Program and information processing device

The program and device facilitate efficient content combination in games by extracting and displaying related content groups, allowing players to synthesize or switch content interactively, thereby reducing manual selection burdens.

JP2025181892APending Publication Date: 2025-12-11SEGA CORP
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2025155168
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-18
Publication Date
2025-12-11

AI Technical Summary

Technical Problem

In games where players combine content, automatic selection of source and evolution material content can lead to unintended choices, necessitating manual re-selection, increasing player burden.

Method used

A program and information processing device that extracts and displays content groups with predetermined relationships, allowing players to synthesize or switch source and evolution material content interactively, reducing manual intervention.

Benefits of technology

Reduces player burden by enabling intuitive and efficient content combination through interactive control of content groups based on attributes and rarity.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025181892000001_ABST
    Figure 2025181892000001_ABST
Patent Text Reader

Abstract

To reduce a player's time and trouble.SOLUTION: A program allows a computer to function as extraction means 52 for extracting content groups mutually in a predetermined relationship from a possessed content possessed by a player, display means 54 for displaying a presentation screen for distinguishing each content included in the extracted content groups into a composition source content and an evolution material content and presenting them, and control means 56 for compositing the composition source content and the evolution material content and allowing a player to acquire the post-evolution content of the composition source content when receiving an instruction for executing composition from the player in the presentation screen. The display means 54 switches the composition source content with the evolution material content on the presentation screen when receiving a switching instruction to content groups from a player on the presentation screen.SELECTED DRAWING: Figure 4
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] 2. Description of the Related Art Conventionally, games have been known in which a player can combine a plurality of pieces of content he or she owns into one piece of content.

[0003] In this regard, Patent Document 1 discloses a technology for automatically selecting source content and material content from a group of content of the same type owned by a player, and for each source content, collectively synthesizing the source content and the material content of the same type. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6891987 Summary of the Invention [Problem to be solved by the invention]

[0005] In such games, it may be possible to evolve a source content by combining the source content with evolution material content that has a predetermined relationship with the source content (for example, the same attribute) but is not the same type. However, when the source content and evolution material content different from the source content are automatically selected, a source content or evolution material content that is not intended by the player may be selected. This creates a problem in that the player must manually select the source content and evolution material content again from a list of owned content.

[0006] The present invention has been made in view of the above-mentioned problems, and its object is to provide a program and an information processing device that can reduce the burden on the player. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as: extraction means for extracting a group of contents that have a predetermined relationship to each other from the content owned by a player; display means for displaying a presentation screen that presents each content included in the extracted group of contents, distinguishing between source content and evolution material content; and control means for, when an instruction to perform synthesis is received from the player on the presentation screen, synthesizing the source content and evolution material content and causing the player to acquire evolved content of the source content; and, when an instruction to switch the content group is received from the player on the presentation screen, the display means switches the source content and the evolution material content on the presentation screen.

[0008] Furthermore, a program according to a second aspect of the present invention causes a computer to function as: extraction means for extracting content groups that have a predetermined relationship with each other from the content owned by the player; display means for displaying a presentation screen that presents each content included in each extracted content group, distinguishing it into source content and evolution material content; and control means, when an instruction to perform a bulk combination is received from the player on the presentation screen, that batch combines the source content and evolution material content, allowing the player to acquire each evolved content of the source content; and when an instruction to switch the content groups is received from the player on the presentation screen, the display means switches the source content and the evolution material content on the presentation screen.

[0009] In a third aspect of the present invention, the predetermined relationship is the same attribute.

[0010] In addition, in a fourth aspect of the present invention, the predetermined relationship is that the items have the same rarity.

[0011] In a fifth aspect of the present invention, the display means switches the synthesis source content and the evolution material content each time the display means receives the switching instruction on the presentation screen.

[0012] In a sixth aspect of the present invention, when all the contents included in the content group are of the same type, the display means does not accept a replacement instruction for the content group.

[0013] In a seventh aspect of the present invention, the display means presents the evolved content on the presentation screen and indicates whether or not the evolved content is evolution material content of a specific content included in the owned content.

[0014] In addition, an information processing device according to an eighth aspect of the present invention comprises an extraction means for extracting a group of contents that have a predetermined relationship with each other from the owned contents owned by a player; a display means for displaying a presentation screen that presents each content included in the extracted group of contents, distinguishing between source content and evolution material content; and a control means that, when an instruction to perform synthesis is received from the player on the presentation screen, synthesizes the source content and evolution material content and causes the player to acquire evolved content of the source content, and when the display means receives an instruction to switch the content group from the player on the presentation screen, switches the source content and the evolution material content on the presentation screen.

[0015] In addition, an information processing device according to a ninth aspect of the present invention comprises an extraction means for extracting content groups that have a predetermined relationship with each other from the content owned by the player; a display means for displaying a presentation screen that presents each content included in each extracted content group, distinguishing it into source content and evolution material content; and a control means that, when an instruction to perform a bulk combination is received from the player on the presentation screen, combines the source content and evolution material content together and causes the player to acquire each evolved content of the source content, and when the display means receives an instruction to switch the content groups from the player on the presentation screen, switches the source content and the evolution material content on the presentation screen. [Effects of the Invention]

[0016] According to the present invention, the burden on the player can be reduced. [Brief explanation of the drawings]

[0017] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of functional means of a server device. [Figure 5] 5 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. [Figure 6] FIG. 10 is a diagram showing an example (specific example 1) of a development screen that allows automatic synthesis in the first embodiment. [Figure 7] FIG. 10 is a diagram showing an example (specific example 1) of a presentation screen showing a group of characters to be automatically synthesized in the first embodiment. [Figure 8]FIG. 10 is a diagram showing an example (specific example 1) of a presentation screen in which a synthesis source character and an evolution material character are swapped in the first embodiment. [Figure 9] FIG. 10 is a diagram showing an example (specific example 1) of an acquisition screen showing that an evolved character has been acquired in the first embodiment. [Figure 10] FIG. 10 is a diagram showing an example (specific example 1) of a development screen in which automatic synthesis is not possible in the first embodiment. [Figure 11] 10 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system according to the first embodiment. [Figure 12] FIG. 10 is a diagram showing an example (specific example 2) of a development screen that allows for collective synthesis in the first embodiment. [Figure 13] FIG. 10 is a diagram showing an example (specific example 2) of a presentation screen showing a group of characters to be collectively merged in the first embodiment. [Figure 14] FIG. 10 is a diagram showing an example (specific example 2) of a presentation screen in which the synthesis source character and the evolution material character included in the second character group in the first embodiment are swapped. [Figure 15] FIG. 10 is a diagram showing an example (specific example 2) of an acquisition screen showing that evolved characters have been acquired in the first embodiment. [Figure 16] FIG. 10 is a diagram showing an example (specific example 2) of a development screen in which simultaneous synthesis is not possible in the first embodiment. [Figure 17] 10 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional means in a game system according to a second embodiment. [Figure 18] 10 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in a game system according to a second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0018] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and redundant description will be omitted.

[0019] ---First embodiment--- First, the first embodiment will be described.

[0020] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.

[0021] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0022] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0023] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0024] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0025] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0026] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0027] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0028] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0029] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured from a single information processing device or from multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0030] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.

[0031] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0032] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.

[0033] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0034] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0035] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0036] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0037] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0038] The speaker 42 has a function of outputting game sounds and the like.

[0039] <Game Overview> Games (game types) according to the first embodiment include lottery games, quests, training games, etc. Lottery games may be referred to as gacha, lottery, summons, etc. Quests may be referred to as fighting games, dungeons, exploration, missions, scenarios, etc.

[0040] The lottery game according to the first embodiment is a game in which, in response to a request (instruction) from a player to play the lottery game, one or more contents are provided to the player (selected at random) from a group of lottery-target contents that are the subject of the lottery. Such contents include characters.

[0041] This lottery game is executed based on the consumption of game currency owned by the player. Examples of this game currency include paid items (e.g., paid stones), non-paid items (e.g., free stones), coins, points, etc. Paid items are paid items granted to players based on payments made with money, prepaid cards, electronic money, credit cards, crypto assets, etc. Non-paid items are free items granted to players in the game. These non-paid items may have the same value as paid items, or may have a lower value than paid items. For example, in one lottery game, paid items and non-paid items can be consumed without distinction. However, in another lottery game, only paid items may be consumed. Coins and points are in-game currencies that are granted to players along with lottery-selected content when a lottery game is executed, for example.

[0042] A quest according to the first embodiment is a game in which the objective is to fulfill predetermined conditions (tasks). For example, this quest is a game in which a player uses a deck organized with a predetermined number of characters (e.g., one or five) owned by the player based on an instruction (request) to select a quest from a quest menu. A deck is sometimes referred to as a party or team.

[0043] An example of a case where a clearing condition (task) is met is when all enemy characters appearing in the quest are defeated using the deck (for example, when hit points are reduced to 0 or less). An example of a case where a clearing condition is not met (when clearing fails) is when all characters organized in the deck are annihilated (for example, when hit points of all characters are reduced to 0 or less).

[0044] Furthermore, in a quest according to the first embodiment, if a player satisfies the clearing conditions, a clearing reward is given to the player. Examples of this clearing reward include game currency (for example, non-chargeable items, coins, points, etc.), characters, player experience points, etc. Furthermore, in the first embodiment, when a player clears a quest (satisfies the clearing conditions), a new quest (next quest) is opened to the player (made playable). This new quest may be, for example, more difficult than the quest the player cleared, but may also provide a larger amount of clearing reward or a higher quality clearing reward.

[0045] For example, a player can organize a deck to be used for a quest by arbitrarily selecting a predetermined number or less of characters from the characters he or she owns in an organization menu for organizing a deck to be used for a quest in advance.

[0046] In addition, in the training game according to the first embodiment, by synthesizing (consuming) a character (material content) that is pre-associated with a source character (source content) selected from among multiple characters owned by the player, the parameters of the source character (e.g., level and rarity) are changed to be advantageous to the player.

[0047] For example, in a training game, by combining a pre-associated strengthening material item (e.g., strengthening material content) with a base character to be trained, it is possible to perform strengthening synthesis (training) that changes the normal parameters of the base content. Examples of such normal parameters include the level and the number of turns required to activate a skill.

[0048] In the strengthening synthesis according to the first embodiment, the level of a synthesis source character to be developed is increased by synthesizing a quantity (number) of strengthening material items that is predetermined for each level of the synthesis source character. Also, for example, in the strengthening synthesis, the number of skill activation turns of the synthesis source character to be developed is decreased by synthesizing a quantity (number) of strengthening material items that is predetermined for each skill activation turn of the synthesis source character to be developed.

[0049] In the first embodiment, when a character's level increases by 1, the character's hit points, attack power, defense power, etc. increase by a predetermined value. For example, the higher the hit points, attack power, or defense power, the more advantageous the progress of the game (e.g., quest). The number of turns to activate a skill includes the number of turns required for a character to activate a skill. For example, the lower the number of turns to activate a skill, the more advantageous the progress of the game (e.g., quest). For example, a skill is activated automatically or by a player's operation (manually) when the same number of turns as the character's skill activation turn number has passed in a quest.

[0050] Furthermore, for example, in a training game, evolution synthesis (training) can be performed by synthesizing (consuming) an evolution material character (evolution material content) that is pre-associated with a synthesis source character (synthesis source content) to be trained, thereby changing the special parameters of the synthesis source character. This special parameter is, for example, rarity. Examples of this pre-associated evolution material character include a character of the same rarity as the synthesis source character and of the same type or attribute. In the first embodiment, if the special parameter (rarity) of the synthesis source character is odd, the evolution material character previously associated with the synthesis source character has the same special parameter (rarity) as the synthesis source character and is the same type of character as the synthesis source character. Also, if the special parameter (rarity) of the synthesis source character is even, the evolution material character previously associated with the synthesis source character has the same special parameter (rarity) as the synthesis source character and is a character with the same attributes as the synthesis source character. Examples of the same type include having the same character ID, the same name, the same image, etc. For example, a certain character and its evolved character are characters of the same type. Examples of the same attribute include having the same attribute set for the character. Examples of such attributes include fire (red), water (blue), wood (green), yellow (light), and purple (darkness). In the first embodiment, characters of the same type have the same attribute.

[0051] In the first embodiment of evolutionary synthesis, the special parameter (rarity) of the original character to be developed is increased by 1 by synthesizing a predetermined number of characters (evolution material characters) that have the same rarity as the original character and the same attributes or type as the original character. For example, the character's upper limit of level increases by 5 for every increase in special parameter (rarity). For example, the higher the upper limit of level, the more the player can increase the level through strengthening synthesis. Therefore, by evolving the character, the player can gain an advantage in progressing through the quest (game). Furthermore, for example, the number of turns required for a character to activate a skill decreases by 1 for every increase in special parameter (rarity). For example, the lower the minimum number of turns required for a skill to be activated, the more the player can decrease the number of turns required for a skill to be activated through strengthening synthesis. Therefore, by evolving a character, the player can gain an advantage in progressing through a quest (game).

[0052] For example, a character can be evolved (raised) until a special parameter reaches a limit value (e.g., the upper limit of rarity).

[0053] <Functional means> FIG. 4 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.

[0054] 4, the server device 10 has, as functional components, a storage means 50, an extraction means 52, a display means 54, and a control means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage devices 28 or the like. Note that all or part of these functional components may be provided in the terminal device 12.

[0055] The storage means 50 has a function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.

[0056] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned character information, owned game currency information, organized deck information, quest progress information, etc.

[0057] The player rank increases, for example, when the player gains player experience points.

[0058] The owned character information includes information about characters owned by the player.

[0059] For example, the owned character information is stored in association with the owned character ID for each character owned by the player. This owned character ID is a numerical value that is newly assigned when the player acquires a character (for example, when playing a lottery game, acquiring a clear reward, performing evolutionary synthesis, etc.). For example, the owned character information includes the character's character ID and current parameters. The current parameters include the current values ​​of the normal and special parameters.

[0060] The owned game currency information is stored, for example, for each game currency owned by a player (chargeable items, non-chargeable items, coins, points, etc.) in association with the content ID of the game currency. The owned game currency information includes, for example, the number of game currencies owned by the player.

[0061] The organized deck information includes information about the player's organized deck. This organized deck information includes, for example, the owned character IDs of a predetermined number (e.g., five) or less of characters designated in advance by the player, and the arrangement (e.g., order from left to right) of each designated character. This deck is used, for example, when executing a quest.

[0062] The quest progress information includes, for example, the quest IDs of quests that the player has cleared and the quest IDs of quests that are playable.

[0063] Character information 50B includes information about the character.

[0064] For example, character information 50B is stored for each character in association with a character ID. Character information 50B includes, for example, a name, an image, attributes, ability information, rarity, strengthening information, evolution information, etc. In the first embodiment, the character ID does not change even when the character evolves.

[0065] The attribute includes one or more attributes that the character has.

[0066] The ability information includes normal parameter information, special parameter information, and skills. The normal parameter information includes the ranges (minimum and maximum values) of normal parameters (level, number of turns until skill activation, etc.). The special parameter information includes the ranges (minimum and maximum values) of special parameters (upper limit value of rarity, upper limit value of level, lower limit value of number of turns until skill activation) for each evolution count. Skills include, for example, the ability to recover the hit points of ally characters (e.g., other characters in the deck), strengthen the attack power or defense power of ally characters, or inflict damage on enemy characters in a quest.

[0067] Rarity includes a number ranging from 1 to 6, for example. This number may be represented by, for example, the number of stars. In the first embodiment, the range of rarity varies depending on the character. For example, one character may be 1 to 6, and another character may be 3 to 6. Furthermore, rarity may be a name rather than a numerical value, such as, in ascending order, rare (R), rare plus (R+), super rare (SR), super rare plus (SR+), super special rare (SSR), and super special rare plus (SSR+).

[0068] The strengthening information includes information about the cost required to strengthen a character (for example, to increase a normal parameter by 1). For example, the strengthening information includes information that identifies an strengthening material item that is pre-associated with the character (for example, the item ID of the strengthening material item) and the quantity of the strengthening material item. For example, the cost (number of material items and materials) required to increase this normal parameter (e.g., level) by 1 differs depending on the normal parameter (e.g., level) of the source character. Specifically, the cost required to increase (enhance) the normal parameter (e.g., level) by 1 of a character whose normal parameter (level) is 1 to 49 is two enhancement material items. Also, for example, the cost required to increase (enhance) the normal parameter (e.g., level) by 1 of a character whose normal parameter (level) is 50 or higher is three enhancement material items. The cost may differ for each character attribute or for each character.

[0069] The evolution information includes information about the cost required to evolve a character (for example, to increase a special parameter by 1). For example, the evolution information includes, for each special parameter (rarity) of a character, information specifying a pre-associated evolution material character (for example, the character ID, attributes, and special parameters of the evolution material character) and the quantity of that evolution material character. For example, the cost (character and number) required to increase a special parameter (rarity) differs depending on the special parameter of the source character. Specifically, the cost (evolution material characters) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 1 by 1 is two characters of the same type whose special parameter is 1. Also, for example, the cost (evolution material characters) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 2 by 1 is two characters of the same attribute whose special parameter is 2. Also, for example, the cost (evolution material characters) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 3 by 1 is one character of the same type whose special parameter is 3. Also, for example, the cost (evolution material characters) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 4 by 1 is two characters of the same attribute whose special parameter is 4. Also, for example, the cost (evolution material character) required to increase (evolve) the special parameter of a character with a special parameter (rarity) of 5 by 1 is one character of the same type with a special parameter of 5. The cost may differ for each character attribute or for each character.

[0070] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50C includes the name of the lottery game, the prize, lottery target information, and the like.

[0071] The consideration includes the number of game currencies (paid currencies or free currencies) required to execute one lottery. For example, the consideration for a certain lottery game is five paid items or five non-paid items.

[0072] The lottery information includes identification information (e.g., character ID) of each character constituting the lottery character group that is the subject of the lottery game, and an appearance frequency (weight) associated with the identification information. The appearance frequency includes, for example, any numerical value from 1 to 10. A low numerical value is set for the appearance frequency of a character with a high rarity, and a high numerical value is set for a character with a low rarity. Note that different numerical values ​​may be set for the appearance frequency of characters of the same rarity (e.g., rarity 5). Here, the lottery probability of a character is calculated by dividing the appearance frequency set for that character by the total value of the appearance frequencies set for each character constituting the lottery character group. Specifically, if the appearance frequency set for a character is 2 and the total value of the appearance frequencies set for each character constituting the lottery character group is 400, the lottery probability of that character is 2 / 400 (0.5%).

[0073] The quest information 50D is stored for each quest in association with the quest ID of the quest. The quest information 50D includes the name of the quest, enemy character information, and reward information for completing the quest.

[0074] The enemy character information includes the enemy character ID and ability parameters of each enemy character that appears in the quest.

[0075] The clear reward information stores information about the clear reward that the player can acquire when clearing a quest. The clear reward information includes identification information (e.g., character ID) of the character that the player will acquire, the number of characters acquired, and the drop rate. The drop rate is the probability that the player will acquire a character. For example, the drop rate is higher for quests with higher difficulty levels.

[0076] (Example 1) The extraction means 52 is a functional means for extracting a group of characters (group of contents) from the characters (contents) owned by the player. In the first embodiment, the extraction means 52 extracts a group of characters that have a predetermined relationship with each other from the characters owned by the player. Examples of this predetermined relationship include having the same attribute and / or the same rarity (having the same special parameters).

[0077] For example, the extraction means 52 refers to the owned character information in the player information 50A and the character information 50B, and extracts a group of characters from among the characters owned by the player, which have a predetermined relationship with each other and are made up of a predetermined number of characters (the number required for evolution). Specifically, the extraction means 52 extracts a character group consisting of three fire-attribute characters with a special parameter (rarity) of 2 (for example, character A, character B, and character C). Also, for example, the extraction means 52 extracts a character group consisting of two characters of the same type with a special parameter (rarity) of 3 (for example, character F1, character F2).

[0078] Furthermore, the extraction means 52 may not extract characters whose special parameters have reached the upper limit (limit value). For example, the extraction means 52 excludes from extraction targets characters owned by the player whose rarity has reached the upper limit (for example, 6).

[0079] The display means 54 is a functional means for displaying various screens on the touch panel 32. In the first embodiment, the display means 54 displays a presentation screen in which each character included in the character group (content group) extracted by the extraction means 52 is presented, distinguishing between a synthesis source character and an evolution material character. For example, the display means 54 references the owned character information in the player information 50A and determines the characters from the character group (character A, character B, character C) to be a first presented character (e.g., character A), a second presented character (e.g., character B), and a third presented character (e.g., character C) in order of the smallest owned character ID (e.g., the oldest acquired by the player). Subsequently, the display means 54 displays the first presented character as a synthesis source character and the second presented character and the third presented character as evolution material characters on the presentation screen.

[0080] Furthermore, when the display means 54 receives an instruction to switch characters on the presentation screen from the player, it switches the synthesis source character with the evolution material character. For example, when a switch button provided on the presentation screen is instructed (touched), the display means 54 updates the presentation screen by setting the second presentation character as the synthesis source character and switching the third presentation character and the first presentation character as evolution material characters.

[0081] Furthermore, the display means 54 swaps the synthesis source character and the evolution material character each time a swap instruction is received on the presentation screen. For example, when the swap button is first indicated (touched) on the presentation screen, the display means 54 updates the presentation screen by setting the second presentation character as the synthesis source character and swapping the third presentation character and the first presentation character as evolution material characters. Subsequently, when the swap button is next indicated (touched) on the presentation screen, the display means 54 updates the presentation screen by setting the third presentation character as the synthesis source character and swapping the first presentation character and the second presentation character as evolution material characters. Subsequently, when the swap button is next indicated (touched) on the presentation screen, the display means 54 updates the presentation screen by setting the first presentation character as the synthesis source character and swapping the second presentation character and the third presentation character as evolution material characters.

[0082] Furthermore, when the first presented character and the second presented character are the same type of character but different type from the third presented character, the display means 54 does not have to replace the second presented character as the source character. For example, when the swap button is first indicated (touched) on the presentation screen, the display means 54 updates the presentation screen by taking the third presented character as the source character, swapping the second presented character and the first presented character as evolution material characters. Subsequently, when the swap button is next indicated (touched) on the presentation screen, the display means 54 updates the presentation screen by taking the first presented character as the source character, swapping the second presented character and the third presented character as evolution material characters.

[0083] Furthermore, when all characters included in a character group are of the same type, the display means 54 may not accept a replacement instruction for the character group. For example, when all characters included in a character group are of the same type, the display means 54 may make it impossible to instruct the replacement button on the presentation screen, or may not provide a replacement button on the presentation screen.

[0084] Furthermore, the display means 54 presents the evolved character on the presentation screen and indicates whether the evolved character is an evolution material character for a specific character (specific content) included in the owned characters. Examples of the specific character include a character with a higher special parameter (rarity) than the original character or the evolution material character, a character designated in advance by the player (for example, a character organized in a deck or a character registered as a favorite), and a character designated in advance by the game operator (for example, a character corresponding to an ongoing event or a featured character in a lottery game). For example, the display means 54 presents an evolved character in which the special parameters of the original character have been changed, and if the evolved character and a specific character have a predetermined relationship (for example, the same attributes and the same rarity), it displays information (for example, a string of characters, a mark, etc.) on the presentation screen indicating that the evolved character is an evolution material character for the specific character.

[0085] The control means 56 is a functional means for controlling the entire game. In the first embodiment, when the control means 56 receives an instruction to execute synthesis from a player on the presentation screen, the control means 56 synthesizes the source character with the evolution material character, and allows the player to acquire an evolved character of the source character. This evolved character is, for example, a character whose special parameter (rarity) is increased by one from the source character.

[0086] <Processing flow> 5 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional unit shown in FIG. 4 in the game system 1 according to the first embodiment. The processing of the following steps is started, for example, when the player selects the training menu from the main menu. The order and content of the following steps can be changed as appropriate.

[0087] (Step SP10) The extraction means 52 references the owned character information in the player information 50A and the character information 50B to extract a character group consisting of a predetermined number of characters (the number required for evolution) that have a predetermined relationship with each other from the characters owned by the player. Then, the process proceeds to step SP12.

[0088] (Step SP12) In step SP10, the control means 56 determines whether or not a character group has been extracted. If the determination is affirmative, the process proceeds to step SP14. On the other hand, if the determination is negative, the process proceeds to step SP30.

[0089] (Step SP14) The display means 54 displays on the touch panel 32 a development screen indicating that random synthesis (automatic synthesis) is possible.

[0090] FIG. 6 is a diagram showing an example (specific example 1) of the development screen 60 that allows automatic synthesis in the first embodiment.

[0091] As shown in FIG. 6, the development screen 60 is provided with a development mode switching tab 62, a character information area 64, an automatic synthesis button 66, and a back button 68. The development mode switching tab 62 is a tab (instruction area) for issuing an instruction to switch the character development mode. For example, when the development mode switching tab 62A is instructed (touched), the screen switches to a mode for evolving the character. Also, for example, when the development mode switching tab 62B is instructed (touched), the screen switches to a mode for strengthening the character. In the character information area 64, an image of the character is displayed in an area corresponding to each character owned by the player. Information indicating the character's rarity and attributes is displayed in the character image. Also, a mark M is attached to the character information area 64, which is information indicating that the character can evolve. The characters with this mark M attached are the group of characters extracted in step SP10. The automatic synthesis button 66 is a button (instruction area) for automatically selecting an evolvable owned character and issuing an instruction for evolutionary synthesis. The back button 68 is a button (instruction area) for issuing an instruction to close the development screen 60 and return to the main menu.

[0092] Returning to FIG. 5, the process proceeds to step SP16.

[0093] (Step SP16) The control means 56 determines whether or not an instruction to automatically combine owned characters has been given by the player. For example, when the automatic combination button is instructed (touched) on the training screen, the control means 56 judges the determination to be positive. Then, when the determination is positive, the processing proceeds to the processing of step SP18. On the other hand, when the determination is negative, that is, when the back button is instructed (touched), the processing ends the series of processing shown in FIG. 5.

[0094] (Step SP18) The display means 54 displays on the touch panel 32 a presentation screen (confirmation screen) that presents each character included in the character group to be subjected to the random synthesis, distinguishing between a synthesis source character and an evolution material character.

[0095] FIG. 7 is a diagram showing an example (specific example 1) of a presentation screen 70 showing a group of characters to be automatically combined in the first embodiment.

[0096] As shown in FIG. 7, the presentation screen 70 is provided with a composite character information area 72, a replacement button 74, a back button 76, and a composite execution button 78. The combination character information area 72 displays a group of characters that can be combined. For example, the combination character information area 72 displays images of the combination source characters included in the character group and images of the evolution material characters, with distinction between them. The combination character information area 72 also displays images of characters after training (evolved characters) corresponding to the combination source characters. For example, the combination character information area 72 also displays whether the characters after training (evolved characters) are evolution material characters for the owned character. The swap button 74 is a button (instruction area) for issuing an instruction to swap the synthesis source character with the evolution material character. The back button 76 is a button (instruction area) for issuing an instruction to close the presentation screen 70 and return to the development screen. When the back button 76 is instructed, the process proceeds to step SP14 (not shown in FIG. 5). The synthesis execution button 78 is a button (instruction area) for issuing an instruction to execute evolutionary synthesis.

[0097] Returning to FIG. 5, the process proceeds to step SP20.

[0098] (Step SP20) The control means 56 determines whether or not there has been an instruction from the player to swap the synthesis source character and the evolution material character. For example, when the swap button on the presentation screen is instructed (touched), the control means 56 makes a positive determination. If the determination is positive, the process proceeds to step SP22. On the other hand, if the determination is negative, the process proceeds to step SP24.

[0099] (Step SP22) The display means 54 displays on the touch panel 32 a presentation screen in which the synthesis source character and the evolution material character are swapped.

[0100] FIG. 8 is a diagram showing an example (specific example 1) of the presentation screen 70 in which the synthesis source character and the evolution material character are swapped in the first embodiment.

[0101] 8, the original character and the evolution material character are swapped in the combination character information area 72. Also, for example, the combination character information area 72 indicates whether the character after training (evolved character) is an evolution material character of the owned character.

[0102] Returning to FIG. 5, the process proceeds to step SP24.

[0103] (Step SP24) The control means 56 determines whether or not an instruction to execute evolutionary synthesis has been given by the player. For example, when the synthesis execution button is instructed (touched) on the presentation screen, the control means 56 judges the determination as positive. Then, when the determination is positive, the processing proceeds to the processing of step SP26. On the other hand, when the determination is negative, the processing proceeds to the processing of step SP20.

[0104] (Step SP26) The control means 56 combines the original character with the evolution material character, evolving the original character into an evolved character. The original character and evolution material character are the original character and evolution material character displayed on the display screen when the execute combination button is pressed. Next, the control means 56 deletes the original character and evolution material character from the owned character information of the player information 50A, and adds the evolved character. Then, the process proceeds to step SP28.

[0105] (Step SP28) The display means 54 displays on the touch panel 32 an acquisition screen showing the evolved character acquired by the player.

[0106] FIG. 9 is a diagram showing an example (specific example 1) of an acquisition screen 80 showing that an evolved character has been acquired in the first embodiment.

[0107] As shown in FIG. 9, the acquisition screen 80 includes an acquired character information area 82 and a done button 84. The acquired character information area 82 displays evolved characters acquired by the player through random synthesis. The completion button 84 is a button (instruction area) for issuing an instruction to close the result screen 80 and return to the development screen.

[0108] Then, the series of processes shown in FIG. 5 ends.

[0109] (Step SP30) The display means 54 displays on the touch panel 32 a development screen indicating that automatic synthesis is not possible.

[0110] FIG. 10 is a diagram showing an example (specific example 1) of the development screen 60 in which automatic synthesis is not possible in the first embodiment.

[0111] As shown in FIG. 10, the automatic synthesis button 66 on the breeding screen 60 is displayed in a display form that does not allow selection because no character group was extracted in step SP10.

[0112] Then, the series of processes shown in FIG. 5 ends.

[0113] (Example 2) In the above-described specific example 1, the extraction means 52 extracts one character group in step SP10, but it may also extract a plurality of character groups.

[0114] For example, the extraction means 52 refers to the owned character information of the player information 50A and the character information 50B, and extracts character groups that have a predetermined relationship with each other from the owned characters owned by the player. For example, the extraction means 52 extracts character groups that have a predetermined relationship with each other and are made up of a predetermined number of characters (the number required for evolution) from the owned characters owned by the player. Specifically, the extraction means 52 extracts a first character group (e.g., character A1, character A2, character A3) made up of three characters of the same type and having a rarity of 1, a second character group (e.g., character D1, character D2, character E) made up of three water-attribute characters of a rarity of 2, and a third character group (e.g., character F1, character F2) made up of two characters of the same type and having a rarity of 3.

[0115] Furthermore, the display means 54 displays a presentation screen in which each character included in each extracted character group is presented as a synthesis source character and an evolution material character. For example, the display means 54 displays a presentation screen in which each character included in the first character group to the third character group extracted by the extraction means 52 is presented as a synthesis source character and an evolution material character. Specifically, the display means 54 references the owned character information in the player information 50A and determines the first character group (character A1, character A2, character A3) to be the first presented character (e.g., character A1), the second presented character (e.g., character A2), and the third presented character (e.g., character A3) in order of the smallest owned character ID (e.g., the oldest acquired by the player). Next, the display means 54 displays the first presented character in the first character group as a synthesis source character and the second presented character and the third presented character as evolution material characters on the presentation screen.

[0116] Similarly, the display means 54 references the owned character information in the player information 50A and determines the second character group (character D1, character D2, character E) to be the first presented character (e.g., character D1), the second presented character (e.g., character D2), and the third presented character (e.g., character E) in order of the smallest owned character ID (e.g., the oldest time the player acquired them). Subsequently, the display means 54 displays the first presented character in the second character group as a synthesis source character, and the second presented character and the third presented character as evolution material characters, distinguishing them from one another, on the presentation screen.

[0117] Similarly, the display means 54 references the owned character information in the player information 50A and determines the characters from the third character group (character F1, character F2) to be the first presented character (e.g., character F1) and the second presented character (e.g., character F2) in order of the smallest owned character ID (e.g., the oldest acquired by the player). Subsequently, the display means 54 distinguishes between the first presented character from the third character group as a synthesis source character and the second presented character as an evolution material character and displays them on the presentation screen.

[0118] Furthermore, when the display means 54 receives a replacement instruction for a character group from the player on the presentation screen, it replaces the synthesis source character and evolution material character included in the character group. For example, when a replacement button corresponding to a first character group provided on the presentation screen is instructed (touched), the display means 54 updates the presentation screen by setting a second presentation character included in the first character group as the synthesis source character and replacing a third presentation character included in the first character group with the first presentation character as evolution material characters.

[0119] Furthermore, the display means 54 replaces the synthesis source character and the evolution material character included in the character group each time a replacement instruction for the character group is received on the presentation screen. For example, when the replacement button for the second character group is first indicated (touched) on the presentation screen, the display means 54 updates the presentation screen by taking the second presentation character included in the second character group as the synthesis source character and replacing the third presentation character and the first presentation character included in the second character group as evolution material characters. Subsequently, when the replacement button for the second character group is next indicated (touched) on the presentation screen, the display means 54 updates the presentation screen by taking the third presentation character included in the second character group as the synthesis source character and replacing the first presentation character and the second presentation character included in the second character group as evolution material characters. Subsequently, when the replacement button for the second character group is next indicated (touched) on the presentation screen, the display means 54 updates the presentation screen by taking the first presentation character included in the second character group as the synthesis source character and replacing the second presentation character and the third presentation character included in the second character group as evolution material characters.

[0120] Furthermore, when the control means 56 receives an instruction from the player on the presentation screen to execute batch synthesis, it batch synthesizes the source character and the evolution material character, respectively, and allows the player to acquire each evolved character of the source character.

[0121] <Processing flow> 11 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system 1 according to the first embodiment. The processing of the following steps is started, for example, when the player selects the training menu from the main menu. The order and content of the following steps can be changed as appropriate.

[0122] (Step SP40) The extraction means 52 refers to the owned character information in the player information 50A and the character information 50B, and extracts character groups each consisting of a predetermined number of characters (the number required for evolution) that have a predetermined relationship with each other from among the characters owned by the player. Then, the process proceeds to step SP42.

[0123] (Step SP42) In step SP40, the control means 56 determines whether one or more character groups have been extracted. If the determination is affirmative, the process proceeds to step SP44. On the other hand, if the determination is negative, the process proceeds to step SP60.

[0124] (Step SP44) The display means 54 displays on the touch panel 32 a development screen indicating that batch synthesis is possible.

[0125] FIG. 12 is a diagram showing an example (specific example 2) of the development screen 90 that allows for collective synthesis in the first embodiment.

[0126] As shown in FIG. 12, the development screen 90 is provided with a development mode switching tab 92, a character information area 94, a batch synthesis button 96, and a back button 98. The development mode switching tab 92 is a tab (instruction area) for issuing an instruction to switch the character development mode. In the character information area 94, an image of the character is displayed in an area corresponding to each character owned by the player. Information indicating the character's rarity and attributes is displayed in the character image. Also, a mark M is attached to the character information area 94, which is information indicating that the character can evolve. The characters to which this mark M is attached are the group of characters extracted in step SP40. The batch synthesis button 96 is a button (instruction area) for automatically selecting the evolvable owned characters and issuing an instruction to perform batch evolution synthesis. The back button 98 is a button (instruction area) for issuing an instruction to close the development screen 90 and return to the main menu.

[0127] Returning to FIG. 11, the process proceeds to step SP46.

[0128] (Step SP46) The control means 56 determines whether or not an instruction to combine all owned characters has been given by the player. For example, when the combined character button is instructed (touched) on the training screen, the control means 56 judges the determination to be positive. If the determination is positive, the processing proceeds to the processing of step SP48. On the other hand, if the determination is negative, that is, when the back button is instructed (touched), the processing ends the series of steps shown in FIG. 11.

[0129] (Step SP48) The display means 54 displays on the touch panel 32 a presentation screen (confirmation screen) that presents each character included in each character group to be collectively synthesized, distinguishing between a synthesis source character and an evolution material character.

[0130] FIG. 13 is a diagram showing an example (specific example 2) of the presentation screen 100 showing each character group to be collectively synthesized in the first embodiment.

[0131] As shown in FIG. 13, the presentation screen 100 is provided with a composite character information area 102, a replacement button 104, a back button 106, and a composite execution button 108. The combination character information area 102 displays each character group that can be combined. For example, the combination character information area 102 displays images of the combination source characters included in each character group and images of the evolution material characters, with these images being distinguished from each other. The combination character information area 102 also displays images of characters after training (evolved characters) corresponding to the combination source characters of each character group. For example, the combination character information area 102 also displays whether or not the characters after training (evolved characters) corresponding to each character group are evolution material characters for an owned character. The swap button 104 is provided in correspondence with each character group, and is a button (instruction area) for issuing an instruction to swap the synthesis source characters and evolution material characters of the corresponding character group. For example, when the synthesis source characters and evolution material characters are all of the same type, the swap button 104 is displayed in a display form that makes it impossible to instruct. The back button 106 is a button (instruction area) for issuing an instruction to close the presentation screen 100 and return to the development screen. When the back button 106 is instructed, the process proceeds to step SP44 (not shown in FIG. 11). The synthesis execution button 108 is a button (instruction area) for issuing an instruction to execute evolutionary synthesis all at once.

[0132] Returning to FIG. 11, the process proceeds to step SP50.

[0133] (Step SP50) The control means 56 determines whether or not an instruction to swap the synthesis source character and the evolution material character has been given by the player. For example, when the swap button corresponding to the second character group is instructed (touched) on the presentation screen, the control means 56 makes a positive determination. If the determination is positive, the processing proceeds to step SP52. On the other hand, if the determination is negative, the processing proceeds to step SP54.

[0134] (Step SP52) The display means 54 displays on the touch panel 32 a presentation screen in which the synthesis source character and the evolution material character included in the second character group are swapped.

[0135] FIG. 14 is a diagram showing an example (specific example 2) of the presentation screen 100 in which the synthesis source character and the evolution material character included in the second character group in the first embodiment are interchanged.

[0136] 14, the source character and the evolution material character included in the second character group are swapped in the combination character information area 102. Also, for example, the combination character information area 102 indicates that the trained character (evolved character) corresponding to the second character group is the evolution material character of the owned character.

[0137] Returning to FIG. 11, the process proceeds to step SP54.

[0138] (Step SP54) The control means 56 determines whether or not an instruction to execute evolutionary synthesis has been given by the player. For example, when the synthesis execution button is instructed (touched) on the presentation screen, the control means 56 judges the determination as positive. Then, when the determination is positive, the processing proceeds to the processing of step SP56. On the other hand, when the determination is negative, the processing proceeds to the processing of step SP50.

[0139] (Step SP56) The control means 56 combines the source characters included in each character group with the evolution material characters, and evolves the source characters into evolved characters all at once. The source characters and evolution material characters are the source characters and evolution material characters displayed on the display screen when the combine execution button is pressed. Next, the control means 56 deletes the source characters and evolution material characters included in each character group from the owned character information of the player information 50A, and adds the evolved characters, respectively. Then, the processing proceeds to step SP58.

[0140] (Step SP58) The display means 54 displays on the touch panel 32 an acquisition screen showing the evolved character acquired by the player.

[0141] FIG. 15 is a diagram showing an example (specific example 2) of the acquisition screen 110 showing that evolved characters have been acquired in the first embodiment.

[0142] As shown in FIG. 15, the acquisition screen 110 is provided with an acquired character information area 82 and a done button 114. The acquired character information area 112 displays evolved characters acquired by the player through batch synthesis. The completion button 114 is a button (instruction area) for issuing an instruction to close the result screen 110 and return to the development screen.

[0143] Then, the series of processes shown in FIG. 11 ends.

[0144] (Step SP60) The display means 54 displays on the touch panel 32 a development screen indicating that batch synthesis is not possible.

[0145] FIG. 16 is a diagram showing an example (specific example 2) of the development screen 90 in which simultaneous synthesis is not possible in the first embodiment.

[0146] As shown in FIG. 16, the batch synthesis button 96 on the training screen 90 is displayed in a display form that makes it impossible to select, since no character group was extracted in step SP40.

[0147] Then, the series of processes shown in FIG. 11 ends.

[0148] <Effects> As described above, in the first embodiment, the computer functions as extraction means 52 that extracts a group of contents that have a predetermined relationship with each other from the content owned by the player, display means 54 that displays a presentation screen that presents each content included in the extracted group of contents, distinguishing between source content and evolution material content, and control means 56 that, when an instruction to perform synthesis is received from the player on the presentation screen, synthesizes the source content and evolution material content and allows the player to acquire the evolved content of the source content, and when the display means 54 receives an instruction to swap the group of contents from the player on the presentation screen, swaps the source content and evolution material content on the presentation screen.

[0149] According to this configuration, the synthesis source content and the material content included in the content group extracted on the presentation screen can be easily swapped, thereby reducing the effort required of the player.

[0150] In addition, in the first embodiment, the computer functions as extraction means 52 that extracts content groups that have a predetermined relationship with each other from the content owned by the player, display means 54 that displays a presentation screen that presents each content included in each extracted content group, distinguishing it into source content and evolution material content, and control means 56 that, when an instruction to perform a bulk combination is received from the player on the presentation screen, combines the source content and evolution material content together and allows the player to acquire each evolved content of the source content, and when the display means 54 receives an instruction to switch content groups from the player on the presentation screen, switches the source content and evolution material content on the presentation screen.

[0151] According to this configuration, the synthesis source content and the material content included in each content group extracted on the presentation screen can be easily swapped, thereby reducing the effort required of the player.

[0152] In the first embodiment, the predetermined relationship is the same attribute.

[0153] According to this configuration, the synthesis source content and the material content included in the content group with the same attribute extracted on the presentation screen can be easily swapped, thereby reducing the effort required of the player.

[0154] In the first embodiment, the predetermined relationship is that the characters have the same rarity.

[0155] According to this configuration, the synthesis source content and material content included in the content group of the same rarity extracted on the presentation screen can be easily swapped, thereby reducing the effort required of the player.

[0156] Furthermore, in the first embodiment, the display means 54 switches the synthesis source content and evolution material content each time a switching instruction is received on the presentation screen.

[0157] According to this configuration, the synthesis source content and evolution material content can be swapped each time a swap instruction is received on the presentation screen, thereby reducing the effort required of the player.

[0158] Furthermore, in the first embodiment, if all the contents included in a content group are of the same type, the display means 54 does not accept a replacement instruction for the content group.

[0159] According to this configuration, if all the contents included in a content group are of the same type, a replacement instruction for the content group is not accepted, thereby reducing the load on the display process.

[0160] Furthermore, in the first embodiment, the display means 54 presents evolved content on the presentation screen, and indicates whether or not the evolved content is evolution material content for a specific content included in the owned content.

[0161] According to this configuration, whether the evolved content is evolution material content of a specific content included in the owned content is indicated, so that it is possible to suggest to the player which content should be used as the source content (evolved content).

[0162] ---Second embodiment--- Next, a second embodiment will be described.

[0163] (Example 1) The second embodiment differs from the first embodiment in that the extraction means 52 extracts a character of the same type as a specific character included in the owned characters as a synthesis source character. Note that the configuration and functions of the game system 1 according to the second embodiment, which will not be described below, are the same as those of the game system 1 according to the first embodiment.

[0164] In the training game of the second embodiment, when the special parameter (rarity) of the synthesis source character is a first predetermined value, a character with the same attribute as the synthesis source character is used as the evolution material character for the synthesis source character, and when the special parameter (rarity) of the synthesis source character is a second predetermined value, a character of the same type as the synthesis source character and with a special parameter (rarity) of a third predetermined value is used as the evolution material character for the synthesis source character. The second and third predetermined values ​​are, for example, higher than the first predetermined value. The third predetermined value is, for example, equal to or lower than the second predetermined value. The first predetermined value may be equal to or greater than the second predetermined value or the third predetermined value, and the third predetermined value may be higher than the second predetermined value.

[0165] For example, in the training game of the second embodiment, if the special parameter (rarity) of the original character is a first predetermined value (e.g., an even number), a character with the same attributes as the original character and whose special parameter is also the first predetermined value (e.g., an even number) is used as the evolution material character for the original character. In addition, in the training game of the second embodiment, if the special parameter (rarity) of the original character is a second predetermined value (for example, an odd number), a character of the same type as the original character and whose special parameter is a third predetermined value (for example, the same value as the second predetermined value) is used as the evolution material character for the original character.

[0166] In the second embodiment, the extraction means 52 extracts a group of characters having a predetermined relationship with each other from the characters owned by the player. For example, the extraction means 52 extracts a group of characters including a synthesis source character whose special parameter (rarity) is a first predetermined value (e.g., 2) from the characters owned by the player, and an evolution material character whose attribute is the same as that of the synthesis source character. For example, the extraction means 52 extracts a character whose special parameter (rarity) is a first predetermined value (e.g., 2) as the evolution material character.

[0167] Furthermore, the extraction means 52 extracts, as a synthesis source character, a character of the same type as the specific character included in the owned characters. For example, the extraction means 52 refers to the owned character information in the player information 50A, and extracts, from a group of characters having the same attribute and a special parameter (rarity) of a first predetermined value (e.g., 2), a character of the same type as the specific character included in the owned characters, as a synthesis source character. Examples of the special parameter (rarity) of this specific character include a second predetermined value (e.g., 3 or 5) or a third predetermined value (e.g., 3 or 4) that is higher than the first predetermined value. For example, the special parameter (rarity) of the specific character is higher than the special parameter (rarity) of this synthesis source character.

[0168] Furthermore, the extraction means 52 extracts a character group including a synthesis source character whose special parameter (rarity) is a second predetermined value (e.g., 3) and an evolution material character of the same type as the synthesis source character from the characters owned by the player. Here, for example, the extraction means 52 extracts a character whose special parameter (rarity) is a third predetermined value (e.g., 2 or 3) as an evolution material character.

[0169] In the second embodiment, the control means 56 combines a source character included in the extracted character group, whose rarity is a first predetermined value (e.g., 2), with evolution material content having the same attributes as the source content, and allows the player to acquire an evolved character that is rarity higher than the source character. The rarity of this evolved character is, for example, a second predetermined value (e.g., 3).

[0170] In the second embodiment, the display means 54 displays a presentation screen showing the source character and evolution material character included in the extracted character group, and the evolved character. For example, the display means 54 indicates on the presentation screen whether the evolved character is an evolution material character for a specific character.

[0171] <Processing flow> 17 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. The processing of the following steps is started, for example, when the player selects the training menu from the main menu. The order and content of the following steps can be changed as appropriate.

[0172] (Step SP70 to Step SP72) The processing of steps SP70 to SP72 is the same as the processing of steps SP10 to SP12 described above, and therefore description thereof will be omitted. If the determination in step SP72 is affirmative, the processing proceeds to processing of step SP74. On the other hand, if the determination is negative, the processing proceeds to processing of step SP88.

[0173] (Step SP74) The extraction means 52 extracts a character of the same type as the specific character included in the owned characters as a synthesis source character. For example, if the extraction means 52 extracts a group of characters having the same attribute and a special parameter (rarity) of a first predetermined value (e.g., 2) in step SP70, the extraction means 52 references the owned character information in the player information 50A and extracts, from the group of characters, a character of the same type as the specific character included in the owned characters as a synthesis source character. Next, the extraction means 52 extracts the remaining characters from the group of characters as evolution material characters. Note that, if there is no character of the same type as the specific character included in the owned characters from the group of characters, the extraction means 52 extracts the character with the smallest owned character ID as a synthesis source character. Then, the processing proceeds to step SP76.

[0174] (Step SP76) The display means 54 displays a development screen indicating that automatic synthesis is possible on the touch panel 32. This development screen is similar to the development screen shown in Fig. 6, so a description thereof will be omitted. Then, the process proceeds to the process of step SP78.

[0175] (Step SP78) The control means 56 determines whether or not an instruction to automatically combine characters has been given by the player. For example, when the automatic combination button is instructed (touched) on the training screen, the control means 56 judges this determination to be positive. Then, when this determination is judged to be positive, the processing proceeds to processing of step SP80. On the other hand, when this determination is judged to be negative, that is, when the back button is instructed, the processing ends the series of steps shown in FIG. 17.

[0176] (Step SP80) The display means 54 displays on the touch panel 32 a presentation screen that presents each character included in the character group to be automatically combined, distinguishing between a source character and an evolution material character. This presentation screen is similar to the presentation screen shown in Figure 8, and therefore a description thereof will be omitted. Then, the process proceeds to step SP82.

[0177] (Step SP82) The control means 56 determines whether or not an instruction to execute synthesis has been given by the player. For example, if the synthesis execution button on the presentation screen is instructed (touched), the control means 56 makes a positive determination. If the determination is positive, the processing proceeds to the processing of step SP84. On the other hand, if the determination is negative, that is, if the back button is instructed, the processing proceeds to the processing of step SP76.

[0178] (Step SP84) The control means 56 combines the original character with the evolution material character, evolving the original character into an evolved character. Next, the control means 56 deletes the original character and the evolution material character from the owned character information of the player information 50A, and adds the evolved character. Then, the processing proceeds to step SP86.

[0179] (Step SP86) The display means 54 displays an acquisition screen showing the evolved character acquired by the player on the touch panel 32. This acquisition screen is similar to the acquisition screen shown in Fig. 9, and therefore a description thereof will be omitted. Then, the process ends the series of processes shown in Fig. 17.

[0180] (Step SP88) The display means 54 displays a development screen indicating that automatic merging is not possible on the touch panel 32. This development screen is similar to the development screen shown in Fig. 10, and therefore a description thereof will be omitted. Then, the process ends the series of processes shown in Fig. 17.

[0181] (Example 2) In the above-described specific example 1, in step SP10, the extraction means 52 extracts one character group, but it may extract multiple character groups. In this case, when the control means 56 receives an instruction from the player on the presentation screen to execute batch synthesis, it batch synthesizes the source characters and evolution material characters, respectively, and allows the player to acquire each evolved character of the source characters.

[0182] <Processing flow> 18 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. The processing of the following steps is started, for example, when the player selects the training menu from the main menu. The order and content of the following steps can be changed as appropriate.

[0183] (Step SP90 to Step SP92) The processing in steps SP90 to SP92 is the same as the processing in steps SP40 to SP42 described above, and therefore a description thereof will be omitted. If the determination in step SP92 is affirmative, the processing proceeds to step SP94. On the other hand, if the determination is negative, the processing proceeds to step SP108.

[0184] (Step SP94) The extraction means 52 extracts, as synthesis source characters, characters of the same type as the specific character included in the owned characters. For example, if the extraction means 52 extracts, in step SP90, two character groups having the same attribute and a special parameter (rarity) of a first predetermined value (e.g., 2), the extraction means 52 refers to the owned character information in the player information 50A and extracts, from each of the two character groups, a character of the same type as the specific character included in the owned characters, as a synthesis source character. Also, if the extraction means 52 extracts, in step SP90, one character group having the same type and a special parameter (rarity) of a second predetermined value (e.g., 3), the extraction means 52 refers to the owned character information in the player information 50A and extracts, from that one character group, the character with the smaller owned character ID, as a synthesis source character. Next, the extraction means 52 extracts the remaining characters from each of the extracted character groups as evolution material characters. If there is no character of the same type as the specific character included in the owned characters among the extracted character groups, the extraction means 52 extracts the character with the smallest owned character ID as the synthesis source character. Then, the processing proceeds to step SP96.

[0185] (Step SP96) The display means 54 displays a development screen indicating that batch merging is possible on the touch panel 32. This development screen is similar to the development screen shown in Fig. 12, so a description thereof will be omitted. Then, the process proceeds to the process of step SP98.

[0186] (Step SP98) The control means 56 determines whether or not a command to combine characters all at once (automatic evolution) has been issued by the player. For example, when the combine all button is instructed (touched) on the training screen, the control means 56 judges the determination to be positive. Then, when the determination is positive, the processing proceeds to the processing of step SP100. On the other hand, when the determination is negative, that is, when the back button is instructed, the processing ends the series of steps shown in FIG. 18.

[0187] (Step SP100) The display means 54 displays on the touch panel 32 a presentation screen that presents each character included in each character group to be collectively synthesized, distinguishing between the synthesis source character and the evolution material character. This presentation screen is similar to the presentation screen shown in Fig. 14, and therefore a description thereof will be omitted. Then, the process proceeds to the processing of step SP102.

[0188] (Step SP102) The control means 56 determines whether or not an instruction to execute merging has been given by the player. For example, if the merging execution button is instructed (touched) on the presentation screen, the control means 56 makes a positive determination. If the determination is positive, the processing proceeds to the processing of step SP104. On the other hand, if the determination is negative, that is, if the back button is instructed, the processing proceeds to the processing of step SP96.

[0189] (Step SP104) The control means 56 combines the source characters included in each character group with the evolution material characters, evolving the source characters into evolved characters. Next, the control means 56 deletes the source characters and evolution material characters included in each character group from the owned character information of the player information 50A, and adds the evolved characters. Then, the processing proceeds to step SP106.

[0190] (Step SP106) The display means 54 displays an acquisition screen showing the evolved character acquired by the player on the touch panel 32. This acquisition screen is similar to the acquisition screen shown in Fig. 15, and therefore a description thereof will be omitted. Then, the process ends with the series of processes shown in Fig. 18.

[0191] (Step SP108) The display means 54 displays a development screen indicating that batch merging is not possible on the touch panel 32. This development screen is similar to the development screen shown in Fig. 16, and therefore a description thereof will be omitted. Then, the process ends the series of processes shown in Fig. 18.

[0192] <Effects> As described above, in the second embodiment, a program for executing a training game in which, when the rarity of the source content is a first predetermined value, content with the same attribute as the source content is used as evolution material content for the source content, and, when the rarity of the source content is a second predetermined value higher than the first predetermined value, content of the same type as the source content and with a rarity of a third predetermined value higher than the first predetermined value is used as evolution material content for the source content, causes a computer to function as extraction means 52 that extracts a content group including source content with a rarity of the first predetermined value and evolution material content with the same attribute as the source content from the owned content owned by the player, and control means 56 that combines the source content and evolution material content included in the extracted content group to allow the player to acquire evolved content with a higher rarity than the source content, and the extraction means 52 extracts content of the same type as specific content included in the owned content as the source content.

[0193] With this configuration, content of the same type as the specific content included in the owned content is extracted as the source content, eliminating the need to carefully check the owned content to perform evolutionary synthesis, thereby reducing the effort required by the player.

[0194] In addition, in the second embodiment, when the rarity of the source content is a first predetermined value, the program executes a development game in which content whose rarity is the first predetermined value is used as evolution material content for the source content, and the extraction means 52 extracts the content whose rarity is the first predetermined value as evolution material content.

[0195] According to this configuration, content with the same attributes and rarity as the source content is extracted as evolution material content, thereby reducing the effort required of the player.

[0196] In the second embodiment, the rarity and the third predetermined value of the specific content are the second predetermined value, and the rarity of the evolved content is the second predetermined value.

[0197] According to this configuration, the evolved content can be used as evolution material content for the specific content that the player owns, thereby reducing the effort required of the player.

[0198] In the second embodiment, the specific content is content designated in advance by the player.

[0199] According to this configuration, the evolved content can be used as evolution material content for content designated in advance by the player, thereby reducing the effort required of the player.

[0200] In the second embodiment, the specific content is content designated in advance by the game operator.

[0201] According to this configuration, the evolved content can be used as evolution material content for content designated in advance by the game operator, thereby reducing the effort required of the player.

[0202] In addition, in the second embodiment, the computer functions as a display means 54 that displays a presentation screen showing the original content and evolved material content included in the extracted content group, and the evolved content, and the display means 54 indicates on the presentation screen whether the evolved content is evolved material content of a specific content.

[0203] According to this configuration, whether the evolved content is evolution material content of a specific content included in the owned content is indicated, so that it is possible to suggest to the player which content should be used as the source content (evolved content).

[0204] Furthermore, in the second embodiment, when the display means 54 receives an instruction from the player to switch the content group on the presentation screen, it switches the synthesis source content and evolution material content on the presentation screen.

[0205] According to this configuration, the synthesis source content and the material content included in the content group extracted on the presentation screen can be easily swapped, thereby reducing the effort required of the player.

[0206] ---Variations--- The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0207] For example, in the first embodiment, when the display means 54 receives a replacement instruction for a character group on the presentation screen from the player, the display means 54 replaces the combination source character and the evolution material character on the presentation screen. However, the combination source character or the evolution material character may be replaced with a character other than the character group (possessed character). For example, when the display means 54 receives a replacement instruction, the display means 54 selects, from among the possessed characters, a character that has the same rarity and the same attributes as each character included in the character group. Then, the display means 54 replaces the selected character with the combination source character or the evolution material character shown on the presentation screen.

[0208] In the first embodiment, the display means 54 does not accept a replacement instruction for a character group when all characters included in the character group are of the same type, but the display means 54 may accept a replacement instruction. For example, even if all characters included in the character group are of the same type, the display means 54 may accept a replacement instruction when parameters such as levels and the number of turns required to activate a skill are different. In addition, even if the first presented character and the second presented character included in the character group are the same type of character, the display means 54 may replace the second presented character with the source character if the first presented character and the second presented character have different parameters such as their levels and the number of turns required to activate a skill.

[0209] In the first embodiment, the special parameter is rarity, but this is not limiting. For example, the special parameter may be luck, an upper limit on the level, a lower limit on the number of turns required to activate a skill, etc. For example, luck is a parameter that, when used in a quest, increases the number and quality of rewards obtained for clearing the quest.

[0210] In the first embodiment, characters of the same type have the same attributes, but this is not limited to this. For example, characters with the same name may have different attributes. Furthermore, for example, a character's attributes may change as it evolves.

[0211] In the first embodiment, the evolution material character has the same special parameter (rarity) as the original character, but this is not limited to this. For example, the evolution material character may have a lower special parameter (rarity) than the original character.

[0212] Furthermore, in the first embodiment, the synthesis source character and the evolution material character have the same attributes, but the attributes may be different.

[0213] In the first and second embodiments, all extracted characters are combined at once on the combined character presentation screen, but only characters selected (checked) by the player using check boxes or the like on the presentation screen may be combined at once. For example, each check box corresponding to this character group may be selected (checked) from the beginning.

[0214] Furthermore, in the first and second embodiments, the content is mainly a character, but it may also be an item (weapon, armor, accessory), a card, a figure, or the like. [Explanation of symbols]

[0215] 10...Server device 12...Terminal device 50...Memory means 52...Extraction means 54...Display means 56...Control means

Claims

1. Computer, an extraction means for extracting a group of contents having a predetermined relationship with each other from the contents owned by the player; a display means for displaying a presentation screen in which each content included in the extracted content group is presented separately as a synthesis source content and an evolution material content; a control means for, when receiving an instruction to execute synthesis from the player on the presentation screen, synthesizing the synthesis source content and the evolution material content and causing the player to acquire the evolved content of the synthesis source content; It functions as when the display means receives an instruction to switch the content group from the player on the presentation screen, the display means switches the synthesis source content and the evolution material content on the presentation screen. program.

2. Computer, an extraction means for extracting a group of contents having a predetermined relationship with each other from the owned contents owned by the player; a display means for displaying a presentation screen in which each content included in each of the extracted content groups is presented, distinguishing between synthesis source content and evolution material content; a control means for, when receiving an instruction to execute batch synthesis from the player on the presentation screen, batch synthesizing the source content and the evolution material content, and causing the player to acquire the evolved contents of the source content; It functions as when the display means receives an instruction to switch the content group from the player on the presentation screen, the display means switches the synthesis source content and the evolution material content on the presentation screen. program.

3. The predetermined relationship is that the attributes are the same. The program according to claim 1 or 2.

4. The predetermined relationship is that the two items have the same rarity. The program according to claim 3.

5. the display means swaps the synthesis source content and the evolution material content each time the swap instruction is received on the presentation screen; The program according to claim 4.

6. the display means does not accept a replacement instruction for the content group when all of the content included in the content group are of the same type; The program according to claim 4.

7. the display means presents the evolved content on the presentation screen and indicates whether the evolved content is evolution material content of a specific content included in the owned content; The program according to claim 1 or 2.

8. an extraction means for extracting a group of contents having a predetermined relationship with each other from the contents owned by the player; a display means for displaying a presentation screen in which each content included in the extracted content group is presented separately as a synthesis source content and an evolution material content; a control means for, when receiving an instruction to execute synthesis from the player on the presentation screen, synthesizing the synthesis source content and the evolution material content and causing the player to acquire the evolved content of the synthesis source content; Equipped with when the display means receives an instruction to switch the content group from the player on the presentation screen, the display means switches the synthesis source content and the evolution material content on the presentation screen. Information processing device.

9. an extraction means for extracting a group of contents having a predetermined relationship with each other from the contents owned by the player; a display means for displaying a presentation screen in which each content included in each of the extracted content groups is presented, distinguishing between synthesis source content and evolution material content; a control means for, when receiving an instruction to execute batch synthesis from the player on the presentation screen, batch synthesizing the source content and the evolution material content, and causing the player to acquire each evolved content of the source content; Equipped with when the display means receives an instruction to switch the content group from the player on the presentation screen, the display means switches the synthesis source content and the evolution material content on the presentation screen. Information processing device.

Citation Information

Patent Citations

  • Program and information processing device

    JP6891987B1