Program, information processing method, and game system
The information processing device and system address the uncertainty of obtaining reference cards by providing clear acquisition conditions, enhancing user experience and efficiency in digital card games.
Patent Information
- Application Number
- JP2025131241
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2013-10-25
- Filing Date
- 2025-08-06
- Publication Date
- 2025-11-05
- Estimated Expiration
- 2034-04-21
AI Technical Summary
Users in digital card games face uncertainty and difficulty in obtaining necessary reference objects for card synthesis due to unknown or unobtainable conditions, leading to anxiety and inconvenience in the synthesis process.
An information processing device and system that identifies objects, displays acquisition conditions, and outputs data to guide users in obtaining missing reference cards, providing clear information on how to acquire them.
Enhances user experience by reducing anxiety and facilitating the acquisition of necessary cards through clear display of conditions and acquisition paths, making the card synthesis process more efficient and user-friendly.
Smart Images

Figure 2025166061000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing technique for processing information about an object. [Background technology]
[0002] In recent years, applications running on social networking services (SNS) have become As a form of entertainment, so-called social games have become popular. Digital card games that use cards are known as social games. In addition, the user can select a main card and a sub-card from the cards they own, and By combining the main card and the sub card, the ability parameters of the main card can be increased. I know of a game that changes the game so that sub-cards are deleted from the user's owned cards. It has been reported (Patent Documents 1 and 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5086491 [Patent Document 2] Patent No. 5153960 Summary of the Invention [Problem to be solved by the invention]
[0004] In the synthesis process, the synthesis process of the base object (corresponding to the main card above) is realized. To do this, multiple reference objects (top and bottom) that satisfy the combined conditions corresponding to the base object are In some cases, it may be necessary for the user to possess a sub-card (equivalent to the above-mentioned sub-card). To perform the synthesis process, the user must have all the reference objects that satisfy the combination conditions. It is necessary to maintain it.
[0005] In this case, it is inconvenient for a user to obtain a reference object that the user does not own. It may be possible or difficult, but we do not know the conditions for obtaining the reference object. The user may notify the user that the reference object is unavailable or difficult to obtain. This is not known at the time of deciding whether or not to perform the process to obtain the object. In such cases, users may be concerned that the reference object may in fact be impossible or difficult to obtain. With this in mind, you will have to carry out the process to obtain the reference object. do.
[0006] The present invention has been made in view of the above-mentioned points, and its object is to provide a method for manufacturing a plurality of A change condition that contains information about the object that is executed when the change condition is met. The anxiety felt by users in the process of obtaining the reference object necessary for the process of The present invention provides an information processing device, a program, and an information processing system that solve the above problems. do. [Means for solving the problem]
[0007] One aspect of the present invention is Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the In an information processing device that can access a device, The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. A first method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects. output means for outputting output data; In response to the first output data being output by the output means, and receiving an instruction to designate one of the plurality of objects based on the instruction. and a receiving means for receiving the The output means further outputs an instruction designated by the instruction received by the receiving means. If the user does not have the specified object, the specified object outputting second output data for displaying the acquisition conditions of the project; It is an information processing device.
[0008] Another aspect of the present invention is a method for producing a semiconductor device comprising: Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the In an information processing device that can access a device, The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. and objects that the user does not own among the plurality of objects. The output to display the object acquisition conditions and the information in a format that can be easily identified by the user. Output means for outputting data The information processing device includes:
[0009] Another aspect of the present invention is a method for producing a semiconductor device comprising: Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the In an information processing device that can access a device, The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. A first method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects. output means for outputting output data; In response to the first output data being output by the output means, and receiving an instruction to designate one of the plurality of objects based on the instruction. and a receiving means for receiving the The output means further outputs an instruction designated by the instruction received by the receiving means. If the user has never owned a specified object, the specified object outputting second output data for displaying the difficulty of obtaining the object; It is an information processing device.
[0010] Another aspect of the present invention is a method for producing a semiconductor device comprising: A user terminal and a server configured to be able to communicate with the user terminal, object identification information used to identify the object and a process to change the object A storage device is provided that stores a change condition including a plurality of object identification information items in association with the change condition. An information processing system capable of Either the user terminal or the server The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. A first method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects. output means for outputting output data; In response to the first output data being output by the output means, and receiving an instruction to designate one of the plurality of objects based on the instruction. and a receiving means for receiving the The output means further outputs an instruction designated by the instruction received by the receiving means. If the user does not have the specified object, the specified object outputting second output data for displaying the acquisition conditions of the project; It is an information processing system.
[0011] Another aspect of the present invention is a method for producing a semiconductor device comprising: Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the A computer that can access the device The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. A first method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects. means for outputting output data; In response to the first output data being output, the plurality of output data are means for accepting an instruction specifying one of a number of objects; The designated object, which is the object designated by the received instruction, is If the user does not have the specified object, the second method for displaying the acquisition conditions for the specified object is means for outputting output data; This is a program that functions as a
[0012] Another aspect of the present invention is a method for producing a semiconductor device comprising: Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the In an information processing device that can access a device, The variable corresponding to the object identification information of the selected object is the selected object. The object identification information included in the initialization condition is used to identify the plurality of objects. a first output means for outputting first output data for displaying the acquisition conditions; In response to the first output data being output by the first output means, Used for a specific process on the first designated object, which is the designated object. a first receiving means for receiving a request to restrict the In response to the request being accepted by the first accepting means, the first specified object a first restriction means for restricting the object from being used in the processing; The information processing device includes:
[0013] Another aspect of the present invention is a method for producing a semiconductor device comprising: A user terminal and a server configured to be able to communicate with the user terminal, object identification information used to identify the object and a process to change the object A storage device is provided that stores a change condition including a plurality of object identification information items in association with the change condition. An information processing system capable of Either the user terminal or the server The variable corresponding to the object identification information of the selected object is the selected object. The object identification information included in the initialization condition is used to identify the plurality of objects. a first output means for outputting first output data for displaying the acquisition conditions; In response to the first output data being output by the first output means, Used for a specific process on the first designated object, which is the designated object. a first receiving means for receiving a request to restrict the In response to the request being accepted by the first accepting means, the first specified object a first restriction means for restricting the object from being used in the processing; The information processing system includes:
[0014] Another aspect of the present invention is a method for producing a semiconductor device comprising: Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the A computer that can access the device The variable corresponding to the object identification information of the selected object is the selected object. The object identification information included in the initialization condition is used to identify the plurality of objects. means for outputting first output data for displaying acquisition conditions; In response to the first output data being output, an object designated by a user is output. For restricting the first designated object from being used in a predetermined process, means for accepting requests; In response to the request being accepted, the process is performed on the first specified object. measures to limit the use of It is a program that functions as a [Brief explanation of the drawings]
[0015] [Figure 1] FIG. 1 is a diagram showing the basic configuration of a game system according to a first embodiment. [Figure 2]FIG. 2 is a block diagram showing the configuration of a user terminal according to the first embodiment. [Figure 3] FIG. 2 is a block diagram showing the configuration of a game server according to the first embodiment. [Figure 4] FIG. 4 is a diagram for conceptually explaining the presentation of conditions for obtaining a reference card in the first embodiment. [Figure 5] FIG. 4 is a diagram showing an example of the configuration of a card data table according to the first embodiment. [Figure 6] FIG. 2 is a diagram showing an example of the configuration of an evolutionary synthesis data table according to the first embodiment. [Figure 7] FIG. 4 is a diagram showing an example of the configuration of a quest data table according to the first embodiment. [Figure 8] FIG. 4 is a diagram showing an example of the configuration of a possessed card data table according to the first embodiment. [Figure 9] FIG. 3 is a diagram showing an example of the configuration of a reservation data table according to the first embodiment. [Figure 10] FIG. 4 is a diagram showing an example of the configuration of a possession history data table according to the first embodiment. [Figure 11] FIG. 3 is a diagram showing an example of the configuration of a card circulation data table according to the first embodiment. [Figure 12A] FIG. 3 is a diagram showing an example of an image displayed on a user terminal when a game according to the first embodiment is being played. [Figure 12B] FIG. 3 is a diagram showing an example of an image displayed on a user terminal when a game according to the first embodiment is being played. [Figure 13A] FIG. 3 is a diagram showing an example of an image displayed on a user terminal when a game according to the first embodiment is being played. [Figure 13B] FIG. 3 is a diagram showing an example of an image displayed on a user terminal when a game according to the first embodiment is being played. [Figure 14] FIG. 3 is a diagram showing an example of an image displayed on a user terminal when a game according to the first embodiment is being played. [Figure 15] FIG. 2 is a functional block diagram of a game server according to the first embodiment. [Figure 16A] 6 is a sequence chart showing an example of a process for presenting acquisition conditions according to the first embodiment. [Figure 16B] 6 is a sequence chart showing an example of a process for presenting acquisition conditions according to the first embodiment. [Figure 17] 4 is a sequence chart showing an example of evolutionary synthesis processing according to the first embodiment; [Figure 18] FIG. 10 is a diagram showing an example of an image displayed on a user terminal when a game according to the second embodiment is being played. [Figure 19] 10 is a sequence chart showing an example of a quest process according to the second embodiment. [Figure 20] FIG. 11 is a diagram showing an example of an image displayed on a user terminal when a game according to the third embodiment is being played. [Figure 21] 13 is a sequence chart showing an example of a reservation process for evolutionary synthesis according to the third embodiment; [Figure 22] FIG. 11 is a diagram showing an example of an image displayed on a user terminal when a game according to a fourth embodiment is being played. [Figure 23] 13 is a sequence chart showing an example of a process for presenting acquisition conditions according to the fourth embodiment. [Figure 24] FIG. 13 is a diagram for conceptually explaining reservation registration and favorite registration of a reference card according to the fifth embodiment. [Figure 25] FIG. 13 is a diagram showing an example of the configuration of a possessed card data table according to the fifth embodiment. [Figure 26] FIG. 13 is a diagram showing an example of an image displayed on a user terminal when a game according to the fifth embodiment is being played. [Figure 27A] FIG. 13 is a diagram showing an example of an image displayed on a user terminal when a game according to the fifth embodiment is being played. [Figure 27B] FIG. 13 is a diagram showing an example of an image displayed on a user terminal when a game according to the fifth embodiment is being played. [Figure 27C] FIG. 13 is a diagram showing an example of an image displayed on a user terminal when a game according to the fifth embodiment is being played. [Figure 28] 13 is a sequence chart showing an example of a registration process according to the fifth embodiment. [Figure 29A] 13 is a sequence chart showing an example of a process for presenting acquisition conditions according to the sixth embodiment. [Figure 29B] 13 is a sequence chart showing an example of a process for presenting acquisition conditions according to the sixth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0016] (1) First embodiment (1-1) Game system configuration A game system 1 will be described below as an embodiment of an information processing system.
[0017] FIG. 1 shows an example of the system configuration of a game system 1 according to an embodiment. The game system 1 includes user terminals 10a, 10b, 10c, . . . and a game The game server 20 is connected to each of the user terminals 10a, 10b, and 10c. The game server can be accessed through a communication network such as the Internet. 20 is an example of an information processing device. Each of the user terminals 10a, 10b, 10c, . . . is operated by an individual user. For example, feature phones, smartphones, tablets, personal computers, a personal computer, a television receiver with two-way communication capabilities (a so-called multi-function (This includes smart TVs.) and communication devices such as portable game consoles with communication functions. In the explanation, when referring to each user terminal 10a, 10b, 10c, . . . in common, the user This will be referred to as user terminal 10.
[0018] The game server 20 is a server that executes the game. Image data that can be interpreted by a browser (e.g., written in HTML, XML, etc.) In the embodiment of the present invention, HTML data will be taken as an example. A program that can create .) has been implemented. The user terminal 10 interprets and displays HTML data provided by the game server 20. The user terminal 10 is provided with a web browser that displays the user's operations on the web page. A request based on the operation is transmitted to the game server 20 via the network, and the game server 20 The game processing is executed by receiving the processing results from the The communication network NW includes the Internet, WAN (Wide Area Network), LAN (Local Area Network), Network), leased lines, or an information and communications network consisting of a combination of these. It is work.
[0019] (1-2) User terminal configuration The user terminal 10 will be described with reference to FIG. As shown in FIG. 2, the user terminal 10 includes a CPU (Central Processing Unit) 11, OM (Read Only Memory) 12, RAM (Random Access Memory) 13, operation input section 15, table The system is equipped with a display unit 16, a communication interface unit 17, and a storage unit 18. A bus 19 is provided for transmitting control or data signals.
[0020] The CPU 11 reads out the programs and data stored in the ROM 12 and executes them. The entire user terminal 10 is connected to the terminal 10, and the timing of control signals and data signals is processed. The CPU 11 also controls the programs and movements of the body stored in the storage 18. , various data required for program execution are read and expanded in RAM 13, and the program It performs various processes such as data input / output processing, calculation processing, and judgment processing associated with execution. , and temporarily stores data for calculation processing, determination processing, etc. by the CPU 11.
[0021] For example, the CPU 11 may load a web browser stored in the storage 18 into the RAM 1 Then, the CPU 11 loads the program into the operating input unit 15 and executes it. Based on the input URL (Uniform Resource Locator), the communication interface unit 17 The game server 20 transmits data for displaying a web page, i.e., HT ML (HyperText Markup Language) documents and objects such as images associated with those documents The data of the project (hereinafter collectively referred to as "HTML data") is transmitted via a communication interface. The HTML data is acquired via the interface unit 17 and interpreted by the web browser. The user terminal 10 includes various plug-ins for expanding the browser functions of the web browser. An example of such a plug-in is Adobe Systems Incorporated. Alternatively, the HTML data in this embodiment can be played back as a video It may also be in HTML5 format with audio playback capabilities.
[0022] The web browser communicates with the game server 20 according to HTTP (HyperText Transfer Protocol). The web browser executes communication in response to the user's operation on the operation input unit 15. URL (Uniform Resource Locator) on the page or operation object (e.g., software button) When a button (hereinafter simply referred to as a "button") is selected, the web page is updated. To do so, an HTTP request including the selection result is sent to the game server 20. The browser receives HTML data from the game server 20 as an HTTP response, The web page is interpreted and displayed on the display unit 16.
[0023] The display unit 16 may be, for example, an LCD (Liquid Crystal Display) or an organic EL (Electro Luminescence) display. A display device such as a luminescence display. When an LCD (Liquid Crystal Display) monitor containing a thin-film transistor is used, the display part 1 6 displays the image of the web page on the display screen by driving the thin film transistor.
[0024] When the user terminal 10 is a button input type user terminal, the operation input unit 15 may be, for example, Multiple instruction inputs such as direction buttons, decision button, and numeric keypad to accept user inputs It has buttons and an interface that recognizes the pressing (operation) input of each button and outputs it to the CPU 11. Includes a signal circuit. When the user terminal 10 is a touch panel input type user terminal, the operation input unit 15 It mainly accepts touch panel input by touching the display screen with a fingertip or pen. wear.
[0025] The storage 18 is, for example, a flash memory or a hard disk drive (HDD). It is a storage device configured as follows.
[0026] (1-3) Game server configuration The configuration of the game server 20 will be described with reference to FIG. As shown in FIG. 3, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, and a communication The interface unit 24 and the storage unit 25 are provided, and control signals or The game server 20 is provided with a bus 26 for transmitting data signals. The hardware can be configured in the same way as a general-purpose network server.
[0027] The CPU 21 reads out the programs and data stored in the ROM 22 and executes the game. The game server 20 performs timing processing of control signals and data signals between each unit in the server 20, etc. The CPU 21 also controls the overall operation of the program stored in the storage 25. It reads the program and various data required to run the program, expands it in RAM23, and executes the program. It performs various processes such as data input / output processing, calculation processing, and judgment processing associated with the execution of the program. The memory 3 temporarily stores data for the CPU 21 to perform calculations, judgments, and the like.
[0028] For example, the storage 25 stores a web browser and a It stores programs that provide web services by communicating according to HTTP between The CPU 21 loads a program stored in the storage 25 into the RAM 23. As the program is executed, the CPU 21 communicates with the communication interface. The HTTP request is acquired from the user terminal 10 via the server 24, and the HTTP request is The processing is performed according to the request, and the HTML data (image data, which will be described later) contains the results of the processing. ) is returned to the user terminal 10 as an HTTP response.
[0029] The storage 25 is, for example, a flash memory or a hard disk drive (HDD). In addition to the above-mentioned program, the data table group 70 is The data table group 70 (described later) stores card data tables, evolutionary synthesis data, and Data table, quest data table, possession card data table, reservation data table , possession history data table, and card circulation data table. The file is accessed by the CPU 21 as needed to read and write data.
[0030] (1-4) Presentation of conditions for obtaining cards in the game of this embodiment The game executed in the game system 1 of this embodiment is a game in which a user interacts with an object. In this game, for example, the user plays the game using the card. Explore the area on the system to acquire cards and items, or use the cards you own. It is a game in which players compete against other users and NPCs (Non-Player Characters). In the game of this embodiment, the card evolution synthesis process (hereinafter referred to simply as "evolution synthesis") ) is a process that evolves cards owned by a user when certain conditions are met. In the example of this embodiment, the card evolution synthesis changes the card ID as described later. The process involves changing at least part of the card data (described later) corresponding to the card. In this case, there is no particular restriction on the target of the card data change. Card parameters include card name, card image, rarity, etc. This is an example of a process for changing an object. To perform evolutionary synthesis, the user must use the cards they own (hereinafter referred to as "owned cards" as appropriate). ) and select the card you want to evolve (that is, the target of the process that changes the card data). Select a base card as the target card. is an example of a selection object. In Evolution Synthesis, for each base card, you will need to select the multiple base cards required to evolve that base card. The conditions for combining cards (called "reference cards") are determined. Evolution synthesis is performed. When this occurs, the reference card used in the evolutionary synthesis will disappear from the user's possession of cards. In the game of this embodiment, the base card corresponds to the card selected by the user. The user must possess all of the multiple reference cards that are the combination conditions for the selected item. These are the conditions for evolving the selected card (an example of a transformation condition).
[0031] In the game of this embodiment, the process of the user losing his / her own card is as follows: In order to execute the normal synthesis process, the user must Select a base card from the cards you own as the card you want to develop. In this section, the conditions for performing card transformation processes (e.g., evolution synthesis processes) are defined. The change conditions are not determined for each base card, and the user can change the reference card as needed. Normally, when the synthesis process is performed, the card pattern of the base card is Instead of changing a parameter (e.g., card level or skill level increases), The card will disappear from the user's possession. In the selling process, cards selected from the user's possession (e.g., cards that the user no longer needs) are sold. The user can then purchase the card for the corresponding selling price (for example, game points). Instead of the user receiving the card, the sold card disappears from the user's card inventory.
[0032] In the game of this embodiment, the user wants to evolve a desired card through evolution synthesis. The user has some or all of the reference cards required to evolve the card in question. In this case, a new card must be drawn to satisfy the conditions of the reference card combination. The user continues to evolve and synthesize the desired card until the card (i.e., the remaining reference card) is available. However, the user must wait for the remaining reference cards to be executed. If you forget the conditions for obtaining the reference card (hereinafter referred to as "obtaining conditions"), it will be difficult to obtain the reference card. In particular, the more cards you acquire, the more difficult it becomes to forget the conditions for acquiring each card. This increases the likelihood of this happening. Therefore, in this embodiment, a plurality of reference cards required to evolve a base card are The acquisition conditions for reference cards that the user does not own (unowned cards or unknown cards) The card that the user has not possessed is a card that the user has not possessed before. The base card is a card that the user does not own at the time of selecting the base card. An unknown card is a card that has never been owned by the user.
[0033] The conditions for obtaining the reference card will be specifically explained with reference to FIG. FIG. 10 is a diagram for conceptually explaining the presentation of conditions for obtaining a reference card. In Figure 4, consider the case where a user wants to evolve card Q, which is a card they own. Here, to evolve card Q, we use cards A, B, and C as multiple reference cards. Since the user does not currently have card B, , the user cannot perform evolution synthesis on card Q. Also, the user cannot use the input of card B. Since you have forgotten the conditions, it is difficult to obtain Card B. In that case, In this state, the user is requested to present the conditions for obtaining Card B so that the user can easily obtain Card B. As a result, the user can obtain Card B. Easily available.
[0034] (1-5) Data table structure Next, the card data table, evolutionary synthesis, etc. stored in the storage 25 of the game server 20 are Creation data table, quest data table, possession card data table, reservation data table The table, possession history data table, and card circulation data table are shown in Figures 5- 11 will be referred to for further explanation.
[0035] (i) Card Data Table The card data table records data of cards used in the game of this embodiment. An example of the card data table is shown in Figure 5. In the example shown in Figure 5, the card ID Each card contains the card name, card image, and card parameter data. The card ID is identification information that identifies a card, which is an example of an object. D is assigned uniquely to each card. The card ID allows you to select one card from multiple cards. The card is identified. In other words, the card ID is an object identification number that identifies the object. This is an example of information. The card name is a character string that indicates the name of the character displayed on the card. , the character image displayed on the card. Card parameters include rarity, attribute, It consists of data on cost, skill, selling price, attack power, defense power, and limited flag. It has been done. Rarity is an index that indicates the scarcity of a card. In the example shown in Figure 5, the rarity is R1 to R5. It is set to be highly rare. The attributes are the attributes of the characters displayed on the card. In the example shown in Figure 5, there are N1 to N3. Either one. The cost is the value that is referenced when incorporating a card into a user's card team. For example, if a match is played using card teams, the total cost of the cards in the card team is The sum is limited to a predetermined value or less. Skills are information that indicates advantageous effects when playing a game using cards. In the example shown in Figure 4, skills with various effects, SK1 to SK12, are set for each card. Note that not all cards need to have skills. The selling price is the amount of money that a user can get when selling a card that they own. This is a point on the screen. Attack power and defense power are parameters that are referenced when using a card in a battle. The limited flag indicates whether the card was issued for a limited time. In the example shown, cards with a limited flag of "1" are cards that were issued for a limited time. A card with a limited flag of "0" means that it is not a limited time card. do.
[0036] (ii) Evolutionary synthesis data table The evolution synthesis data table records the evolution synthesis conditions of the cards in the game of this embodiment. Figure 6 shows an example of the structure of the evolutionary synthesis data table. For each evolution ID to identify the contents of the card, a pre-evolution card ID (i.e., the base card before evolution) is The card ID of the card that will be used as the base card, the evolved card ID (the evolved card of the base card) ID), and the change conditions of the card ID of the reference card required to perform evolutionary synthesis The items (5 reference cards in columns C1 to C5) are recorded. For example, Evolution ID: 000 Under the condition shown in 2, the user selects the card with card ID: 0072 from the cards he owns. Select it as a card and enter the card ID: 0025,0060,000 in the user's possession. If there are 70 combinations of three cards, you can create a card by performing evolution synthesis. Card ID: 0072 can be evolved into card ID: 9072. . Here, as an example of a process for changing an object, a camera, which is an example of an object, is used. As mentioned above, the card ID is an object ID. 6 shows an example of the different information used in the process of changing an object. This indicates that the object identification information is included in the change conditions. In addition, at least one of the columns C1 to C5 showing the card ID combination of the reference card must be For example, if you are upgrading a base card, the same card ID may be recorded in both fields. The combination of reference cards used for chemical synthesis contains two or more identical reference cards. The combination of reference cards required to evolve a base card may be the same card. If a predetermined number of reference cards D are included, the data format shown in Figure 6 is used. Instead of the formula, it may be a data format consisting of the card ID of the reference card and the number of cards.
[0037] (iii) Quest Data Table The quest data table contains one of the events carried out in the game of this embodiment. Quest data is recorded. Quests are completed to obtain cards and items. The objective is for users to explore areas within the game and complete certain quest conditions. An example of the structure of the quest data table is shown in Figure 7. For each Est ID, information on the area name, stamina consumption, and available cards (card ID and and availability rate), information about available items (item ID and availability rate), boss ID , and quest UI data. The area name is a string that indicates the name of the area used in the quest. The stamina consumed is the value that is referenced when carrying out a quest. The user's physical strength, one of their parameters, must be equal to or greater than the consumed physical strength. When a strike is carried out, the user's stamina value is consumed by the consumed stamina value. The information about the available cards (Acquired Card Data 1, 2, etc.) is stored in the card ID and The card ID is the card that can be obtained when the quest conditions are met. The acquisition rate is the probability of obtaining a card when the quest conditions are met. is a number indicating the Information about available items (obtained item data 1...) includes the item ID and The item ID is the number of items that can be obtained when the quest conditions are met. This is the item's identification information. The acquisition rate indicates the probability of obtaining the item when the quest conditions are met. It is a number that indicates the probability of success. The boss ID is the identification information of the NPC (e.g., boss character) that will be your opponent in the quest. The quest conditions are achieved by, for example, winning a battle against a boss character. can be. Quest UI data is the data of the user interface used in the quest (e.g. , image data used in the quest).
[0038] (iv) Possession card data table The owned card data table records information about the user's owned cards. An example of the configuration of the owned card data table is shown in Figure 8. The example shows a bull, but the owned card data table contains all the users registered in the game. It is provided corresponding to. The owned card data table shown in Figure 8 contains the serial number, card number, The data of level, skill level, and reservation ID are recorded in association with each other. The serial number is a unique number that is assigned to the user when the card is issued. A different serial number is assigned to each card with the same card ID. In this case, the serial number of the card may or may not change before and after evolution. That's fine. The card level is a parameter that indicates the level of development of the card. For example, when the above normal synthesis is performed, The card level value at the time the user acquires the card (initial The initial value is 1, and the user can grow the card (i.e., (Increase the power level). Skill level is a parameter that indicates the card's training level, and in particular the skill that the card has. This parameter indicates the skill level at the time the user acquires a card with the skill. The skill level value (initial value) is 1, and for example, a card that meets a certain condition is a reference card. By performing normal synthesis with this skill, you can increase the skill level of the card. As the skill level of a skill increases, the effect produced by the skill increases. The reservation ID is identification information for identifying the reservation content for evolution synthesis. The card of the user who is the user is associated with a reservation ID. For example, in Figure 8, In the example shown, there are five cards with IDs: 0591, 0010 (2 cards), 0033, and 2005. This indicates that the card is a reserved card. The reservation ID corresponds to the reservation ID recorded in the reservation data table described later.
[0039] (v) Reservation Data Table The reservation data table records information about cards reserved for evolution synthesis by the user. Fig. 9 shows an example of the configuration of a reservation data table. Fig. 9 shows the reservation data table for one user. The reservation data table corresponds to all users registered in the game. It will be established as follows. In Figure 9, the reservation ID is an ID that is issued in the order in which the evolutionary synthesis reservation is made. In the example shown, numbers are recorded in ascending order, such as 01, 02, ... Evolution IDs are This ID corresponds to the evolution ID shown in the synthesis data table and identifies the content of the evolution synthesis. is. The serial numbers of the pre-evolved cards in the reserved cards are the base numbers for the evolution synthesis. The serial number of the card selected by the user as the reserved card. The columns C1 to C5 of the reference card's serial number are the evolution synthesis data tables. These correspond to the fields C1 to C5 that make up the reference card ID combination of the table. If the reserved reference card is a possessed card, the card ID corresponding to the reference card is The serial number of the card in possession is recorded in the column. If the reference card is a card, enter a temporary serial number (e.g. , "00000000") is recorded, and the reference card becomes the owned card (i.e., The card data identified by the card ID and serial number of the reference card is After the temporary serial number is added, the temporary serial number is replaced with the serial number of the reference card. In the field corresponding to the card ID of the reference card that has not been reserved, data indicating "No reservation" is displayed. (e.g., NULL) is recorded. In the following, a case where a reservation data table is provided will be described. It is not necessary to set up a separate table. The data to be recorded in the reservation data table may be recorded in the card possession data table. In that case, in the possession card data table, Attach the reservation ID, evolution ID, or one of the C1 to C5 strings (evolution synthesis data table Any character string that corresponds to the fields C1 to C5 of the above is acceptable.) is recorded.
[0040] (vi) Possession history data table The possession history data table records information about cards that a user has possessed. Figure 10 shows an example of the structure of a possession history data table. The history data table is an example, but the possession history data table contains all the items registered in the game. It is provided for all users. The possession history table shown in Figure 10 records the number of times each card has been acquired in association with each card ID. The number of times acquired is a value that indicates the number of times the user has acquired a card in the game. A card with zero turns is an unknown card.
[0041] (vii) Card Distribution Data Table The card distribution data table stores information about cards in circulation within the game. Figure 11 shows an example of the configuration of a card circulation data table. The card distribution data table records the number of cards in circulation and the average transaction price for each card ID. There are. The number of cards in circulation is the number of cards that users have set as the target of trading (for example, buying and selling) in the game. This is a value that indicates the total number of cards in circulation. The more cards in circulation, the easier it is to obtain a card. do. The average transaction price is the average price when trading cards between users. The higher the rank, the more difficult it is to obtain the card.
[0042] In the following explanation, the card data table, quest data table, and possession card data In the table, possession history data table, and card circulation data table, Information associated with the ID (e.g., card name, card image, card parameters, question Quest ID, area name, consumed stamina, acquisition rate, boss ID, quest UI data, serial number, Card level, skill level, reservation ID, number of times acquired, number in circulation, and average trading price) Collectively, they are referred to as "card data" where appropriate. Card data is a piece of information that indicates an object. Here is an example.
[0043] (1-6) Specific examples of acquisition condition presentation processing and evolution synthesis processing Below are specific examples of the process of presenting the conditions for obtaining cards in the game of this embodiment and the evolution synthesis process. This will be explained with reference to FIGS. 12A, 12B, 13A, 13B, and 14. 12A, 12B, 13A, 13B, and 14 are diagrams illustrating the present embodiment. 1 shows an example of a screen displayed on the user terminal 10 when the game processing of the mode is being executed. Figure.
[0044] (1-6-1) Presentation of acquisition conditions (1-6-1-1) Processing for Presenting Conditions for Obtaining Unowned Cards (FIGS. 12A and 12B) 12A and 12B show the acquisition condition presentation for presenting the acquisition condition of the card that is not possessed. 12A shows a series of changes in the display screen during the process. In FIG. 12A, an image P1 is In the game, the user may use monster cards (hereinafter simply referred to as "cards") , which is an image when a processing request is made. In the image P1, a button b1 ("View owned monsters"), button b2 ("Team formation"), button b3 ("Communication"). Button b1 ("Normal Synthesis"), button b2 ("Evolution Synthesis"), and button b3 ("Sell") are provided. Button b1 is the button that is operated when requesting the viewing process of the user's card. Button b2 allows the user to select cards from their own possession to play against other users or NPCs. The button b3 is used to select the card to be used in the When you request the normal synthesis process of a card selected as a base card from your possession, Button b4 is the button that is operated when the user selects a base card from the cards they own. This button is used to request the evolution synthesis process of the card selected as the button. When the user requests a sale process for a card selected from the cards in his possession, This is the button that is operated when
[0045] When button b4 ("Evolutionary Synthesis") is operated in image P1, image P2 is displayed. In image P2, the user selects one of the cards in his possession as the base card. A list of multiple cards will be displayed for you to choose from. For cards that cannot be used (in the example shown, cards TOM, TED, DSG), In other words, in image P2, the user cannot select A display that allows the user to distinguish between cards that can be evolved and cards that cannot be evolved among the cards owned by the user. The format is shown in a way that allows users to distinguish between cards that can be evolved and cards that cannot be evolved. The method of displaying the list in the format is not limited to the example shown in image P2 of FIG. 12A. It can also be a list of the card name strings, in which case the list of cards that can evolve and the cards that can evolve The cards that cannot be printed may be distinguished from the cards that cannot be printed by the brightness or size of the characters. In image P2, for example, card KLM is selected as one of the cards that can be evolved. When you select a card, the image will change to the image shown in P3. Image P3 shows the selected card as a base for evolution synthesis. Press button b6 ("Select") to confirm the card as the "Smart Card" and return to image P2 to select another card. and a button b7 ("Back") for selecting the card as the base card. When the button b6 is operated in the image P3, the card K selected as the base card is If the LM does not meet the requirements of the reference card required to evolve, it will be removed as shown on page 4. The image is updated as shown in image P4. The card KLM selected as the base card is evolved. Image to request the presentation of the conditions for obtaining the missing reference cards required for the purpose In addition, when the user selects the button b6 in the image P3, the base card and If the selected card meets the criteria of the reference card required for the KLM to evolve, In this case, an image (not shown) is displayed to request the execution of the evolution synthesis of the card KLM. .
[0046] Image P4 shows the pre-evolved card (here, the base card, Card KLM) and the evolved card. A display area 101 showing cards (e.g., cards QRS) and reference cards required for evolutionary synthesis. a display area 102 showing the number of items and their status (either owned, not owned, reserved, or unknown); and Button b8 ("Show Acquisition Conditions") to request the presentation of the conditions for obtaining the reference card In image P4, the reference card (here, display area 1) on which the acquisition conditions should be displayed is included. If a card (DSG) with a status of "Not Owned" in 02 is selected and button b8 is operated, Then, as shown in FIG. 12B, the acquisition conditions of the reference card selected by the user are displayed. An image P5 is displayed. The reference card selected by the user is referred to as the "reference card designated by the user." Also, a reference card is an example of an object, so it is called a "user-defined card." The "reference card specified by the user" is the "designated object" which is the object specified by the user. This is an example of a "object."
[0047] Image P5 in FIG. 12B shows a reference card selected by the user (here, card D SG), as well as the card image, card name, and rarity of the reference card. The display area 103 includes a display area 104 that indicates the conditions for obtaining the reference card. The area 104 contains information 104a about the difficulty of obtaining the item (here, the number of times it has been obtained, the number of items in circulation, and , average transaction price), and information on acquisition route 104b (here, available area ) is shown.
[0048] (1-6-1-2) Presentation of Conditions for Obtaining Unknown Cards (FIGS. 13A and 13B) 13A and 13B show a process for presenting the conditions for obtaining an unknown card. 13A show a series of changes in the display screen during the process. It is the same as images P1 to P3 of A. Image P4 in FIG. 13A is similar to image P1 in that an unknown card is shown in display area 102. This is different from image P4 in 2A. An unknown card is a card that the user has never owned. (For example, the value of "Number of times acquired" in the possession history data table is 0. In image P4, the reference card (here, the display card) on which the acquisition conditions should be displayed is A card with an "unknown" status shown in area 102 is selected and button b8 is operated. When the user selects the reference card, the conditions for obtaining the reference card selected by the user are displayed as shown in FIG. 13B. Image P5 is displayed.
[0049] Image P5 in FIG. 13B shows a display area 103 with a reference card selected by the user. An image indicating that the card is unknown to the user is displayed, and the display area 10 4, information 104b (here, the acquisition difficulty of the reference card) is included in the acquisition conditions of the reference card. Only the number of transactions and the number of distributions are shown (i.e., the acquisition process in image P5 of Figure 12B). 12B in that the information 104a related to the tract is masked. .
[0050] (1-6-2) Evolutionary synthesis process (Figure 14) Figure 14 shows a series of changes in the display screen when the evolutionary synthesis process is executed based on the user's operation. In FIG. 14, image P10 shows the user playing a game and then adding a new card. This is an example of the image that will be displayed when you obtain a DSG. By obtaining this new card DSG, the reserved evolution synthesis change conditions are met. If the condition for the change is met, the acquisition of a new card will fulfill the condition. It is preferable to notify the user that the It is preferable to display images for performing evolutionary synthesis. Image P11 shows the pre-evolved card (card KLM) and the evolved card (card QRS). A display area 101 shows the reference cards required for evolution synthesis and their status (here, possession). display area 102, and a button b2 for accepting a request to execute evolutionary synthesis or not. 0 ("Yes") and button b21 ("No") are displayed. When the button b20 is operated in the image P11, the image changes to that shown in P12. In the example of image P12, the evolved card image, card name, and some parameters are displayed. At least some of it will be displayed.
[0051] (1-7) Overview of functions provided by information processing devices Next, the functions provided in the game server 20 to realize the game of this embodiment described above will be explained. FIG. 15 shows the main functions of the game server 20 of this embodiment. 15 is a functional block diagram for explaining the data table group 70. As mentioned above, the card data table, evolution synthesis data table, and quest data table , possession card data table, reservation data table, possession history data table, and The card circulation data table is included. Not all elements are essential to the present invention.
[0052] The receiving means 51 receives various requests from the user based on information about the user's operation input. In the game of this embodiment, the user may make requests such as For example, requests for presenting card acquisition conditions, requests for evolution synthesis, requests for quest processing, and progress Requests for reservation processing of chemical synthesis, requests for execution of evolutionary synthesis, requests for viewing processing of cards held by the user, There is a request to sell a card owned by the user. The request for the process of presenting the acquisition conditions is made in response to the image data being output by the output means 56. This is a request to present the conditions for obtaining the reference cards necessary for the evolutionary synthesis of the base cards. A request for reservation processing of evolutionary synthesis is made in response to the image data being output by the output means 56. The base card in the evolution synthesis and multiple reference cards corresponding to the base card At least one of the cards is reserved for evolution synthesis, and the card is added to the user's possession. Among the processes that are executed under the condition of disappearing from the card, processes other than the relevant evolution synthesis ( For example, to sell the card or to transfer the card to another user. The reservation processing request of evolutionary synthesis includes the following: Contains the card ID of the reference card. In order to realize the function of the reception means 51, the game server 20 includes a communication interface unit 2 4, a user operates a button in a web page, which is an image, from a user terminal 10. The CPU 21 of the game server 20 receives a request corresponding to the input. Based on the information received, the content of the request is determined and the request is accepted. are recorded in the RAM 13. The CPU 21 executes the processes according to the received requests in order. do.
[0053] The game processing means 52 executes a game based on the requests and instructions from the user received by the receiving means 51. Based on this, it has the function of executing various game processes other than evolution synthesis. The processing of the system may be set as appropriate, but for example, the processing of a battle between users, a battle between a user and an NPC, Battle processing, user quest processing, normal synthesis processing of user's owned cards, user's This is the process for selling cards you own. Although the details of the battle process will not be described, for example, the user can A team is formed in advance from multiple owned cards so that the value is less than or equal to the other team. You will play against users or NPCs. The results of the match will be calculated based on the attack and defense power of each card in your team. It is determined by parameters such as strength and skill.
[0054] The function of the game processing means 52 when executing quest processing is realized as follows: The CPU 21 of the game server 20 receives a quest processing request including the quest ID. When you add it, the quest data associated with the quest ID will be retrieved from the quest data table. Data (area name, consumed stamina, obtained card data (card ID and acquisition rate), obtained item Reads game data (item ID and availability rate), boss ID, and quest UI data) Then, the CPU 21 reads the quest UI data and expands it in the RAM 23. The EST execution screen is displayed, and the quest progresses according to the user's operations. When the quest progresses to a predetermined level, the CPU 21 executes the boss key associated with the boss ID. A match between the character and the user is executed. When the user fulfills the victory conditions in the match, The CPU 21 grants a card according to the value of the "acquisition rate" associated with the quest ID. In the process of providing a card, the CPU 21 executes the process. The card ID is written to the possession card data table and the possession history data table. In the rule, the value of "number of times acquired" associated with the card ID is increased. In addition, if the user fulfills the victory conditions in the match, the process of granting an item will also be performed. The process is executed in the same manner as the process of issuing a card.
[0055] The function of the game processing means 52 when executing the normal synthesis process of the cards owned by the user is as follows: This is realized as follows: The CPU 21 of the game server 20 receives the base card and the reference card. When a request for normal synthesis including the user's selection results for the reference card is received, the possessed card is Reads the card data of the base card and reference card from the card data table and executes RA. Then, the CPU 21 applies the parameters of the base card and the reference card to the Based on this, the parameters of the base card (e.g., card level and skill level) are changed, The changed parameters of the base card are written to the owned card data table, and The card data of the owned card that was used as the reference card is deleted from the owned card data table. The card level and skill level of the base card usually increase every time you perform synthesis. For example, every time you perform a normal synthesis, the growth parameters associated with the card are changed. When the value of the training parameter reaches a certain value, the card level will increase by one. The value of the growth parameter may be reset to zero at the same time as the increase.
[0056] The function of the game processing means 52 when executing the process of selling the user's owned cards is as follows: The CPU 21 of the game server 20 receives a request for a selling process, When the selection result of the card to be sold is accepted, the card to be sold is selected from the owned card data table. The card data of the card is deleted. Then, the CPU 21 deletes the card data from the card data table. The selling price (points) of the target card is read and the read points are given to the user. The process of giving points to a user is carried out by, for example, a user database ( This is a process of updating the value of the user's points recorded in the user account (not shown).
[0057] The card data change means 54 determines whether all of the plurality of reference cards that satisfy the change condition belong to the user. If included in a card held, it performs an evolution synthesis that changes the card data of the base card. It has functions. In this embodiment, in order to realize the function of the card data changing means 54, When the CPU 21 of the server 20 receives the request to execute the evolution synthesis, the CPU 21 of the server 20 executes the possessed card data table In this case, the card data of the pre-evolution card (i.e., the base card of the evolution synthesis) is erased, The card data of the evolved card is written in. This allows the user to As shown in the evolution synthesis data table, The card ID is different between evolved and evolved, so the card name, card image, and card parameters At least one of the data will be modified by evolutionary synthesis.
[0058] The acquisition means 55 acquires a base card (an example of a selected object) selected by the user. A plurality of reference card IDs that are combination conditions (an example of a change condition) of the reference cards corresponding to The acquisition means 55 has a function to acquire the data from the evolutionary synthesis data table. The reference card selected is not a owned card (e.g., an unowned card or an unknown card). If so, the card data of the reference card is stored in the quest data table, possession history table, It has the function to retrieve data from the data table and the card circulation data table. The acquisition means 55 receives an operation input from the user when reserving a card for evolution synthesis. Based on the serial number of one of the cards owned by the user (object It has the function to acquire the information shown in the table. When the acquisition means 55 acquires a plurality of reference card IDs that are the combination conditions of the reference card, The CPU 21 of the game server 20 acquires the base card selection result from the user terminal 10. Depending on the card, the evolution synthesis data table is referenced to determine the combination conditions that correspond to the base card. The multiple reference card IDs that make up the item are read out. When the acquisition means 55 acquires the card data of the reference card selected by the user, The CPU 21 of the game server 20 acquires the selection result of the reference card from the user terminal 10. Accordingly, the quest data table, possession history data table, and card distribution The data table is referenced to read out the card data of the reference card. When the acquiring means 55 acquires the serial number of the card, the CPU 21 of the game server 20 When a request for reservation processing of evolutionary synthesis is received from the user terminal 10, The base card and multiple reference cards corresponding to that base card are used to reserve the card. Identify the owned cards that have not been completed by referring to the owned card data table, and Read the serial number of the
[0059] The output means 56 outputs a plurality of reference curves included in the change conditions acquired by the acquisition means 55. The card data of the plurality of reference cards are used to display the plurality of reference cards in a form that can be identified by the user. A function to output first output data (for example, image data) to be displayed in a formula (hereinafter referred to as "first output data"). 1 output function). In this embodiment, in order to realize the first output function of the output means 56, the game server 2 For example, when a base card is selected by a user, the CPU 21 of The combination of multiple reference card IDs required to evolve a card is called the evolution synthesis data. For each reference card, the card data table and reservation data table are read from the table. Based on the information stored in the card's status table and the possession history data table, The status of the item (one of "reserved," "owned," "unowned," and "unknown") is specified. The CPU 21 also displays the status of each reference card in a user-identifiable format. The first output data is generated for the purpose of For example, in the reservation data table in Figure 9, the evolution ID corresponding to the base card is Enter the serial number or temporary serial number included in the card data in the C1 to C5 fields. If a card number is recorded, it is identified by the card ID corresponding to the relevant field. The status of the reference card is identified as "reserved." For example, for cards whose status is not "reserved", the evolution synthesis data table in Figure 6 In the Bull, the cards in the C1 to C5 columns that correspond to the evolution ID corresponding to the base card are If the card ID is included in the "Card ID" column of the owned card data table in Figure 8, , the status of the reference card identified by the card ID is identified as "possessed." For example, for cards whose status is other than "reserved" and "owned", see Figure 10. In the possession history data table, the "Number of times acquired" column corresponding to the card ID is not 0 In this case, the status of the reference card identified by the card ID is identified as "not owned." If the "Number of acquisitions" field corresponding to the card ID is 0, The state of the reference card identified by is identified as "unknown." The first output data indicates the state of the identified reference card.
[0060] The output means 56 also outputs the reference card ID corresponding to the reference card ID acquired by the acquisition means 55. The second output data is used to present the conditions for obtaining the reference card (unowned card or unknown card). The device has a function to output data (e.g., image data) (hereinafter referred to as the "second output function"). . In this embodiment, in order to realize the second output function of the output means 56, the game server 2 When the reference card ID is acquired by the acquisition means 55, for example, the CPU 21 of Based on the obtained reference card ID, the quest data table, possession history data table, And, by referring to the card circulation data table, the reference card corresponding to the reference card ID is and generates second output data for presenting the acquisition conditions. For example, in the quest data table in Figure 7, the "Card ID" of the "Acquired Card" The information in the "Area Name" column corresponds to the quest ID containing the reference card ID obtained in the column. The information is identified as an available area. In the possession history table of Figure 10, the "Number of acquisitions" corresponding to the acquired reference card ID The value in the " column is specified as the number of times of acquisition. In the card circulation data table of Figure 11, the " The values in the "Number in circulation" and "Average trading price" columns are the number in circulation and the average trading price, respectively. be identified. The second output data includes the identified available area, number of acquisitions, number of distributions, and average transaction price. At least one discount price is shown.
[0061] In response to receiving a request for reservation processing of evolutionary synthesis, the recording means 57 The serial number obtained by the above is stored in the reservation data table in storage 25 as a reserved card. In this embodiment, the reserved card is recorded as the selected base card. This card is restricted from being used in any process other than the evolution synthesis of other cards.
[0062] In order to realize the function of the recording means 57, the CPU 21 of the game server 20 When a reservation processing request is received, the reservation data table is accessed and the serial number of the card to be reserved is Enter the serial number. More specifically, select the card you want to reserve as the base card. If the serial number of the card is not recorded in the reservation data table, The CPU 21 issues a reservation ID. The CPU 21 associates the issued reservation ID with the reservation ID and stores it as a base card. Enter the serial number of the selected card in the "Pre-evolved card" field. The "Reference Card ID" is the same as the card ID corresponding to the serial number of the reference card among the target cards. D" column (any of columns C1 to C5), and enter the card you wish to reserve in the specified column. Write the serial number of the reference card. On the other hand, if the reservation ID has already been issued, the serial number will be displayed in the "Pre-evolved card" column. Since it has already been recorded, the CPU 21 checks the serial number of the reference card among the reserved cards. Only write the number.
[0063] The restriction means 58 restricts a card recorded as a reserved card in the reservation data table from It has a function to restrict its use for processing other than the intended evolutionary synthesis. "Used for processes other than evolutionary synthesis" means that reserved cards are associated with the target evolutionary synthesis. If a card recorded as a card is used in an evolutionary synthesis other than the intended evolutionary synthesis or a normal synthesis, This also includes cases where it is used in the following ways. There are various possible methods for restricting the number of cars that can be restricted by the restricting means 58. The card can be used to prevent other processes than the user's intended evolution synthesis, or to restrict the card. When a process other than the intended evolutionary synthesis is selected, the user is informed of the process. For example, a method is used to confirm whether the user should continue using the service. Regarding reserved cards, "restricting their use for processing" means that reserved cards Not only is the process itself prohibited other than the intended evolutionary synthesis using the reserved card, Although it is possible to perform processes other than the intended evolutionary synthesis using the The purpose may be to make it difficult to carry out the transaction or to make the execution procedure of the transaction more complicated. "Processing other than evolution synthesis" regarding this will cause reserved cards to disappear from the user's possession. The process is executed on the condition that the reserved card is not held (i.e., the reserved card is not held). It is particularly preferable that the processing is restricted when the processing is a condition (processing executed as a condition).
[0064] For example, the CPU 21 of the game server 20 may execute any of the various processes of the game of this embodiment. When a request to execute a process is received, the card held by the user is selected as the card to be processed. When a card is selected, the card data table is referenced and the card number of the selected card is calculated. The CPU 21 determines whether a reservation ID is associated with the selected node ID. The reservation ID is associated with the card ID of the card that was received, and the process related to the execution request is performed using the reservation ID. If the process is not an evolutionary synthesis process that corresponds to the selected category, the process may be prohibited or the selected category may be omitted. The user may be notified that the selected card is a reserved card. The user is notified that the card is a reserved card, and is asked whether to continue the process. You can also check with the user. The reservation data table contains the evolution ID and the serial number of the reserved card. Since the numbers are associated with the reserved cards, the CPU 21 of the game server 20 Also, to identify the desired evolutionary synthesis (i.e., the evolutionary synthesis corresponding to a specific evolution ID). Therefore, the process that the user intends to execute using a specific card can be It is possible to determine whether the process is an evolutionary synthesis process in which:
[0065] Although it is not essential to provide the recording means 57 and the limiting means 58, the recording means 57 and the limiting means 58 may be provided. By providing the limiting means 58, for example, one of the multiple reference cards required for evolution synthesis can be Reserve some reference cards before performing the evolution synthesis, and continue to use the remaining reference cards until you obtain them. A user waiting for an Evolution Synthesis event may accidentally use a card they have for a purpose other than Evolution Synthesis. This can prevent this.
[0066] (1-8) Game processing flow of this embodiment Next, an example of the processing flow of the game of this embodiment will be described with reference to FIGS. 16A, 16B, and This will be explained with reference to the sequence chart of FIG. 16A and 16B are sequence charts showing the process of presenting acquisition conditions. 17 is a sequence chart showing the evolutionary synthesis process. In each figure, the same as those shown in Figs. 12A, 12B, 13A, 13B, and 14 The symbols of each image are assigned to the steps in which the images P1 to P5 and P10 to P12 are displayed. It is attached.
[0067] (1-8-1) Processing for presenting acquisition conditions (FIGS. 16A to 16B) In the process of presenting acquisition conditions described below, as an example, the user may purchase a base card and a corresponding If you have some of the reference cards for evolving the base card, Assume that a user requests the presentation of conditions for obtaining a reference card that is not in his possession or is unknown.
[0068] In FIG. 16A, a predetermined button (for example, FIG. 1) is pressed on the image displayed on the user terminal 10. 2A or button b4) of image P1 of FIG. 13A, the user The CPU 11 of the terminal 10 receives a request for evolutionary synthesis processing (S10) and sends the request to the game server. The data is transmitted to the server 20 (S12). The CPU 21 of the game server 20 receives a request for processing to present acquisition conditions from the user terminal 10. When you accept, the evolution synthesis data table and the possession card data table will be referenced and progress will be made. That is, the CPU 21 reads out the user's possessed card that can be encrypted (S14). The card data of the user's cards is read from the card data table, and the evolution synthesis data table is used. Read all pre-evolution card IDs of the table (i.e., card IDs of cards that can be evolved) Next, the CPU 21 selects cards that can be evolved from the cards owned by the user (i.e., base Identifying the base card candidate, generating image data including card data of the base card candidate (S 16), and transmit the image data to the user terminal 10 (S18). The image data generated in S16 is the image P2 shown in FIG. 12A or 13A. In this way, images of cards that can be evolved and cards that cannot be evolved are displayed. It is preferable that the image is generated in a manner different from the display mode.
[0069] When the CPU 11 of the user terminal 10 receives the image data transmitted in S18, An image is displayed on the display unit 16 based on the image data (S20). Image displayed in S20 As shown in the image P2 of FIG. 12A or FIG. 13A, a plurality of base card candidates are It contains images of several cards, and the serial number of each card can be determined by manipulating the image of each card. It is configured so that you can select from multiple base card candidates displayed on the S20. When the user selects one of the cards as the base card, The CPU 11 receives the base card selection result (serial number) (S22) and The selection result is transmitted to the game server 20 (S24).
[0070] The CPU 21 of the game server 20 receives the selection result (serial number) transmitted in S24. When you select it, the evolutionary synthesis data table is referenced and the base card selected by the user is Multiple pre-evolved card IDs that match the card ID associated with the serial number of The reference card ID (the card ID in the C1 to C5 columns) is read out (S26). 21 refers to the possession card data table and reservation data table, and The card status (unowned, owned, reserved, and unknown) corresponding to each reference card ID issued Then, image data is generated based on the result of the determination (S28).
[0071] In S28, the CPU 21 of the game server 20 performs the following for each reference card ID. Identify the corresponding card state. CPU21 is recorded in the "Serial number of reserved card" column of the reservation data table. The serial number is read out, and the card data table is referenced to find the serial number. Identify the card ID associated with the number. Identify it as the reference card ID read in S26. If the serial number matches the card ID entered, or if the serial number is a temporary serial number, In this case, the status of the card identified by the card ID is identified as "reserved." The CPU 21 checks the possession card for reference cards other than the card identified as "reserved." The reference card ID of the reference card is included in the card IDs recorded in the card data table. If included, the status of the card identified by the reference card ID is "possessed." Identify as: The CPU 21 stores the possession history data table for cards other than the "reserved" and "owned" cards. If the value associated with the reference card ID in the "Number of times acquired" column of the The card status identified by the card ID is determined as "not possessed" and possession history data is recorded. If the value associated with the reference card ID in the "Number of times acquired" column of the table is 0, Identify the state of the card identified by the card ID as "unknown."
[0072] In S28, the CPU 21 of the game server 20 reads all the reference cards read in S26. If the card status is "owned" or "reserved", perform the evolution synthesis of the card KLM. The CPU 21 generates image data for the user to instruct whether or not to read the data. If the status of at least one of the reference cards played is "Not owned" or "Unknown", is an image data to show the conditions for obtaining a reference card in the "unowned" or "unknown" state. Here, the image data that is the basis of the image P4 in FIG. 12A or FIG. 13A is generated. Assume that this is the case.
[0073] Next, the CPU 21 of the game server 20 transmits the image data generated in S28 to the user terminal 1. 0 (S30). The CPU 11 of the user terminal 10 When the data is received, an image based on the image data is displayed on the display unit 16 (S32).
[0074] The image displayed in S32 is S2 as shown in image P4 of FIG. 12A or 13A. The user selects multiple reference cards required for the evolution synthesis of the base card selected in step 2. The image P4 in FIG. 12A or FIG. 13A shows the respective reference colors. The status of the card is displayed in relation to the reference card, and the status of the missing or unknown card is displayed. 12A or 12B, a request for a process of presenting the conditions for obtaining the code can be received. After the image P4 of 13A is displayed, an operation for requesting the presentation process of the acquisition conditions (for example, For example, the user operates the button b8 in the image P4 in FIG. 12A or FIG. 13A. The CPU 11 of the user terminal 10 then executes the acquired information based on the user's instruction corresponding to the operation. A request for the condition presentation process is received (S34), and the request is sent to the game server 20 ( In S36, the request sent from the user terminal 10 to the game server 20 includes the user Unowned or unknown cards selected by The card ID of the card for which the conditions for acquisition must be presented is included. As mentioned above, the reference card selected by the user is the object designated by the user. This is an example of a specified object. In other words, the processes in S34 and S36 are , based on the user's instruction, an instruction to specify one of multiple objects. 10 is an example of a process for receiving a notification.
[0075] The CPU 21 of the game server 20 receives the request for the acquisition condition presentation process transmitted in S36. When you do this, the card data table, quest data table, and card distribution data table will be The card data of the reference card selected by the user is obtained from the data table (S3 8) Card names, card images, and rarities are taken from the card data table. The quest ID and area name of the available area are obtained from the quest data table. The number of acquisitions is obtained from the possession history table. The number of circulations and average transaction price are Obtained from the card distribution data table.
[0076] If the status of the card identified in S28 is "unknown" (S40: YES), S4 Proceed to step 2. If the status of the card identified in step S28 is not "unknown" (S40: NO), , proceed to S44. Here, as an example of a card whose state is not "unknown" (i.e., an unknown card), An example will be explained in which the card status is "not owned" (i.e., an unowned card). Both "Unknown" and "Not Possessed" indicate that the user does not have the card (i.e., They have in common that they indicate a state where the card ID is not included in the owned card data table.
[0077] In S42, the CPU 21 of the game server 20 executes the card data acquired in S38. Among the information about the cards shown, information about the difficulty of obtaining them (here, the number of times they have been obtained, Information other than the number of cards in circulation and average trading price (here, card name, card image, rare, Apply masking to the image to hide the area (including the availability area) do. In this embodiment, information other than the information regarding the difficulty of obtaining unknown cards is displayed. The purpose of preventing this is to lower expectations for the game (especially obtaining unknown cards). The purpose of the present invention is to provide users with a wide range of games and to improve the appeal of the game.
[0078] In S44, the CPU 21 performs the following processing based on the card data of the reference card acquired in S38: Conditions for obtaining the reference card (however, if it is determined to be "unknown" in S40, 12B or 1 3B) and transmits the image data to the user terminal 10. Believe (S46).
[0079] When the CPU 11 of the user terminal 10 receives the image data transmitted in S46, An image based on the image data is displayed on the display unit 16 (S48). If it is determined in S40 that the item is not "unknown" (for example, that the item is "not possessed"), As shown in image P5, the card image, card name, rarity, number of times acquired, number in circulation, average The discount price and available area will be displayed. On the other hand, if it is determined to be "unknown" in S40, as shown in image P5 of FIG. 13B, The number of times acquired, the number of times in circulation, and the average transaction price are displayed, but the card image, card name, rarity, etc. The availability and area of availability are not displayed. In other words, the information displayed as the conditions for obtaining an unknown card is the same as the conditions for obtaining a card you do not own. In other words, S48 is limited to the information displayed as a specified object. If the object is an unknown object that has never been possessed, the specified object The information displayed as acquisition conditions is more limited than when the object is not in your possession. This is an example of the process.
[0080] As described above, in this embodiment, the user holds a reference card selected by the user. If the reference card is not present (if the reference card is an unknown card or a card not in your possession), This example shows the acquisition conditions for the specified object. If the user does not have the object, the acquisition conditions for the specified object are displayed. Here is an example.
[0081] (1-8-2) Evolutionary synthesis process (Figure 17) For example, the user may acquire a new card and change the conditions of the reference card in the evolution synthesis. If the conditions are met, the evolutionary synthesis process can be performed. In FIG. 17, a predetermined button (for example, FIG. 14) is pressed on the image displayed on the user terminal 10. When the user operates the button b20 of the image P11, the CP of the user terminal 10 U11 receives a request to execute evolutionary synthesis (S150) and sends the request to the game server 20. Send (S152).
[0082] When the CPU 21 of the game server 20 receives the request transmitted in S152, In the card data table, the card of the pre-evolution card (i.e., the base card of the evolution synthesis) The card data of the evolved card is erased (S154), and the card data of the evolved card is newly written (S15 6). Next, the CPU 21 of the game server 20 performs the evolutionary synthesis in the possession card data table. The card data of the reference card used for the creation is erased (S158).
[0083] Next, the CPU 21 of the game server 20 receives image data including card data of the evolved card. (Image data that is the basis of image P12 in FIG. 14) is generated (S160), and the image data is The CPU 11 of the user terminal 10 transmits the information sent in S162 to the user terminal 10 (S162). When the transmitted image data is received, an image based on the image data (for example, the image in FIG. 14) is generated. The image P12 is displayed on the display unit 16 (S164).
[0084] As described above, in the game system of this embodiment, the process of changing the object is In order to perform card evolution synthesis, which is an example of the principle, the base card to be evolved must be The requirement is that the user has all of the required cards and the corresponding multiple reference cards. Therefore, for example, if you do not have some of the reference cards, In this case, the base card's evolution synthesis cannot be performed. In some cases, it may be impossible or difficult for the user to obtain an unregistered reference card. However, users who do not know the conditions for obtaining the reference card cannot obtain the reference card. Or it is difficult to obtain the reference card (e.g., a quest process) ) at the time of deciding whether to execute the The researchers were concerned that the reference object might be difficult or impossible to obtain. You will then need to carry out the process to obtain the reference card. In this embodiment, the game server 20 receives a game that the user does not own in response to a request from the user. Therefore, the conditions for obtaining a reference card are presented. Among the multiple reference cards that correspond to the user, there are some that are difficult or impossible for the user to obtain. Even if there is such a card, the user recognizes that it may be difficult or impossible to obtain such a card. After checking the above, the user can decide whether or not to carry out the process to obtain the reference card. As a result, it is possible to give a sense of security to the user who performs the process to obtain the reference card. do.
[0085] In addition, the conditions for obtaining a card you do not own are that the acquisition route and acquisition difficulty are at least In this case, the user must present the card in order to obtain the card that he or she does not own. This can give a sense of security to the user who is performing a process for the purpose (for example, a quest process).
[0086] Also, as for the conditions for obtaining unknown cards, the difficulty of obtaining them is displayed, but the route to obtaining them is not presented. (In other words, the information displayed as the conditions for obtaining unknown cards is not In this case, the difficulty of the game is While keeping the ease at an appropriate level, the process for obtaining the unknown card (e.g., quest) This gives a sense of security to users who perform the test process.
[0087] (1-9) Modification of this embodiment Modifications of this embodiment will be described below. The following modifications can be combined as appropriate. be.
[0088] (1-9-1) First modified example In the image P4 of FIG. 12A or FIG. 13A, only the card image of the reference card is displayed. However, the display format of this embodiment is not limited to this. For example, instead of displaying only the card image, you can display only the card name. It may be a display format that displays a combination of a card image and a card name. stomach. That is, the display format of this embodiment displays the reference cards in a manner that allows the user to distinguish them from one another. Any format is acceptable.
[0089] (1-9-2) Second modified example In the above embodiment, in S42 of FIG. 16B, the card data acquired in S38 To prevent information other than that about the difficulty of obtaining the item from being displayed, We have explained an example of applying mask processing, but we will also explain how to prevent the information from being displayed. The theory is not limited to this. For example, instead of applying masking, we can remove information other than that related to the difficulty of obtaining the item. Alternatively, the information may be replaced with a predetermined symbol.
[0090] (1-9-3) Third variant In the above embodiment, in S42 of FIG. 16B, the card name, card image, rarity , and the available area is not displayed. is not limited to this. For example, you can hide the card image and available area, but only display the card name and rarity. may be displayed. The information that is not to be displayed may be set by the user at his / her discretion.
[0091] (1-9-4) Fourth Variant In the above embodiment, in S42 of FIG. 16B, the card data acquired in S38 is used. The information about the card displayed is displayed except for the information about the difficulty of obtaining it. Although an example in which S42 is omitted has been described, S42 can be omitted. If S42 is omitted, the card data obtained in S38 (i.e., the acquisition conditions are presented) All information about the reference card will be displayed, allowing the user to This gives the user a sense of expectation that they may be able to obtain the product.
[0092] (1-9-5) Fifth Variation A reference card that the user has held in the past but does not currently hold. If a card that you do not own is selected as a card for which you should present a condition for acquisition, Display at least one of the information about the available area and the difficulty of obtaining the item as a condition for obtaining the item. It is desirable. This means that the specified object is one that the user has owned in the past and that the user currently owns. If the object is not currently in your possession, the conditions for obtaining it are: An example of a process for displaying at least one of the route to obtaining a specified object and the difficulty of obtaining the object. be. According to this modification, the user can easily know the difficulty of obtaining the card.
[0093] (1-9-6) Sixth Modification In the above embodiment, an example was shown in which the acquisition conditions for the unowned card were displayed. The acquisition conditions of cards other than the above may be displayed. For example, the acquisition conditions for the owned cards may be displayed. In some cases, a user may forget the conditions for obtaining a certain card. By displaying the conditions for obtaining the card, the user can reaffirm the difficulty of obtaining the card in question. If the user recognizes that the card in question is difficult to obtain, The purpose of the card (e.g., to use it as a reference card for the evolutionary synthesis process of which base card) On the other hand, it is possible to give the user an opportunity to carefully consider the card in question. If the difficulty of obtaining a card is recognized as low, it will be an opportunity to let the person in possession use the card casually. It can provide support.
[0094] (1-9-7) Seventh Variation In the above embodiment, if you have all the reference cards that correspond to the base card, In addition to having all the reference cards, In addition, the change condition may be satisfied if a predetermined additional condition is met. For example, an additional condition is that all reference cards must reach their maximum card level. The game may be established when the user has a predetermined amount of game points. You may do so.
[0095] (2) Second embodiment In the first embodiment, an image showing the conditions for obtaining a card that is not yet possessed is displayed. However, in the second embodiment, in addition to the acquisition conditions, the user is required to acquire the card that he / she does not own. An example of a case where an image including an operation target for guiding the user is displayed will be described. Descriptions similar to those of the first embodiment will be omitted as appropriate.
[0096] (2-1) Examples of acquisition condition presentation and quest processing A specific example of the process of presenting the conditions for obtaining a card in the game of this embodiment will be described below with reference to FIG. 18 shows the user's actions when the game processing of this embodiment is being executed. 10 is a diagram showing an example of a screen displayed on the terminal 10. FIG.
[0097] (2-1-1) Presentation of acquisition conditions (Figure 18) In the image P4 of FIG. 12A of the first embodiment, the reference card ( In this case, a card DSG (which is displayed as "not possessed" in the display area 102) is selected, and When the button b8 is operated, the reference cursor selected by the user is displayed as shown in FIG. An image P5 showing the conditions for obtaining the code is displayed.
[0098] The image P5 in FIG. 18 includes the display areas 103 and 104 as well as the button b9 ("Available This differs from the first embodiment (image P5 in FIG. 12B) in that it includes a "Go to area" command. The button b9 is operated when the user requests a quest process to obtain a card that the user does not own. This is a button that is created. The button b9 is an example of an operation target for guiding the user to an acquisition route.
[0099] (2-1-2) Quest Processing (Figure 18) When the button b9 ("Go to available area") is operated in the image P5, the image shown in P6 The image changes as shown in image P6. The quest execution screen is displayed. By performing the specified operation on statue P6, you can access the area used in the quest (in this case, the area Once the quest conditions are met, the user can search for the quest data. You can obtain cards you do not own based on the probability according to the "Acquisition Rate" value on the table. Cut.
[0100] (2-2) Game Processing Flow of the Present Embodiment Next, an example of the processing flow of the game of this embodiment will be described with reference to the sequence chart of FIG. This will be explained with reference to the following. FIG. 19 is a sequence chart showing the quest process. The steps in which the images P5 to P6 shown in 18 are displayed are assigned the reference numerals of the images.
[0101] (2-2-1) Presentation of acquisition conditions In this embodiment, in S44 (FIG. 16A), the CPU 21 of the game server 20 In addition to the card data of the acquired reference card, the acquisition route of the reference card (in this case, Image data (Fig. 18) for presenting the operation target to guide the user to the area where the operation is possible. The second embodiment differs from the first embodiment in that the image data that forms the basis of the image P5 is generated.
[0102] (2-2-2) Quest Processing (Figure 19) In FIG. 19, a predetermined button (for example, FIG. 18) is pressed on the image displayed on the user terminal 10. When the button b9) of the image P5 is operated, the CPU 11 of the user terminal 10 starts the quest process. The processing request is received (S70), and the request is transmitted to the game server 20 (S72).
[0103] When the CPU 21 of the game server 20 receives the request sent in S72, From the data table, select the quest data ( Area name, consumed stamina, acquired card data (card ID and acquisition rate), acquired item data Based on the data (item ID and availability rate), boss ID, and quest UI data) , image data for the quest process (image data that is the basis for image P6 in FIG. 18) is generated (S7 4) The image data is transmitted to the user terminal 10 (S76).
[0104] When the CPU 11 of the user terminal 10 receives the image data transmitted in S76, An image based on the image data (for example, image P6 in FIG. 18) is displayed on the display unit 16 (S78 ).
[0105] After that, the CPU 11 of the user terminal 10 transmits instructions according to the user's operation to the game server 2. 0. The CPU 21 of the game server 20 executes the quest based on the transmitted instruction. When the quest progresses to a predetermined level, the CPU 21 The user then executes a battle against the boss character selected by the user. When the conditions are met, the CPU 21 performs a counter calculation according to the value of the "acquisition rate" associated with the quest ID. In the card granting process, the CPU 21 executes a process of granting a card. The card ID associated with D is written to the possessed card data table, and the possessed card history is also recorded. Increment the "Number of acquisitions" value associated with the card ID in the history data table. This allows the user to select the cursor P4 in the image P4 of FIG. 12A in the first embodiment. You can obtain a card (a reference card that displays the acquisition conditions).
[0106] As described above, the game server 20 of this embodiment can detect references that the user does not own. The conditions for obtaining the card and the operation target for guiding the user to the route for obtaining the reference card By presenting the above, the user can obtain the object by simply operating the above operation target. Therefore, it is possible to request the execution of a process for the purpose of improving operability when requesting the execution of the process. It is possible.
[0107] (3) Third embodiment In the second embodiment, an operation object for guiding a user to a route for obtaining a card that the user does not have is included. In the third embodiment, the image of the card that is not in your possession is displayed. In addition to the operation target for guiding the user to the path, the system also guides the user to the path to obtain cards that the user does not have. and executes the reservation process for evolution synthesis after the user obtains the card that the user does not own. An example of a case where an image including an operation target for the purpose of the operation is displayed will be described. The same explanation as above will be omitted as appropriate.
[0108] (3-1) Examples of acquisition condition presentation processing, quest processing, and evolution synthesis reservation processing The following describes the process of presenting the conditions for obtaining cards in the game of this embodiment, the quest process, and the progress A specific example of the reservation process for chemical synthesis will be described with reference to FIG. 20. 1 shows an example of a screen displayed on the user terminal 10 when the game processing of the mode is being executed. Figure.
[0109] (3-1-1) Presentation of acquisition conditions (Figure 20) In the image P4 of FIG. 12A of the first embodiment, the reference card ( In this case, a card DSG (which is displayed as "not possessed" in the display area 102) is selected, and When the button b8 is operated, the reference cursor selected by the user is displayed as shown in FIG. An image P5 showing the conditions for obtaining the code is displayed. The image P5 in FIG. 20 includes the display areas 103 and 104 as well as a button b10 ("Reserve"). "Not available / Go to available area") and button b11 ("Reserve / Go to available area" The second embodiment differs from the first embodiment (image P5 in FIG. 12B) in that it includes a button b 10 is operated when the user requests a quest process to obtain a card that they do not own. The button b11 is used to process both the quest and the evolution synthesis reservation. This is the button that is operated when making a request.
[0110] (3-1-2) Quest Processing (Figure 20) In image P5, button b10 ("Do not reserve / Go to available area") is operated. When this happens, the image changes as shown in P6. Image P6 is the same as image P6 in the second embodiment (FIG. 18). ) is the same as
[0111] (3-1-3) Reservation process for evolutionary synthesis (Figure 20) In image P5, button b11 ("Make a reservation / Go to available area") is operated. When the request is processed, the reservation process is executed for the reference card held by the user. An image P7 indicating that the reservation process has been completed is then displayed.
[0112] (3-2) Game processing flow of this embodiment (Figure 21) Next, an example of the processing flow of the game of this embodiment will be described with reference to the sequence chart of FIG. The process of presenting acquisition conditions and the process of quests in this embodiment will be described with reference to the following. This is carried out in the same manner as in the second embodiment. FIG. 21 is a sequence chart showing the reservation process of evolutionary synthesis. The steps in which the images P5 to P7 shown in FIG. 20 are displayed are assigned the symbols of the images. .
[0113] In the reservation process described below, as an example, a user may evolve and synthesize a base card. Among the multiple reference cards for the base card evolution synthesis, you can select the reference card you do not own. Assume you are making a reservation.
[0114] In FIG. 21, a predetermined button (for example, FIG. 20) is pressed on the image displayed on the user terminal 10. When the user operates the button b11 of the image P5, the CPU of the user terminal 10 11 receives a request for reservation processing of evolution synthesis (S50), and transmits the request to the game server 20 The request is sent to the user (S52). The card ID that identifies the reference card is included. In addition, in step S52, a selected object is added to the designated object based on the operation by the user. Accepts requests to restrict the use of the object for any processing other than that which changes it. This is an example of a process.
[0115] When the CPU 21 of the game server 20 receives a request for reservation processing of evolution synthesis, The serial number of the base card obtained in S24 (Fig. 16A) is accessed from the data table. The corresponding reservation ID has already been issued (i.e., the same serial number has been entered in the "Pre-evolved Card" column) It is determined whether the route number is recorded (S54). If the reservation ID has already been issued (S54: YES), the process proceeds to S58, where the reservation ID is issued. If the transaction has not been completed (S54: NO), a reservation ID is issued (S56) and the process proceeds to S58. In S58, the CPU 21 stores a provisional reservation data in the reservation data table in association with the reservation ID. At this time, the CPU 21 writes the serial number of the reservation ID. Please enter the serial number of the base card in the "Pre-evolved card" column. And, among the columns C1 to C5 corresponding to the reservation ID, the card that is not the reservation target card In the field corresponding to the card ID of the card, enter data indicating that the card is not a reservation target (for example, N Write (ULL).
[0116] Next, the CPU 21 of the game server 20 checks the reserved card data table. In the "Reservation ID" field that corresponds to the card ID of the elephant card, enter the reservation that you wrote in S58. Write the ID (S60). In addition, S60 does not perform any processing other than changing the selected object for the specified object. This is an example of a process that restricts the use of the information in the above process.
[0117] Next, the CPU 21 generates image data indicating that the reservation has been completed (S62). The image data is transmitted to the user terminal 10 (S64). When the image data transmitted by 66 is acquired, an image (e.g., a 20 image P7) is displayed on the display unit 16 (S66).
[0118] After that, when the user obtains the reserved card (i.e., the card data of the user) Once the card ID and serial number of the reserved card are recorded in the data, U21 uses the temporary serial number written in the reservation data table in S58 on the card data Replace the serial number with the one included in the data.
[0119] In FIG. 21, when a predetermined button (for example, When the button b10 on the image P5 in FIG. 20 is operated, the same quest process as in the second embodiment is performed. (Figure 19) is performed.
[0120] As described above, the game server 20 of this embodiment can detect references that the user does not own. The user is guided to the route to obtain the reference card together with the conditions for obtaining the card, and the reference card is By presenting the operation target to request the process of reserving a card, the reserved card can be It is possible to restrict the use of the system for processes other than evolutionary synthesis. During the waiting period until the remaining unclaimed reference cards are available, This prevents cards from being accidentally used for a process other than the intended evolution synthesis.
[0121] (4) Fourth embodiment In the above embodiment, the user presses a button to request the presentation of the conditions for obtaining the reference card. The case where an image showing the acquisition conditions is displayed when the operation is performed has been described. In the form, you can press the button to confirm the selected card as the base card for evolution synthesis. A reference card that satisfies the evolutionary synthesis change conditions of the base card when operated by the user. An example of a case where an image showing the acquisition conditions is displayed will be described. Similar explanations will be omitted as appropriate.
[0122] (4-1) Example of the process for presenting acquisition conditions A specific example of the process of presenting the conditions for obtaining a card in the game of this embodiment will be described below with reference to FIG. 22 shows the user's actions when the game processing of this embodiment is being executed. 10 is a diagram showing an example of a screen displayed on the terminal 10. FIG.
[0123] - Presentation of acquisition conditions (Figure 22) FIG. 22 shows a series of displays of the acquisition condition presentation process for presenting the acquisition conditions for cards not yet possessed. The images P1 to P3 in FIG. 22 are the same as those in FIG. 12 of the first embodiment. It is the same as images P1 to P3 of A.
[0124] When the button b6 is operated in the image P3, the card K selected as the base card is If the LM does not meet the requirements of the reference card required to evolve, it will be removed as shown on page 4. The image is updated as shown in image P4. The card KLM selected as the base card is evolved. Presents the conditions for obtaining the reference cards that the user does not have among the reference cards required for the purpose. In addition, when the user selects the button b6 in the image P3, The card selected as the Scard meets the requirements of the reference card required for the KLM to evolve. If so, the user can choose whether to perform the evolution synthesis of the card KLM. An image (not shown) is displayed.
[0125] Image P4 in FIG. 22 shows, in the display area 102, the reference cards and other In addition to the card's status (owned, not owned, reserved, or unknown), The first to third embodiments (FIGS. 12A, 13A, and The display area 102 is different from the image P4 in FIG. 21A. Information indicating the route (here, the area name "Area 1") is shown.
[0126] (4-2) Game processing flow of this embodiment (Figure 23) Next, an example of the processing flow of the game of this embodiment will be described with reference to the sequence chart of FIG. 23 is a sequence chart showing the process of presenting acquisition conditions. In FIG. 23, the images P1 to P4 shown in FIG. 22 are displayed at the steps in which they are displayed. In addition, in FIG. 23, the same processing as in FIG. 16A and FIG. 16B is performed. The same reference numerals are used for these components.
[0127] In the process of presenting acquisition conditions described below, as an example, the user may purchase a base card and a corresponding If you have some of the reference cards for evolving the base card, Assume that a user requests the presentation of conditions for obtaining a reference card that the user does not possess.
[0128] After S26 (FIG. 16A) of the first embodiment is executed, the CPU 21 of the game server 20 Based on the multiple reference card IDs read in S26, The card data of the reference card is obtained from the stock data table and the card circulation data table. (Card name, card image, rarity, quest ID, area name of available area, The number of transactions, number of transactions, and average transaction price are acquired (S38). , and rarity are taken from the card data table. Quest ID and acquisition The area name of the available area is obtained from the quest data table. The number of times you can obtain it is based on your possession history. The number of cards in circulation and the average transaction price are obtained from the card circulation data table. It is obtained from
[0129] Next, the CPU 21 of the game server 20 executes steps S40 to S42 in the first embodiment. After performing steps S40 to S42 (FIG. 16B) of the above method, the reference card obtained in step S38 is Image data for presenting the conditions for obtaining the reference card to the user based on the card data (image data that is the basis of image P4 in FIG. 22) is generated (S44), and the image data is The result is transmitted to the user terminal 10 (S46).
[0130] When the CPU 11 of the user terminal 10 receives the image data transmitted in S46, An image (for example, image P4 in FIG. 22) is displayed on the display unit 16 based on the image data (S4 8).
[0131] As described above, the game server 20 of this embodiment is not owned by the user. The conditions for obtaining the reference cards required for the desired evolution synthesis are set by the base that is the target of the evolution synthesis. By presenting cards in response to the user's operation to select a card, the necessary cards for the evolution synthesis of the base card are displayed. This improves the operability of the operation for presenting the conditions for obtaining a reference card.
[0132] (5) Fifth embodiment In the above embodiment, an example is described in which a screen presenting the conditions for obtaining a card that is not in the player's possession is displayed. As explained above, in this embodiment, a screen presenting the conditions for obtaining the possessed card is displayed, and The card designated by the user disappears on the screen when it is used for some process. An example of a process for preventing this will be described.
[0133] (5-1) Pre-ordering and Favorites Registration of Cards for the Game of the Present Embodiment (FIG. 24) In the game of this embodiment, the user evolves a desired base card through evolution synthesis. You want to evolve some or all of the reference cards needed to evolve the base card. Consider the case where the user does not have the card. In this case, the combination of the reference card must be satisfied. The base card will remain in use until the user receives a new card (i.e., the remaining reference card) for that base card. However, the user must wait for the remaining reference cards to be processed. Before acquiring the base card, you may use the reference card you have for purposes other than evolving the base card. It is difficult to meet the conditions for obtaining the reference card. In some cases, it may be difficult to evolve the base card. For example, Cases where the user accidentally loses the reference card (for example, by selling it) before the card is used. If the probability of obtaining the reference card is low, or if the reference card is If the period is limited, it will be difficult for users to evolve the base card they desire. become. Therefore, in this embodiment, a reference card that is necessary to evolve a desired base card is To surely prevent the disappearance of a user's information against his / her will.
[0134] Please refer to Figure 24 for a detailed explanation of how to reserve and favorite reference cards. FIG. 24 is a diagram for conceptually explaining the reservation and favorite registration of a reference card. Figure. In Figure 24, consider the case where a user wants to evolve card Q, which is a card they own. Here, in order to evolve card Q, cards A, B, and C are used as multiple reference cards. Since the user does not currently have card B, , you cannot perform evolution synthesis on card Q. Also, if you do not meet the conditions for obtaining card A, If it is difficult to achieve this, the user will use card A for purposes other than evolving card Q. If you lose it from your possession by doing so, it will be difficult to evolve Card Q. Therefore, in this embodiment, if the user unintentionally loses card A from the cards in his possession, To prevent this, we will present the conditions for obtaining Card A and then ask the user to Accept reservations or favorites. Reservation registration is a process that is executed on the condition that card A is deleted from the owned cards. Among the processes, it is to be used for processing other than the evolution synthesis of card Q selected as a base card. The goal is to create a restrictive state. Favorite registration is performed on the condition that card A is removed from your possession. It is restricted to be used in the process (including the evolution synthesis of card Q selected as a base card) The goal is to create a situation where this is limited. Reservation registration and favorite registration are objects designated by the user. This is an example of a process for restricting a specified object from being used in a predetermined process. "Predetermined processing" means that the designated object is deleted from the possessed objects. In other words, the process is executed as a possession object, which is an object that the user possesses. The object specified from the list of objects is restricted by reservation registration and favorite registration. becomes the target object.
[0135] In this way, after presenting the conditions for obtaining Card A, you can register or purchase Card A. By accepting the favorite registration, the user can obtain card A according to the acquisition conditions presented. Immediately after recognizing that it is a difficult card to obtain, Card A is used to process the card to disappear from the possessed cards. Therefore, you can make requests to limit what you can do with the card. This can reliably prevent A from losing the information against his / her will.
[0136] (5-2) Data table structure Next, regarding the possessed card data table stored in the storage 25 of the game server 20, These will be described in order with reference to FIG.
[0137] The owned card data table records information about the user's owned cards. An example of the configuration of the owned card data table is shown in Fig. 25. The table below shows an example of the owned card data table. It is provided corresponding to the user. The owned card data table in Figure 25 associates the registration type data with each card ID. 8 in that the owned card data table is recorded in a manner similar to that of FIG. Registration information is the type of registration made to your card data (reservation registration or favorite registration). and the type of screen on which the registration request was made (the screen that presents the acquisition conditions (hereinafter referred to as "input"). "Hand Condition Presentation Screen" or Reference Card List Screen required for Evolution Synthesis for each base card In the example of FIG. 25, the data indicates a combination of the acquisition conditions and the For cards that have been reserved and registered, a "1" will be recorded in the registration information, and the acquisition conditions display screen will appear. For cards that have been registered as favorites via the page, a "2" will be recorded in the registration information. For cards that have been registered as favorites via the card list screen, a "4" will be recorded in the registration information. Cards that have not been reserved or added to favorites will be marked with "N / A." It will be recorded.
[0138] (5-3) Specific examples of game display processing according to this embodiment (5-3-1) Specific Example of Display Process for Displaying Acquisition Conditions in the Game of the Present Embodiment (FIG. 26) In the image P4 of FIG. 12A of the first embodiment, a reference card for which acquisition conditions are to be displayed is selected. When the button b8 is operated, the image selected by the user is displayed as shown in FIG. An image P5 corresponding to a screen presenting the acquisition conditions for the selected reference card is displayed.
[0139] The image P5 in FIG. 26 includes a button b12 ("Reservation Registration") and a button b13 ("Favorites"). This differs from the first embodiment (image P5 in FIG. 12B) in that it includes a step of "registering" the image. The button b12 ("Reservation Registration") is operated when the user requests the reservation registration of the card in his possession. This is a button that is created. Button b13 ("Favorites") allows the user to request the favorites registration of a card in their possession. This is the button that is operated when
[0140] When the button b12 ("Reservation Registration") is operated in the image P5, as shown in P21, The image changes. Image P21 shows the execution result of the reservation registration process. When the button b13 ("Favorites") is operated in the image P5, the image shown in P22 The image changes as follows: Image P22 shows the result of the favorites registration process.
[0141] (5-3-2) A specific example of the display process of the game change condition list screen of this embodiment (FIG. 27A ~Figure 27C) In the image P1 of FIG. 12A of the first embodiment, the button b4 ("Evolutionary Synthesis") is operated. As a result, as shown in FIG. 27A, an image P23a corresponding to the change condition list screen of this embodiment is displayed. The image P23a is also called a change condition list screen.
[0142] The image P23a includes a display area 105, a button b12 ("Reservation Registration"), and a button b13. ("Favorite registration") and button b12 ("Reservation registration") and button b13 ( "Favorites") is the same as image P5 in FIG. The display area 105 displays the card images and card names of the base card and the reference card. The display area 105 displays the base card and the reference card combination. The reference cards for each base card are displayed. In the example of Figure 27A, the evolutionary synthesis of card KLM The reference cards required for this are the VIC, DSG, and MIT cards, and the progress of the SAM card. The reference cards required for chemical synthesis are the cards MIT, KAY, and TED. In the display area 105, the reference cards are displayed in such a way that the owned cards and the unowned cards can be distinguished. In the example of FIG. 27A, cards VIC, DSG, MIT, and KAY are owned cards. The card is displayed with a solid line indicating that it is a card, and the card TED indicates that it is an unowned card. It is displayed by the dashed line shown. Also, the display area 105 displays the items that are the subject of reservation registration made via the acquisition condition presentation screen. The mark m1 will be displayed on the card image of the card you have picked. The mark m1 will disappear from your possession. Among the processes that are executed under the condition that the base card is lost, A mark ("symbol") that appears on the card image of a card that is in a restricted state. In the example of FIG. 27A, on the card image of card KLM, In addition, the mark m1 is displayed on the card image of the card DSG. , the Card DSG is executed on the condition that the Card DSG is erased from the possessed card. The use of the logic for processing other than the evolution synthesis of card KLM is restricted. This shows: In addition, the display area 105 displays the information of the bookmarks that have been registered as favorites via the list screen. Mark m2 will be displayed on the card image of the card. Mark m2 will disappear from the card you own. It can be used in processes that are executed on the condition that the card is evolved (including the evolution synthesis of base cards). This is a mark that is displayed on the card image of a card that is in a restricted state. In the example of Figure 27A, In the example shown in Figure 27A, the mark m2 is displayed on the card image of the card KAY. A process that is executed on the condition that Card KAY is deleted from the owned cards. All of the above (for example, the process of evolving and synthesizing the card SAM, and the process of selling the card KAY) This indicates that the use is restricted. By selecting a card image, the user can select a card corresponding to the card image. In the example of FIG. 27A, when the card image b14 is selected, the card K The card MIT is selected as a reference card required for the evolution synthesis of LM, and the card image If b15 is selected, card M is the reference card required for the evolutionary synthesis of card SAM. IT will be selected. The user selects the card and presses button b12 ("Reservation Registration") or button b 13 ("Favorites"), you can reserve or In the example of FIG. 27A, the user can request to register the card image b14 as a favorite. Press button b12 ("Reservation Registration") or button b13 ("Favorite Registration") to Reservation registration for Card MIT as a reference card necessary for the evolutionary synthesis of Card KLM will require you to register as a favorite.
[0143] In image P23a, the user selects the card image b14 and then presses button b12 ("Pre-order"). When you operate the "Register" button, the image changes to image P23b. Cards shown on the MIT card image as reference cards required for the evolutionary synthesis of Card KLM The mark m3 is different from the image P23a in that it is displayed via the change condition list screen. This is a mark that indicates the reference card that was the subject of the reservation registration made by the user. The card image of Card MIT is a reference card necessary for the evolutionary synthesis of Card SAM. , mark m4 will be displayed. Mark m4 is the evolution of other base cards (cards KLM). This mark indicates that a reservation has been made and serves as a reference card required for completion. In the example of Figure 27B, the card MIT is the reference card required for the evolutionary synthesis of the card KLM. On the card image, mark m3 is displayed, and the reference required for the evolution synthesis of card SAM Mark m4 is displayed on the card image of card MIT as a card. , Card MIT is executed on the condition that Card MIT is erased from the possession card. Among the processes that can be performed, the use of the card KLM for other processes other than evolution synthesis is restricted. ,Card MIT can be used to process evolutionary synthesis of card KLM, but card SA It can no longer be used in M evolution synthesis or sale processes.
[0144] In the image P23a, the user selects the card image b14 and then presses the button b13 (" When you operate the "Favorites" button, the image changes to image P23c. Image P23c is marked with m5. This image differs from image P23a in that it is displayed on the card image of card MIT. The m5 is a reference card that has been registered as a favorite via the change condition list screen. This is a mark indicating the code. In the example of Figure 27B, the card MIT is the reference card required for the evolutionary synthesis of the card KLM. Card images of the cards, and Card MI as a reference card necessary for the evolutionary synthesis of Card SAM. Mark m5 is displayed on the image of T's card. In this case, for card MIT, It is used for all processes that are executed on the condition that the card MIT is erased from the possession card. In other words, the card MIT is the process of evolutionary synthesis of the card KLM, and the card SA It will no longer be possible to use it in either the M evolution synthesis process or the sale process.
[0145] In the images P23a to P23c, the marks m1 to m5 have mutually distinguishable shapes and patterns. This allows the user to select the acquisition conditions. Reference cards that were the subject of reservation registration via the screen, and via the acquisition conditions presentation screen Reference cards that have been registered as favorites via the change condition list screen The reference card that was the subject of the reservation registration and the change condition list screen This makes it easier to identify reference cards that have been registered as favorites. Specifically, for marks m1 to m5, the type of registration (reservation registration or favorite registration) The registration is identified by the shape of the mark, and the screen where the registration request was made (the acquisition condition presentation screen) The screen (or list of change conditions) is identified by the pattern of marks.
[0146] (5-4) Processing flow of registration processing in this embodiment (FIG. 28) Next, an example of the processing flow of the game of this embodiment will be described with reference to the sequence chart of FIG. 28 is a sequence chart showing the registration process. In FIG. 28, the images P5, P21, and P22 shown in FIG. 26 are displayed. The steps are assigned the same symbols as those in FIG. 16B. The same symbols are used for the principles.
[0147] In the registration process described below, the specified object is the object specified by the user. As an example of a process for restricting a target from being used for a specific process, Assume that a request is made to process an appointment registration or a favorite registration.
[0148] After S48 (FIG. 16B) of the first embodiment is executed, the CPU 21 of the game server 20 button b12 ("Reservation Registration") or button b13 displayed on image P5 of FIG. 26. ("Favorites"), requesting the processing of reservation registrations or A request for processing of favorite registration is accepted (S170), and the request is sent to the game server 20. Believe (S171). Note that the image P5 in FIG. 26 is an image of the selected object. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. 10 is an example of output data for displaying acquisition conditions for a plurality of objects to be acquired. The request to process the reservation registration will include the user ID, the base card serial number, and the reference card number. The serial number of the device and the type of image that was displayed when the request to process the reservation was made (For example, image P5 in FIG. 26 or image P23a in FIG. 27A) Information that identifies the type of screen through which the reservation registration request is processed) and the reservation registration The request includes information that identifies it as a processing request. To request a favorites registration, please enter your user ID, the serial number of your reference card, and your favorites. The type of image displayed when the registration request was made (for example, the image in Figure 26) 27A) (i.e., the process of registering the image as a favorite). (information identifying the type of screen used to make a processing request) and The request includes information identifying the request. A request for reservation registration processing and a request for favorite registration processing are made by the user. Restricts the use of a specified object in a specific process. This is an example of a request to
[0149] When the CPU 21 of the game server 20 receives a request from the user terminal 10, the CPU 21 of the game server 20 The process of registration (reservation registration or favorite registration) is executed in accordance with the request (S172). The process of S172 is to determine whether the specified object is to be used for a predetermined process. This is an example of a limiting process.
[0150] If the request accepted in S170 is a request for reservation registration processing, the CPU 21 For the possessed card data identified by the serial number of the reference card included in the request, This indicates that the card is the subject of the reservation registration made via the acquisition conditions presentation screen. The CPU 21 records the registration information (registration information "1" in FIG. 25). For reservation data identified by the serial number of the base card to be used, Record the serial number of the reference card in the field corresponding to the card ID of the reference card. This allows the serial number of the reference card that is the subject of reservation registration to be registered. Any prospective customer identified by a serial number other than the serial number of the base card being registered. (i.e., the reference card is recorded in the base card other than the base card) (Reserving it for future evolutionary synthesis) and deleting it from your card data (i.e. and the referenced card is deleted from the owned cards (for example, by executing a sale process). is limited. On the other hand, if the request accepted in S170 is a request for processing favorite registration, the CP U21 is the possessed card identified by the serial number of the reference card included in the request. For data, the car that is the target of favorite registration via the acquisition condition presentation screen The registration information indicating that the user is a registered user (registration information "2" in Figure 25) is recorded. For the serial number of the reference card to be registered, enter and record the serial number and delete it from the card data (i.e., This will restrict the ability to remove the reference card from your possession.
[0151] Next, the CPU 21 transmits the execution result of the registration process to the user terminal 10 (S173 ).
[0152] The CPU 11 of the user terminal 10 receives the execution result of the registration process from the game server 20. When the execution result is received, a screen based on the execution result is displayed (S174). 26 is displayed on the display unit 16 of the user 10. In addition, S174 is limited to objects that are subject to reservation registration and favorites. The object that is the ... This is an example of a process for outputting data to be displayed in a display format.
[0153] By using the registration information of FIG. 25, marks m1 to m 5 to identify the type of registration and the type of screen displayed when the registration request was made. , can be displayed so that the user can identify it. For example, if the user When the button b4 ("Evolution Synthesis") of P1 is operated, the display unit 16 displays the When the registration process is executed, the image P23b of FIG. 27B is displayed, and in S172 When the favorites registration process is executed, image P23c in FIG. 27C is displayed.
[0154] As described above, the game server 20 of this embodiment displays the following on the acquisition condition presentation screen: Used for processing other than base card evolution synthesis against reference cards in your possession Requesting a reservation registration process to limit the number of cards or requiring the card to be removed from your possession Restricts the use of the card in processes performed as a base card (including the evolution synthesis process) Accepts requests for favorite registration processing. As a result, the user can obtain the reference card he / she possesses on the obtaining condition presentation screen. Immediately after realizing the difficulty, make the reference card in question not disappear unintentionally. You will be able to do this. In particular, the base card and the reference card used in the evolution synthesis of the base card The more reference cards a user has, the more difficult it becomes for the user to distinguish which reference card from which base card. As a result, it becomes difficult for users to manage which of the following should be used for evolutionary synthesis. There is a risk that the user may forget the purpose of the reference card and cause the reference card to be lost unintentionally. occurs. In contrast, in this embodiment, the user can select a reference card that is difficult to obtain from the acquisition condition presentation screen. Immediately after recognizing that the reference card is a card, the reference card is erased. You can request to restrict the use of your personal information for processing purposes only. Therefore, it is possible to reliably prevent the reference card from being lost unintentionally by the user. do.
[0155] In this embodiment, the user can register two types of items (reservation registration and favorite registration). Therefore, users can choose different registrations depending on their purpose (i.e. (You can select the range of restrictions to be applied to the reference card.) For example, Users who wish to use a card in the evolution synthesis of a specific base card must request a reservation registration. This allows the disappearance of reference cards by performing processes other than the evolution synthesis of a specific base card. You can also use the reference card to decide which base card to evolve, A user who wants to prevent the reference card from being lost can request to register it as a favorite. This ensures that the reference card is not lost. This allows for flexible management of card usage.
[0156] Furthermore, the game server 20 of this embodiment displays the change condition list screen. The reference card that was the subject of reservation registration via the screen and the acquisition condition presentation screen The reference card that has been registered as a favorite and the reference card that has been registered as a favorite are displayed in a distinguishable manner. Furthermore, the game server 20 of this embodiment performs the pre-registration of the base card and The combination of the card and the reference card is displayed in an identifiable manner. Furthermore, the game server 20 of this embodiment stores the reference card that is the subject of reservation registration and The reference card that is the target of favorite registration is displayed in a distinguishable manner. This allows users to decide how they want to use their cards (specifically, the evolution of a specific base card). Visually understand whether the item will be used for the creation of the product or kept for an undetermined purpose. You will be able to do it.
[0157] (5-5) Modification of this embodiment Modifications of this embodiment will be described below. The following modifications can be combined as appropriate. is. (5-5-1) First Modification In this embodiment, the reference card to be registered (reservation registration or favorite registration) However, in this embodiment, the case where the reference card to be registered is a reference card is explained. The reference card may be an unowned card. For example, the change condition list screen can be used to accept requests for reservation registration or favorite registration. When the request is accepted via the change condition list screen, The user has acquired a card that is subject to the After the card number is recorded in the card data table, the card is reserved and registered. or favorite registration processing.
[0158] (5-5-2) Second Modification In this embodiment, an example has been described in which marks m1 to m5 are displayed on the change condition list screen. The marks m1 to m5 may be displayed on a screen other than the transformation condition list screen.
[0159] As an example, a screen showing acquisition conditions (for example, an image P showing the execution result of the reservation registration process) 21, or the image P22 showing the result of the favorite registration process. You may also display m5.
[0160] As another example, on a screen showing a list of owned cards (hereinafter referred to as "owned card list screen"), Marks m1 to m5 may be displayed. Specifically, button b1 ("View owned monsters") is operated in image P1. 27A to 27C. Like the change condition list screen, information about the cards you own (for example, card images and A list of cards (including the name of the card) will be displayed. Any one of marks m1 to m5 is displayed on the card image of the selected card.
[0161] (5-5-3) Third Modification In this embodiment, a request for reservation registration or favorite registration for a selected card is made. The example of accepting a request to cancel registration of the card has been explained. Good too.
[0162] For example, a card image in which any of the marks m1 to m5 in FIGS. 27A to 27C is displayed When an image is selected by the user, the card corresponding to the selected card image (i.e., Reserve or favorite a card that is already reserved or favorited Specifically, in FIG. 27A, the mark m1 is displayed. When the card image is selected, the reserved card DSG will be selected. The button to be specified when requesting cancellation of registration is displayed. When the user operates this button, the reservation registration made to the card DSG is canceled. The mark m1 displayed on the card image disappears. G is in a state where no registration has been made (i.e., it can be used for all processes). ) becomes.
[0163] According to this modification, the reference to be registered as a favorite when the purpose is not yet decided is The user can cancel the favorite registration and register a reservation for the reference card. Also, when it is decided to use it for evolution synthesis of a specific base card, Cancel the reservation registration for the reference card that is the subject of the reservation registration and add it to your favorites. Therefore, the user can register the reference card by specifying the purpose of the reference card and the This allows for flexible management of the scope of restrictions placed on users.
[0164] (5-5-4) Fourth Modification In this embodiment, as shown in FIG. 26 and FIGS. 27A to 27C, the button b12( An example of displaying button b13 ("Booking registration") and button b13 ("Favorite registration") side by side As explained above, only one of these two buttons may be displayed.
[0165] (5-5-5) Fifth Modification In this embodiment, a reservation is registered via a purchase condition presentation screen such as that shown in image P5 of FIG. 27. Alternatively, the example in which a request for processing of favorite registration is made has been described. The request may be made via a list of change conditions as shown in 3a. An example of the registration process when the request is made via the item list screen is explained with reference to Figure 28. Reveal.
[0166] Specifically, when the card image b14 of the image P23a is selected, the button b12 ("Pre-order" A user operation is performed on button b13 ("Add to Favorites") or button b13 ("Add to Favorites"). Based on the operation, the CPU 11 of the user terminal 10 issues a request for reservation registration processing or A request for processing of favorite registration is accepted (S170), and the request is sent to the game server 20. Believe (S171).
[0167] When the CPU 21 of the game server 20 receives a request from the user terminal 10, the CPU 21 of the game server 20 The registration process (reservation registration or favorite registration) is executed according to the request (S172), and the registration The execution result of the process is transmitted to the user terminal 10 (S173).
[0168] The CPU 11 of the user terminal 10 receives the execution result of the registration process from the game server 20. When the execution result is received, a screen based on the execution result is displayed (S174). Image P23b of FIG. 27B or image P23c of FIG. 27C is displayed on the display unit 16 of the user 10. .
[0169] As described above, the registration process in this modified example involves four types of registration (via the acquisition condition presentation screen). Reservation registration made via the acquisition condition presentation screen, favorite registration made via the acquisition condition presentation screen, change conditions Reservation registrations made via the list screen and changes made via the change conditions list screen Each screen has a screen where users can distinguish between the four types of registration. The information about the card is displayed in a convenient format.
[0170] (6) Sixth embodiment In the above embodiment, communication between the user terminal 10 and the game server 20 is performed in accordance with HTTP. The user terminal 10 interprets the HTML document received from the game server 20. In the case where the present invention is realized in a so-called browser format, in which game images are displayed on a However, the present invention is not limited to this case. By executing the program, the user terminal 10 independently executes the game processing, and the user terminal 1 0 and the game server 20. In the native application format, it can be implemented in a web browser. The CPU 11 of the user terminal 10 generates image data without using the display unit 16. Display the image in. In this embodiment, the game of the above embodiment is played in a native application format. An example of how this can be realized will be described below. The native application format of this embodiment can be implemented in the same manner as in the first embodiment. It is assumed that most of the processing will be done on the user terminal 10 side, but some game processing not explained below may be performed on the user terminal 10 side. Part of the process (for example, a lottery process that awards points to users by lottery, or a game operator awarding points to users) The game server 20 executes the processing for the gift process (such as giving a card), The game server 20 may be configured to transmit the processing results to the user terminal 10.
[0171] In this embodiment, the user terminal 10 receives a notification from the game operator based on a predetermined operation by the user. The game program is received from the server, and the received game program is stored in the storage 18. When the game is started by the user terminal 10, the user terminal 10 and the game server Communication is established between the game server 20 and the user, and login processing is performed. Data tables (card data table, evolution synthesis data table, possession card data table) to terminal 10 card data table, possession history data table, and card circulation data table) The data table group transmitted to the user terminal 10 is stored in the storage of the user terminal 10. In this case, the data tables in the storage 18 are stored in the It is updated every time. In order to prevent the possessed card data table from being tampered with in the user terminal 10, Each time a predetermined process by the user terminal 10 is completed, or when logging out of the game At this point, the possessed card data table in the user terminal 10 is transmitted to the game server 20. The game server 20 receives the possession card data table and checks the possession card data in the storage 25. After comparing it with the card data table and confirming that the data has not been tampered with, Based on the received possessed card data table, the possessed card data table in the storage 25 is Update the table.
[0172] 29A and 29B are sequence charts showing the process of presenting acquisition conditions in this embodiment. In each of Figures 29A and 29B, the same processing as in Figures 16A and 16B is performed. The same symbols are used for the principles. In the reservation process for evolutionary synthesis in this embodiment (FIGS. 29A and 29B), for example, Then, the game server 20 transmits the data table group (card) in the storage 25 to the user terminal 10. Data table, evolution synthesis data table, possession card data table, possession history data The user terminal 10 transmits the card circulation data table and the card circulation data table (S8). The CPU 11 stores the received data table group in the storage 18 and executes the operation. Based on the operation input from the input unit 15, the RAM 13 and the display unit 16 cooperate with each other to execute S14. ~ Execute the process of S48. Although not shown, in this embodiment, the evolution synthesis process, the quest process, and the evolution synthesis process are performed. Similarly, the reservation process for creating a new session is also performed by the user terminal 10 on its own initiative. In this embodiment, the card data table, the evolution synthesis data table, the quest data table, Table, possessed card data table, possessed history data table, and card circulation data table The reservation data table is held in the game server 20, and the reservation data table is stored in the user terminal 10. Although the above explanation was given for cases where data is stored in a native app, this is not limited to this case. In communication-type games, the allocation of data table storage should be set appropriately. and the information is stored in at least one of the user terminal 10 and the game server 20. The game server 20 is not limited to a specific storage mode as long as it can be used. If any data table is held, it is stored in the game server 20 when the game is executed. The data table is transmitted to the user terminal 10, and the game is executed in the user terminal 10. It is used to process the game.
[0173] (7) Modifications common to all embodiments (7-1) Modifications for applications other than games In the above-described embodiment and modified example, the present invention is described as being applied to a game. However, it may be applied to other applications, such as shopping on the Internet. If multiple types of electronic coupons are distributed each time a product is purchased at the mall, A coupon may be an example of an object of the present invention. Upgrade the reward content of Coupon Q as an object (process of changing the object) To do this, we use coupon A~ as a reference object corresponding to coupon Q. In this example, a user can upload a coupon Q. For the purpose of upgrading, the user must have one of the coupons A to C required for that purpose. The conditions for obtaining a coupon that has not been redeemed (for example, coupon B) are presented. The present invention can also be applied to other applications besides the above-mentioned examples.
[0174] (7-2) Modifications regarding operation input methods In the above-described embodiment, the predetermined operation input to the user terminal is Input of specific instruction button press operations and display screens for user terminals equipped with touch panel functions Although the above touch operation is used as the input, the operation input is not limited to this. Operation input by shaking a user device equipped with a temperature sensor or operation by gestures In the gesture input, a user with an imaging function can When a user makes a predetermined gesture on the terminal, the user terminal recognizes the gesture through an image, Recognizes operation inputs that are pre-assigned to gestures and also executes voice recognition programs. In the case of a user terminal that allows this, operation input may be performed by inputting voice.
[0175] (7-3) Modifications regarding handling of user IDs In the above-described embodiment, the user terminal 10 sends a request to the game server 20. The user ID is included (that is, the game server 20 receives the request from the user terminal 10). The explanation was based on the premise that the user who made the processing request can be identified based on the request. The method by which the system server 20 identifies the user who has made the processing request is not limited to this. For example, a session based on a user ID is established between the user terminal 10 and the game server 20. If the user ID is established, the game server 20 uses the user ID to The user who requests the process may be specified. In this case, the user terminal 10 may request the game server The user ID does not need to be included in the request sent to the user terminal 10 (i.e., (There is no need to transmit the user ID to the system server 20).
[0176] (7-4) Modifications regarding the operation target In the above-described embodiment, the buttons displayed on the image are used as an example of the objects to be operated by the user. However, any format that can be operated by the user may be used.
[0177] [Summary of the invention] From the above description, the present invention can be understood, for example, as follows.
[0178] One aspect of the present invention is Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the In an information processing device that can access a device, The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. A first method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects. output means (56) for outputting output data; In response to the first output data being output by the output means (56), an instruction to designate one of the plurality of objects based on an instruction from the user; and a receiving means (51) for receiving the The output means (56) further outputs a command in response to the instruction received by the receiving means (51). If the user does not own the specified object, which is the object specified by outputting second output data for displaying the acquisition conditions of the specified object; Information processing device.
[0179] "Information processing device" means a standalone game console or a user terminal (e.g., a mobile phone) It may be a mobile terminal, a personal computer, or a server on a network. The entity of the information processing device can be defined appropriately depending on the implementation form of the system. When the functions of each part of an information processing device are realized by the user operating a game console or user terminal In this case, the game machine or the user terminal corresponds to the information processing device of the present invention. The user terminal, which is the client, has the functions of accepting operation input from the user and displaying images, and When the functions of each part of the device are substantially realized by a server that can communicate with the user terminal, The server corresponds to the information processing device of the present invention. "Storage device" refers to any type of storage device, such as flash memory or HDD (Hard Disk Drive). The storage device may be a device built into the information processing device. Alternatively, an external device configured to be accessible from the information processing device via wired or wireless communication may be used. It may also be a device. "Acquisition conditions" are subjective conditions (e.g., conditions related to the user who owns the object). information), time conditions (e.g., object availability period), content conditions (e.g., average average trading price, the amount of a second object (e.g., a card) required to obtain a first object (e.g., a items), or a combination thereof), locational conditions (e.g., area availability, ), or a combination thereof.
[0180] In the information processing device, the execution of the process of changing the selected object includes at least The change is performed based on the change conditions including information indicating a plurality of objects and the information possessed by the user. Therefore, for example, if the change condition is not met, the process of changing the selected object is performed. In this case, the specified object that the user does not own cannot be executed. However, obtaining the designated object may be difficult or impossible for the user. Users who are unaware of the conditions for obtaining the object may find it impossible or difficult to obtain the specified object. To execute a process (e.g., a quest process) to obtain a specified object, In such cases, the user is unable to recognize the reference object at the time of deciding whether or not to use it. The designated object is often visited with the fear that it may be impossible or difficult to obtain. The process to obtain the token will be performed. In the information processing device, in response to a request from a user, a reference object that the user does not have is retrieved. Therefore, multiple reference cards corresponding to the selected object are displayed. Even if there is a specified object in the database that is impossible or difficult for the user to obtain, The user acknowledges that the specified object may be difficult or impossible to obtain. The user can decide whether to perform the process to obtain the specified object. This gives a sense of security to the user who is performing the process to obtain the object.
[0181] The receiving means (51) further receives the second output data from the output means (56). In response to the output, the specified object is processed based on the operation by the user. and restricts the use of the selected object for any process other than the process of changing the selected object. Accepting requests for In response to the request being accepted by the accepting means (51), the specified object It is assumed that the selected object is used for processing other than the processing that changes the selected object. A restricting means (58) for restricting the flow may be further provided. "Restrict it from being used for processes other than those that change the selected object." This does not only mean that processes other than those that change the selected object are prohibited, but also means that processes other than those that change the selected object are prohibited. An operation that changes the selected object can be performed, but the requirements required to request the operation are not met. This may be achieved by increasing the number of items or by making the operations required to request the execution of a process more complicated. This allows you to perform operations other than changing the selected object in response to a user request. The specified object is restricted from being used in the process. Therefore, before the change condition is met, The user may accidentally change the selected object to a different action. This can prevent you from using it.
[0182] The acquisition condition may be a route for acquiring the designated object. The "acquisition route" may be, for example, an area where the specified object is available, or It may also be an area where users can trade objects between each other (e.g., an in-game shop). . In addition, the "acquisition route" is a combination of time and location conditions (for example, the specified object Information indicating whether it was issued for a limited time (for example, a limited flag), The period during which the area is available (for example, the day of the week when a limited-time quest is held), or , and combinations thereof). This provides a sense of security to the user who is performing the process to obtain the specified object. In particular, when the "acquisition route" is a combination of time and location conditions, When the user requests the execution of an operation that changes the selected object, Information is provided to help more accurately determine whether a project is unavailable or difficult to obtain. This is particularly beneficial as it
[0183] The second output data may include an operation object for guiding the user to the acquisition route. stomach. This allows for ease of use when requesting the execution of a process to obtain a specified object. can be improved.
[0184] The second output data indicates that the designated object is owned by the user. and when the information indicating the designated object is acquired by the acquisition means (55), If the object is not owned by the user at this time, the specified object The information may include at least one of the acquisition route and acquisition difficulty of the object. This provides a sense of security to users who perform processes to obtain objects they do not own. can be given.
[0185] The information displayed as the acquisition condition is that the designated object is possessed by the user. If the specified object is an unknown object that has never been owned, may be more limited than if it were a This allows you to obtain unknown objects while keeping the game's difficulty at an appropriate level. This gives a sense of security to the user who performs the process to
[0186] Another aspect of the present invention is a method for producing a semiconductor device comprising: A user terminal and a server configured to be able to communicate with the user terminal, object identification information used to identify the object and a process to change the object A storage device is provided that stores a change condition including a plurality of object identification information items in association with the change condition. An information processing system capable of Either the user terminal or the server The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. A first method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects. output means (56) for outputting output data; In response to the first output data being output by the output means (56), an instruction to designate one of the plurality of objects based on an instruction from the user; and a receiving means (51) for receiving the The output means (56) further outputs a command in response to the instruction received by the receiving means (51). If the user does not own the specified object, which is the object specified by outputting second output data for displaying the acquisition conditions of the specified object; It is an information processing system.
[0187] Another aspect of the present invention is a method for producing a semiconductor device comprising: Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the A computer that can access the device The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. A first method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects. means for outputting output data (56); In response to the first output data being output, the plurality of output data are means (51) for receiving an instruction specifying one of a number of objects; The designated object, which is the object designated by the received instruction, is If the user does not have the specified object, the second method for displaying the acquisition conditions for the specified object is means for outputting output data (56); This is a program that functions as a
[0188] Another aspect of the present invention is a method for producing a semiconductor device comprising: Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the In an information processing device that can access a device, The variable corresponding to the object identification information of the selected object is the selected object. The object identification information included in the initialization condition is used to identify the plurality of objects. a first output means for outputting first output data for displaying the acquisition conditions; In response to the first output data being output by the first output means, Used for a specific process on the first designated object, which is the designated object. a first receiving means for receiving a request to restrict the In response to the request being accepted by the first accepting means, the first specified object a first restriction means for restricting the object from being used in the processing; The information processing device includes:
[0189] This allows the user to see that it is difficult to obtain the reference card on the screen that presents the acquisition conditions. So that the reference card will not disappear immediately after you recognize it. Therefore, it is possible to reliably prevent the reference card from being lost unintentionally.
[0190] In addition, a method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects is also provided. second output means for outputting second output data; In response to the second output data being output by the second output means, For the second specified object, which is the object specified by the user, a second receiving means for receiving a request to restrict use of the information in a predetermined process; In response to the request being accepted by the second accepting means, and a second restriction means for restricting the object from being used in the processing, At least one of the first output data and the second output data is The object that is the subject of the restriction by the first restriction means and the object that is the subject of the restriction by the second restriction means The object is displayed in a format that allows the user to distinguish between the object and the object. It may also be data.
[0191] Furthermore, the object to be restricted is an object owned by the user. is an object specified from among the owned objects, The predetermined process causes the designated object to disappear from the possessed objects. The processing may be executed on the condition that the
[0192] "The designated object is to be deleted from the possessed object. "Processing executed by the specified object" means that when the process is executed, the specified object becomes a possessed object. The object disappears from the list (i.e., the specified object becomes an unowned object). , processing.
[0193] In addition, the request received by the first receiving means or the request received by the second receiving means At least one of the accepted requests is directed to an object that is subject to the restriction. On the other hand, the object is used in the process executed on the condition that it is deleted from the possessed object. A first request to restrict the possession of the object and a condition to make the object disappear from the possession object. It is used for processing other than the processing that changes the selected object among the processing that is executed as a condition. and a second request to limit the number of times the information is transmitted.
[0194] "Actions that change the selected object" and "Actions other than those that change the selected object" All of the "other processes" are executed on the condition that the object is deleted from the possessed object. This is one aspect of the "processing" described above. "First request" means a condition that the first designated object be removed from the possessed object. This is a request for restrictions on all processing that is performed as a condition. The "second request" is a condition that the first designated object be removed from the possessed objects. All processes executed as a condition, except for processes that change the selected object, the requirement for restrictions on the selected object (in other words, only operations that change the selected object are allowed). It is a request.
[0195] The second output data includes the object that is the target of the first request and the The object that is the target of the second request is displayed in a format that can be identified by the user. It may also be data to be displayed.
[0196] "The object that is the subject of the first request" refers to the object that has been lost from the possessed object. An object whose use is restricted to all processes that are executed on the condition that it be (i.e., an object that is placed in a state where it cannot be deleted from the owned object). "The object that is the target of the second request" refers to the object that changes the selected object. Its use is restricted to operations other than those that change the selected object. It is an object that is only permitted to be used for the processing that it is intended to perform.
[0197] Another aspect of the present invention is a method for producing a semiconductor device comprising: A user terminal and a server configured to be able to communicate with the user terminal, object identification information used to identify the object and a process to change the object A storage device is provided that stores a change condition including a plurality of object identification information items in association with the change condition. An information processing system capable of Either the user terminal or the server The variable corresponding to the object identification information of the selected object is the selected object. The object identification information included in the initialization condition is used to identify the plurality of objects. a first output means for outputting first output data for displaying the acquisition conditions; In response to the first output data being output by the first output means, Used for a specific process on the first designated object, which is the designated object. a first receiving means for receiving a request to restrict the In response to the request being accepted by the first accepting means, the first specified object a first restriction means for restricting the object from being used in the processing; The information processing system includes:
[0198] Another aspect of the present invention is a method for producing a semiconductor device comprising: Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the A computer that can access the device The variable corresponding to the object identification information of the selected object is the selected object. The object identification information included in the initialization condition is used to identify the plurality of objects. means for outputting first output data for displaying acquisition conditions; In response to the first output data being output, an object designated by a user is output. For restricting the first designated object from being used in a predetermined process, means for accepting requests; In response to the request being accepted, the process is performed on the first specified object. measures to limit the use of It is a program that functions as a
[0199] In the above description, in order to facilitate understanding of the present invention, the reference numerals in the drawings are written in parentheses as appropriate. However, this does not limit the information processing device and the like according to the present invention to the illustrated embodiment. It's not something like that. [Explanation of symbols]
[0200] 1. Game System 10...User terminal 11...CPU 12...ROM 13...RAM 15...Operation input section 16…Display section 17...Communication interface section 18…Storage 19...Bus 20...Game server 21...CPU 22...ROM 23...RAM 24...Communication interface section 25…Storage 26...Bus 51...Means of reception 52...Game processing means 54...Method of changing card data 55…Acquisition means 56...Output means 57...Recording means 58...Restrictive measures 70...Data tables
Claims
1. Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the In an information processing device that can access a device, The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. A first method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects. output means for outputting output data; In response to the first output data being output by the output means, and receiving an instruction to designate one of the plurality of objects based on the instruction. and a receiving means for receiving the The output means further outputs an instruction designated by the instruction received by the receiving means. If the user does not have the specified object, the specified object outputting second output data for displaying the acquisition conditions of the project; Information processing device.
2. The receiving means further receives a notification that the second output data has been output by the output means. In response, the selected object is selected based on the operation by the user. Requests are received to restrict the use of the object for any process other than the process that changes it. Attached, In response to the request being accepted by the accepting means, On the other hand, restricting the use of the selected object for any process other than the process of changing the selected object. Further comprising a restricting means; The information processing device according to claim 1 .
3. The acquisition condition is an acquisition route of the specified object.
3. The information processing device according to claim 1.
4. the second output data includes an operation object for guiding the user to the acquisition route; The information processing device according to claim 3 .
5. The second output data is a data item indicating that the specified object was previously owned by the user. and the user does not currently have an object. If there is, at least one of the acquisition route and acquisition difficulty of the specified object is input to the input device. Hand conditions include, 5. The information processing device according to claim 1.
6. The information displayed as the acquisition condition is that the specified object is If the specified object is an unknown object that has never been seen before, The object is limited compared to the case where the object is not possessed. The information processing device according to claim 5 .
7. A user terminal and a server configured to be able to communicate with the user terminal, object identification information used to identify the object and a process to change the object A storage device is provided that stores a change condition including a plurality of object identification information items in association with the change condition. An information processing system capable of Either the user terminal or the server The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. A first method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects. output means for outputting output data; In response to the first output data being output by the output means, and receiving an instruction to designate one of the plurality of objects based on the instruction. and a receiving means for receiving the The output means further outputs an instruction designated by the instruction received by the receiving means. If the user does not have the specified object, the specified object outputting second output data for displaying the acquisition conditions of the project; Information processing system.
8. Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the A computer that can access the device The object of the selected object is the object selected based on the user's instruction. The object identification information is specified by a plurality of object identification information included in the change condition corresponding to the object identification information. A first method for displaying a plurality of objects in a display format that allows the user to distinguish each of the objects. means for outputting output data; In response to the first output data being output, the plurality of output data are means for accepting an instruction specifying one of a number of objects; The designated object, which is the object designated by the received instruction, is If the user does not have the specified object, a second message is displayed to display the conditions for obtaining the specified object. means for outputting output data; A program to function as a
9. Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the In an information processing device that can access a device, The variable corresponding to the object identification information of the selected object is the selected object. The object identification information included in the initialization condition is used to identify the plurality of objects. a first output means for outputting first output data for displaying the acquisition conditions; In response to the first output data being output by the first output means, A first designated object is used for a predetermined process. a first receiving means for receiving a request to restrict the In response to the request being accepted by the first accepting means, the first specified object a first restriction means for restricting the object from being used in the processing; An information processing device comprising:
10. A second output for displaying a plurality of objects in a display format that allows each of the objects to be identified by a user. second output means for outputting force data; In response to the second output data being output by the second output means, For the second designated object, which is the object designated by the user, a second receiving means for receiving a request to restrict use of the information in a predetermined process; In response to the request being accepted by the second accepting means, the second specified object and a second restriction means for restricting the object from being used in the processing, At least one of the first output data and the second output data is The object that is the object of the restriction by the first restriction means and the object that is the object of the restriction by the second restriction means The object is displayed in a format that allows the user to distinguish between the object and the object. The information processing device according to claim 9 .
11. The object to be restricted is an object owned by the user. It is an object specified from among the possessed objects, The predetermined process causes the designated object to disappear from the possessed objects. The information processing device according to claim 9 , wherein the process is executed on the condition that the user has selected the appropriate one.
12. The request accepted by the first accepting means or the request accepted by the second accepting means At least one of the requests made is for the object that is the subject of the restriction. The object is used in a process that is executed on the condition that the object is deleted from the possession object. a first request to restrict the possession of the object or to make the object disappear from the possession of the object; It is used for processing other than the processing that changes the selected object among the processing that is executed as a condition. The information processing device according to claim 11 , wherein the second request is for restricting access to the information processing device.
13. The second output data includes the object that is the subject of the first request and the second request. The object being requested is displayed in a format that allows the user to distinguish between them. The information processing device according to claim 12, wherein the data is data for performing the operation.
14. A user terminal and a server configured to be able to communicate with the user terminal, object identification information used to identify the object and a process to change the object A storage device is provided that stores a change condition including a plurality of object identification information items in association with the change condition. An information processing system capable of Either the user terminal or the server The variable corresponding to the object identification information of the selected object is the selected object. The object identification information included in the initialization condition is used to identify the plurality of objects. a first output means for outputting first output data for displaying the acquisition conditions; In response to the first output data being output by the first output means, A first designated object is used for a predetermined process. a first receiving means for receiving a request to restrict the In response to the request being accepted by the first accepting means, the first specified object a first restriction means for restricting the object from being used in the processing; An information processing system comprising:
15. Object identification information for identifying an object and a process for changing the object A memory that stores a change condition including a plurality of object identification information used in the A computer that can access the device The variable corresponding to the object identification information of the selected object is the selected object. The object identification information included in the initialization condition is used to identify the plurality of objects. means for outputting first output data for displaying acquisition conditions; In response to the first output data being output, an object designated by a user is output. The first designated object is restricted from being used in a predetermined process. means for accepting requests; In response to the request being accepted, the process is performed on the first specified object. measures to limit the use of A program that functions as a
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