Game system, control program, and control method

The game system simplifies deck creation by using candidate display, modification, and storage mechanisms to efficiently manage object groups, addressing user frustration with card combination tracking in game systems.

JP2025181974APending Publication Date: 2025-12-11KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025157635
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-24
Publication Date
2025-12-11

AI Technical Summary

Technical Problem

In game systems where users create object groups, such as decks of cards, the process of adding or removing cards is cumbersome and inefficient, leading to user frustration due to the difficulty in tracking changes and managing numerous card combinations.

Method used

A game system with a candidate display means to show candidate objects for association, a modification means for adding or removing objects from the group, a storage means to record changes, and an object display means to differentiate modified objects, simplifying the deck creation process.

Benefits of technology

This system reduces the burden on users by providing clear visual cues and efficient management of object groups, making deck creation more intuitive and less error-prone.

✦ Generated by Eureka AI based on patent content.

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Abstract

To reduce a burden on a user when creating an object group.SOLUTION: A game system 100 for creating an object group includes: candidate display means 17B for displaying candidate object information indicating candidate objects to be associated with the object group on a screen 20; changing means 18 for executing change processing including at least one of a selection change for associating a selection object selected from the candidate objects with the object group and a cancellation change for cancelling the association of the selection object with the object group; storage means 19 for storing change information DB4 indicating that the change processing has been executed in association with object identification information for identifying a change object, which is a target of the change processing; and object display means 17C for displaying change object information indicating the change object in a mode different from that of candidate object information with reference to the change information.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to a game system, a control program, and a control method for displaying a changed object. [Background technology]

[0002] Patent Document 1 describes a game system in which a user plays against other users using cards that the user has incorporated into their deck. In this game system, the user edits the deck by selecting cards to add to the deck. Patent Document 2 also discloses a game system that includes a second display control means. The second display control means causes a display means to display second object information for identifying objects that have been added to an object group. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-196338 [Patent Document 2] Japanese Patent Application Publication No. 2019-136125 Summary of the Invention [Problem to be solved by the invention]

[0004] A game system may provide a game that uses an object group, for example, a deck. A plurality of objects are associated with the object group. For example, in the case of a deck, a plurality of cards, each of which is a virtual play medium, is associated with the deck. In such a game, the deck is configured to include a plurality of associated cards. Since there are countless combinations of cards that can be included in a deck, a user creates a deck by repeatedly adding or removing cards through trial and error. In this case, while creating a deck, the user may lose track of which cards they have added or removed from the deck. Furthermore, it is a significant effort for the user to search for the cards they have added or removed from among the many candidates. This makes creating a deck complicated and places a heavy burden on the user. [Means for solving the problem]

[0005] A game system according to one embodiment is a game system for creating an object group to which a plurality of objects are associated, and includes a candidate display means for displaying on a screen candidate object information indicating candidate objects for association with the object group, a modification means for performing modification processing including at least one of a selection modification for associating a selected object selected from the candidate objects with the object group and a disassociation modification for disassociating the selected object from the object group, a storage means for storing modification information indicating that the modification processing has been performed in association with object identification information that identifies the modified object that was the subject of the modification processing, and an object display means for referencing the modification information and displaying modified object information indicating the modified object in a manner different from the candidate object information.

[0006] Another aspect of the control program is a control program for a game system that creates an object group to which multiple objects are associated, and causes a computer to function as: a candidate display means that displays on a screen candidate object information indicating candidate objects to be associated with the object group; a change means that performs a change process including at least one of a selection change that associates a selected object selected from the candidate objects with the object group and a release change that releases the association between the selected object and the object group; a storage means that stores change information indicating that the change process has been performed in association with object identification information that identifies the changed object that was the subject of the change process; and an object display means that references the change information and displays changed object information indicating the changed object in a manner different from the candidate object information.

[0007] Furthermore, in another aspect of the control method, in a control method for a game system that creates an object group to which multiple objects are associated, candidate object information indicating candidate objects to be associated with the object group is displayed on a screen, a change process is performed that includes at least one of a selection change that associates a selected object selected from the candidate objects with the object group and a release change that releases the association between the selected object and the object group, change information indicating that the change process has been performed is stored in association with object identification information that identifies the changed object that was the subject of the change process, and changed object information indicating the changed object is displayed in a manner different from the candidate object information by referring to the change information.

[0008] This reduces the burden on the user when creating an object group. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a schematic diagram showing the overall configuration of a game system. [Figure 2] FIG. 1 is a schematic block diagram of a game system. [Figure 3] FIG. 10 is a schematic diagram showing how to select a card on the organization screen. [Figure 4] FIG. 10 is a schematic diagram showing an example of data storage of change information. [Figure 5] FIG. 10 is a schematic diagram showing another example of data storage of change information. [Figure 6] FIG. 10 is a schematic diagram showing the display mode of a change card on the organization screen. [Figure 7] 10 is a schematic flowchart of a display process for a changed object. [Figure 8] FIG. 10 is a schematic diagram showing a display mode of a change object. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be arbitrarily set and can be changed depending on the method or product configuration to which the present invention is applied or various conditions. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.

[0011] [First embodiment] FIG. 1 is a schematic diagram showing the overall configuration of a game system 100. As shown in FIG. 1, the game system 100 includes a game terminal 10, which is an example of a user terminal, a server 30, and a database DB. The server 30 is configured as a single logical server by combining multiple server units 52, each functioning as a computer. However, the server 30 may also be configured with a single server unit 52. Alternatively, the server 30 may be configured logically using cloud computing. The server 30 accesses a database DB that is configured in a server computer separate from the server 30. Alternatively, the database DB may be configured within the server 30.

[0012] The server 30 is configured to be connectable to a network 50. As an example, the network 50 is configured to realize network communication using the TCP / IP protocol. Specifically, a local area network LAN connects the server 30 to the Internet 51. The Internet 51 as a WAN and the local area network LAN are connected via a router 53. The game terminal 10 is also configured to be connected to the Internet 51. The server 30 and the database DB may be connected to each other via the local area network LAN or the Internet 51. The network 50 may be a dedicated line, a telephone line, an in-house network, a mobile communication network, any other communication line, or a combination thereof, and may be wired or wireless.

[0013] Game terminal 10 is a computer device operated by a user. For example, game terminal 10 includes a stationary or notebook personal computer 54, and a mobile terminal device 55 such as a mobile phone (including a smartphone). In addition, game terminal 10 includes various types of computer devices such as a stationary home game device, a portable game device, a portable tablet terminal device, and an arcade game machine. By implementing various types of computer software, game terminal 10 can allow users to enjoy various services provided by server 30.

[0014] As an example, the server 30 transmits the program and data used in the game to the game terminal 10 via the network 50. The game terminal 10 then stores the received program and data. The server 30 can also access the database DB directly or via the network 50. The server 30 then acquires and stores the program and data used in the game from the database DB. The game terminal 10 and the server 30 may be configured to read the program or data stored in an information storage medium (not shown). In this case, the game terminal 10 or the server 30 may acquire the program or data via the information storage medium.

[0015] In the following description, identification information for identifying each user's account is referred to as user identification information. For example, if users each have an account on a game terminal 10, the account on each game terminal 10 can be identified by the user identification information. Identification information for identifying each object is referred to as object identification information. Identification information for identifying each card is referred to as card identification information. Identification information for identifying each deck is referred to as deck identification information. For example, the identification information is data composed of letters, numbers, symbols, images, or a combination of these. The identification information may be displayed on a display device in a manner that allows the user to visually recognize it.

[0016] [Game Overview] In game system 100, an object group is created, in which multiple objects are associated with each other. A user can then play a game using the created object group on game terminal 10. Examples of games include competitive trading card games, music games, board games, mahjong games, RPG games, fighting games, puzzle games, quiz games, simulation games, and sports games such as baseball and soccer. An object is an object that is displayed or used on game terminal 10. Examples of objects include cards, characters, magic, traps, monsters, effects, equipment, and items used in game processing to progress the game.

[0017] An object group is a group of objects to which multiple objects are associated. As an example, object groups include object groups created in advance, object groups created by a user, and object groups created automatically. For example, when an object group includes multiple objects, the object group indicates all of the multiple objects. As an example, an object group is associated with user identification information (e.g., a user ID or a user name, etc.) and stored in the server 30 or the game terminal 10. An object selected from the multiple objects as an object to be used in game processing is associated with the object group. For example, an object group is called a deck or a team in a game. Alternatively, an object group may be called a group of things, a group of living things, an army, a corps, a flock, etc.

[0018] For example, an object is associated with an object group depending on the manner in which the object is included in the object group. Furthermore, each object is visually recognized by object information displayed by a display device. That is, the object information is displayed to allow a user to recognize the object. For example, the object information may be an object image or icon image, an object name, an object ID, etc. For example, if the object is a card, the object information may include a card image, a card name, a card ID, etc. The object information may include candidate object information indicating a candidate object, selected object information indicating a selected object, and changed object information indicating a changed object. Furthermore, in the following description, when specific examples are given, a candidate object may be referred to as a candidate card, a selected object may be referred to as a selected card, and a changed object may be referred to as a changed card. Furthermore, in the following description, an object may be referred to as a card, and an object group may be referred to as a deck.

[0019] As one example, an object group may be configured to include multiple cards. Alternatively, an object may be associated with an object group by a manner in which it exerts an effect on other objects or object groups. For example, an item object is associated with an object group by being equipped to a character object and exerting an effect of increasing or decreasing the character's parameters. As another example, a decoration object is associated with an object group by exerting an effect of decorating the appearance of a card as an object. Furthermore, multiple objects (e.g., items or decorations) may be associated with one object (e.g., a character). In this case, the multiple objects may constitute one object group.

[0020] In at least some game processing, the game progresses using objects associated with the object group. For example, the game progresses so that the object group to be used is created automatically or manually by the user. The object group can be created by creating a new object group or by editing an existing object group. Specifically, the game progresses so that the objects of the object group are used to compete against an opponent's object group. The opponent is another user or a virtual opponent controlled by a computer. The game may also progress so that multiple users in a cooperative relationship use objects of their respective object groups to compete against the opponent's object group.

[0021] The progression of a game using objects through game processing may take other forms. For example, other forms include using an object to strengthen other objects, and combining an object designated as a material with another object. Further, other forms include purchasing, selling, discarding, exchanging, receiving, transferring, lending, and borrowing of objects. Note that the following mainly describes an example in which the game is a competitive card game. In this card game, cards are used as an example of objects, and a deck is created as an example of an object group. Further, as an example of game processing, a deck is created and a battle using the deck is executed.

[0022] As an example, a user plays against an opponent using a hand of multiple cards selected from a deck created by the user. During the match, the user's turn and the opponent's turn alternate. During the user's turn, the user attacks the opponent with a card selected from their hand, reducing the opponent's points. When the opponent runs out of points, the user wins the match. The cards include monster cards, magic cards, and trap cards. Each card has a card name, card type, attribute, level, species, description, effect, usage, attack power, defense power, etc.

[0023] [User device] 2, gaming terminal 10 has terminal control unit 11 as an example of terminal control means, terminal storage unit 12 as an example of terminal storage means, terminal communication unit 13 as an example of terminal communication means, terminal operation unit 14 as an example of operation means, terminal display unit 15 as an example of display means, and audio output unit 16 as an example of audio output means. As an example, terminal control unit 11 has a processor (not shown). This processor is, for example, a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit). Furthermore, based on a program stored in terminal storage unit 12, the processor controls the entire gaming terminal 10 and also comprehensively controls various processes.

[0024] The terminal storage unit 12 is a computer-readable non-transitory storage medium. Specifically, the terminal storage unit 12 includes a random access memory (RAM), which is a system work memory for the processor to operate, a read-only memory (ROM) for storing programs and system software, and storage devices such as a hard disk drive (HDD) and a solid state drive (SSD). In this embodiment, the CPU of the terminal control unit 11 executes various processing operations such as calculations, control, and determination in accordance with a control program PG stored in the ROM or HDD of the terminal storage unit 12. Alternatively, the terminal control unit 11 can perform control in accordance with a control program stored in a portable storage medium such as a compact disc (CD), a digital versatile disc (DVD), a compact flash (CF) card, or a universal serial bus (USB) memory, or in an external storage medium such as a server on the Internet.

[0025] The terminal storage unit 12 also stores a control program PG, which is an example of a game program, and organization information 12A. Furthermore, the terminal storage unit 12 stores data (not shown) necessary for game processing, such as game images and game music, to progress the game. The control program PG causes the terminal control unit 11, which is a computer, to function as a display control unit 17, a change unit 18, a storage unit 19, a group display unit 17A, a candidate display unit 17B, and an object display unit 17C. In other words, the terminal control unit 11 has each unit as a logical device realized by a combination of computer hardware and software. The control program PG can also be stored in other computer-readable non-transitory storage media, in addition to the terminal storage unit 12.

[0026] The organization information 12A is information about the deck of a user who uses the game terminal 10. For example, the organization information 12A includes user identification information (e.g., a user ID), the names of characters available to the user, a deck ID, lock information indicating whether the organization is restricted, and detailed information about the contents of the deck. As an example, the lock information indicates whether or not a lock is in place, which is changed when the user selects a predetermined button on a deck contents screen (not shown). The detailed information is information about the deck, and includes the name of the deck as deck identification information, and card identification information of cards included in the deck (e.g., a combination of a card number and a serial number). The card number is card identification information that is set in common for cards with the same name. The serial number is card identification information that is set so that each individual card is different from the others.

[0027] The organization information 12A also includes the deck ID of the deck being organized, owned card information about cards owned by the user, deck content information about the contents of the deck being organized, and display information about the display content on the terminal display unit 15. The owned card information includes the card number, the number of owned cards, and the serial number. The candidate display unit 17B determines the information to be displayed in the candidate display area 22 based on the owned card information. Therefore, the owned card information is used to display candidate object information (e.g., card images of candidate cards) in the candidate display area 22. Note that "owned" means that the user has acquired a card and can use the card. For example, when a user owns a card, the card ID is stored in association with the user ID.

[0028] The deck content information is information for identifying cards incorporated into the deck being organized. For example, the deck content information includes the deck name, card number, serial number, etc. The organization screen 20 (FIG. 3) displays the deck name obtained by referring to the deck content information. Furthermore, the group display unit 17A determines the information to be displayed in the deck display area 21 of the organization screen 20 based on the deck content information. For this reason, the deck content information is used to display selected object information (for example, a card image of the selected card) in the deck display area 21.

[0029] The display information is information for displaying cards in the candidate display area 22 of the organization screen 20. For example, the display information includes the arrangement order of each card, the card number, the serial number, etc. The object display unit 17C specifies the arrangement order of the changed object information (e.g., card images of changed cards) to be displayed in the candidate display area 22 based on the display information. The object display unit 17C also displays changed object information indicating the specified changed object based on the display information. Similarly, the candidate display unit 17B specifies and displays the arrangement order of the candidate object information (e.g., card images of candidate cards) based on the display information.

[0030] In addition to the above-mentioned information, the terminal storage unit 12 also stores information about the user. The information about the user is, for example, user identification information, game results, and user name. The terminal storage unit 12 may also store information about the game terminal 10. The information about the game terminal 10 is, for example, identification information for identifying each terminal (for example, terminal ID). The terminal communication unit 13 is a communication module or a communication interface, etc. The terminal communication unit 13 enables data transmission and reception between the server 30 and the game terminal 10 via the network 50.

[0031] The terminal operation unit 14 is an input device through which the user inputs game operations. The terminal display unit 15 is a device that displays a game screen (e.g., the formation screen 20), and is, for example, a liquid crystal display or an organic EL display. The audio output unit 16 is an output device that outputs game music and the like, and is, for example, a speaker or headphones. In FIG. 2, the terminal operation unit 14 and the terminal display unit 15 are shown separately. However, the terminal operation unit 14 and the terminal display unit 15 may be integrally configured as a touch panel. The terminal operation unit 14 may also include a touchpad, a pointing device such as a mouse, a button, a key, a lever, a stick, or the like that are not integral with the terminal display unit 15. The terminal operation unit 14 may also be a device that detects a voice uttered by the user or a movement of the user and performs an operation according to the detection result.

[0032] For example, when creating a deck, the user launches the game program and performs a predetermined operation from the terminal operation unit 14. As an example, the user performs an operation to display a mode selection screen for selecting a deck organization mode. In response to this operation, the terminal control unit 11 causes the terminal display unit 15 to display a mode selection screen (not shown). On the mode selection screen, the user can select to display a deck selection screen (not shown) for selecting a deck to be used for content confirmation or organization. Furthermore, on the mode selection screen, the user can select to display a card holding screen (not shown) for displaying cards held by the user, or an electronic bulletin board (not shown) for sharing information about the game.

[0033] Next, when the user performs an operation to display the deck selection screen, the terminal control unit 11 displays the deck selection screen on the terminal display unit 15. As an example, a game may have multiple characters, and the user can select and organize decks for each character. Each character may have one deck or multiple decks. Furthermore, the user may be able to add or remove decks for each character. On the deck selection screen, the user can select any deck for any character. Alternatively, the deck may not correspond to a character. For example, the user may be able to set and use the deck they organized independently of the character.

[0034] When the user performs an operation to select a deck, the terminal control unit 11 displays the organization screen 20 of Fig. 3 on the terminal display unit 15 in order to organize a deck. As an example, the organization screen 20 is provided with a deck display area 21. As an example of object information, a plurality of card images CI that imitate the appearance of the front side of cards included in the deck are displayed in the deck display area 21. Although not shown, the card images CI also include other information such as images of characters, spells, traps, or items corresponding to the cards, card decorations, parameters such as attack power and defense power, card effects, card levels, and card rarity.

[0035] Note that the example in FIG. 3 shows a state in which a deck has not yet been created. Therefore, no card images CI are displayed in the deck display area 21. On the other hand, when organizing an already created deck, card images CI indicating cards included in the deck to be organized are displayed in the deck display area 21. In this deck display area 21, the cards included in the deck are displayed in a predetermined order (e.g., in order of earliest acquisition date, rarity, level, card type, attack power, or defensive power). Furthermore, in the organization screen 20, card images CI outside the screen can be displayed in the deck display area 21 and the candidate display area 22 by scrolling or screen transition. Therefore, the organization screen 20 can display card images CI of more cards than the number shown in FIG. 3. However, if the organization screen 20 is sufficiently large, all card images CI may be displayed on the same screen. In other words, all card images CI may be displayed so that they can be viewed without operations such as scrolling or screen transitions. For example, if the number of cards to be included in the deck is small, the deck display area 21 may be configured not to scroll.

[0036] Furthermore, "organizing" refers to the process of changing information about a deck, and includes, for example, the process of adding, removing, or changing cards included in a deck, and the process of changing the name of a deck. For example, once a card is included in a deck, the user can use the included card during a game. "Adding" refers to the process of associating card identification information with deck identification information. For example, this process changes a card that is not included in a deck to a card that is included in the deck. As a result, the card is incorporated into the deck, and the card becomes part of the deck. "Removing" refers to the process of canceling the association between card identification information and deck identification information. For example, this process changes a card that is included in a deck to a card that is not included in the deck. As a result, the card is removed from the deck.

[0037] As an example, the number of cards included in a deck is between 20 and 30, and a maximum of 35 cards can be displayed in the deck display area 21. Alternatively, the number of cards included in a deck may be any number. For example, the number of cards may be between 31 and 19, between 2 and 5, or between 20 and 50. There may also be no upper limit on the number of cards included in a deck. Furthermore, the number of cards included in a deck that are identified by the same card identification information may be limited. For example, the number of cards included in a deck may be limited to one, or to a predetermined number (e.g., two or three). Alternatively, the number of cards included in a deck may be limited to any number greater than four, or to a number set by the user.

[0038] The organization screen 20 may be provided with an information display area for displaying various information related to the deck. For example, the information display area displays the name of the deck, the number of cards included in the deck, and the details of the skills set for the characters. The information display area also displays the number of each type of card included in the deck. The organization screen 20 may also be provided with a detailed information display area for displaying detailed information about a card selected by the user. The user can select a card by performing a predetermined operation. For example, the predetermined operation includes clicking, double-clicking, pressing a button, tapping, double-tapping, long-tapping, dragging, flicking, swiping, pinching, and the like.

[0039] The formation screen 20 may also be provided with a chat display area in which the contents of chats between users are displayed. In the chat display area, a button for displaying the contents of the chat is displayed, and the user can select the button. This switches the chat display area between a display state in which the contents of the chat are displayed and a hidden state in which the contents are not displayed. The formation screen 20 may also be provided with an input field for inputting a name to be given to the deck. Furthermore, the formation screen 20 may be provided with a selection field for selecting a skill to be set to the character who is using the deck in the game.

[0040] Furthermore, the organization screen 20 may be provided with a button to remove all cards from the deck, a button to open a settings menu related to deck organization, and a button to automatically create a deck. The organization screen 20 may also be provided with a button to change the display format of the cards, and an area to display the contents (e.g., parameters) of a selected card. The organization screen 20 may also be provided with a button to hide the card image CI of the selected card, and a button to display the card image CI of a card related to the selected card.

[0041] The organization screen 20 may also be provided with a save button (not shown) that confirms and saves the contents of the deck. Alternatively, the contents of the deck may be confirmed and saved each time a card is added to or removed from the deck. Furthermore, the contents of the deck may be confirmed and saved when transitioning from the organization screen 20 to another screen. Furthermore, the organization screen 20 may be provided with a button to return to the previous screen, a button to return to the top screen, and a button to hide some areas (for example, the candidate display area 22). Note that the areas and buttons, etc. described as examples displayed on the organization screen 20 may be displayed on a pop-up screen separate from the organization screen 20, or on another screen that is displayed by transitioning from the organization screen 20.

[0042] In at least one of the deck display area 21 and the candidate display area 22, multiple pieces of object information identified by the same object identification information may be displayed so as to be distinguished from one another. For example, multiple card images CI with the same card name may be displayed side by side. Also, in at least one of the deck display area 21 and the candidate display area 22, only one piece of object information identified by the same object identification information may be displayed. For example, one card image CI may be displayed for multiple cards with the same card name. In this case, the number of cards owned by the user may additionally be displayed in one card image CI.

[0043] [Terminal control means] 2, terminal control unit 11 of game terminal 10 includes display control unit 17, which is an example of display control means, change unit 18, which is an example of change means, and storage unit 19, which is an example of storage means. Furthermore, display control unit 17 includes group display unit 17A, which is an example of group display means, candidate display unit 17B, which is an example of candidate display means, and object display unit 17C, which is an example of object display means.

[0044] [Group display method] The group display unit 17A displays selected object information indicating selected objects associated with the object group on the screen. That is, the group display unit 17A causes the terminal display unit 15 to display information indicating the objects associated with the object group on the organization screen 20. As an example, a deck is composed of selected cards selected by the user. In this case, the group display unit 17A displays card images CI in the deck display area 21 of the organization screen 20 as selected object information indicating the selected cards.

[0045] In other words, the group display unit 17A displays information indicating each of the multiple cards included in the deck in the deck display area 21. This allows the user to recognize the contents of the deck. For example, the selected object information is information displayed to allow the user to recognize the selected object. As an example, the selected object information is the card name or card ID of a card included in the deck, and is expressed by a combination of letters, symbols, etc.

[0046] The group display unit 17A may also display card names or card IDs in a list. Furthermore, the group display unit 17A may display card images, card names, card IDs, etc., in a predetermined order in the list. Furthermore, the group display unit 17A may display a name indicating a card as selected object information above the card image CI. Note that data for displaying the selected object information is stored in the server storage unit 32 or the terminal storage unit 12, and the group display unit 17A displays the selected object information based on the data.

[0047] Furthermore, the group display unit 17A may display the selected object information in the candidate display area 22 in a manner different from that of other candidate objects. Furthermore, the group display unit 17A may display the selected object information in multiple areas at different positions on the screen. For example, the group display unit 17A may display the selected object information in an area that displays information indicating cards removed from or added to a deck, in addition to the deck display area 21. This area is located at a different position from the deck display area 21. However, a portion of this area may overlap with a portion of the deck display area 21. This area may be located closer to the edge of the screen than the deck display area 21, or may have a smaller area than the deck display area 21. This area may be located outside the screen and moved into the screen by a swipe operation or the like by the user. Furthermore, this area within the screen may be moved outside the screen by a swipe operation or the like by the user. In other words, this area may be configured to be movable from outside the screen to inside the screen or from inside the screen to outside the screen by a user operation.

[0048] [Candidate display means] The candidate display unit 17B displays candidate object information on the screen that indicates candidate objects to be associated with the object group. The candidate object information is information that indicates candidate objects that can be associated with the object group among multiple objects. The candidate object information is used to allow the user to recognize the candidate objects. For example, the candidate object information is a card image of a candidate card.

[0049] For example, the candidate display unit 17B displays candidate object information in a candidate display area 22 on the screen. In the example of FIG. 3, the candidate display area 22 is provided on the organization screen 20. Then, the candidate display unit 17B displays card images CI representing each candidate card CC in the candidate display area 22 as an example of candidate object information that can be associated with the deck selected by the user. The candidate cards CC are all objects that the user can use to organize or create a deck, and are primarily cards that the user owns.

[0050] However, the candidate cards CC may include cards not owned by the user, such as cards owned by other users or cards loaned or transferred to the user. Alternatively, the candidate display unit 17B may display cards that cannot be used to organize or create a deck in the candidate display area 22 in a manner different from that of other candidate cards CC. Unusable cards are, for example, cards that are restricted from being included in a deck, or cards whose number in a deck has reached its upper limit. Even these cards can become candidates for inclusion in a deck by satisfying certain conditions (for example, by setting an upper limit).

[0051] Furthermore, the candidate display unit 17B may display candidate objects in addition to or separately from the candidate display area 22. For example, the candidate display unit 17B displays cards owned by the user as candidate objects in the candidate display area 22. Furthermore, the candidate display unit 17B displays cards that the user does not own but that are available for acquisition as candidate objects on a card acquisition screen (not shown). The user can add cards acquired on the acquisition screen to the deck. The candidate display unit 17B may also display candidate objects in the deck display area 21 in addition to the candidate display area 22. The user can select a card displayed in the deck display area 21 and included in the deck, and add the same card to the deck or remove the card from the deck. Note that candidate objects displayed outside the candidate display area 22 are also subject to the change process by the change unit 18.

[0052] Furthermore, the candidate display unit 17B may display candidate card information in a list format on a screen displaying a deck card list showing cards included in the deck. In this case, adding a card by the user may be an operation of moving candidate card information (e.g., card image CI) displayed in a list format to the deck card list. Removing a card by the user may be an operation of moving the candidate card information from the deck card list to an area displaying the candidate card information in a list format. Furthermore, the candidate display unit 17B may display only candidate card information showing cards owned by the user but not included in the deck. Furthermore, the candidate display unit 17B may display only candidate card information showing cards not owned by the user. Furthermore, the candidate display unit 17B may display only candidate card information showing cards not included in the deck.

[0053] [Method of change] The modification unit 18 performs modification processing including at least one of a selection modification and a release modification. As the selection modification processing, the modification unit 18 associates a selected object selected from candidate objects with an object group. As the release modification processing, the modification unit 18 releases the association between the selected object and the object group. Specifically, the selection modification includes processing to add the selected object to the object group. As the release modification processing, the modification unit 18 removes a selected object included in the object group from the object group.

[0054] An example of the change process will be described with reference to FIG. 3. When the user selects the organization mode, the display control unit 17 displays the organization screen 20. On the organization screen 20, a deck display area 21 at the top of the screen and a candidate display area 22 at the bottom of the screen are simultaneously displayed. Alternatively, the deck display area 21 and the candidate display area 22 may be displayed side by side on the left and right sides of the organization screen 20. Addition and deletion of cards are performed by an operation of moving a card image CI from one of the deck display area 21 and the candidate display area 22 to the other. Furthermore, the operation of moving a card image CI may be a flick, swipe, right-click, left-click, an operation of selecting a card and selecting an add button or a remove button, an operation of selecting a button, or the like. Furthermore, the movement, selection, addition, or removal of a card may be performed by a voice input by the user.

[0055] Specifically, when a user wants to add a card to a deck, the user selects a candidate card CC in the candidate display area 22 by clicking or long tapping via the terminal operation unit 14. Then, the user drags the card image CI of the selected card in the direction indicated by the arrow 3A and drops it into one of the empty frames 21A in the deck display area 21. No card image CI is displayed in the empty frame 21A. This causes the change unit 18 to execute a selection change process and associate the card ID of the selected card with the deck ID of the deck and store it in the terminal storage unit 12, the server storage unit 32, or the like. Note that a card may be added by the user dropping the card image CI into the deck display area 21 without dropping it into the frame 21A. As an example, the added card in this case is displayed in one of the empty frames 21A (for example, left-justified). Furthermore, a card may be added by the user selecting an add button on another screen that displays the contents of the card.

[0056] Then, the group display unit 17A displays, for example, a card image CI in the deck display area 21 as information indicating the selected card. At this time, the group display unit 17A displays the card images CI in the order in which they were added, arranged from the top left to the right or bottom. Alternatively, the group display unit 17A may display the card image CI in the frame 21A into which the card image CI was dropped. The number of frames 21A corresponds to the number of cards that can be included in a deck. This allows the user to visually recognize the number of cards that can be included in a deck. Furthermore, the number of cards added to the deck may be displayed in each frame 21A. For example, "1" is displayed in the top left frame 21A, and "2" is displayed in the frame 21A immediately to the right. This allows the user to visually recognize which card to add to or remove from the deck.

[0057] When a user wishes to remove a card from a deck, the user selects a card (not shown) in the deck display area 21 by clicking or long tapping via the terminal operation unit 14. Then, the user drags the card image CI of the selected card in the direction indicated by arrow 3B and drops it into the candidate display area 22. This causes the change unit 18 to execute a release change process and releases the association between the card ID of the selected card and the deck ID of the deck. Then, the group display unit 17A changes the card image CI indicating the removed selected card in the deck display area 21 to hidden. Furthermore, a card may be removed by the user selecting a remove button on another screen that displays the contents of the card.

[0058] For example, the change unit 18 performs a selection change process to add a card to a deck as follows. That is, the change unit 18 updates at least one of the deck information DB3 in the database DB and the organization information 12A in the terminal storage unit 12 so as to associate the deck ID with the card number and serial number of the selected card. As an example, the change unit 18 performs the association by storing information in the same record. Furthermore, for example, the change unit 18 performs a release change process to remove a card from a deck as follows. That is, the change unit 18 updates at least one of the deck information DB3 and the organization information 12A so as to release the association between the deck ID and the card number and serial number of the selected card. As an example, the change unit 18 releases the association by making it so that information is not stored in the same record. Specifically, the change unit 18 erases the card number and serial number associated with the deck ID.

[0059] Adding a card to a deck, i.e., associating the card ID with the deck ID, can be performed when the movement of the card image CI is completed. For example, when the card image CI of a selected card is moved from the deck display area 21 to the candidate display area 22, the group display unit 17A displays the card image CI in the frame 21A of the deck display area 21. This adds the selected card to the deck, and the change unit 18 stores the card ID in the device storage unit 12 or the server storage unit 32 in association with the deck ID. Furthermore, the change unit 18 associates the card ID of the moved selected card with the identification information of the frame 21A and stores the associated card ID in the device storage unit 12 or the server storage unit 32. For example, the identification information of each frame 21A includes a frame number and a frame ID. Alternatively, the change unit 18 may add a candidate object when the candidate object is selected. For example, when the user clicks on a card image CI representing a candidate card, the change unit 18 adds the card to the deck.

[0060] Removal of a card from the deck, i.e., dissociation of the card ID from the deck ID, can also be performed when the movement of the card image CI is complete. For example, when a card image CI is moved from the candidate display area 22 to the deck display area 21, the group display unit 17A hides the card image CI that was displayed in the deck display area 21. This removes the card from the deck, and the change unit 18 deletes the card ID associated with the deck ID. Furthermore, the change unit 18 deletes the card ID associated with the identification information of the frame 21A. Alternatively, the change unit 18 may remove a selected object when the selected object is selected. For example, when the user clicks on a card image CI indicating a selected card included in the deck, the change unit 18 removes the card from the deck.

[0061] Furthermore, at least one of adding a card to the deck and removing a card from the deck may be confirmed by another operation by the user. For example, when the user moves a card image CI, the addition or deletion is not performed, and the addition or deletion may be performed by selecting a save button (not shown). At this time, the addition or deletion is in a standby state until the save button is selected. Furthermore, the user may move the card image CI and overlap it with a card image CI included in the deck, replacing the two. In this case, the change unit 18 may process the addition of a card and the removal of a card simultaneously, or may process either one first.

[0062] Furthermore, the selection of a selection object includes manual selection performed by the user and automatic selection performed by a computer (for example, the terminal control unit 11 or the server control unit 31). For example, automatic selection is a process in which the computer selects cards based on predetermined rules, even if the user does not select a card. In other words, automatic selection is a process in which the computer executes a program in which predetermined rules are written to select at least one card. As an example, the user selects the automatic formation button displayed on the formation screen 20. This automatically forms a deck, thereby reducing the burden on the user. Furthermore, the terminal control unit 11 or the server control unit 31 may automatically select recommended cards for a user who does not know which cards to add or remove. This recommended card may be automatically added to the deck, or may be displayed on the terminal display unit 15.

[0063] Furthermore, the automatically organized deck may include cards owned by the user. Furthermore, cards not owned by the user may be included in the automatically organized deck. In this case, the user can acquire the card by purchasing it or winning a lottery, and the deck cannot be used until the user acquires the card. Furthermore, the user can add or remove cards from the automatically organized deck on the organization screen 20. Furthermore, adding or removing cards may be performed automatically by the terminal control unit 11 or the server control unit 31.

[0064] Furthermore, the change process may include a selection change process in which an equipment card is equipped to a card included in the deck, and a release change process in which the equipment card is removed from the deck. In this case, the equipment card may not be included in the deck, but the card parameters may be increased or decreased. Furthermore, the change process may include a selection change process in which a skill card is set to a character, and a release change process in which the skill card is removed from the set. In this case, the skill card may not be included in the deck, but the effect of the character may be changed.

[0065] [Storage means] The storage unit 19 stores change information indicating that a change process has been performed in association with object identification information that identifies the changed object. The change information is information indicating that a change process has been performed, and may also be information indicating whether a change has been made. The storage unit 19 stores the change information in at least one of the terminal storage unit 12, the server storage unit 32, or the database DB. The following mainly describes an example in which the storage unit 19 stores change information DB4 in the database DB. In the example shown in FIG. 2, the database DB stores card information DB1, owned card information DB2, and deck information DB3. The change information DB4 is included in the owned card information DB2.

[0066] As an example, the card information DB1 shown in FIG. 2 is a database of information about cards. For example, the card information DB1 includes a card number, which is an example of card identification information, and detailed card information associated with a card ID. The detailed card information is information about a card, and includes, for example, the name, type, level, rarity, attribute, species, attack power, defense power, effect description, and monster information. The detailed card information may also include identification information for identifying each card image. The owned card information DB2 shown in FIG. 2 is a database of information about cards owned by each user. For example, the owned card information DB2 includes the user ID, the card numbers of cards owned by the user, the number of cards owned, and the serial numbers of the cards.

[0067] The deck information DB3 is a database of information related to each user's deck. For example, the deck information DB3 includes user identification information, the names of characters available to the user, a deck ID, lock information indicating whether changes to the deck's contents are restricted, and detailed deck information related to the deck's contents. As an example, the lock information indicates whether or not the deck is locked, and is changed when the user selects a predetermined button on the deck contents screen. The detailed deck information is information related to the deck, and includes the name of the deck for identifying the deck, and card identification information of the cards included in the deck (for example, a combination of card numbers and serial numbers), etc.

[0068] The storage unit 19 may store the change information DB4 for a predetermined period. For example, the predetermined period is the period from the start of displaying the organization screen 20 to its end, or the period from the start of displaying the organization screen 20 to the confirmation of the deck. For example, the user can select the save button to confirm the deck. Alternatively, the predetermined period may be 24 hours, 48 ​​hours, 72 hours, one week, one month, or one year. Specifically, if the predetermined period is 24 hours, the storage unit 19 stores the change information DB4 for the change processing performed up to 24 hours prior to the time of storage. Then, the storage unit 19 deletes the change information DB4 corresponding to the change processing after 24 hours have passed since the change processing. The storage unit 19 may store the change information DB4 in the form of a ring buffer for each predetermined period (e.g., one day, one hour, or one week). In this case, the object display unit 17C may display change object information indicating the change object included in the change information DB4 that was most recently overwritten in a different manner. The predetermined period may also be user-configurable.

[0069] As an example, the storage unit 19 stores the timing of the change process as the change information DB4. For example, the change timing indicates the time when the user performs an operation to select, add, or delete a card, or the time when the user confirms the process corresponding to these operations. When the change timing associated with a card ID is stored, the change timing indicates that the card identified by the card ID has become the target of the change process. For example, the change timing is the date and time when the change process was performed, based on the internal clock of the server 30 or the game terminal 10. This change timing can be expressed by the year, month, date, and time.

[0070] By saving the change timing, the object display unit 17C can refer to the change information DB4. Then, the object display unit 17C can sort the changed object information based on the change timing. For example, the object display unit 17C can sort the changed object information in ascending or descending order of the change timing. This reduces the effort required to search through a large number of candidate objects, thereby reducing the burden on the user when creating an object group. Alternatively, the change timing may be represented by the start of organization, the start of display of the organization screen 20, or the elapsed time from the start of the game. Furthermore, the change timing may be represented by virtual time within the game.

[0071] Specifically, FIG. 4 shows an example of data storage of the change information DB4 in the card information DB1. The card information DB1 is a database related to cards. For example, the card information DB1 includes card identification information such as card numbers and detailed card information. Furthermore, the card information DB1 includes change timing, an example of the change information DB4, associated with the card number. The storage unit 19 then overwrites and saves the card information DB1 so that the change timing associated with the card number is included. Alternatively, the change information DB4 may be included in a database separate from the card information DB1, as long as it is associated with object identification information. For example, the terminal storage unit 12 or the server storage unit 32 may store the change information DB4 associated with a card ID.

[0072] As a specific example, the user moves the card image CI of the candidate card CC shown in FIG. 3 from the candidate display area 22 to the deck display area 21. Then, the storage unit 19 stores the date and time when the candidate card CC is set as the selected card and the card identification information and the deck identification information are associated as the change timing. This change timing is the date and time when the change process, such as adding or removing a card, is completed, and indicates the date and time when the drop operation is performed. However, the change timing may also be the timing when the deck organization is completed, etc.

[0073] In this way, when a card is added to the deck, the storage unit 19 adds the date and time indicating the addition time to the card information DB1. Also, when a card is removed from the deck, the storage unit 19 adds the date and time indicating the removal time to the card information DB1. Furthermore, if the date and time of the addition time and the removal time have already been added, the storage unit 19 overwrites and saves the date and time indicating the later addition time or removal time. This records the date and time of the last change for each card. Note that there is no change time for cards that have never been added to or removed from the deck. However, the storage unit 19 may also save the date and time indicating the acquisition time of the card instead of the change information DB4. Even if the acquisition time is saved, the storage unit 19 overwrites and saves the date and time indicating the later addition time or removal time.

[0074] In some games, a user may own multiple objects identified by the same object identification information. For example, a user may own multiple cards with the same name. In this case, each of the multiple identical objects may be identified by additional identification information in addition to the common object identification information. For example, a branch number ID may be added to the card ID so that multiple identical cards can be distinguished from one another. In particular, in games in which the parameters of objects (e.g., characters) change through development, it becomes necessary to identify each user and each card. Even in this case, each card can be identified by creating information that adds a branch number ID to the card ID. Note that even in games in which each user can own only one of the same card, unique identification information may be created for each card. Furthermore, instead of a card ID, a branch number ID may be added to a card number, card name, image ID, or the like.

[0075] For example, in the data storage example shown in FIG. 5, a sub-number is added to the card number. Specifically, there are two cards identified by the card number "c00004." Therefore, to be able to distinguish between them, the card number of one card is added with the sub-number "1" and saved as card number "c00004-1." The card number of the other card is added with the sub-number "2" and saved as card number "c00004-2." This allows multiple identical cards to be distinguished from one another in the game system 100.

[0076] As another example, the storage unit 19 stores the number of changes made in the change process as the change information DB4. This allows the object display unit 17C to refer to the change information DB4 and sort the changed object information based on the number of changes. For example, the object display unit 17C can sort the changed object information in descending or descending order of the number of changes. This reduces the effort required to find a suitable object from among a large number of candidate objects, thereby reducing the burden on the user when creating an object group.

[0077] When the number of changes associated with a card ID is stored, the number of changes indicates that the card identified by the card ID has been subject to change processing. As an example, in the data storage example shown in FIG. 5, a card number and detailed card information are stored in card information DB1. Furthermore, the card information DB1 includes the number of changes, which is an example of change information DB4, associated with the card number. That is, the storage unit 19 overwrites and saves the card information DB1 so that it includes the number of changes associated with the card number. Note that, as an example, the number of changes is the number of times that a card has been subject to change processing within a predetermined period (e.g., 24 hours prior to the display time). Alternatively, the number of changes may be the number of times that a card has been subject to change processing in the past, i.e., during the entire period since the user started the game.

[0078] Furthermore, the storage unit 19 may store the change information DB4 so that the change information DB4 of a change process performed earlier on at least one change object is replaced with the change information DB4 of a change process performed later on at least one change object. That is, if there are multiple object groups, the modification unit 18 performs the modification process on each of the multiple object groups. The storage unit 19 then stores the change information DB4 for each object group, or stores a common change information DB4 for multiple object groups. For example, multiple decks may be associated with one character. Alternatively, one deck may be associated with each of multiple characters. In this case, there are multiple decks, i.e., multiple object groups, that can be set as targets for use in the game. As an example, each of the multiple decks is independent, and the user can select cards to associate with each deck.

[0079] Specifically, when selecting and using one deck in one play (for example, one battle or quest), the user organizes the selected deck. If there are multiple decks, the user may include a card identified by the same card ID in multiple decks. The card may be added or removed multiple times from different decks. In this case, the modification unit 18 performs modification processing on each deck. The storage unit 19 then stores the modification information DB4 for each object group, or stores a common modification information DB4 for multiple object groups.

[0080] In particular, when saving a common change information DB4, the saving unit 19 saves the change information DB4 of the last change process to the change information DB4 common to multiple object groups. For example, the saving unit 19 overwrites and saves the timing of the last addition or removal in association with the card ID. As a result, when there are multiple object groups, the common change information DB4 is overwritten and saved. Therefore, the user's preferences across all object groups can be reflected in the change information DB4. That is, the objects that the user has targeted for change processing across all object groups can be identified via the change information DB4. Then, by displaying information indicating the objects, the user's preferences can be displayed based on the entire game. Furthermore, the user can easily find the changed objects that have been targeted for change processing in other object groups.

[0081] On the other hand, when the change information DB4 is saved for each object group, the object targeted for the change process by the user can be identified for each object group via the change information DB4. Then, by displaying information indicating the object, the user's preferences can be displayed based on each object group. Note that the saving unit 19 may save the change information DB4 for each object group and also save a common change information DB4 for multiple object groups. This allows the object display unit 17C to use different change information DBs. For example, when selecting and organizing an existing deck, the object display unit 17C can use the change information DB4 saved for each deck, and when organizing a new deck, it can use the common change information DB4.

[0082] [Object display method] The object display unit 17C refers to the change information DB4 and displays changed object information indicating the changed object that is the target of the change process in a manner different from that of candidate object information indicating the candidate object. For example, the changed object information is an object image or an icon image, an object name, an object ID, etc. As an example, the object display unit 17C displays the changed object information on the terminal display unit 15. Furthermore, the object display unit 17C displays the changed object in a manner different from that of the candidate object information to make it easier for the user to identify the changed object.

[0083] For example, the different mode may be a highlighted or dimmed display of the object information. The different mode may also include a mode in which at least one of the display position, size, shape, color, brightness, saturation, density, font, luminance, transparency, effects such as blinking or rotation, and the presence or absence of graying, is changed. The different mode may also include a mode in which the display is changed by adding or deleting text or images. The different mode may also be a mode in which the display is changed by a pop-up display of the object information. The different mode is a mode that can be distinguished from the display mode in a state in which an object is selected or provisionally selected. For example, the different mode is a mode that can be distinguished from the selected card in a state in which the user has selected a card.

[0084] Specifically, referring to the organization screen 20 shown in FIG. 6, from among multiple candidate cards CC, which are candidate objects, a changed card CC1 is added to the deck as a changed object. The group display unit 17A then displays a card image CI representing a selected card SC1, which is a selected object, in the deck display area 21. In other words, the changed card CC1 and the selected card SC1 are the same card. The object display unit 17C then displays the card image CI representing the changed card CC1 as changed object information in a manner different from that of the card images CI representing other candidate cards CC. In the example of FIG. 6, the object display unit 17C displays the card image CI representing the changed card CC1, surrounded by a dashed line, in the candidate display area 22 in a manner surrounded by, for example, an orange frame. On the other hand, the candidate display unit 17B does not add a frame to the card images CI representing other candidate cards CC. As a result, the object display unit 17C varies the display manner depending on whether or not a frame is present and the color of the frame.

[0085] Similarly, a changed card CC2 has been added to the deck, and the group display unit 17A displays a card image CI representing the selected card SC2 in the deck display area 21. Furthermore, a selected card SC3 has been removed from the deck, and the group display unit 17A does not display the card image CI representing the selected card SC3 in the deck display area 21. Note that in FIG. 6, the card image CI representing the selected card SC3, which is not displayed, is shown by a dashed line for convenience.

[0086] When these change processes are performed, the object display unit 17C refers to the change information DB4. Then, the object display unit 17C differentiates the display manner of the card images CI representing the change card CC2 corresponding to the selected card SC2 and the change card CC3 corresponding to the selected card SC3. Specifically, in the example of FIG. 6, the object display unit 17C displays the card image CI representing the change card CC2 and surrounded by a dashed line in a manner surrounded by a yellow frame. Then, the object display unit 17C displays the card image CI representing the change card CC3 and surrounded by a dashed line in a manner surrounded by a blue frame. In this way, the object display unit 17C differentiates the display manner of the card images CI representing the other candidate cards CC.

[0087] Furthermore, the object display unit 17C may display the changed object information in a different manner by displaying the changed object information in a position above the candidate object information on the organization screen 20. This makes it easier for the changed object information to be displayed on the organization screen 20 without scrolling. Therefore, even if the organization screen 20 is small, the user can more easily recognize the changed object. Alternatively, the object display unit 17C may display the changed object information in a position below the candidate object information. Furthermore, the object display unit 17C may display the changed object information in a list format.

[0088] By changing the display mode, the user can easily recognize the object that has been changed, such as a card that has been added to or removed from the deck. Therefore, if the user changes his or her mind during a single compilation task that a card that was added to the deck is no longer needed, the user can easily identify and remove the card from the deck. Also, if the user changes his or her mind during a single compilation task that a card that was deleted from the deck is still needed, the user can easily identify and add the card to the deck. This reduces the burden on the user when creating object groups.

[0089] In particular, in games played using objects, a user creates object groups in advance, each consisting of a predetermined number of objects from the objects the user owns. Then, when playing the game, the user selects objects to use from the selected object group. However, as the user owns a large number of objects, it becomes difficult to find the desired object. Furthermore, when organizing object groups, the user often resorts to trial and error, and may end up repeatedly adding and removing the same object.

[0090] For example, a user may add a card to a deck and then remove that card from the deck. Or, a user may remove a card from a deck and then add that card back to the deck. In such cases, having the user search for the desired object is inefficient. Furthermore, this task may cause stress to the user. To reduce the burden, a function for sorting candidate cards in a predetermined order (e.g., from highest to lowest level) or a search function using card names or character names may be provided. Alternatively, a function for narrowing down and displaying cards that meet predetermined criteria (e.g., attributes) may be provided.

[0091] However, even with the above function, searching for cards added to or removed from a deck while organizing the deck can be a burden on the user. Therefore, the object display unit 17C displays changed object information. This makes it easier for the user to find the desired card and add or remove it from the deck. Therefore, when creating an object group, it becomes easier to find the desired card among a large number of cards, reducing the burden on the user.

[0092] Furthermore, the object display unit 17C displays the changed object information in a different manner in the candidate display area 22. By having the object display unit 17C display the changed object information in the candidate display area 22, there is no need to provide a separate display area. Therefore, even if the screen is small, for example, when playing a game on a smartphone, the changed object information can be displayed large. As a result, the changed object information becomes easier to find, reducing the burden on the user when creating an object group.

[0093] Furthermore, the object display unit 17C uses the change information DB4 stored in the storage unit 19 to display the change object information in the candidate display area 22. This allows the display of the change object information in the candidate display area 22 to be updated in real time. In particular, users tend to add or remove the same objects depending on their preferences. Therefore, updating the display of the change object information in real time makes it easier to find the change object.

[0094] Alternatively, the object display unit 17C may display the changed object information in the deck display area 21, or in another area different from the deck display area 21 and the candidate display area 22. The other area may be located outside the screen and moved onto the screen by a user swipe or other operation. Furthermore, the other area within the screen may be moved off the screen by a user swipe or other operation. In other words, the other area may be configured to be movable from off the screen to on the screen or from on the screen to off the screen by a user operation. Furthermore, the object display unit 17C may display the changed object information in a manner arranged according to a predetermined rule in response to a user operation (e.g., button selection). Examples of the predetermined rule include order by name, type, rank, level, attack power, defense power, rarity, acquisition date, popularity, and release date. Even when the object display unit 17C displays the changed object information in another area, it can rearrange the object information by referring to the change information DB4. This reduces the burden on the user when creating an object group. Furthermore, the object display unit 17C can provide the user with options for the order of the changed object information by referring to the change information DB4.

[0095] In the candidate display area 22 of FIG. 6 , the changed object information and candidate object information are arranged according to the same predetermined rule. However, the changed object information and candidate object information may be arranged according to different rules, or may be arranged randomly. By arranging the changed object information and candidate object information according to the same rule, the user can easily find the changed object. Furthermore, the object display unit 17C may display only changed object information indicating changed objects that have been subject to change processing within a predetermined period in the candidate display area 22. For example, the predetermined period may be within 24 hours, more than 24 hours and within 48 hours, or more than 48 hours and within 72 hours from the time of display or the start of organization. Furthermore, the predetermined period may be the period from the start to the end of the organization screen 20, or the period from the start to the completion of the organization screen 20. For example, the user can select a save button to confirm the deck. Furthermore, the predetermined period may be user-configurable.

[0096] Furthermore, the object display unit 17C may display changed object information of all or some of the changed objects that have been subject to change processing. When some of the changed objects are displayed, the changed objects may be changed objects that have been subject to change processing within a predetermined period (for example, within 24 hours). Furthermore, the changed objects may be changed objects that have been subject to change processing a predetermined number of times (for example, a number of times exceeding the average number of changes).

[0097] The candidate display unit 17B may display candidate object information indicating objects that are not subject to the change process in the candidate display area 22 in a different manner from other candidate objects. For example, the candidate display unit 17B may dimly display (e.g., gray out) the card image CI of a card that has reached the upper limit of the number that can be added to the deck. This allows the user to visually recognize that the card cannot be added to the deck. Alternatively, the candidate display unit 17B may not display the card image CI indicating the card.

[0098] Furthermore, the object display unit 17C may display the changed object information so that it is arranged according to the timing of the change. Specifically, the object display unit 17C displays the changed object information in ascending or descending order of the timing of the change. Taking the card shown in FIG. 4 as an example, the object display unit 17C displays the card images CI corresponding to card numbers "c00001" to "c00004" in this order from left to right and from top to bottom in descending order of the timing of the change. In other words, the object display unit 17C displays the card images CI in the order in which the change process was performed. This allows the user to more easily recognize the changed object that was most recently added or deleted.

[0099] Alternatively, the object display unit 17C may display the card images CI corresponding to card numbers "c00004" through "c00001" in this order, from left to right and from top to bottom, in descending order of time. This allows the user to more easily recognize changed objects that were added or deleted immediately after the start of organization. Furthermore, the object display unit 17C may display changed object information so as to separately show a group of multiple added objects or a group of multiple removed objects. Furthermore, the object display unit 17C may further display information related to the history of the change process of the changed object (for example, past change dates and times).

[0100] Furthermore, the object display unit 17C may display changed object information indicating changed objects that were subject to change processing at change timings included in a predetermined time period in a manner different from changed object information indicating changed objects that were subject to change processing at change timings not included in the predetermined time period. As an example, the predetermined time period has a reference time period, such as the time of display or the start of organization (e.g., the start of display of the organization screen 20). For example, the predetermined time period is within 24 hours from the reference time period, more than 24 hours and within 48 hours, and more than 48 hours and within 72 hours, etc. Alternatively, the predetermined time period may be defined by the number of days, weeks, or months. Note that the predetermined time period may be set by the user.

[0101] For example, the object display unit 17C displays a card image CI representing a card that has been subject to change processing within 24 hours from the reference time point in a manner surrounded by a red frame. The object display unit 17C also displays a card image CI representing a card that has been subject to change processing within 48 hours but more than 24 hours from the reference time point in a manner surrounded by an orange frame. The object display unit 17C also displays a card image CI representing a card that has been subject to change processing within 72 hours but more than 48 hours from the reference time point in a manner surrounded by a yellow frame.

[0102] This reduces the burden on the user when organizing a deck. For example, a user may organize a deck during a predetermined time period that coincides with the time of an in-game event. Therefore, by recognizing the changed objects that were subject to the change process during the predetermined time period, it becomes easy to restore the deck to its original state after the event ends. Alternatively, the object display unit 17C may obtain the time period of an event held in the game from the server 30 and set the time period that coincides with the event time as the predetermined time period.

[0103] Furthermore, when the selected object is a main object identified from among multiple objects, the object display unit 17C may identify a sub-object that has a predetermined relationship with the main object. Furthermore, the object display unit 17C may display sub-object information indicating the identified sub-object in a manner different from that of the candidate object information. For example, a main object is an object that is frequently added or deleted by a user, or an object that many users associate with an object group in a game. Furthermore, a main object may be an object that is recommended for use in an in-game event.

[0104] Furthermore, a sub-object is, for example, an object that is often added or deleted at the same time as a main object and is not determined to be a main object. For example, an object that must be selected in the progression of a game is a main object. On the other hand, an object that is not essential but is a useful selection candidate is a sub-object. Furthermore, sub-object information is information that is displayed to allow a user to recognize a sub-object, and an example is a card image CI that indicates a sub-object.

[0105] Furthermore, as an example of a relationship in which objects are often added or deleted at the same time as a main object, a predetermined relationship is one in which both a change process targeting the main object and a change process targeting a sub-object are processed within a predetermined length of time. Users tend to add or delete sub-objects used together with a main object at the same time. Therefore, it is presumed that objects that were subject to change processes close in time constitute a group of objects that the user uses together, consciously or unconsciously. Furthermore, if the sub-objects can be visually recognized, the user can more easily create such object groups. This reduces the burden on the user when creating object groups. For example, the predetermined length is 30 seconds, one minute, or five minutes. Alternatively, the predetermined relationship may be a relationship in which a main object and a sub-object are associated and stored in advance.

[0106] For example, when a user performs an operation to perform a change process on a selected object, the object display unit 17C refers to data stored in the server storage unit 32 or the device storage unit 12. Then, the object display unit 17C determines whether the selected object is a main object. Furthermore, when the object display unit 17C identifies the selected object as a main object, it identifies sub-objects that have a predetermined relationship with the selected object. As an example, the main object and sub-objects are identified by the object identification information of the objects classified into the respective objects. Then, the server storage unit 32 or the device storage unit 12 stores a table of the object identification information.

[0107] Next, the object display unit 17C highlights or dims the sub-object information indicating the sub-object, and makes the display manner different from that of the candidate object information. For example, the object display unit 17C pops up a card image CI as the sub-object information. Note that the object display unit 17C may change the display manner of the sub-object information automatically or in response to a user operation (e.g., button selection). Furthermore, the object display unit 17C may display the sub-object information in a manner different from that of the changed object information.

[0108] This makes it easier for the user to recognize sub-objects that should be included in an object group along with the main object. This reduces the burden of creating an object group. It also allows a visual correlation to be created between the main object and the sub-objects. This allows the user to recognize sub-objects simply by selecting the main object. Furthermore, it allows the user to recognize sub-objects that reflect the user's preferences.

[0109] Furthermore, the object identification information and related information may be stored in association with each other. In this case, the object display unit 17C may vary the display mode of the changed object information for each changed object based on the related information. For example, the related information includes information about the card and information about the user. The information about the card includes, for example, parameters such as attack power or defense power, and information indicating skills or special effects. The information about the user includes, for example, the number of cards included in the deck, the number of cards owned, information indicating whether or not a card is set as a favorite, and the name of the card set by the user.

[0110] For example, the object display unit 17C changes the display mode of the changed object information based on the number of cards held. Specifically, the object display unit 17C changes the display mode by displaying a number corresponding to the number of cards held in the lower right corner of the card name or card image CI. The object display unit 17C may also determine whether the number of cards included in the deck has reached an upper limit (for example, a predetermined number such as three cards or the number of cards held). If the upper limit has been reached, the object display unit 17C grays out the changed object information (for example, card image CI). Note that the candidate display unit 17B may change the display mode of the candidate object information in a similar manner.

[0111] Furthermore, the object display unit 17C may display the changed object information immediately after the change process is performed, or may display the changed object information after a predetermined time (e.g., one minute) has elapsed since the change process. Furthermore, the object display unit 17C may display the changed object information in response to a user operation (e.g., button selection). Furthermore, when the change process is performed automatically, the object display unit 17C may display the changed object information indicating the changed object that has been automatically subjected to the change process in a different manner. In this case, the storage unit 19 stores the change information DB4 in association with object identification information that identifies the changed object that has automatically been subjected to the change process. Alternatively, the object display unit 17C does not have to display the changed object information indicating the changed object that has automatically been subjected to the change process in a different manner.

[0112] Furthermore, the object display unit 17C may display changed object information indicating a changed object that has been the subject of a selection change process in a different manner from changed object information indicating a changed object that has been the subject of a release change process. In this case, the storage unit 19 stores the change information DB4, including the type of change process. Furthermore, when a user selects changed object information indicating a changed object that has been the subject of a selection change process, the modification unit 18 may execute a selection change process on the changed object. For example, when a card image CI of an added card is selected, the modification unit 18 adds a card identical to the added card to the deck. Furthermore, when a user selects changed object information indicating a changed object that has been the subject of a release change process, the modification unit 18 may execute a release change process on the changed object. For example, when a card image CI of a removed card is selected, the modification unit 18 removes a card identical to the removed card from the deck.

[0113] [Server Configuration] The configuration of the server 30 will be described with reference to FIG. 2. The server control unit 31 of the server 30 is configured as a computer and includes a processor (not shown). This processor, which may be, for example, a CPU or MPU, controls the entire server 30 and also comprehensively controls various processes based on a program stored in the server storage unit 32. Alternatively, the server control unit 31 may perform control according to a program stored in a portable recording medium such as a CD, DVD, CF card, or USB memory, or an external storage medium. An operation unit (not shown), including a keyboard or various switches for inputting predetermined commands and data, is connected to the server control unit 31 via a wired or wireless connection. A display unit (not shown), which displays the input status, setting status, measurement results, and various information of the device, is also connected to the server control unit 31 via a wired or wireless connection.

[0114] The server storage unit 32 is a computer-readable non-transitory storage medium. Specifically, the server storage unit 32 includes storage devices such as RAM, ROM, HDD, and SSD. In addition to the information described above, the server storage unit 32 also stores information about users. The information about users includes, for example, user identification information, the user's game results, and the user's name. The server storage unit 32 may also store image data for displaying the formation screen 20 and the like on the game terminal 10. The server storage unit 32 may also store data such as image data or music data necessary for game progression, and update data for the control program PG. The server communication unit 33 is a communication module, a communication interface, or the like. The server communication unit 33 enables data transmission and reception between the game terminal 10 and the server 30 via the network 50.

[0115] [Displaying changed object information] The display process of changed object information executed in the game system 100 will be described with reference to Fig. 7. For example, this display process is executed by the terminal control unit 11 executing the control program PG stored in the terminal storage unit 12. Furthermore, the terminal control unit 11 and the server control unit 31 may cooperate to execute this display process.

[0116] When the terminal control unit 11 receives an operation by the user to select the formation mode, it transmits to the server 30 a request for information necessary to display the formation screen 20. For example, the necessary information is information contained in the card information DB1 and information contained in the owned card information DB2. The request includes deck identification information of the deck selected by the user as the target of formation or a deck to be newly created by the user, and user identification information. Then, the game terminal 10 obtains the necessary information from the server 30.

[0117] Next, the display control unit 17 of the game terminal 10 displays the formation screen 20 on the terminal display unit 15 based on the received information (S101). When displaying the formation screen 20, the candidate display unit 17B displays candidate object information indicating candidate objects on the formation screen 20. Alternatively, the display control unit 17 may display the formation screen 20 based on information stored in the terminal storage unit 12. Furthermore, the display control unit 17 may display the formation screen 20 so as to reproduce a past display state. The information for reproducing the past display state can be stored in at least one of the terminal storage unit 12 and the server storage unit 32.

[0118] Next, when the user performs an operation using the terminal operation unit 14, the terminal control unit 11 receives a detection signal from the terminal operation unit 14 (S102). Then, the terminal control unit 11 identifies a process corresponding to the operation by the user based on the detection signal from the terminal operation unit 14 (S103). Then, the terminal control unit 11 determines whether the process corresponding to the operation is a change process (S104). If it is determined that the process is not a change process (NO in S104), the terminal control unit 11 executes the identified process (S105). Specifically, when the user performs an operation to select a button, the terminal control unit 11 executes a process corresponding to the button, such as a process to display the contents of a card.

[0119] Thereafter, when the user performs an operation to confirm the contents of the deck (for example, an operation to select the save button), the terminal control unit 11 determines that the contents of the deck have been confirmed (YES in S106) and ends the process. On the other hand, if the operation to confirm the contents of the deck has not been performed (NO in S106), the terminal control unit 11 returns to a state of waiting for reception of a detection signal.

[0120] In determining the change process (S104), when the user performs an operation to add a card, the terminal control unit 11 determines whether the card image CI has been dragged and dropped from the candidate display area 22 to the deck display area 21. If the terminal control unit 11 determines that the dropped position is within the deck display area 21, it determines that the change process to add a card has been performed. Also, in determining the change process (S104), when the user performs an operation to remove a card, the terminal control unit 11 determines whether the card image CI has been dragged and dropped from the deck display area 21 to the candidate display area 22. If the terminal control unit 11 determines that the dropped position is within the candidate display area 22, it determines that the change process to remove a card has been performed.

[0121] Then, when it is determined that the change process has been performed (YES in S104), the change unit 18 performs a change process including at least one of a selection change and a cancellation change (S107). For example, when the user performs an operation to add a card, the change unit 18 associates the selected card selected by the user with the deck. Then, the change unit 18 associates the deck ID with the card number and serial number of the card selected by the user and includes them in the organization information 12A. Furthermore, the group display unit 17A displays a card image CI indicating the card added to the deck in the deck display area 21. Furthermore, when the user performs an operation to remove a card, the change unit 18 cancels the association between the selected card selected by the user and the deck. Then, the change unit 18 deletes the card number and serial number of the card selected by the user, which are associated with the deck ID, from the organization information 12A. Furthermore, the group display unit 17A hides the card image CI indicating the card removed from the deck in the deck display area 21.

[0122] Furthermore, the storage unit 19 stores change information DB4 indicating that the change process has been performed in association with object identification information that identifies the changed object (S108). Specifically, the storage unit 19 stores the change timing or the number of changes associated with the card ID in the organization information 12A. Note that the storage unit 19 may store the change information DB4 in card information DB1 of the database DB instead of or in addition to the organization information 12A. Then, the object display unit 17C refers to the change information DB4 and displays the changed object in a different manner (S109).

[0123] For example, the object display unit 17C searches for a card ID included in the change information DB4. Then, the object display unit 17C dims or highlights the card image CI indicating the changed card identified by the card ID obtained by the search. Thereafter, when the user performs an operation to confirm the contents of the deck (for example, an operation to select the save button), the terminal control unit 11 determines that the contents of the deck have been confirmed (YES in S106) and ends the processing. On the other hand, if the operation to confirm the contents of the deck is not performed (NO in S106), the terminal control unit 11 returns to a state of waiting for reception of a detection signal.

[0124] When the user performs an operation to confirm the contents of the deck, the terminal control unit 11 transmits a request to the server 30 to save the organized deck. This save request includes the organization information 12A. The server control unit 31 then updates the contents of the deck information DB3 associated with the user's user ID based on the organization information 12A. Furthermore, when the change process is performed, the storage unit 19 transmits a save request for the change information DB4 to the server 30. This save request includes the card ID and the change information DB4. The server control unit 31 then updates the contents of the card information DB1 associated with the user's user ID.

[0125] According to the game system 100 described above, changed object information indicating changed objects that have been subject to change processing is displayed in different modes. This allows the user to visually recognize objects that have been changed, such as added or removed. This reduces the effort required to search through a large number of candidate objects, thereby reducing the burden on the user when creating an object group. In particular, by having the object display unit 17C display the changed object information in the candidate display area 22, there is no need to provide a separate area for display. Therefore, even if the terminal display unit 15 is small, the display area can be secured without reducing the size of the changed object information.

[0126] [Second embodiment] The second embodiment will be described with reference to FIG. 8. The second embodiment differs from the first embodiment in that it includes a function for sorting or narrowing down changed object information. In the description of the second embodiment, differences from the first embodiment will be described, and components that have already been described will be given the same reference numbers and their description will be omitted. Unless otherwise specified, components that have the same reference numbers perform substantially the same operations and functions, and their effects are also substantially the same.

[0127] The organization screen 20 shown in FIG. 8 has a pull-down menu 23 for implementing a sorting or narrowing function. The user selects a desired sorting rule from the pull-down menu 23. For example, FIG. 8 shows a state in which the user has selected a rule for sorting cards in descending order of change timing. The object display unit 17C displays a card image CI, which indicates the earlier change processing target card CC1 and is surrounded by a dashed line, in the upper left. The object display unit 17C displays a card image CI, which indicates the later change processing target card CC2 and is surrounded by a dashed line, in the right or lower position. For example, the change card CC1 was the target of change processing more than 24 hours ago from the time of display. The change card CC2 was the target of change processing within 24 hours from the time of display.

[0128] 8, changed cards CC4 and CC5 are added to the deck as changed objects. Therefore, the group display unit 17A displays card images CI representing the selected cards SC4 and SC5, which are selected objects, in the deck display area 21. Furthermore, the object display unit 17C displays the card images CI representing the changed cards CC4 and CC5 as changed object information in a manner different from the card images CI representing the other candidate cards CC.

[0129] Specifically, the object display unit 17C displays the card images CI representing the changed cards CC4 and CC5, surrounded by a two-dot chain line, in the candidate display area 22, surrounded by an orange frame, for example. The object display unit 17C thus varies the display mode depending on the presence or absence of a frame and the color of the frame. The changed cards CC4 and CC5 were added most recently. Therefore, the object display unit 17C displays the card images CI representing the changed cards CC4 and CC5, which were the latest to be changed, to the right of or below the changed card CC2.

[0130] Alternatively, the object display unit 17C may rearrange the changed object information in chronological order. That is, the object display unit 17C may rearrange the changed object information of the changed object that was the subject of the change process earliest or latest to be located in the upper left. Furthermore, after rearranging the changed object information, the object display unit 17C may display changed object information indicating changed objects that were the subject of change processing at change timings included in a predetermined time period in a different manner from changed object information indicating changed objects that were the subject of change processing at change timings not included in the predetermined time period.

[0131] Other examples of sorting rules include sorting by name, type, rank, level, attack power, defense power, rarity, acquisition date, popularity, and release date. Other examples of sorting rules include sorting by most or least number of changes, or by most or least number of changes based on a moving average. The user may also select a desired filtering rule from the pull-down menu 23. Examples of filtering rules include card type, attribute, species, level, rank, rarity, and effect. For example, when filtering by card type, if the user selects monster as a filtering condition, the object display unit 17C displays only the card image CI of the monster's changed card.

[0132] By sorting or narrowing down the list in this way, the user can efficiently find the desired object from among a large number of objects. In other words, the user can more easily find the desired change object to be the target of the change process. Note that instead of the pull-down menu 23, the sorting or narrowing down function may be performed by selecting a button or entering information into an input field. Also, the candidate object information may be displayed according to the same sorting or narrowing down rules as the change object information. Also, the sorting or narrowing down of the candidate object information may be performed separately from the change object information.

[0133] Although the present invention has been described above with reference to each embodiment, the present invention is not limited to the above-described embodiments. Inventions modified without violating the present invention, and inventions equivalent to the present invention, are also included in the present invention. Furthermore, each embodiment and each modified form, and technical means included in each embodiment or each modified form, can be combined as appropriate without violating the present invention.

[0134] For example, at least one of the display control unit 17, the change unit 18, the storage unit 19, the group display unit 17A, the candidate display unit 17B, and the object display unit 17C may be provided in the server control unit 31. As a specific example, the server control unit 31 may function as the display control unit 17 and cause the terminal display unit 15 of the game terminal 10 to display the formation screen 20 or the like. Alternatively, the processing performed by the display control unit 17 may be shared between the terminal control unit 11 and the server control unit 31, and the terminal control unit 11 and the server control unit 31 may function as the display control unit 17 in cooperation with each other. Similarly, the terminal control unit 11 and the server control unit 31 may function as the change unit 18 or the storage unit 19 in cooperation with each other.

[0135] Furthermore, the object display unit 17C may display only changed object information indicating a changed object that has been the subject of a selection change process in a different manner. For example, the object display unit 17C may display only a card image CI indicating an added card in a different manner. Furthermore, the object display unit 17C may display only changed object information indicating a changed object that has been the subject of a cancellation change process in a different manner. For example, the object display unit 17C may display only a card image CI indicating a removed card in a different manner.

[0136] Various aspects derived from the above-described embodiments and modifications will be described below. To facilitate understanding of each aspect, reference symbols shown in the accompanying drawings are used. However, these reference symbols are not intended to limit the present invention to the illustrated forms.

[0137] A game system (100) that creates an object group to which multiple objects are associated includes candidate display means (17B) that displays on a screen (20) candidate object information indicating candidate objects to be associated with the object group, change means (18) that performs a change process including at least one of a selection change that associates a selected object selected from the candidate objects with the object group and a release change that releases the association between the selected object and the object group, storage means (19) that stores change information (DB4) indicating that the change process has been performed in association with object identification information that identifies the changed object that was the subject of the change process, and object display means (17C) that references the change information and displays changed object information indicating the changed object in a manner different from that of the candidate object information.

[0138] In addition, the control program (PG) of the game system (100) that creates an object group to which multiple objects are associated causes the computer (11) to function as candidate display means (17B) that displays on a screen (20) candidate object information indicating candidate objects to be associated with the object group, change means (18) that performs change processing including at least one of a selection change that associates a selected object selected from the candidate objects with the object group and a release change that releases the association between the selected object and the object group, storage means (19) that stores change information (DB4) indicating that the change processing has been performed in association with object identification information that identifies the changed object that was the subject of the change processing, and object display means (17C) that refers to the change information and displays changed object information indicating the changed object in a manner different from the candidate object information.

[0139] In addition, in a control method for a game system (100) that creates an object group to which multiple objects are associated, candidate object information indicating candidate objects to be associated with the object group is displayed on a screen (20) (S101), a change process is performed (S107) that includes at least one of a selection change that associates a selected object selected from the candidate objects with the object group and a release change that releases the association between the selected object and the object group, change information (DB4) indicating that the change process has been performed is stored in association with object identification information that identifies the changed object that was the subject of the change process (S108), and changed object information indicating the changed object is displayed in a manner different from the candidate object information by referring to the change information (S109).

[0140] This allows the user to visually recognize objects that have been changed, such as added or removed, and therefore reduces the effort required to search through a large number of candidate objects, thereby reducing the burden on the user when creating an object group.

[0141] The storage means (19) stores the timing of the change when the change process was performed as the change information (DB4). This allows the object display unit 17C to sort the changed object information based on the change timing by referring to the change information DB4. This reduces the effort required to search through a large number of candidate objects, thereby reducing the burden on the user when creating an object group.

[0142] The storage means (19) stores the number of changes made during the change process as the change information (DB4). This allows the object display unit 17C to sort the changed object information based on the number of changes, referring to the change information DB4. This reduces the effort required to find a suitable object from among a large number of candidate objects, thereby reducing the burden on the user when creating an object group.

[0143] The candidate display means (17B) displays the candidate object information in a candidate display area (22) on the screen (20), and the object display means (17C) displays the changed object information in the different manner in the candidate display area. This eliminates the need to provide a separate display area for the changed object information. Therefore, even if the screen is small, the changed object information can be displayed large. As a result, the changed object information becomes easier to find, reducing the burden on the user when creating an object group.

[0144] The change means (18) performs the change processing on each of the plurality of object groups. The storage means (19) stores the change information so that the change information (DB4) of the change processing performed earlier on at least one change object is replaced with the change information of the change processing performed later on the at least one change object. This allows the user's preferences across all object groups to be reflected in the change information DB4 when there are a plurality of object groups. It also makes it easier to find change objects that have been subject to change processing in other object groups.

[0145] The object display means (17C) displays the changed object information indicating the changed object that was the target of the change process at the change timing included in the predetermined time period in a manner different from the changed object information indicating the changed object that was the target of the change process at the change timing not included in the predetermined time period. This allows the user, when editing during a predetermined time period, to recognize the changed object that was the target of the change process during that time period. This reduces the burden on the user when later restoring the original state.

[0146] When the selected object is a main object identified from among the plurality of objects, the object display means (17C) identifies a sub-object having a predetermined relationship with the main object, and displays sub-object information indicating the sub-object in a manner different from that of the candidate object information.

[0147] This makes it easier for the user to recognize sub-objects that should be included in an object group along with the main object. This reduces the burden of creating an object group. It also allows a visual correlation to be created between the main object and the sub-objects. This allows the user to recognize sub-objects simply by selecting the main object. Furthermore, it allows the user to recognize sub-objects that reflect the user's preferences.

[0148] The predetermined relationship is a relationship in which the change process for the main object and the change process for the sub-object are performed within a predetermined period of time. In this regard, objects that were subject to change processes close in time are presumed to be a group of objects that the user uses together, consciously or unconsciously. Furthermore, since such object groups can be created more easily, the burden on the user when creating object groups is reduced.

[0149] The selection change is a process of adding the selected object to the object group, and the cancellation change is a process of removing the selected object included in the object group from the object group. This allows the user to visually recognize the added or removed object. This reduces the effort required to search through a large number of candidate objects, thereby reducing the burden on the user when creating an object group.

[0150] The object display means (17C) displays the changed object information in the different manner by displaying the changed object information at a position above the candidate object information on the screen (20). This makes it easier for the changed object information to be displayed on the composition screen 20 without scrolling. Therefore, the user can more easily recognize the changed object even when the composition screen 20 is small.

[0151] The object display means (17C) displays the changed objects so that they are arranged according to the change timing, thereby allowing the user to more easily recognize the changed object that was added or deleted just before, or the changed object that was added or deleted immediately after the start of programming. [Explanation of symbols]

[0152] 11: Terminal control unit (computer) 17B: Candidate display section (candidate display means) 17C: Object display section (object display means) 18: Change section (change means) 19: Storage section (storage means) 20: Formation screen (screen) 22: Candidate display area 100: Game System DB4: Change Information PG: Control program

Claims

[Claim 1] A game system for creating an object group to which a plurality of objects are associated, comprising: a candidate display means for displaying candidate object information indicating candidate objects to be associated with the object group on a screen; a change means for performing a change process including at least one of a selection change for associating a selected object selected from the candidate objects with the object group and a release change for releasing the association between the selected object and the object group; a storage means for storing change information indicating that the change process has been performed in association with object identification information that identifies the change object that has been the target of the change process; The game system further comprises an object display means for displaying changed object information indicating the changed object in a manner different from that of the candidate object information, by referring to the change information.

Citation Information

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