it, rather than selling it, thereby enabling efficient trading between users.

[0141] <Trade completed when strengthening synthesis> FIG. 17 is a flowchart illustrating an example of the operation of the information processing system 1 according to this embodiment regarding the conclusion of a trade during reinforcement synthesis.

[0142] When the menu screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation for reinforcement synthesis on the client terminal 10. When the user performs this operation, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation. The request transmission unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user.

[0143] The game progression unit 201 of the server device 20 accepts operation content for performing reinforcement synthesis from the client terminal 10, and requests the display control unit 207 to execute screen display control so as to display a character selection screen on the client terminal 10 (step S51).

[0144] Specifically, when the display control unit 207 of the server device 20 receives a request from the game progression unit 201 to execute screen display control, it obtains the characters owned by that user from the user information stored in the user information storage unit 222. The display control unit 207 of the server device 20 then performs control to display a character selection screen, which displays a list of characters owned by the user, on the screen display unit 160 of the client terminal 10.

[0145] Next, when the character selection screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to designate one of the base characters and a material character to be used in the strengthening synthesis of that base character. When the user performs an operation to designate one of the base characters and a material character, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the user's designation of the base character (step S52).

[0146] The request sending unit 101 of the client terminal 10 then makes a request to the server device 20 based on the operation content accepted by the operation accepting unit 150 from the user. When the game progression unit 201 of the server device 20 accepts the operation content from the client terminal 10, it requests the comparison unit 203 to execute a comparison process. When the comparison unit 203 of the server device 20 receives a request to execute a comparison process from the game progression unit 201, it references the trade information stored in the trade information storage unit 225, and compares the stock character specified by the user in the processing of step S52 described above with the desired characters of other users. The comparison unit 203 of the server device 20 then determines, based on the result of the comparison, whether the stock character is the desired character of other users (step S53).

[0147] That is, if the comparison shows that the stock character designated by the user matches the desired character of the other user, the comparison unit 203 of the server device 20 can identify that the stock character is the desired character of the other user.

[0148] If it is determined that the stock character specified by the user is not another user's desired character, the process proceeds to step S59, which will be described later. On the other hand, if it is determined that the stock character specified by the user is another user's desired character, the process proceeds to the next step, S54.

[0149] Next, when the comparison unit 203 of the server device 20 determines that the stock character specified by the user is the desired character of another user, it requests the display control unit 207 to execute screen display control to display an inquiry screen on the client terminal 10 (step S54). Then, when the display control unit 207 is requested to execute screen display control by the comparison unit 203, it performs control to display an inquiry screen such as that shown in FIG. 18 on the screen display unit 160 of the client terminal 10.

[0150] Fig. 18 is an image diagram showing an example of an inquiry screen. Inquiry screen 610 shown in Fig. 18 displays a material character specified by the user, and provides operation button 611 for completing a trade with another user who wants to acquire that material character, and operation button 612 for refusing to accept a trade with another user who wants to acquire that material character.

[0151] A user who does not agree to the trade of the material character performs a game operation on the client terminal 10 by selecting the operation button 612 while the inquiry screen 610 is displayed on the screen display unit 160 of the client terminal 10.

[0152] A user who agrees to the trade of the material character performs a game operation on the client terminal 10 by selecting the operation button 611 while the inquiry screen 610 is displayed on the screen display unit 160 of the client terminal 10 .

[0153] The operation reception unit 150 of the client terminal 10 receives an operation from the user to accept or decline the trade. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received from the user by the operation reception unit 150.

[0154] Returning to FIG. 17, next, the game progression unit 201 of the server device 20 accepts operation content from the client terminal 10, and determines whether an operation to complete the trade has been accepted (Step S55).

[0155] If the result of this determination is that an operation not to accept the trade has been accepted, the process proceeds to step S59, which will be described later. On the other hand, if an operation to accept the trade has been accepted, the process proceeds to the next step, S56.

[0156] Next, when the game progression unit 201 of the server device 20 accepts an operation to complete the trade, it requests the trade unit 205 to execute trade completion processing. When the trade unit 205 of the server device 20 receives a request to execute trade completion processing from the game progression unit 201, it updates the owned characters and trade setting information set in the user information stored in the user information storage unit 222, removing the material character from the characters owned by the user and making that material character a character owned by another user. In exchange, it subtracts the number of coins equivalent to that material character from the coins owned by the other user and adds that number of coins to the coins owned by the user. The trade unit 205 of the server device 20 also updates the trade information stored in the trade information storage unit 225 to remove the desired characters of other users that match the material character (step S56).

[0157] In this way, when the material character for the strengthening synthesis matches the desired character of the other user and a trade is made, the processing returns to step S51 described above, and the user is prompted on the character selection screen to specify a new material character to be used in the strengthening synthesis of the base character.

[0158] Next, the game progression unit 201 of the server device 20 requests the display control unit 207 to execute screen display control so as to display the enhanced composite screen on the client terminal 10 (step S57). Then, when the display control unit 207 of the server device 20 receives a request to execute screen display control from the game progression unit 201, it performs control to display the enhanced composite screen on the screen display unit 160 of the client terminal 10.

[0159] When the reinforcement synthesis screen is displayed on the screen display unit 160 of the client terminal 10, the user performs a game operation on the client terminal 10 to perform reinforcement synthesis. The operation reception unit 150 of the client terminal 10 receives the game operation for performing reinforcement synthesis from the user. The request transmission unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user.

[0160] Next, the game execution unit 201 of the server device 20 receives operation content from the client terminal 10 and determines whether or not a game operation for performing reinforcement synthesis has been received (step S58).

[0161] Next, when the game execution unit 201 of the server device 20 receives a game operation for performing reinforcement synthesis from the user, it executes reinforcement synthesis processing (step S59). That is, the game execution unit 201 of the server device 20 updates the owned characters set in the user information stored in the user information storage unit 222, deletes the material character from the user's owned characters, and increases the current values ​​of the ability parameters set for the base character.

[0162] In this way, when a user specifies a material character to be used in an enhanced synthesis, if that specified material character matches another user's desired character, the user can complete a trade by transferring that material character to the other user rather than using it as a synthesis material. This allows users to complete a trade by transferring characters they do not need to other users who wish to acquire them rather than using them as synthesis material, thereby enabling efficient trading between users.

[0163] <Trade completed when quest is completed> (Example 1) FIG. 19 is a flowchart illustrating an example of the operation of the information processing system 1 according to this embodiment regarding the conclusion of a trade when a quest is cleared.

[0164] When the game progression unit 201 of the server device 20 determines based on the play results that the user has completed the quest, it requests the comparison unit 203 to execute a comparison process. When the comparison unit 203 of the server device 20 receives a request to execute a comparison process from the game progression unit 201, it references the trade information stored in the trade information storage unit 225 and compares the character acquired by the user in the quest with the desired characters of other users. Then, based on the results of the comparison, the comparison unit 203 of the server device 20 determines whether the character acquired by the user in the quest is the desired character of the other users (step S71).

[0165] In other words, if the comparison shows that the character acquired by the user in the quest matches the desired character of the other user, the comparison unit 203 of the server device 20 can identify that the character acquired in the quest is the desired character of the other user.

[0166] If it is determined that the character acquired by the user in the quest is not the desired character of another user, the process proceeds to step S75, which will be described later. On the other hand, if it is determined that the character acquired by the user in the quest is the desired character of another user, the process proceeds to the next step S72.

[0167] Next, when it is determined that the character acquired by the user in the quest is the desired character of another user, the comparison unit 203 of the server device 20 requests the display control unit 207 to execute screen display control so as to display an inquiry screen on the client terminal 10 (step S72). Then, when the display control unit 207 of the server device 20 is requested to execute screen display control by the comparison unit 203, it performs control to display an inquiry screen such as that shown in Fig. 20 on the screen display unit 160 of the client terminal 10.

[0168] Fig. 20 is an image diagram showing an example of an inquiry screen. Inquiry screen 650 shown in Fig. 20 displays characters that the user has acquired in quests, and provides operation button 651 for entering into a trade with another user who wants to acquire that character, and operation button 652 for refusing to accept a trade with another user who wants to acquire that character.

[0169] A user who does not agree to the trade of a character acquired in a quest performs a game operation on the client terminal 10 by selecting the operation button 652 when the inquiry screen 650 is displayed on the screen display unit 160 of the client terminal 10.

[0170] A user who agrees to a trade for a character acquired in a quest performs a game operation on the client terminal 10 by selecting an operation button 651 while the inquiry screen 650 is displayed on the screen display unit 160 of the client terminal 10.

[0171] The operation reception unit 150 of the client terminal 10 receives an operation from the user to accept or decline the trade. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received from the user by the operation reception unit 150.

[0172] Returning to FIG. 19, next, the game progression unit 201 of the server device 20 accepts operation content from the client terminal 10, and determines whether an operation to complete the trade has been accepted (Step S73).

[0173] If the result of this determination is that an operation not to accept the trade has been received, the process proceeds to step S75, which will be described later. On the other hand, if an operation to accept the trade has been received, the process proceeds to the next step, S74.

[0174] Next, when the game progression unit 201 of the server device 20 accepts an operation to complete the trade, it requests the trade unit 205 to execute trade completion processing. When the trade unit 205 of the server device 20 receives a request to execute trade completion processing from the game progression unit 201, it updates the owned characters and trade setting information set in the user information stored in the user information storage unit 222 so that the character acquired in the quest does not become the user's owned character, but becomes another user's owned character. Instead, it subtracts the number of coins corresponding to the character acquired in the quest from the other user's owned coins and adds the number of coins to the user's owned coins. The trade unit 205 of the server device 20 also updates the trade information stored in the trade information storage unit 225 to delete the other user's desired characters that match the character acquired in the quest (step S74).

[0175] Next, the game progression unit 201 of the server device 20 requests the display control unit 207 to execute screen display control so as to display a quest clear screen on the client terminal 10 (step S75). Then, when the display control unit 207 of the server device 20 receives a request to execute screen display control from the game progression unit 201, it performs control to display the quest clear screen on the screen display unit 160 of the client terminal 10.

[0176] When the quest clear screen is displayed on the screen display unit 160 of the client terminal 10, the user performs a game operation on the client terminal 10 to make the character acquired in the quest a possessed character. The operation reception unit 150 of the client terminal 10 receives the game operation to make the character acquired in the quest a possessed character. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user.

[0177] Next, the game execution unit 201 of the server device 20 receives operation content from the client terminal 10 and determines whether or not a game operation for making the character acquired in the quest a possessed character has been received (step S76).

[0178] Next, when the game execution unit 201 of the server device 20 receives a game operation from the user to add the character acquired in the quest to the owned characters, the game execution unit 201 of the server device 20 executes an acquisition process (step S77). That is, the game execution unit 201 of the server device 20 updates the owned characters set in the user information stored in the user information storage unit 222, and adds the character acquired in the quest to the owned characters of the user.

[0179] In this way, when a user acquires a character by clearing a quest, if that acquired character matches the desired character of another user, the user can complete a trade by transferring the acquired character to the other user rather than keeping it as their own character. This allows users to complete a trade by transferring characters they do not need to keep to other users who wish to acquire them, thereby enabling efficient trading between users.

[0180] (Example 2) In the above-mentioned specific example 1, an example was given in which, in the processing of step S71 above, if the character acquired by the user in the quest matches the desired character of another user, the inquiry screen 650 is displayed on the screen display unit 160 of the client terminal 10 in the processing of step S72 above. However, it is also possible to display the other user's viewing screen shown in Figure 21.

[0181] FIG. 21 is an image diagram showing an example of an other user viewing screen. The other user viewing screen 700 shown in FIG. 21 displays an other user list 701. Here, the other user list 701 extracts and displays a list of other users whose desired characters match the characters the user has acquired in a quest. In other words, the desired characters of other users, "Character X" and "Character Y," match the characters the user has acquired in a quest. Furthermore, "Character X" is the desired character of both "User 1" and "User 2." Furthermore, operation buttons 702 for completing trades with other users are arranged in association with "Character X" and "Character Y," respectively.

[0182] A user who agrees to complete the trade performs a game operation on the client terminal 10 to select one of the operation buttons 702 when the other user viewing screen 700 is displayed on the screen display unit 160 of the client terminal 10. Since "Character X" is a desired character for both "User 1" and "User 2," when the operation button 702 for either "Character X" is selected, the operation button 702 for the other "Character X" is displayed grayed out, and furthermore, the operation button 702 for the other "Character X" is restricted from being selected.

[0183] The operation reception unit 150 of the client terminal 10 receives a game operation from the user to complete the trade. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received from the user by the operation reception unit 150.

[0184] Next, the game execution unit 201 of the server device 20 accepts operation content from the client terminal 10, and when a game operation to complete the trade is accepted, the game execution unit 201 requests the trade unit 205 to execute trade completion processing. When the trade unit 205 of the server device 20 receives a request to execute trade setting processing from the game progression unit 201, the trade unit 205 updates the owned characters and trade setting information set in the user information stored in the user information storage unit 222, so that the character acquired by the user in a quest becomes another user's owned character, and in exchange, subtracts the number of coins equivalent to the character acquired by the user in the quest from the coins owned by the other user and adds the number of coins to the coins owned by the user. The trade unit 205 of the server device 20 also updates the trade information stored in the trade information storage unit 225 to delete the desired characters of other users that match the character acquired by the user in the quest.

[0185] In this way, when a user acquires a character by clearing a quest, if that acquired character matches the desired character of another user, the user can complete a trade by transferring the acquired character to the other user on the other user viewing screen rather than keeping it as their own character. This allows users to complete a trade by transferring characters they do not need to keep to other users who wish to acquire them, thereby enabling efficient trading between users.

[0186] <Completing a trade on the friend list screen> When the menu screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation on the client terminal 10 to view the friend list. When the user performs this operation, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation. The request transmission unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received by the operation reception unit 150 from the user.

[0187] The game progression unit 201 of the server device 20 accepts operation content for viewing the friend list from the client terminal 10, and requests the display control unit 207 to execute screen display control so as to display the friend list screen on the client terminal 10.

[0188] Specifically, when the display control unit 207 of the server device 20 receives a request from the game progression unit 201 to execute screen display control, it obtains the friend users of that user from the user information stored in the user information storage unit 222. Then, based on the obtained friend users, the display control unit 207 of the server device 20 performs control to display a friend list screen, which displays a list of the user's friend users, on the screen display unit 160 of the client terminal 10.

[0189] Next, while the friend list screen is displayed on the screen display unit 160 of the client terminal 10, the user performs an operation to designate one of the friend users on the client terminal 10. When the user performs an operation to designate one of the friend users, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the user's friend user designation.

[0190] The request sending unit 101 of the client terminal 10 then makes a request to the server device 20 based on the operation content accepted by the operation acceptance unit 150 from the user. When the game progression unit 201 of the server device 20 accepts the operation content from the client terminal 10, it requests the comparison unit 203 to execute a comparison process. When the comparison unit 203 of the server device 20 receives a request to execute a comparison process from the game progression unit 201, it obtains the trade setting information of the friend user from the user information stored in the user information storage unit 222, and also obtains the user's owned character. The comparison unit 203 of the server device 20 then compares the user's owned character with the friend user's desired character, and determines whether the user's owned character is the friend user's desired character based on the result of the comparison.

[0191] That is, if the comparison shows that the character possessed by the user matches the character desired by the friend user, the comparison unit 203 of the server device 20 can identify that the character possessed by the user is the character desired by the friend user.

[0192] Next, the comparison unit 203 of the server device 20 requests the display control unit 207 to execute screen display control so as to display the friend user's desired character viewing screen on the client terminal 10.

[0193] Specifically, when the display control unit 207 of the server device 20 receives a request from the comparison unit 203 to execute screen display control, the display control unit 207 acquires the trade setting information of the friend user from the user information stored in the user information storage unit 222. Then, the display control unit 207 of the server device 20 references the acquired trade setting information of the friend user and performs control to display a desired character viewing screen, which displays a list of desired characters of the friend user, on the screen display unit 160 of the client terminal 10.

[0194] FIG. 22 is an image diagram showing an example of a desired character viewing screen. A desired character list 711 is displayed on the desired character viewing screen 710 shown in FIG. 22. The desired character list 711 displays the desired characters of friend users in association with a setting frame. Desired characters of friend users that match characters owned by the user are displayed separately from other desired characters. Here, the desired characters of friend users that match characters owned by the user are surrounded by solid lines, while other desired characters are surrounded by dashed lines. In other words, the desired characters of friend users, "Character X" and "Character B," match characters owned by the user. Operation buttons 712 for completing a trade with the friend user are arranged in association with "Character X" and "Character B," respectively.

[0195] A user who agrees to the trade performs a game operation on the client terminal 10 by selecting the operation button 712 while the desired character viewing screen 710 is displayed on the screen display unit 160 of the client terminal 10 .

[0196] The operation reception unit 150 of the client terminal 10 receives a game operation from the user to complete the trade. The request transmission unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received from the user by the operation reception unit 150.

[0197] Next, the game execution unit 201 of the server device 20 accepts operation content from the client terminal 10, and when a game operation to complete the trade is accepted, the trade unit 205 requests the trade unit 205 to execute trade completion processing. When the trade unit 205 of the server device 20 receives a request to execute trade setting processing from the game progression unit 201, the trade unit 205 updates the owned characters and trade setting information set in the user information stored in the user information storage unit 222, and changes the owned characters of the user that match the friend user's desired characters to the owned characters of the other user, and in return subtracts the number of coins corresponding to the owned characters of the user that match the friend user's desired characters from the owned coins of the other user and adds the number of coins to the owned coins of the user. The trade unit 205 of the server device 20 also updates the trade information stored in the trade information storage unit 225 to delete the desired characters of the friend user that match the owned characters of the user.

[0198] In this way, when a user selects a friend user from the friend list on the friend list screen, if the friend user's desired character matches a character owned by the user, the user can complete a trade by transferring the friend user's desired character to the other user. This allows a user to complete a trade by transferring a character owned by the user that matches the friend user's desired character when viewing the friend user's desired character, thereby enabling efficient trading between users.

[0199] [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.

[0200] <Trade target> In the above embodiment, an example was described in which one's own character was traded with another user's coins (the number of coins equivalent to that character), but the present invention is not limited to this. For example, characters can also be traded between users. That is, a user can set up a trade between one desired character (a character to be received from the other user) and one offered character (a character to be transferred to the other user) selected from the characters the user owns. Users can also set up a trade for multiple desired characters. Specifically, if a user sets up a trade for one listed character with multiple desired characters, another user can sell (set up for trade) all or some of the desired characters to that user, and in exchange for transferring all or some of the desired characters to that user, receive the listed character from that user. Users can also set up a trade for multiple characters they are offering. Specifically, if a user sets up a trade for multiple characters they are offering and one desired character, another user can offer (set up a trade for) that desired character and receive all or some of the characters they are offering from that user in exchange for transferring that desired character to that user. In addition, for example, if a user sets up a trade between multiple listed characters and multiple desired characters, other users can trade for all or some of the listed characters by listing (setting up a trade) all or some of the desired characters.

[0201] In addition, in the above-described embodiment, when trading one's own character with someone else's coins, the number of coins equivalent to the character is predetermined as the trade item, but it is also possible to allow the user to set the number of coins themselves.

[0202] <Trade partner user> In the above-described embodiment, it is also possible to limit the users with whom a trade can be made to only friend users. For example, if a character to be sold designated by a user matches a desired character of another user, the trade unit 205 can execute a process of setting the character to be sold as a character owned by the other user only if the other user is a friend user of the user.

[0203] <Trade completion processing> In the above-described embodiment, if there are two or more other users with desired characters that match the character to be sold specified by the user (or the material character for strengthening synthesis specified by the user, or the character the user acquired in a quest), it is possible to preferentially select as the trade partner the other user who set up a trade for the desired character earliest. It is also possible to preferentially select as the trade partner the other user with the highest rank (or the other user with the lowest user rank), the other user closest in rank to the user (or the other user farthest in rank from the user), or the other user who has been friends with the user for the longest period of time (or the other user who has been friends with the user for the shortest period of time). It is also possible to select as the trade partner a user with whom the fewest trades (trade settings or trade completions) have been made, a user with whom the most recent trade (trade settings or trade completions) was made, or a randomly selected other user.

[0204] Furthermore, in the above-described embodiment, when there is another user who has a desired character that matches the character to be sold specified by the user (or a material character for reinforcement synthesis specified by the user, or a character acquired by the user in a quest), the inquiry screen is displayed and the user performs a game operation to complete the trade, thereby executing the trade completion process. However, the present invention is not limited to this. For example, it is also possible to omit the display of the inquiry screen and automatically execute the trade completion process when the character to be sold specified by the user (or a material character for reinforcement synthesis specified by the user, or a character acquired by the user in a quest) matches the desired character of another user.

[0205] Furthermore, in the above-described embodiment, when there is another user who has a desired character that matches the character to be sold specified by the user (or a material character for strengthening synthesis specified by the user, or a character acquired by the user in a quest), the user information and trade information are updated when the user performs an operation to agree to the trade, and the character and coins are traded (exchanged), but the present invention is not limited to this. For example, after a user performs an operation to agree to the trade, the user information and trade information may be updated when the other user performs an operation to accept or confirm the trade, and the character and coins may be traded.

[0206] <Trade setup process> In the above embodiment, when there are insufficient material characters among the multiple material characters required for the evolution synthesis of a base character designated by the user, the inquiry screen is displayed and the user performs game operations to set up a trade, and the trade setting process is executed. However, the present invention is not limited to this. For example, it is also possible to omit the display of the inquiry screen and automatically set up a trade for the missing material characters as the desired character if there are insufficient material characters.

[0207] <Trade setting frame> In the above embodiment, an example was given in which a predetermined number (e.g., up to five) of desired characters are assigned to the desired character slots as the upper limit of desired characters that each user can set for trade, but the present invention is not limited to this. For example, if five levels of rarity (rarity 1 to rarity 5) are assigned to characters, the upper limit of the desired character slots may be set based on the total number of rarities. Also, for example, if a cost (a parameter required when organizing a party) is assigned to a character, the upper limit of the desired character slots may be set based on the total number of costs.

[0208] <If you acquire the desired character yourself when clearing the quest> In the above-described embodiment, the comparison unit 203 compares the character acquired by the user in a quest with the user's desired content, and the trade unit 205 can cancel the setting of the desired content if the character acquired by the user in a quest matches the user's desired content. This makes it possible to automatically create an empty setting slot excluding the desired character acquired by the user.

[0209] <Notification of successful trade> In the above-described embodiment, the trade unit 205 of the server device 20 can request the notification unit 206 to execute a notification process when a user performs a game operation in response to a successful trade. When the notification unit 206 of the server device 20 receives a notification request from the trade unit 205, the notification unit 206 can also send an email regarding the successful trade to the other user who has set up a trade for the desired character. In this case, the trade unit 205 of the server device 20 can update the owned character and trade setting information set in the user information stored in the user information storage unit 222 when the other user opens the email, so that the user's owned character that matches the other user's desired character becomes the other user's owned character, and can also subtract the number of coins corresponding to the other user's desired character from the other user's owned coins and add the number of coins to the user's owned coins. Furthermore, the trade unit 205 of the server device 20 can also update the trade information stored in the trade information storage unit 225 when the other user opens the email, so that the other user's desired character that matches the user's owned character becomes the other user's owned character. It is also possible to transition to the trade setting screen immediately after opening the email, allowing the user to immediately set a new desired character.

[0210] <Coin payment when setting up a trade> In the above-described embodiment, when a desired character is set as a trade, a predetermined amount of coins can be consumed from the user's coin holdings. This prevents excessive trading because if the user has insufficient coins, the user will not be able to set up a trade for the desired character.

[0211] <Inquiry screen> In the above-described embodiment, the trade inquiry screen for the user can also display information regarding what can be received from the other user in the trade (for example, the number of coins that can be received from the other user, the characters that can be received from the other user, etc.).

[0212] <Desired Character> In the above-described embodiment, it is also possible to limit the characters that a user can set as their desired character to characters that the user has owned in the past and / or characters that the user has fought against in the past.

[0213] <Contents> In the above embodiment, the character set in the character information is described as an example of content, but the content is not limited to this. For example, the content may be an item, a card, a figure, an avatar, etc. [Explanation of symbols]

[0214] 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 Request sending unit 102 Response receiver 120 Client Storage 140 Client Communication Section 150 Operation reception section 160 Screen display section 200 Server control unit 201 Game Progression Department 202 Granting Department 203 Comparison Section 204 Sales Department 205 Trade Department 206 Notification Department 207 Display control unit 220 Server Storage 221 Character Information Storage Unit 222 User information storage unit 223 Quest Information Storage Unit 224 Lottery game information storage unit 225 Trade Information Storage Unit 240 Server Communication Department 500 Inquiry screen 501 Operation button 502 Operation button 510 Trade Settings Screen 511 Operation button 512 Operation Button 550 Evolution synthesis screen 551 Evolution character display area 552 Base character display area 553 Material character display area 554 Operation Button 555 operation button 560 Desired character setting screen 561 Desired Character List 562 Operation button 600 Inquiry screen 601 Operation button 602 Operation button 610 Inquiry screen 611 Operation button 612 Operation button 650 Inquiry screen 651 Operation button 652 Operation button 700 Other users' browsing screen 701 other user lists 702 Operation button 710 Desired character viewing screen 711 Desired Character List 712 Operation Button B Bus Line N Network

Claims

1. a content information storage unit that stores content information in which a plurality of material contents required for compositing each of the content elements to be composited are set; a user information storage unit that stores user information set in association with each user, the content owned by each user and the content desired by each user to be acquired through a trade; a comparison unit that, when a user performs an operation to designate a content to be combined from among owned contents, compares each of a plurality of material contents required for combining the content to be combined with the content owned by the user; a trading unit that, when there is a missing material content that the user does not own among the plurality of material contents required for synthesizing the source content, executes a process of setting the missing material content as a desired content that the user wishes to acquire through a trade, in response to an operation by the user requesting acquisition through a trade; An information processing device comprising:

2. 2. The information processing device according to claim 1, the trading unit executes a process of setting the missing material contents as the desired contents in the specified number when the user specifies the number and performs an operation to request acquisition in a trade; 1. An information processing device comprising:

3. 3. The information processing device according to claim 1, the comparison unit compares the acquired content acquired by the user through game play with the desired content that the user wishes to acquire through trading; the trading unit cancels the setting of the desired content when the acquired content acquired by the user through game play matches the desired content of the user; 1. An information processing device comprising:

4. The information processing device according to any one of claims 1 to 3, The trading unit allows the user to set up to a predetermined number of desired contents that the user wishes to acquire through trading.

1. An information processing device comprising:

5. Computer, a content information storage means for storing content information in which a plurality of material contents required for compositing each of the content elements to be composited are set; a user information storage means for storing user information set in association with each user, the content possessed by each user and the content desired by each user to be acquired through a trade; a comparison means for comparing, when a user performs an operation to designate a content to be combined from among the contents owned by the user, each of a plurality of material contents required for combining the content to be combined with the content owned by the user; a trading means for executing a process of setting a missing material content that the user does not possess as a desired content that the user wishes to acquire through a trade when the user performs an operation to request acquisition through a trade of the missing material content that is required for the synthesis of the source content; A program to function as a

Citation Information

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