Program, game progressing method, and game server
The game system enables personalized team formations and flexible task completion, addressing the limitations of conventional recommendations by allowing players to select and register recommended formations, thereby enhancing gameplay engagement.
Patent Information
- Application Number
- JP2024068654
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-19
- Publication Date
- 2025-10-30
- Estimated Expiration
- 2044-04-19
AI Technical Summary
Conventional team formation recommendation features in games force players to use recommended formations, disregarding personal preferences, and require repetitive gameplay to unlock recommendations, leading to player boredom.
A game system that allows players to determine and register recommended formation information based on uncompleted tasks, providing flexibility in using recommended or alternative formations, and enabling task progression with player-selected options.
Enhances player convenience by allowing personalized team formations and flexible task completion, reducing repetitive gameplay boredom.
Smart Images

Figure 2025164588000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a game progression method, and a game server. [Background technology]
[0002] Some games progress by completing multiple tasks. Players playing such games for the first time may be unfamiliar with the characters used in the game, the weapons equipped by the characters, or the types and effects of summon stones used to summon special characters (e.g., summoned beasts), and may become stuck in their progress. Furthermore, players who are unable to complete the various tasks (also called missions) in the game may not know how to approach them, and may not be able to complete the tasks no matter how many times they try. As a result, players may become bored with the game itself and stop playing it.
[0003] Therefore, measures have been taken to keep players engaged in the game without boring them. One example of such measures is a function provided in the game in which the game program recommends to the player an item organization such as weapons, summon stones for summoning special characters, etc. The player can then use the item organization recommended to the player.
[0004] Patent document 1 discloses a program for causing a computer to execute an execution process for executing a competitive game using a deck composed of a plurality of first game elements, and a recommended deck presentation process for presenting a recommended deck for use in the competitive game, on the condition that a player has reached a predetermined number of losses in the competitive game. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Publication No. 2021-137444 Summary of the Invention [Problem to be solved by the invention]
[0006] However, with conventional team formation recommendation features, players must always use the recommended team formation. However, even players who have an attachment to a particular character or item may wish to organize their team with that character or item and take on a challenge. This desire could not be realized with conventional team formation recommendation features.
[0007] Furthermore, in the technology disclosed in Patent Document 1, recommended decks are presented on the condition that a player has lost a predetermined number of games in a competitive game. This means that the player has to repeat the game until the predetermined number of games is lost, which can easily make the player bored with the game.
[0008] The present invention has been made in view of the above circumstances, and aims to improve the convenience of team formation operations by players. [Means for solving the problem]
[0009] The program of the present invention causes a computer to execute the following steps: determining recommended formation information in which game media that can be used to complete uncompleted tasks are organized in correspondence with at least one of the uncompleted tasks and parameters among the multiple tasks of the game, in order to change parameters linked to the player ID of a player playing a game that progresses by completing multiple tasks; creating a game screen that includes a registration selection unit that selects registration of the recommended formation information in the formation registration table corresponding to the player ID, and a registration non-selection unit that does not select registration of the recommended formation information in the formation registration table; registering the recommended formation information in the formation registration table when an operation input to progress the uncompleted task is made and a selection input is made by the registration selection unit; progressing the uncompleted task using the recommended formation information when registration of the recommended formation information is selected, and progressing the uncompleted task using the formation information registered in the formation registration table when a selection input is made by the registration non-selection unit. [Effects of the Invention]
[0010] According to the present invention, the recommended formation information is determined before the task progresses, and the player can select whether or not to register it in the formation registration table, thereby improving the convenience of the formation operation by the player. Problems, configurations, and effects other than those described above will become apparent from the following description of the embodiments. [Brief explanation of the drawings]
[0011] [Figure 1] 1 is an overall configuration diagram showing an overview of a game system according to an embodiment of the present invention; [Figure 2] 1 is a block diagram showing an example of the hardware configuration of a game system according to an embodiment of the present invention. [Figure 3] 1 is a block diagram showing an example of the functional configuration of a game system according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram showing an example of the configuration of a level rank table according to an embodiment of the present invention. [Figure 5] FIG. 2 is a diagram showing an example of the configuration of a formation registration table according to an embodiment of the present invention. [Figure 6] FIG. 10 is a diagram illustrating an example of the configuration of an assignment reward table according to an embodiment of the present invention. [Figure 7] FIG. 10 is a diagram showing the transition of each screen selected before the start of special training in one embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing a display example of an attribute change screen according to an embodiment of the present invention. [Figure 9] 10 is a flowchart illustrating an example of a formation selection process according to an embodiment of the present invention. [Figure 10] 10 is a flowchart illustrating an example of a mission start process according to an embodiment of the present invention. [Figure 11] 10 is a flowchart showing an example of a recommended formation display process according to one embodiment of the present invention. [Figure 12] 10 is a flowchart illustrating an example of a quest start process according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0012] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. In this specification and drawings, components having substantially the same functions or configurations are designated by the same reference numerals, and redundant description will be omitted.
[0013] <Definition of terms> First, definitions of terms commonly used in this specification will be explained. The terms explained below are those used in the game to which the present invention is applied.
[0014] (game) First, the game will be explained. A game is a game in which predetermined effects are obtained by executing a game program on various information processing terminals. A game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining multiple data. Typically, a game is progressed by a player, who is a natural person, performing various operations. However, it is also possible for the game to progress automatically by the player giving predetermined instructions.
[0015] (Game media) In games, various elements are assigned an identification ID. Elements that are assigned an identification ID and managed by the identification ID are called "game media." Game media are often used in the internal processing of the game. For this reason, unlike objects that are displayed on the screen, game media can be displayed on the screen or not.
[0016] For example, game media may include in-game characters, items (equipment items, consumable items, character costumes, etc.), cards, elements drawn in a lottery game, etc. Items used as game media in this embodiment include at least one of equipment items equipped by characters and summoning items (e.g., summon stones) for summoning special characters (e.g., summoned beasts) used in the game. Furthermore, game media may include items having one or more of the following uses or functions: items that change (strengthen or weaken) other game media, items that change (strengthen or weaken) some parameter, items that can be paid for by consuming game media, and items that are organized by the player and have an effect in the game.
[0017] (Object) In a game, a screen is displayed on the display device of the terminal on which the player plays the game. Various computer graphics images (hereinafter abbreviated as "images") are displayed on the screen as objects. Here, objects are broadly divided into two-dimensional images and three-dimensional images. Objects in two-dimensional images are images constructed using two-dimensional computer graphics, such as illustrated images of game media (characters, items, etc.) and user interface images (buttons, virtual pads, etc.). Similarly, objects in three-dimensional images are images constructed using three-dimensional computer graphics, such as characters, items, and backgrounds.
[0018] (attribute) Attributes are data used to classify game media and are part of the data commonly assigned to multiple game media or multiple objects. For example, attributes may be data used to distinguish a certain character or data used to determine the rarity of a certain item. Attributes are often displayed on the screen when playing a game. However, attributes may only be used in the internal processing of a program and may not be displayed on the screen.
[0019] (currency) Games use currency to exchange for items and the like. This currency can be either paid currency that has value in the real world or parameters that are used only within the game. Paid currency includes, for example, cash, electronic money, and in-game currency that is purchased for a fee. Parameters that are used only within the game include in-game currency that is provided free of charge within the game. Furthermore, in-game currency also includes, for example, free currency that is consumed in the lottery process described below. Note that points and the like used in games are sometimes used in the same sense as currency.
[0020] (Reward) Players can earn rewards by playing games. Rewards can be broadly divided into those that are assigned to a player ID, which is assigned to identify the player, and those that are not assigned to a player ID. Rewards that are assigned to a player ID include, for example, items, which are used to change predetermined parameters (experience points, stamina, lottery rights, etc.) or to progress through the game. Other possible rewards include unlocking playable quests, making it possible to acquire character skills or abilities, and making music videos available for viewing. Rewards that are not assigned to a player ID include, for example, the display of a reward image or reward video, and the occurrence of a game-specific event.
[0021] (Lottery process) In games, a lottery process may be conducted to award a reward to a player. The lottery process is a process that uses software random numbers generated within the game to determine the outcome probabilistically. In software random numbers, the same value is generated if the seed value is the same. In the lottery process, the outcome may be determined by using a pseudo-random number sequence created in advance instead of software random numbers. The lottery process is broadly divided into processes in which a reward is determined by lottery process by consuming a predetermined amount of money (so-called gacha processing) and other processes.
[0022] The process of determining a reward through a lottery process by consuming a predetermined amount of money includes non-restoring lotteries (processes in which the lottery probability is constant or variable) and restoring lotteries (processes in which the number of items is announced in advance and the desired item can be obtained by repeatedly drawing lots).Other processes include lottery processes for game rewards, matching processes in games in which characters battle each other, calculation processes for damage when an attack is made, and action determination processes for NPCs (Non-Player Characters: characters not controlled by the player).
[0023] (Game effect) In games, there are effects (called "game effects") that are linked to game content, objects, etc. Examples of game effects include character skills, abilities, and special abilities. Game effects have some kind of impact on the progress of the game, and are defined by any combination of activation conditions for activating the game effect, targets to which the game effect applies, and the effect amount of the game effect.
[0024] [One embodiment] <Example of overall game system configuration> First, an example of the configuration of a game system according to an embodiment of the present invention will be described. This game system is configured by combining a game server that distributes games with information processing terminals. The games distributed by the game server include programs and data related to the games.
[0025] <Game System Overview> FIG. 1 is a diagram showing an overall configuration of a game system 10 according to an embodiment. The game system 10 includes a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and the PC 2B can be connected to the game server 1 via a network N such as the Internet. In the following description, the smartphone 2A and the PC 2B are collectively referred to as an information processing terminal 2. The information processing terminal 2 may be, for example, a dedicated game terminal.
[0026] The game server 1 is an example of a first information processing device that constitutes the game system 10. The game server 1 manages game programs and data, and distributes the game programs and data to the information processing terminal 2 based on a data acquisition request from an authenticated information processing terminal 2.
[0027] The information processing terminal 2 processes the game program and data received from the game server 1. The program according to this embodiment controls the display format of text, images, etc. displayed on the output device 27 (an example of a display unit) in accordance with the progress of the game, based on instructions input via the input device 26 (an example of an input unit).
[0028] The smartphone 2A uses a touch panel display device in which the input device 26 and the output device 27 are integrated. The smartphone 2A may be a tablet terminal. The input device 26 and the output device 27 are separate devices in the PC 2B. The PC 2B may be a desktop PC, with the input device 26 and the output device 27 separately connected to the desktop PC.
[0029] The information processing terminal 2 is an example of a second information processing device that constitutes the game system 10. The information processing terminal 2 can store data including a program that is the basis of a game downloaded from the game server 1 in a storage device 22 shown in FIG. 2, which will be described later.
[0030] The information processing terminal 2 can also read data including a program that is the basis of a game from a memory, an optical disk, etc. The information processing terminal 2 then executes the program read from the storage device 22 to present the game. Furthermore, when the processing results of a game processed by the game server 1 are distributed to the information processing terminal 2, the information processing terminal 2 can display the processing results using, for example, an internet browser, and the player can progress through the game.
[0031] The information processing terminal 2 selects a program based on an operation signal input from the input device 26 in response to an operation performed by the player, and outputs a video signal that matches the screen of the output device 27 to the output device 27. The output device 27 displays a video based on the video signal. The operation signal input from the input device 26 is, for example, a signal corresponding to each operation stick or operation button of a controller. The player can input instructions and control a character through the input device 26.
[0032] The information processing terminal 2 stores the game program and data downloaded from the game server 1 in a storage device 22 shown in Fig. 2, which will be described later. The information processing terminal 2 also performs processes such as reading game data from the storage device 22 and executing the program, drawing a screen in accordance with operation signals input from the input device 26, and displaying a screen using the output device 27. For example, the information processing terminal 2 displays a screen on which various scenes including characters are drawn, in accordance with operations performed by the player via the input device 26, on the output device 27.
[0033] Operations on characters input from the input device 26 include, for example, various command inputs, such as organizing characters for quests that the player will attempt and instructions on items to equip characters. Command inputs, such as responses to conversations uttered by characters, are also included in operations on characters. Another example of an operation performed from the input device 26 is a tap operation, in which the screen of the output device 27 is touched with a finger or a pen. The characters and scenes displayed on the output device 27 change depending on the operation performed on the input device 26.
[0034] <Example of hardware configuration for game system> Next, an example of the hardware configuration of the game system 10 according to an embodiment will be described. FIG. 2 is a block diagram showing an example of the hardware configuration of the game system 10. As shown in FIG.
[0035] (Game server configuration example) The game server 1 is an example of a computer that operates as a computer capable of executing various programs. The game server 1 includes a processing unit 11, a storage unit 12, and a network interface 14, all of which are connected to a bus 13.
[0036] The processing device 11 is configured with at least one of, for example, a CPU (Central Processing Unit), an MPU (Microprocessor Unit), a GPU (Graphics Processing Unit), and an FPGA (Field Programmable Gate Array). The processing device 11 reads program code of software that realizes each function according to the present embodiment from the storage device 12, loads the program code into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing device 11 performs, for example, game calculation processing and processing necessary to draw objects on the screen of the information processing terminal 2.
[0037] The storage device 12 is configured by, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM may be an optical disk, a magneto-optical disk, a DVD (Digital Versatile Disc)-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM (Static Random Access Memory), a DRAM (Dynamic Random Access Memory), or the like. Variables, parameters, etc. generated during the arithmetic processing of the processing device 11 are temporarily written to the storage device 12, and these variables, parameters, etc. are read out by the processing device 11 as appropriate.
[0038] The storage device 12 is configured with at least one of, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), and a flash memory. The storage device 12 stores the OS (Operating System) of the game server 1, various parameters, and programs for operating the game server 1. As described above, the storage device 12 stores programs, data, etc. necessary for the processing device 11 to operate, and is used as an example of a computer-readable non-transitory storage medium that stores programs executed by the game server 1.
[0039] For example, a network interface card (NIC) or the like is used as the network interface 14. The network interface 14 is capable of transmitting and receiving various data to and from the information processing terminal 2 via a dedicated line or the like connected to a terminal of the NIC and via the network N.
[0040] (Example of information processing terminal configuration) The information processing terminal 2 is an example of a computer that operates as a computer capable of executing various programs. The information processing terminal 2 includes a processing unit 21, a storage unit 22, and a network interface 24, all of which are connected to a bus 23.
[0041] The processing device 21 is configured with at least one of, for example, a CPU, an MPU, a GPU, and an FPGA. The processing device 21 reads out program code of software that realizes each function according to the present embodiment from the storage device 22, loads the program code into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing device 21, for example, performs calculation processing for the game and processing necessary for drawing objects on the screen of the information processing terminal 2. The processing device 21 also performs processing such as processing the OS of the information processing terminal 2 and managing the input and output of data performed by each unit in the information processing terminal 2. When processing information related to the game, the processing device 21 can output not only image signals but also audio signals, actuator operation signals, and the like to the output device 27 via the input / output interface 25.
[0042] The storage device 22 is composed of, for example, a ROM and a RAM. The ROM may be an optical disk, a magneto-optical disk, a DVD-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM, a DRAM, or the like. Variables, parameters, and the like generated during the arithmetic processing of the processing device 21 are temporarily written to the storage device 22, and these variables, parameters, and the like are read out by the processing device 21 as appropriate. The processing device 11 also performs processing required to draw, for example, two-dimensional or three-dimensional objects that constitute characters or backgrounds on the screen of the output device 27.
[0043] The storage device 22 is configured with at least one of, for example, an HDD, an SSD, and a flash memory. The storage device 22 stores the OS of the information processing terminal 2, various parameters, programs for functioning the information processing terminal 2, game programs, etc. As described above, the storage device 22 stores programs, data, etc. necessary for the operation of the processing device 21, and is used as an example of a computer-readable non-transitory storage medium that stores programs executed by the information processing terminal 2.
[0044] For example, a NIC or the like is used as the network interface 24. The network interface 24 is capable of transmitting and receiving various data to and from the game server 1 and communicating with other information processing terminals 2 via the network N via a dedicated line or the like connected to a terminal of the NIC.
[0045] The input / output interface 25 converts operation signals received from the input device 26 into data in a predetermined format and passes the converted data to the processing device 21. The input / output interface 25 also converts screen data drawn by the processing device 21 into video signals and outputs them to the output device 27.
[0046] The input device 26 is a device that accepts input instructions or various pieces of information from the player. An example of the input device 26 is a pointing device that can input coordinate information of a position designated by the player. This pointing device is a mouse, a touch panel device, or the like. A touch panel device is configured by combining the input device 26 and the output device 27. The input device 26 may also be a game controller, a keyboard, a microphone, a GPS (Global Positioning System) device, or various types of sensors. Examples of the various types of sensors that can be considered include an acceleration sensor (a six-axis sensor, a gyro sensor, or the like), an optical sensor (a camera, or the like), a pressure sensor (a pressure-sensitive touch sensor, or the like), and an air pressure sensor.
[0047] The output device 27 is a device that outputs information processed by the processing device 21. Examples of the output device 27 include a display device (display device, touch panel device, etc.), an audio device (speaker, headphones, etc.), and an actuator (vibration device, haptic feedback, etc.). When the output device 27 is a display device, an image based on a video signal received from the input / output interface 25 is displayed on the display device. When the output device 27 is an audio device, sounds such as background music (BGM), sound effects, and character voices are emitted. When the output device 27 is an actuator, it vibrates or provides haptic feedback according to the game scene.
[0048] <Example of game system functional configuration> Next, an example of the functional configuration of the game system 10 will be described with reference to FIG. 3 is a block diagram showing an example of the functional configuration of the game system 10. In FIG. 3, the communication network N is omitted.
[0049] (Example of game server functional configuration) The game server 1 includes a communication unit 31, a game processing unit 32, and a storage unit 33.
[0050] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, the communication unit 31 outputs the data acquisition request to the game processing unit 32 and transmits game data processed by the game processing unit 32 to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing device 11, the network interface 14, etc. shown in FIG. 2 .
[0051] The game processing unit 32 selects and reads out data of the game to be used in the information processing terminal 2 from the storage unit 33 based on a data acquisition request input from the communication unit 31. Then, the game processing unit 32 outputs the read-out game data to the communication unit 31. Note that the game processing unit 32 can also perform processing based on the read-out game data and then output data of the processing result via the communication unit 31. The functions of the game processing unit 32 are realized by the processing device 11 and storage device 12 shown in FIG. 2.
[0052] The game processing unit 32 has a recommended formation determination unit 32a, a game screen creation unit 32b, a formation registration unit 32c, and a task progress unit 32d. The game according to this embodiment progresses by the player completing a plurality of tasks through operations performed by the player via the input unit 42 of the information processing terminal 2.
[0053] The recommended formation determination unit 32a determines recommended formation information in which game contents that can be used to complete uncompleted tasks are organized in correspondence with at least one of the parameters and uncompleted tasks among the multiple tasks of the game, in order to change parameters associated with the player ID of the player playing the game. By completing tasks, the player can obtain rewards defined in the task reward table T3 in FIG. 6, which will be described later. Tasks include, for example, recruiting a certain character or completing a certain quest. By completing tasks, the player's rank, which represents the player's strength, increases, allowing the player to challenge new quests.
[0054] In this embodiment, the parameters correspond to the ranks shown in a level rank table T1 in FIG. 4, which will be described later. However, the parameters also include the player's rank (not shown) in addition to the ranks. Furthermore, the uncompleted tasks are tasks that the player has not yet completed. Examples of such uncompleted tasks include (1) having the player play a quest, (2) having the player acquire game content, (3) having the player change parameters of the game content, and (4) having the player change parameters (e.g., rank) of the player ID associated with the player.
[0055] In this game, a rank is set for each attribute. In this embodiment, a player can increase their rank by performing "special training" provided in the game. By clearing the tasks required in the special training, the player can increase their rank for that attribute, for example, from first dan to second dan.
[0056] Furthermore, the recommended formation determination unit 32a can determine the recommended formation information based on one of the multiple tasks set based on the player's selection. This allows the player to select the task that he or she wants to achieve with priority, and progress through the task using the recommended formation information determined based on this task.
[0057] The recommended formation information is shown as a character image on the recommended formation screen 52 in FIG. 7 (described later), but may also be text information. The recommended formation information may also be notified to the player by audio. Since the recommended formation information is fixed information held by the game system 10 and does not change for each player, the recommended formation determination unit 32a determines the recommended formation information based on the fixed information. For example, for the first stage of a fire attribute, the best combination of game media is predetermined.
[0058] However, the recommended formation information may be information determined by a combination of various logics, and may be information determined by the recommended formation determination unit 32a using a recommended formation determination function (not shown). The recommended formation determination unit 32a performs the following processing using the recommended formation determination function and a combination of logics that determine the recommended formation information. For example, the recommended formation determination unit 32a may determine a recommended formation based on game media owned by the player. For example, the recommended formation determination unit 32a may determine a recommended formation from the game media owned by the player as follows: (1) The recommended formation determination unit 32a preferentially determines game media with an attribute corresponding to the attribute of the task. For example, the recommended formation determination unit 32a is expected to determine game media with a fire attribute corresponding to a task with a fire attribute, or to determine game media with a water attribute that is advantageous to the fire attribute. (2) The recommended formation determination unit 32a prioritizes characters determined in descending order of the values of predetermined parameters, such as level, hit points, attack power, combat power, and rarity. (3) The recommended organization determination unit 32a determines a predetermined specific game medium as a priority, or excludes a predetermined specific game medium as a priority.
[0059] The game screen creation unit 32b creates a game screen that includes a registration selection section in which registration of recommended formation information in the formation registration table T2 of Fig. 5 corresponding to the player ID is selected, and a registration non-selection section in which registration of recommended formation information in the formation registration table T2 is not selected. The registration selection section is represented by a formation registration button 52c or a registration button 54d in Fig. 7, which will be described later. The registration non-selection section is represented by a button labeled "Challenge without registration" button 52b in Fig. 7. In addition to these, the game screen creation unit 32b creates various other game screens used in the game.
[0060] When the player performs an operation input to progress an uncompleted task and also performs a selection input by the registration selection unit, the formation registration unit 32c registers the recommended formation information in the formation registration table T2. Since the formation registration table T2 is a storage area corresponding to a player ID, the recommended formation information is stored and read for each player.
[0061] When it is selected to register the recommended formation information, the task progress unit 32d progresses the uncompleted task using the recommended formation information. On the other hand, when a selection input is made by the registration non-selection unit, the task progress unit 32d progresses the uncompleted task using the formation information registered in the formation registration table T2.
[0062] When a selection input is made by the registration selection unit, two types of processing are expected when progressing with an uncompleted task. The first processing is processing in which the task progress unit 32d progresses with the task using the recommended formation information registered in the formation registration table T2. The second processing is processing in which the recommended formation information is registered in the formation registration table T2, but for the quest being progressed this time by the task progress unit 32d, the task progresses using the recommended formation information before it was registered in the formation registration table T2. For example, the second processing uses recommended formation information that is displayed as recommended formation information at the start of the first quest but is not yet registered in the formation registration table T2.
[0063] The storage unit 33 stores game data. The function of the storage unit 33 is realized by the storage device 12 shown in FIG. 2. The storage unit 33 also stores data on players who play the game. The player data is used for player authentication processing, etc. The storage unit 33 configures a level rank table T1, a formation registration table T2, and a task reward table T3 shown in FIGS. 4 to 6, which will be described later.
[0064] (Example of functional configuration of information processing terminal) The information processing terminal 2 includes a communication unit 41, an input unit 42, an input receiving unit 43, a drawing unit 44, an image output unit 45, an output unit 46, and a storage unit 47.
[0065] The communication unit 41 transmits data etc. requested by the game played by the player as a data acquisition request to the game server 1. Then, the communication unit 41 writes the game data distributed from the game server 1 into the storage unit 47. The function of the communication unit 41 is realized by the processing device 21 and the network interface 24 shown in FIG. 2.
[0066] The input unit 42 outputs an operation signal generated based on an operation input by the player to the input receiving unit 43. An operation input by the player is, for example, an operation of tapping on the screen of the input device 26, an operation of specifying a specific icon on the screen with the input device 26, etc. The function of the input unit 42 is realized by the input device 26 shown in FIG. 2. In the following description, the operation performed by the input unit 42 is assumed to be a tap. An operation by clicking can be read as an operation by tapping.
[0067] The input receiving unit 43 receives an operation signal from the input unit 42. For example, the input receiving unit 43 receives an input to an instruction icon displayed on the screen as the operation signal. The function of the input receiving unit 43 is realized by the input / output interface 25 shown in FIG. 2.
[0068] The drawing unit 44 draws an image to be displayed on the output unit 46 based on the operation signal received by the input receiving unit 43. The drawn image includes, for example, text, as well as two-dimensional or three-dimensional images of objects including a player character operated by a player and other characters.
[0069] The image output unit 45 outputs the image drawn by the drawing unit 44 to the output unit 46. For example, images of each screen shown in Fig. 7 and Fig. 9, which will be described later, are output to the output unit 46. The function of the image output unit 45 is realized by the input / output interface 25 shown in Fig. 2.
[0070] The output unit 46 displays the image output by the image output unit 45. The function of the output unit 46 is realized by the output device 27 shown in FIG.
[0071] The storage unit 47 stores game data received by the communication unit 41 from the game server 1. The function of the storage unit 47 is realized by the storage device 22 shown in FIG.
[0072] Next, examples of the configuration of various tables used in the game processing unit 32 will be described with reference to FIGS.
[0073] FIG. 4 is a diagram showing an example of the configuration of the level rank table T1. The level rank table T1 is a table in which player levels and ranks, which are examples of parameters that represent the strength of a player, are registered. This level rank table T1 has the following fields: player ID, player level, and rank for each attribute.
[0074] The player ID item stores a player ID for uniquely identifying a player. The player level item stores a player level that indicates the strength of the player. The player level increases as the game progresses. As the player level increases, the game content associated with the player ID acquires various abilities and becomes stronger. Furthermore, when the player level reaches a predetermined value or higher, the player becomes able to play quests that are associated with the player level and can be played.
[0075] The attribute rank item stores the rank acquired for each attribute specific to the character. An attribute is one of the parameters linked to the game media. Examples of attributes include fire, water, earth, wind, light, and darkness. Each attribute has advantages and disadvantages relative to other attributes. For example, the water attribute is advantageous against the fire attribute, the fire attribute is advantageous against the wind attribute, the wind attribute is advantageous against the earth attribute, and the earth attribute is advantageous against the water attribute. Note that the light attribute and the darkness attribute are both advantageous to the player's attributes. If the player's character has an attribute superior to the enemy character being attacked, the damage inflicted on the enemy character when the player's character attacks increases. On the other hand, if the player's character has an attribute inferior to the enemy character, the damage inflicted on the enemy character decreases.
[0076] In this embodiment, a player rank is set for each attribute. The rank is set separately from the player level and represents the strength of the player. The rank represents, for example, seven levels of strength, from first to seventh. The rank can also have different values for each attribute. For example, the fire attribute rank may be first dan and the water attribute rank may be second dan. The player may continue special training for the attribute for which he or she wishes to achieve a higher rank, while remaining at first dan for the other attributes. Alternatively, the player may be required to receive special training to obtain the next rank only after all attributes have reached the same rank.
[0077] Note that the ranks for all attributes do not have to be seven levels, and each attribute may have a different range of ranks (for example, up to five levels for the fire attribute and up to six levels for the water attribute). Furthermore, ranks may be values that represent the level of the game medium (character level, item level, etc.) or the level of the player, in addition to attributes.
[0078] FIG. 5 is a diagram showing an example of the configuration of the composition registration table T2. The formation registration table T2 is a table in which formation information of game media linked to parameters for each attribute is registered. The formation information of game media in the formation registration table T2 is linked to a rank for each attribute in the level rank table T1 using the player ID in the level rank table T1 shown in Figure 4 as a key. This formation registration table T2 has the following fields: player ID, player level, and formation information.
[0079] The player ID item and player level item have the same contents as those in the level rank table T1 of FIG. 4, and therefore a description thereof will be omitted.
[0080] The organization information item indicates the organization of the game media registered by the player. In the organization information item, game media identifiers for identifying the game media, such as I1, I2, etc., are registered.
[0081] The formation information item has a main and sub item that indicates the type of game medium being formed. For example, game mediums include weapons, armor, and costumes equipped by characters, as well as summon stones that allow characters to summon summoned beasts. The main summon stone is equipped by the character controlled by the player, and can obtain effects specific to the summon stone. For example, a summon stone equipped as the main summon stone can obtain the effect of increasing the attack power of all attributes by 30%.
[0082] Sub-summon stones do not have the same special effects as main summon stones, but some summon stones can gain special effects when equipped as sub-summon stones. For example, a summon stone equipped as a sub-summon stone can increase attack chance by 5%.
[0083] When the recommended formation created by the recommended formation determination unit 32a described above is selected to be registered by selection input, the recommended formation is registered in the formation registration table T2. For example, "I1, I3, I5, I10, I20, I21," which represent the recommended formations, are registered in association with the player ID of a player with the player ID "PL1." The recommended formation information registered in the formation registration table T2 can also be used for other uncompleted quests. Note that even for completed tasks, the recommended formation information registered in the formation registration table T2 can be used when re-challenging the task in order to gain experience points to increase the player level. The player can also use the recommended formation information registered in the formation registration table T2 for quests unrelated to the task.
[0084] FIG. 6 is a diagram showing an example of the configuration of the assignment reward table T3. The task reward table T3 manages rewards according to the progress of tasks. When an uncompleted task is completed, the task progress unit 32d grants a reward to the player based on the task reward table T3, which manages rewards according to the progress of the uncompleted task. In addition to rank, the task reward table T3 has items for tasks and rewards for each attribute.
[0085] The rank item stores the rank. The task items store tasks that the player must progress through for each rank. For example, the task items store messages that are displayed in the task display unit 51d in FIG. 7, which will be described later. For example, tasks that the player needs to complete to obtain the first rank of the fire attribute include "experiencing the difference in combat power depending on the formation," "recruiting character A," and "obtaining job "A." When the player completes all the tasks, he or she will obtain the first rank of the fire attribute.
[0086] The reward item stores the reward that the player can acquire by completing the task. If the task is completed, the player can acquire game content such as points or items that can be consumed in the game as a reward.
[0087] Challenges and reward items are set for each rank and attribute. The higher the rank, the more difficult the challenges become to complete. However, for lower ranks such as first dan, challenges are set that are easy to complete even for players with low levels.
[0088] Next, examples of game screens displayed on the output device 27 of the information processing terminal 2 will be described with reference to FIGS.
[0089] Fig. 7 is a diagram showing how each screen selected before the start of special training transitions. Note that each of the screens 51 to 55 shown in Fig. 7 is an example of a game screen created by the game screen creation unit 32b. Each of the screens 51 to 55 transitions to the next screen by pressing a button or the like indicated by the start point of the arrow in the figure.
[0090] The special training selection screen 51 is a screen that allows the player to select whether to start special training according to this embodiment. The special training selection screen 51 includes attributes, parameters associated with the attributes, and a challenge button 51c (an example of a progress selection section) for selecting progress toward uncompleted tasks according to the attributes and parameters. The special training selection screen 51 includes an attribute change button 51a, a current status display section 51b, a challenge button 51c, a task display section 51d, a quest information display section 51e, a special training status display section 51f, a game media display section 51g, and a formation registration button 51h.
[0091] The attribute change button 51a is a button that allows the player to input an instruction to change the attribute for carrying out special training. When the attribute change button 51a is pressed, the attribute can be changed on an attribute change screen 61 shown in Fig. 8, which will be described later.
[0092] The current status display unit 51b displays the currently set attribute, rank, and progress of special training as the current status. The progress of special training is the number of tasks that the player has completed among the tasks shown in the columns of the task reward table T3. For example, the progress of special training is indicated by the number of colorless star marks that have changed to colored star marks. The current status display unit 51b indicates, for example, that the special training for the fire attribute and first rank has been completed halfway.
[0093] The challenge button 51c is a button that the player uses to input an instruction to start special training. When the challenge button 51c is pressed, a recommended formation screen 52 is displayed.
[0094] The task display section 51d displays a sentence explaining the conditions under which the character can complete the task. By checking the content of the task displayed in the task display section 51d, the player can understand the next task to be completed and progress with the task.
[0095] The quest information display section 51e displays information about the quests that the character must attempt. Quest information includes, for example, the difficulty level of the quest and the points used to attempt the quest. Quest difficulty levels include, for example, NORMAL, HARD, and VERY HARD.
[0096] The special training status display section 51f displays the status at the time of special training. In Fig. 7, the status displayed in the special training status display section 51f is the same as the current status displayed in the current status display section 51b, but if the attribute is changed, a status different from the current status will be displayed. For example, a status of fire attribute, first stage will be displayed as earth attribute, first stage, etc.
[0097] The special training selection screen 51 also includes information about game media that can be acquired by completing uncompleted tasks, and information indicating whether the game media have been acquired or not. The game media display unit 51g displays a list of images or text of game media (e.g., weapons) that can be organized by the player by completing the first level of special training. Game media that the player has acquired during special training is marked with "acquired," indicating that the game media has been acquired. On the other hand, game media that the player has not acquired is marked with "not yet acquired." The "not yet" marking of a game media changes to "acquired" when the player acquires the game media or completes a task to acquire it.
[0098] The formation registration button 51h is a button that allows the player to input an instruction to register the game media in a formation, and has only the function of formation registration. When the formation registration button 51h is pressed, a formation registration instruction screen 54 is displayed, as indicated by the arrow. When the cancel button 54c is pressed, the formation is not registered, and the screen returns to the special training screen 51. On the other hand, when the register button 54d is pressed, a formation registration screen 55 is displayed, and the player is notified that the formation has been registered in the formation registration table T2. When the OK button 55a is pressed, the screen returns to the special training screen 51. In this way, regardless of whether the cancel button 54c or the register button 54d is pressed, the quest will not start.
[0099] Next, a display example of the recommended formation screen 52 will be described. The recommended formation screen 52 is transitioned to and displayed when the challenge button 51c on the special training selection screen 51 is pressed. The recommended formation screen 52 includes a recommended formation display section 52a, a challenge without registration button 52b, and a formation registration button 52c.
[0100] The recommended formation display unit 52a displays the recommended formation created by the recommended formation determination unit 32a. For example, a recommended formation of six characters (A to F) based on the characters, weapons, and summon stones already acquired by the player is displayed. The recommended formation display unit 52a also displays "Ability 1" as the name of the ability used in the recommended formation. An ability is, for example, a technique that has an effect different from a normal attack, such as recovery or special attack that a character can use during battle. The recommended formation determination unit 32a can determine the recommended formation information by selecting an ability linked to a parameter used to complete an uncompleted task from multiple abilities.
[0101] The recommended formation may be displayed in a location other than the recommended formation screen 52. For example, the recommended formation may be displayed near the challenge button 51c on the special training selection screen 51, or may be displayed at the bottom of the special training selection screen 51.
[0102] Below the recommended formation display section 52a, the necessary conditions for accomplishing the task are displayed. By reading the necessary conditions, the player can understand how to accomplish the task.
[0103] The "Challenge without Registration" button 52b is a button that allows the player to input instructions that do not use the recommended formation. When the "Challenge without Registration" button 52b is pressed, a special training quest is started, as indicated by the arrow, with an existing registered formation that has been registered in the formation registration table T2.
[0104] The formation registration button 52c is a button that allows the player to input an instruction to register a recommended formation with the registered formations. In the drawing, it displays "Register formation." When the formation registration button 52c is pressed, a registered formation display screen 53 is displayed.
[0105] Next, a display example of the registered formation display screen 53 will be described. The registered formation display screen 53 is displayed when the formation registration button 52c on the recommended formation screen 52 is pressed. The registered formation display screen 53 is a screen that displays registered formations that have been registered in the formation registration table T2. The registered formation display screen 53 includes a registered formation display section 53a, a cancel button 53b, and a formation registration button 53c.
[0106] The registered formation display section 53a displays registered formations that have been registered in the formation registration table T2. The registered formations are displayed by selecting set buttons shown as Set A, Set B, and Extra, for example. The player can select a registered formation to update with the recommended formation. The player can also give the registered formation any name. In this example, "Registered Formation 1" is displayed by default. The registered formation display section 53a in Figure 7 displays six characters (G to L) and information on ability 2 that can be used with this formation. Note that the six characters (G to L) displayed in the registered formation display section 53a are different from the six characters (A to F) displayed in the recommended formation display section 52a, but the same characters may be displayed depending on the registered formation.
[0107] The cancel button 53b is a button that allows the player to input an instruction to cancel the operation on the registered formation display screen 53. When the cancel button 53b is pressed, the screen returns to the recommended formation screen 52, as indicated by the arrow.
[0108] The formation registration button 53c is a button that allows the player to input instructions for registering a recommended formation. In the figure, it displays "Register to this formation." "This formation" is, for example, the registered formation shown in Set A, which consists of six characters (G to L). When the formation registration button 53c is pressed, a formation registration instruction screen 54 is displayed, as indicated by the arrow.
[0109] Next, a description will be given of a display example of the formation registration instruction screen 54. The formation registration instruction screen 54 includes a currently registered formation content display section 54a, a newly registered formation content display section 54b, a cancel button 54c, and a register button 54d.
[0110] The currently registered formation content display section 54a displays the formation content currently registered. In Fig. 7, registered formation 1 is displayed in the registered formation display section 53a of the registered formation display screen 53.
[0111] The new registration formation content display section 54b displays the formation content that the player will newly register. In Fig. 7, the recommended formation displayed in the recommended formation display section 52a of the recommended formation screen 52 is displayed.
[0112] The cancel button 54c is a button that allows the player to input an instruction to cancel the operation on the formation registration instruction screen 54. When the cancel button 53b is pressed, the screen returns to the registered formation display screen 53, as indicated by the arrow.
[0113] The registration button 54d is a button that allows the player to input an instruction to newly register a recommended formation in the formation registration table T2. When the registration button 54d is pressed, the formation registration screen 55 is displayed, as indicated by the arrow. In addition, the formation currently registered in the formation registration table T2 (registered formation 1) is overwritten and updated with the recommended formation.
[0114] The formation registration screen 55 displays that the recommended formation has been newly registered in the formation registration table T2. The formation registration screen 55 includes an OK button 55a. When the OK button 55a is pressed, the quest set as an uncompleted task is started with the formation registered in the formation registration table T2.
[0115] Fig. 8 is a diagram showing a display example of an attribute change screen 61. The attribute change screen 61 is displayed when the attribute change button 51a in Fig. 7 is pressed. The attribute change screen 61 includes attributes, ranks (an example of parameters), and attribute buttons 61 (an example of an attribute change selection section) for selecting attribute changes. For example, the attribute change screen 61 has six attribute buttons 61a, one for each attribute.
[0116] The attribute button 61a displays the type of attribute and the rank the player has achieved with that attribute. Additionally, for attributes for which special training is currently being conducted, a tag 61b reading "In Progress" is displayed on the attribute button 61a. When the player wants to change the fire attribute currently in progress, for example, he or she presses the attribute button 61a that displays the earth attribute.
[0117] The close button 61c is a button that allows the player to input an instruction to close the attribute change screen 61. When the close button 61c is pressed, the attribute for which special training is performed is not changed, and the screen returns to the special training selection screen 51 of FIG.
[0118] The change button 61d is a button that the player uses to input an instruction to confirm the change of the attribute for which special training will be performed. When the player presses the attribute button 61a for an attribute different from the attribute currently in progress and then presses the change button 61d, the attribute for which special training will be performed is changed and the screen returns to the special training selection screen 51 of Fig. 7. Therefore, by changing the attribute through selection input using the attribute button 61, the task progress unit 32d can progress any uncompleted tasks linked to the changed attribute.
[0119] Next, an example of the game processing (game progression method) performed by the game processing unit 32 will be described. FIG. 9 is a flowchart showing an example of the formation selection process.
[0120] First, the recommended formation determination unit 32a determines whether or not the player has achieved a predetermined goal (S1). The predetermined goal may be, for example, that the player has completed the main quest up to Chapter n, or that the player's level has reached a predetermined value.
[0121] If the player has not achieved the predetermined goal (NO in S1), this process ends. On the other hand, if the player has achieved the predetermined goal (YES in S1), the game screen creation unit 32b creates the special training selection screen 51 shown in Fig. 7. The special training selection screen 51 is displayed on the output device 27 of the information processing terminal 2 (S2).
[0122] The game processing unit 32 determines whether the challenge button 51c has been pressed on the information processing terminal 2 (S3). If the challenge button 51c has not been pressed (NO in S3), the game processing unit 32 waits until the challenge button 51c is pressed. If the challenge button 51c has been pressed (YES in S3), the game processing unit 32 receives execution information from the information processing terminal 2 (S4). Thereafter, a mission start process is performed (S5), and this process ends.
[0123] Here, the execution required information will be explained. When the player presses the challenge button 51c after transitioning to the special training selection screen 51, the game processing unit 32 receives necessary execution information as information required for determining the subsequent branching. The necessary execution information is, for example, a collection of screen transition information such as information for displaying a recommended formation on the information processing terminal 2 and a quest ID. The necessary execution information is managed in association with the task the player is progressing through. For this reason, the necessary execution information is further associated with the task reward table T3. Therefore, when the player changes the attribute being progressed through or the task being progressed through is updated, the necessary execution information is also updated to the corresponding information.
[0124] The breakdown of the information required for execution is as follows: (1) Information on whether to display the recommended formation (sample party ID) If there is a sample party ID, when the player presses the challenge button 51c, the information processing terminal 2 passes the sample party ID to the game server 1. Thereafter, the information processing terminal 2 receives detailed information on the recommended formation from the game server 1. (2) Information required to start the quest (including the quest ID) When the game processing unit 32 receives the information necessary to start a quest, the task progression unit 32d proceeds to quest start processing. (3) Page transition information When the game processing unit 32 receives the page transition information, the game screen creation unit 32b creates various game screens for transitioning to various screens (item enhancement screen, shop screen, etc.), and transitions the game screen. (4) Information necessary to acquire characters When the task is set to acquire a specific character, the task progression unit 32d acquires the character from a character acquisition execution screen (not shown) based on the information necessary for character acquisition.
[0125] Based on information indicating that the challenge button 51c has been pressed by the player, communication is made from the information processing terminal 2 to the game server 1 to execute processing according to the content of the processing. When the game server 1 receives the execution-required information in one reception, it separately executes screen displays and screen transitions, such as recommended formations and quest screens, to be displayed on the information processing terminal 2 based on this execution-required information.
[0126] Next, the mission start process in step S5 shown in FIG. 9 will be described. 10 is a flowchart showing an example of the mission start process. When the game processing unit 32 receives the execution necessary information, the mission start process is performed.
[0127] First, the recommended formation determination unit 32a determines a recommended formation and determines whether or not to display the recommended formation based on the execution required information (S11). If the recommended formation is to be displayed (YES in S11), recommended formation display processing is performed (S12). Note that if there is no recommended formation that can be created, the recommended formation is not displayed (NO in S11), and the process proceeds to step S13.
[0128] Here, the recommended formation display processing in step S12 will be described. 11 is a flowchart showing an example of the recommended formation display process. For example, this process is performed after the challenge button 51c on the special training selection screen 51 in FIG.
[0129] First, the recommended formation determination unit 32a determines a recommended formation, and the game screen creation unit 32b creates a recommended formation screen 52 (see FIG. 7) that suggests to the player a recommended formation according to the player's task achievement status or player level. This recommended formation screen 52 is displayed on the output device 27 of the information processing terminal 2 (S21).
[0130] Next, the formation registration unit 32c determines whether or not a recommended formation has been registered by the player (S22). In this process, the formation registration unit 32c determines whether or not the player has operated the input device 26 on the formation registration instruction screen 54 of Fig. 7 to register a recommended formation.
[0131] When the player performs an operation to register a recommended formation (YES in S22), the formation registration unit 32c registers the recommended formation in formation registration table T2 (S23) and returns to the mission start processing. On the other hand, when an operation to register a recommended formation is not performed (NO in S22), the formation registration unit 32c returns to the mission start processing without performing an operation on formation registration table T2.
[0132] Returning to the explanation of Figure 10. After the determination of NO in step S11 or step S12, the game processing unit 32 determines whether or not a page transition has been performed by the player based on the execution required information (S13). If the execution required information includes a page transition (YES in S13), the game processing unit 32 executes the page transition on the game screen (S14), and returns to the formation selection process of FIG.
[0133] If the execution required information does not include a page transition (NO in S13), the game processing unit 32 determines whether a quest is set in the execution required information (S15). If a quest is set in the execution required information (YES in S15), the game processing unit 32 performs quest start processing (S16).
[0134] Here, the quest start process in step S16 will be described. 12 is a flowchart showing an example of a quest start process. For example, this process is performed after the OK button 55a on the formation registration screen 55 in FIG.
[0135] First, the task progress unit 32d determines whether or not a recommended formation has been registered in the formation registration table T2 (S31). For example, a flag is set for the recommended formation registered in the formation registration table T2, so the task progress unit 32d can determine whether or not a recommended formation has been registered based on the presence or absence of a flag.
[0136] If a recommended formation is registered in the formation registration table T2 (YES in S31), the task progress unit 32d starts the quest with the recommended formation (S32) and returns to the mission start processing of Figure 10. Note that the task progress unit 32d can use the recommended formation registered in the formation registration table T2 as a registered formation in other quests as well.
[0137] On the other hand, if no recommended formation is registered in the formation registration table T2 (NO in S31), the task progression unit 32d starts the quest with the registered formation registered in the formation registration table T2 (S33), and returns to the mission start processing. When recommended formation information is not registered in this way, the registered formation registered in the formation registration table T2 is read, and the quest begins. Note that before the quest begins, a selection screen may be displayed that allows the player to select from registered formations read from the formation registration table T2. In this case, the quest begins after the player selects a registered formation.
[0138] Returning to the explanation of Figure 10. After the NO determination in step S15, the game processing unit 32 determines whether the execution required information includes information necessary to acquire a character based on the execution required information (S17). If the execution required information includes information necessary to acquire a character (YES in S17), the task progression unit 32d executes character acquisition processing (S18), and returns to the formation selection processing of FIG.
[0139] On the other hand, if the execution necessary information does not include information necessary to acquire a character (NO in S17), the task progression unit 32d does not perform any processing and returns to the formation selection processing in FIG.
[0140] In the game system 10 according to the embodiment described above, a recommended formation appropriate for a player unfamiliar with the game to complete a quest that is part of a task is created based on the game media owned by the player before the task begins, and the recommended formation is displayed to the player. The player can choose whether to select a recommended formation and register it in formation registration table T2 before the quest begins. If the player selects and registers a recommended formation, the quest begins with that recommended formation. This increases the likelihood that even a novice player who does not know the formation appropriate for progressing through the quest will be able to complete the quest and is more likely to be motivated to continue playing the game. Furthermore, the number of taps required to display the recommended formation is reduced compared to conventional methods, improving the convenience of the formation operation for the player.
[0141] The players who are shown the recommended formations are those who are currently setting beginner missions as their goal or are low-ranking players. Since formations that correspond to such players are recommended, players can easily progress through quests using the recommended formations.
[0142] Furthermore, the player can start other quests by using the recommended formation registered in formation registration table T2, which increases the player's motivation to attempt other quests using the recommended formation registered when clearing a difficult quest, and also increases the chances of clearing the other quests.
[0143] Furthermore, the player can choose whether or not to register a recommended formation in the formation registration table T2 before starting a quest. The player can decide not to register a recommended formation if, for example, they want to prioritize raising the rank of a specific character. In this case, the player can start the quest using a formation that they have created and saved in advance.
[0144] In addition, a rank is set for each attribute, and tasks are set to raise the rank. As the rank increases, the effect of the attribute linked to the rank can be increased. Therefore, when the player progresses through tasks, they can use characters with attributes of a higher rank to efficiently complete the tasks.
[0145] Furthermore, the recommended formation is created based on the player's uncompleted tasks or player level, and game content that cannot be organized is not displayed in the recommended formation, so the player does not experience stress due to not being able to register a recommended formation.
[0146] The present invention is not limited to the above-described embodiment, and it goes without saying that various other applications and modifications are possible without departing from the gist of the present invention as set forth in the claims. For example, the above-described embodiment has described the system configuration in detail and specifically to clearly explain the present invention, and is not necessarily limited to a system including all of the described configurations. Furthermore, it is also possible to add, delete, or replace part of the configuration of this embodiment with other configurations. In addition, the control lines and information lines shown are those that are considered necessary for the explanation, and do not necessarily show all the control lines and information lines in the product. In reality, it can be assumed that almost all components are interconnected.
[0147] In the above-described embodiment, the game server 1 mainly performs game processing in a server-client system, but the functional units of the game processing unit 32 may be located in either the game server 1 or the information processing terminal 2. In addition, a program capable of executing all functions necessary for game processing may be installed inside the information processing terminal 2 that does not communicate with the game server 1. [Explanation of symbols]
[0148] 1...game server, 2...information processing terminal, 10...game system, 32...game processing unit, 32a...recommended formation determination unit, 32b...game screen creation unit, 32c...formation registration unit, 32d...task progress unit, 42...input unit, 46...output unit, 51...special training selection screen, 54...formation registration instruction screen, 61...attribute change screen, T1...level rank table, T2...formation registration table, T3...task reward table
Claims
1. determining recommended game composition information in which game contents that can be used to complete a plurality of uncompleted tasks are organized in correspondence with at least one of the parameters and an uncompleted task among the plurality of tasks in a game that progresses by completing the plurality of tasks, in order to change a parameter associated with a player ID of a player playing the game; a step of creating a game screen including a registration selection section for selecting registration of the recommended organization information in the organization registration table corresponding to the player ID, and a registration non-selection section for not selecting registration of the recommended organization information in the organization registration table; a step of registering the recommended formation information in the formation registration table when an operation input for progressing the unachieved task is performed and a selection input is performed by the registration selection unit; a procedure for progressing the unachieved task using the recommended organization information when it is selected to register the recommended organization information, and for progressing the unachieved task using organization information already registered in the organization registration table when a selection input is made by the registration non-selection unit; A program that is executed by a computer.
2. The game screen includes an attribute, the parameter associated with the attribute, and a progress selection section for selecting progress of the uncompleted task according to the attribute and the parameter. The program according to claim 1.
3. In the organization registration table, organization information of the game media linked to the parameters is registered for each of the attributes. The program according to claim 2.
4. The game screen includes information about the game medium that can be acquired by completing the unaccomplished task, and information indicating whether the game medium has been acquired or not. The program according to claim 3.
5. the game screen includes the attribute, the parameter, and an attribute change selection section for selecting a change to the attribute; and a step of changing the attribute by a selection input by the attribute change selection unit, thereby progressing the uncompleted task associated with the changed attribute. The program according to claim 3.
6. and a step of determining the recommended formation information by determining an ability linked to the parameter used to accomplish the unaccomplished task from a plurality of the abilities. The program according to claim 4.
7. The recommended schedule information registered in the schedule registration table is also used for other unachieved tasks. The program according to claim 3.
8. When the uncompleted task is completed, a reward is awarded based on a task reward table that manages rewards according to the progress of the uncompleted task. The program according to claim 3.
9. determining recommended game composition information in which game contents that can be used to complete a plurality of uncompleted tasks are organized in correspondence with at least one of the parameters and an uncompleted task among the plurality of tasks of the game, in order to change a parameter associated with a player ID of a player playing the game that progresses by completing the plurality of tasks; creating a game screen including a registration selection section for selecting registration of the recommended organization information in the organization registration table corresponding to the player ID, and a registration non-selection section for not selecting registration of the recommended organization information in the organization registration table; a step of registering the recommended formation information in the formation registration table when an operation input for progressing the unachieved task is performed and a selection input is performed by the registration selection unit; and when a selection is made to register the recommended formation information, progressing the unachieved task using the recommended formation information, and when a selection is input by the registration non-selection unit, progressing the unachieved task using formation information already registered in the formation registration table. How to progress through the game.
10. a recommended formation determination unit that determines recommended formation information in which game contents that can be used to complete a plurality of uncompleted tasks are organized in correspondence with at least one of an uncompleted task among the plurality of tasks of the game and the parameters, in order to change a parameter associated with a player ID of a player playing the game that progresses by completing the plurality of tasks; a screen creation unit that creates a game screen including a registration selection unit that selects registration of the recommended organization information in the organization registration table corresponding to the player ID, and a registration non-selection unit that does not select registration of the recommended organization information in the organization registration table; a formation registration unit that registers the recommended formation information in the formation registration table when an operation input for progressing the unachieved task is performed and a selection input is performed by the registration selection unit; a task progress unit that, when it is selected to register the recommended formation information, progresses the unachieved task using the recommended formation information, and, when a selection input is made by the registration non-selection unit, progresses the unachieved task using formation information already registered in the formation registration table. Game server.
Citation Information
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