Non-transitory computer-readable storage medium, information processing method

The information processing system dynamically changes character parameters through item interactions, enhancing game enjoyment by timed enhancements and consumption-based item effects.

JP2026006103AActive Publication Date: 2026-01-16CYGAMES INC
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Patent Information

Application Number
JP2024104874
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-28
Publication Date
2026-01-16
Estimated Expiration
2044-06-28

AI Technical Summary

Technical Problem

Existing games lack enhancements to increase entertainment value through dynamic parameter changes in characters using items.

Method used

An information processing system that associates item identification with player identification, timing, and elapsed time to change character parameters, using a first item's parameters to enhance a second item, which in turn changes character attributes based on consumption of a second item.

Benefits of technology

Enhances game enjoyment by providing dynamic and timed parameter changes to characters, increasing engagement and interaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve interest in a game.SOLUTION: A process of associating identification information of a first item for changing a predetermined parameter of a character with identification information of a player when a predetermined condition is satisfied, a process of measuring an elapsed time after the association process is performed, a process of changing a first parameter of the first item based on the elapsed time, a process of changing the first parameter based on consumption of a second item, a process of changing a second parameter of the first item based on the first parameter, and a process of changing a predetermined parameter of the character.SELECTED DRAWING: Figure 14
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Description

[Technical Field]

[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]

[0002] Non-Patent Document 1 discloses that a player can change the parameters of a character owned by the player by owning a specific item. [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] "How to obtain and use the talisman of power [Sunbreak] [Monster Hunter Rise]", Game8 [Online], November 22, 2023, Internet<URL: https: / / game8.jp / mhrise / 381020> ,[Retrieved June 23, 2024] Summary of the Invention [Problem to be solved by the invention]

[0004] As described above, a player can change the parameters of a character by possessing a specific item, but there is a demand for further improvements in the entertainment value of games.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can increase the enjoyment of a game. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program a process of associating identification information of a first item that changes a predetermined parameter of a character with identification information of a player when a predetermined condition is met; a process of timing an elapsed time after the linking process is performed; a process of changing a first parameter of the first item based on the elapsed time; changing the first parameter based on consumption of a second item; a process of changing a second parameter of the first item based on the first parameter; a process of changing the predetermined parameter of the character based on the second parameter of the first item; to be executed by the computer.

[0007] The process of changing the first parameter includes: After the linking process is performed, the second parameter may be changed in accordance with the elapsed time, regardless of whether the player can execute an operation.

[0008] The linking process is performed within a specific period of time, The second item may be an item that can be acquired within the specific period.

[0009] The process of changing the second parameter of the first item includes: When the first parameter reaches a threshold, the second parameter may be changed.

[0010] In order to solve the above problem, an information processing method includes: One or more computers a process of associating identification information of a first item that changes a predetermined parameter of a character with identification information of a player when a predetermined condition is met; a process of timing an elapsed time after the linking process is performed; a process of changing a first parameter of the first item based on the elapsed time; changing the first parameter based on consumption of a second item; a process of changing a second parameter of the first item based on the first parameter; a process of changing the predetermined parameter of the character based on the second parameter of the first item; Carry out the following.

[0011] In order to solve the above problem, the information processing system includes: one or more computers; The computer a process of associating identification information of a first item that changes a predetermined parameter of a character with identification information of a player when a predetermined condition is met; a process of timing an elapsed time after the linking process is performed; a process of changing a first parameter of the first item based on the elapsed time; changing the first parameter based on consumption of a second item; a process of changing a second parameter of the first item based on the first parameter; a process of changing the predetermined parameter of the character based on the second parameter of the first item; Carry out the following. [Effects of the Invention]

[0012] According to the present invention, it is possible to improve the enjoyment of the game. [Brief explanation of the drawings]

[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] FIG. 3 is a diagram showing an example of the My Page screen. [Figure 4] FIG. 4 is a diagram showing an example of the special quest screen. [Figure 5] FIG. 5 is a diagram showing an example of the quest list screen. [Figure 6] Fig. 6A is a diagram showing an example of a battle screen, and Fig. 6B is a diagram showing an example of a battle result screen. [Figure 7] FIG. 7 is a first diagram showing an example of the first item strengthening screen. [Figure 8] FIG. 8 is a second diagram showing an example of the first item strengthening screen. [Figure 9] FIG. 9 is a diagram showing an example of the effect confirmation screen. [Figure 10] FIG. 10 is a diagram showing an example of the special quest screen in a state where the second parameter has reached the upper limit value. [Figure 11] FIG. 11 is a diagram showing an example of player information. [Figure 12] FIG. 12 is a functional block diagram of the player terminal. [Figure 13] FIG. 13 is a functional block diagram of the server. [Figure 14] FIG. 14 is a flowchart illustrating the parameter change process for the first item. DETAILED DESCRIPTION OF THE INVENTION

[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values ​​and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1, a server 100, and a communication network N having a communication base station Na. The information processing program is a variety of programs executed in the information processing system S.

[0016] The player terminal 1 can establish communication with the server 100 via a communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0017] The server 100 is connected for communication with a plurality of player terminals 1. The server 100 manages the game and accumulates various information (player information) for each player playing the game. Furthermore, the server 100 updates the accumulated information and controls the progress of the game based on operations input from the player terminals 1.

[0018] The communication base station Na is connected to the communication network N. The communication base station Na transmits and receives information wirelessly to and from the player terminal 1. The server 100 is connected to the communication network N. The communication network N is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc. The communication network N realizes a wireless or wired communication connection between the player terminal 1 and the server 100.

[0019] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 100.

[0020] A game realized by the information processing system S is, for example, a browser game. In a browser game, the player terminal 1 transmits information based on an input operation by the player to the server 100. The server 100 controls the progress of the game based on the received information and causes the player terminal 1 to receive screen information according to the progress of the game. The player terminal 1 displays a game screen on a display based on the received screen information. Note that the game realized by the information processing system S is not limited to a browser game, and may be an application game in which at least a part of the progress of the game is controlled by the player terminal 1.

[0021] (Hardware Configuration of Player Terminal 1 and Server 100) Fig. 2A is a diagram illustrating the hardware configuration of a player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of a server 100. As shown in Fig. 2A, the player terminal 1 is configured to include one or more CPUs (Central Processing Units) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0022] As shown in FIG. 2B, the server 100 includes one or more CPUs 110, a storage device 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.

[0023] The configurations and functions of the CPU 110, storage device 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 100 will be omitted.

[0024] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.

[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0026] The storage unit 18 is configured with a ROM or RAM, and stores various programs and data. In the player terminal 1, the programs or data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.

[0027] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network N. In the player terminal 1, the program or data received from the server 100 is stored in the storage device 12 or the storage unit 18.

[0028] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0030] (Game content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. The game of this embodiment is a so-called online RPG (Role-Playing Game), in which multiple players can play the game simultaneously in one game world via a communication network N. A main character is given to each player by the operator. In addition to the main character, the player can also acquire multiple sub-characters by lottery or the like and make them his or her allies. Hereinafter, the main character and the sub-characters that have been made his or her allies will be referred to as ally characters.

[0031] Various quests are prepared for the game. The game progresses as the player accepts quests. A quest involves a battle between an enemy character according to the content of the quest and the player's ally character. The quest is cleared by winning the battle. Note that the number of enemy characters in one battle is not limited to one, and may be multiple. The game content of this embodiment will be described in detail below.

[0032] Fig. 3 is a diagram showing an example of a My Page screen. When the player terminal 1 accesses the server 100 and enters a logged-in state, the game starts. When the game starts, the My Page screen shown in Fig. 3 is displayed on the display 26 of the player terminal 1. The My Page screen has a plurality of operation units, such as tabs, that can be operated by the player. Note that operation units that can be operated by the player are also provided on various screens other than the My Page screen, which will be described later.

[0033] As shown in Fig. 3, on the My Page screen, a frame bar 30 is displayed at the bottom of the display 26. The frame bar 30 is also displayed when the screen displayed on the display 26 changes to a screen other than the My Page screen. The frame bar 30 has a My Page tab 30a labeled "My Page," a reload tab 30b labeled "Reload," and a back tab 30c labeled "Back."

[0034] When the My Page tab 30a is operated, the My Page screen shown in Fig. 3 is displayed, and it is possible to return to the My Page screen from a screen other than the My Page screen. When the Reload tab 30b is operated, the screen currently being displayed on the display 26 is reloaded and the currently displayed screen is updated. When the Back tab 30c is operated, it is possible to return to the screen that was displayed immediately before the screen currently being displayed on the display 26.

[0035] As shown in Fig. 3, a menu tab 31a labeled "Menu" is displayed in the upper right corner of the My Page screen. When the menu tab 31a is operated, a menu screen (not shown) is displayed. The player can make various settings related to the game on the menu screen.

[0036] As shown in Figure 3, the My Page screen displays a formation tab 32a labeled "Formation," a strengthening tab 32b labeled "Strengthening," a gacha tab 32c labeled "Gacha," a quest tab 32d labeled "Quest," and a special quest tab 32e labeled "Special Quest."

[0037] When the formation tab 32a is operated, a formation screen (not shown) is displayed. On the formation screen, a party to be used in quest battles can be formed. A party is formed of main members, who are the starting members in battle, and sub-members, who are substitutes. The main members are formed of a total of four characters, including the main character and three sub-characters. The sub-members are formed of two sub-characters. In battle, if one of the main character characters becomes unable to fight, a sub-character from the sub-members will join the battle. Note that the party formation is not limited to this example and may be formed in any way. The player can also equip the main character with a weapon on the formation screen.

[0038] When the strengthening tab 32b is operated, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the weapons they possess in accordance with predetermined rules.

[0039] When the gacha tab 32c is operated, a gacha screen (not shown) is displayed. On the gacha screen, a weapon can be acquired by lottery by consuming in-game currency. Furthermore, when a specific type of weapon is acquired for the first time, a sub-character corresponding to that specific type of weapon can be acquired. The acquired sub-character can then be organized into a party.

[0040] There are two types of quests: solo battle quests (hereafter referred to as solo battles) as solo play games, and multi-battle quests (hereafter referred to as multi-battles) as multi-player games. In solo battles, one player can battle an enemy character. In other words, a solo battle is a solo play game in which a single player can participate. In multi-battles, multiple players can cooperate to battle an enemy character. In other words, a multi-battle is a multi-player game in which multiple players can participate.

[0041] Hereinafter, solo battles and multi-battles may be collectively referred to as battles. One battle is linked (associated) with one content ID. A content ID is identification information provided for each quest, that is, for each type of battle. A content ID differs for each quest, and further for each class and difficulty level of each quest. Note that here, different content IDs are linked to the same quests with different difficulty levels (quests that have common settings other than difficulty). However, a common content ID may also be linked to the same quests with different difficulty levels.

[0042] As shown in FIG. 3, AP (Active Points) and BP (Battle Points) are displayed near the Quest tab 32d. AP is the point required to perform a quest, and a player consumes AP to perform a quest. BP is the point required to participate in a multi-battle, and a player can consume BP to participate in a multi-battle started by another player. AP and BP are recovered over time or by consuming predetermined items.

[0043] When the Quest tab 32d is operated, a Quest List screen is displayed. Details of the Quest List screen will be described later with reference to FIG. 5. When the Special Quest tab 32e is operated, a Special Quest screen is displayed. Here, the quests that can be executed using the Quest tab 32d are permanent quests that can be played at any time. On the other hand, the quests that can be executed using the Special Quest tab 32e are special quests that cannot be played at any time and can only be played within a specific period. Therefore, the Quest tab 32d is displayed on the My Page screen even outside the specific period, but the Special Quest tab 32e is not displayed on the My Page screen outside the specific period. In other words, the Special Quest tab 32e and the Special Quest screen are only displayed within the specific period.

[0044] 4 is a diagram showing an example of the special quest screen. The special quest screen displays a battle tab 40a, a reward tab 40b, and a first item tab 40c. When the battle tab 40a is operated, a quest list screen is displayed.

[0045] 5 is a diagram showing an example of a quest list screen. The quest list screen displays a quest selection tab 41. The quest selection tab 41 displays information related to executable quests.

[0046] A quest selection tab 41 is displayed for each executable quest. If there are multiple executable quests, the quest selection tabs 41 are displayed side by side at the bottom of the quest list screen. If there are many quests, all of the quests can be displayed by scrolling the quest list screen downwards.

[0047] In the example shown in FIG. 5, a quest selection tab 41a labeled "First Battle Quest" and a quest selection tab 41b labeled "Second Battle Quest" are displayed. When either quest selection tab 41 is operated, the quest corresponding to the operated quest selection tab 41 is executed. For example, "First Battle Quest" and "Second Battle Quest" are solo battles or multi-battles. Therefore, when a quest selection tab 41 is operated, a solo battle or multi-battle is executed.

[0048] FIG. 6A is a diagram showing an example of a battle screen. FIG. 6B is a diagram showing an example of a battle result screen. When the quest selection tab 41 is operated, the battle screen shown in FIG. 6A is displayed. In the upper half of the battle screen, ally characters 51a and enemy characters 51b are displayed. At the start of the battle, the main members of the party are displayed as ally characters 51a. FIG. 6A also shows an example in which there is one enemy character 51b.

[0049] The enemy character 51b and each of the ally characters 51a are each set with a parameter value (e.g., an HP value) related to life (or physical strength) (specifically, HP (hit points)). The HP value of the enemy character 51b decreases, and when the HP value reaches a predetermined limit value (e.g., 0), the enemy character 51b disappears (is removed from the screen).

[0050] When all enemy characters 51b on the battle screen are eliminated, the battle is won and the quest is cleared. By clearing the quest, the player is awarded a reward. Furthermore, when the HP value of any of the ally characters 51a reaches a predetermined limit (for example, 0), that character becomes unable to fight. A character that has become unable to fight is removed from the battle screen, and if there is a sub-member, the sub-member appears on the battle screen.

[0051] When a quest is completed, the battle result screen shown in FIG. 6B is displayed. The battle result screen displays the rewards awarded to the player for completing the quest. In the example shown in FIG. 6B, the battle result screen displays reward items 52 awarded to the player. The reward items 52 include, for example, a first reward item 52a labeled "Item A," a second reward item 52b labeled "Item B," and a third reward item 52c labeled "Item C." A detailed explanation will be given later, but below, the second reward item 52b and the third reward item 52c will be collectively referred to as second items 53.

[0052] Returning to FIG. 4, when the reward tab 40b is operated, a reward list screen (not shown) is displayed. The reward list screen displays a list of rewards that the player can acquire (earn). The rewards displayed on the reward list screen include, for example, rewards that can be obtained when a predetermined number or more of item A displayed on the battle result screen shown in FIG. 6B are acquired. When the predetermined number or more of item A are acquired, the reward list screen displays specific items that the player can select.

[0053] In this embodiment, a player can acquire a specific item by selecting a specific item displayed on the reward list screen. For example, by acquiring (owning) a predetermined number or more of item A, which is a reward, a player can acquire a specific item, the first item 61a. However, this is not limited to this, and for example, a player may acquire the first item 61a as a reward when clearing the first battle quest or the second battle quest. Also, for example, a player may acquire the first item 61a by having the game operator distribute the first item 61a.

[0054] The first item 61a is an item that can be acquired and owned by the player to change predetermined parameters of the ally character 51a. For example, the first item 61a can increase various parameters of the ally character 51a, such as attack power, defense power, HP, and abilities.

[0055] In this embodiment, the first item 61a is an item that can be strengthened. Specifically, an strengthening level is set for the first item 61a, and the player can increase the strengthening level of the first item 61a in stages. The strengthening level of the first item 61a can be increased by accumulating experience points granted to the first item 61a. The strengthening level of the first item 61a can be increased by 1 by accumulating experience points up to a threshold value. Hereinafter, the experience points of the first item 61a will also be referred to as a first parameter. Furthermore, the strengthening level of the first item 61a will also be referred to as a second parameter.

[0056] The first parameter is a parameter that increases according to the elapsed time from the time the player acquired the first item 61a. For example, the first parameter increases by a predetermined value every predetermined time. Therefore, the longer the elapsed time, the larger the value of the first parameter becomes.

[0057] Furthermore, the first parameter is a parameter that can be increased by consuming a second item 53, which is a reward that the player has acquired. For example, the second item 53 is item B and item C shown in FIG. 6B. The first parameter can be increased by consuming such second item 53. Here, the second item 53 that can increase the first parameter is an item different from item A that can acquire the first item 61a. However, without being limited to this, the item that can increase the first parameter and the item that can acquire the first item 61a may be the same item.

[0058] The first parameter is reset to 0 each time the second parameter increases by 1. In other words, the first parameter is accumulated from 0 to the threshold value at each enhancement level. However, this is not limiting, and the first parameter may maintain its value instead of being reset to 0 each time the second parameter increases by 1.

[0059] In this embodiment, the threshold value varies depending on, for example, the value of the second parameter. Specifically, the threshold value increases as the value of the second parameter increases. However, this is not limited to this, and the threshold value may be a fixed value regardless of the value of the second parameter. Each time the first parameter of the first item 61a reaches the threshold value, the second parameter increases by 1.

[0060] An upper limit value is set for the second parameter of the first item 61a. The initial value of the second parameter is, for example, Lv1. The upper limit value of the second parameter is, for example, Lv10. In this way, the second parameter can change within a range from Lv1 to Lv10. Note that the initial value and upper limit value of the second parameter are not limited to these, and the initial value of the second parameter may be a level other than Lv1, and the upper limit value of the second parameter may be a level other than Lv10.

[0061] When the first item tab 40c is operated, first item display fields 62a, 62b, 62c, and 62d and a first item details field 63 are displayed below the first item tab 40c on the special quest screen, as shown in FIG.

[0062] The first item display columns 62a, 62b, 62c, and 62d display first items 61a acquired by the player. In this embodiment, there are multiple types of first items 61a, and the first item display columns 62a, 62b, 62c, and 62d are provided according to the types of first items 61a. In the example shown in FIG. 4, there are four types of first items 61a, and four first item display columns 62a, 62b, 62c, and 62d are provided. Furthermore, the example shown in FIG. 4 shows a state in which the player has acquired only one type of first item 61a out of the four types of first items 61a.

[0063] Here, one of four types of attributes is set to the ally character 51a. Also, one of four types of attributes is set to the first item 61a. Specifically, one of the first attribute, second attribute, third attribute, and fourth attribute is set to the ally character 51a. Also, one of the first attribute, second attribute, third attribute, and fourth attribute is set to the first item 61a. However, without being limited to this, two or more attributes of the first attribute, second attribute, third attribute, and fourth attribute may be set to the ally character 51a. Also, two or more attributes of the first attribute, second attribute, third attribute, and fourth attribute may be set to the first item 61a. Also, the types of attributes set to the ally character 51a and the first item 61a are not limited to four. For example, the types of attributes set for the ally character 51a and the first item 61a may be less than four, or may be five or more.

[0064] In this embodiment, a first attribute is set to the first item 61a. The first item 61a to which the first attribute is set changes the predetermined parameters of the ally characters 51a to which the first attribute is set. On the other hand, the first item 61a to which the first attribute is set does not change the predetermined parameters of the ally characters 51a to which the first attribute is not set. However, this is not limited to this, and the first item 61a may not have an attribute set. In that case, the first item 61a targets all ally characters 51a regardless of the attribute and changes the predetermined parameters of all ally characters 51a.

[0065] The first item display fields 62a, 62b, 62c, and 62d are provided according to the number of types of attributes set for the ally character 51a and the first item 61a. In this example, since there are four types of attributes, four first item display fields 62a, 62b, 62c, and 62d are provided.

[0066] The first item display field 62a is a field that displays, for example, the first items 61a to which a first attribute has been set out of the first items 61a acquired by the player. The first item display field 62b is a field that displays, for example, the first items 61a to which a second attribute has been set out of the first items 61a acquired by the player. The first item display field 62c is a field that displays, for example, the first items 61a to which a third attribute has been set out of the first items 61a acquired by the player. The first item display field 62d is a field that displays, for example, the first items 61a to which a fourth attribute has been set out of the first items 61a acquired by the player.

[0067] 4, the first item 61a of the first attribute acquired by the player is displayed in the first item display field 62a, while the first item display fields 62b, 62c, and 62d display question marks to represent the first items 61a of the second attribute, third attribute, and fourth attribute that the player has not yet acquired.

[0068] Each of the first item display fields 62a, 62b, 62c, and 62d is configured to be selectable by the player. Of the first item display fields 62a, 62b, 62c, and 62d, the display field that displays the first item 61a owned by the player is configured to accept a selection operation by the player. The example shown in Figure 4 shows a state in which the first item display field 62a has been selected by the player.

[0069] On the other hand, among the first item display columns 62a, 62b, 62c, and 62d, the display columns that display the first item 61a that the player does not own are configured not to accept a selection operation by the player. In the example shown in Fig. 4, the first item display columns 62b, 62c, and 62d that display a question mark are configured not to accept a selection operation by the player.

[0070] 4, when the first item display field 62a is selected, detailed information about the first item 61a displayed in the first item display field 62a is displayed in the first item details field 63. The first item details field 63 displays a first parameter bar 63a, a second parameter information section 63b, a consumption operation section 63c, and a confirmation operation section 63d.

[0071] The first parameter bar 63a displays the accumulated value of the first parameter accumulated from 0 at the current enhancement level as a black portion of the bar. The first parameter bar 63a also displays the difference between the threshold value at the current enhancement level and the accumulated value of the first parameter accumulated from 0 at the current enhancement level as a white portion of the bar. By visually checking the first parameter bar 63a, the player can grasp the progress of the accumulation of the first parameter relative to the threshold value at the current enhancement level.

[0072] The second parameter information section 63b displays information about the second parameter, which is the current enhancement level. In the example shown in Fig. 4, the second parameter information section 63b displays the current enhancement level "Lv3" as the second parameter.

[0073] The first item details field 63 also displays information about the required experience points and remaining time required to increase from the current enhancement level to the next enhancement level. In the example shown in FIG. 4, the first item details field 63 displays required experience point information of "1111111" as the remaining experience points required to increase from the current enhancement level to the next enhancement level. The first item details field 63 also displays remaining time information of "100 days, 3 hours, and 4 minutes" as the remaining time required to increase from the current enhancement level to the next enhancement level. This required experience point information is calculated based on the difference between the experience points (threshold) required to increase the first item 61a from its current enhancement level to the next enhancement level and the experience points currently accumulated in the first item 61a. The remaining time information is calculated based on the required experience point information. As an example, assume that the remaining experience points required to increase the first item 61a from its current enhancement level to the next enhancement level are "10,000," and that a first predetermined value (e.g., "10") of experience points is accumulated every predetermined time (e.g., "3" seconds) as time passes. In such a case, remaining time information of "3000 seconds (50 minutes)" is calculated as the remaining time required for the first item 61a to increase from its current enhancement level to the next enhancement level. In this embodiment, the required experience point information and remaining time information are calculated by the server 100. The calculated required experience point information and remaining time information are then transmitted from the server 100 to the player terminal 1. The player terminal 1 displays the required experience point information and remaining time information received from the server 100 in the first item details column 63.

[0074] The consumption operation section 63c is an operation section that is operated to strengthen the first item 61a by consuming the second item 53. When the consumption operation section 63c is operated, a first item strengthening screen is displayed.

[0075] Fig. 7 is a first diagram showing an example of the first item enhancement screen. Fig. 8 is a second diagram showing an example of the first item enhancement screen. The first item enhancement screen displays the above-mentioned first parameter bar 63a, second parameter information section 63b, required experience point information, remaining time information, type selection field 71, and back operation section 72.

[0076] The type selection field 71 displays an item selection operation section for selecting the type of second item 53 that can increase the first parameter of the first item 61a. In the example shown in FIG. 7, the type selection field 71 displays item selection operation sections 71a and 71b. The item selection operation section 71a is an operation section for selecting, for example, item B. The item selection operation section 71b is an operation section for selecting, for example, item C. The item selection operation section 71a displays "99" as the number of items B owned by the player. The item selection operation section 71b displays "33" as the number of items C owned by the player.

[0077] The back operation unit 72 is an operation unit for returning from the first item enhancement screen to the special quest screen. When the back operation unit 72 is operated, the screen returns from the first item enhancement screen shown in FIG. 7 to the special quest screen shown in FIG.

[0078] On the other hand, when either of the item selection operation units 71a, 71b is operated in the type selection field 71, a number of uses selection field 73 is displayed on the first item strengthening screen, as shown in Fig. 8. Fig. 8 illustrates an example in which the item selection operation unit 71a is operated in the type selection field 71. The number of uses selection field 73 displays acquired experience value information, parameter change information, number of possessions information, number of uses selection tab 73a, decision operation unit 74, and back operation unit 72.

[0079] The number of times selection tab 73a is an operation unit for selecting the number of times of use of the second item 53 selected by the item selection operation unit 71a. In the example shown in Fig. 8, "1" is selected as the number of times of use of item B.

[0080] The acquired experience value information is information indicating the experience value, which is a first parameter, that is imparted to the first item 61a when the second item 53 is used the number of times selected by the number of uses selection tab 73a. The parameter change information is information indicating the enhancement level that is changed when the experience value indicated in the acquired experience value information is imparted to the first item 61a.

[0081] The possession number information is information that indicates the remaining number of second items 53 owned by the player when the second item 53 has been used the number of times selected by the number of times selection tab 73 a. The decision operation unit 74 is an operation unit for deciding to use (consume) the second item 53 the number of times selected by the number of times selection tab 73 a.

[0082] When the decision operation unit 74 is operated, the second item 53 is used (consumed) the number of times selected by the number of times selection tab 73a, and the experience points indicated in the acquired experience point information are given to the first item 61a. At this time, an effect is produced in which the first parameter bar 63a changes so that the black portion of the bar increases and the white portion decreases according to the experience points given to the first item 61a.

[0083] The first parameter bar 63a may be changed when the first parameter increases by a predetermined value at predetermined time intervals. The first parameter bar 63a may also be changed when, for example, the battle tab 40a, the reward tab 40b, or the first item tab 40c shown in FIG. 4 is switched. When the first parameter reaches a threshold, a level-up effect is produced in which the enhancement level increases, and the first parameter is reset to 0, and the black portion of the first parameter bar 63a disappears. If there are any experience points remaining beyond the threshold, the bar is changed so that the black portion of the first parameter bar 63a increases in accordance with the remaining experience points.

[0084] On the other hand, when the back operation unit 72 is operated, the second item 53 is not used (consumed), and the screen returns from the first item enhancement screen displaying the number of uses selection field 73 shown in Fig. 8 to the first item enhancement screen displaying the type selection field 71 shown in Fig. 7. When the confirmation operation unit 63d is operated in the first item details field 63 shown in Fig. 4, an effect confirmation screen is displayed.

[0085] 9 is a diagram showing an example of the effect confirmation screen. The effect confirmation screen displays the first parameter bar 63a, the second parameter information section 63b, the activated effect list information, the activation operation section 81a, and the close operation section 81b.

[0086] The activated effect list information is information that lists effects that can be activated by the first item 61a at the current enhancement level. In the example shown in FIG. 9, "Effect A" is activated by "+10%, "Effect B" is activated by "+5%, and "Effect C" is activated by "+5%". "Effect A", "Effect B", and "Effect C" are effects that increase various parameters of the ally character 51a, such as attack power, defense power, HP, and abilities. The activated effects of the first item 61a shown in FIG. 9 can change predetermined parameters of the ally character 51a. The effect activated by the first item 61a becomes stronger as the enhancement level, which is the second parameter, increases. For example, in "Effect A" shown in FIG. 9, the effect value "+10%" increases as the enhancement level increases.

[0087] The activation operation unit 81a is an operation unit that switches the activation of the activated effect of the first item 61a. By operating the activation operation unit 81a, the activated effect of the first item 61a can be switched to either an ON state, in which it is activated, or an OFF state, in which it is disabled. In this embodiment, when the activation operation unit 81a is in the ON state, all effects displayed in the activated effect list information are activated. When the activation operation unit 81a is in the OFF state, none of the effects displayed in the activated effect list information are activated. However, without being limited to this, the activation operation unit 81a may be configured to be able to individually switch between the activation (ON state) and the disablement (OFF state) of each effect displayed in the activated effect list information.

[0088] On the other hand, when the closing operation section 81b is operated, the screen returns from the effect confirmation screen shown in FIG. 9 to the special quest screen shown in FIG.

[0089] FIG. 10 is a diagram illustrating an example of a special quest screen in a state in which the second parameter has reached its upper limit. As shown in FIG. 10, the second parameter information section 63b displays "Lv10," which is the upper limit of the second parameter. Furthermore, since the first parameter has reached its threshold value when the second parameter has reached its upper limit, the enhancement level of the first item 61a cannot be shifted to the next enhancement level, and the first parameter cannot be increased beyond the threshold. Therefore, as shown in FIG. 10, the entire first parameter bar 63a is black, and the word "MAX" is superimposed on the first parameter bar 63a.

[0090] In the example shown in FIG. 10, the first item 61a cannot be further strengthened, so the consumption operation section 63c, the required experience value information, and the remaining time information are not displayed in the first item details column 63.

[0091] Fig. 11 is a diagram showing an example of player information. As shown in Fig. 11, the player information includes player identification information, item identification information, first parameter information, and second parameter information.

[0092] The player identification information is linked (associated) with the item identification information, the first parameter information, and the second parameter information. Note that the example shown in Fig. 11 shows an example in which one item identification information is linked to one player identification information. However, this is not limiting, and a plurality of mutually different item identification information may be linked to one player identification information.

[0093] The player identification information is, for example, a player ID. The player ID is a unique identifier assigned to each player and is used to individually identify each player. In this example, the player is assigned player identification information of "0001."

[0094] The item identification information is, for example, an item ID. The item ID is a unique identifier assigned to each item and is used to individually identify each item. The item identification information "10001" shown in FIG. 11 is the item identification information of the first item 61a that can change a predetermined parameter of the ally character 51a. The item identification information of the first item 61a acquired by the player is stored in association with the player identification information of the player. When the item identification information of the first item 61a is associated with the player identification information, the player acquires the first item 61a.

[0095] The first parameter information is information indicating a first parameter, which is an experience value assigned to the first item 61a. The first parameter is changed based on the time elapsed since the item identification information of the first item 61a was linked to the player identification information, or based on the consumption of the second item 53. In response to the change in the first parameter, the first parameter information is changed and stored in association with the player identification information and the item identification information.

[0096] The second parameter information indicates a second parameter that increases each time the first parameter reaches a threshold value. The second parameter information is changed in response to a change in the second parameter, and is stored in association with the player identification information, item identification information, and first parameter information. Note that the "3" in the second parameter information indicates that the second parameter is "Level 3."

[0097] As described above, according to this embodiment, when a predetermined condition is met, a process is executed in which the item identification information of the first item 61a that changes a predetermined parameter of the ally character 51a is linked to the player identification information of the player. Here, the predetermined condition is met when, for example, a predetermined number or more of item A are acquired (owned), the player completes the first battle quest or the second battle quest, the game operator distributes the first item 61a, etc.

[0098] After the linking process is performed, a process of measuring an elapsed time and a process of changing the first parameter of the first item 61a based on the elapsed time are performed. Also, a process of changing the first parameter based on the consumption of the second item 53 is performed.

[0099] Furthermore, a process of changing the second parameter of the first item 61a based on the first parameter, and a process of changing a predetermined parameter of the ally character 51a based on the second parameter of the first item 61a are executed.

[0100] This allows the enhancement level of the first item 61a to be changed based on the time that has passed since the player acquired the first item 61a or the consumption of the second item 53. Then, the predetermined parameters of the ally character 51a can be changed according to the changing enhancement level of the first item 61a. As a result, the effect that the first item 61a has on the ally character 51a at the time the player possesses the first item 61a can be changed, thereby increasing the interest of the game.

[0101] The process of changing the first parameter changes the second parameter according to the elapsed time after the linking process is performed, regardless of whether the player can perform an operation. This makes it possible to automatically change the effect that the first item 61a has on the ally character 51a without any operation by the player.

[0102] The linking process is performed within a specific period during which the special quest can be performed, and the second item 53 is an item that can be acquired within the specific period. That is, the first item 61a is an item that can be acquired only within the specific period. Furthermore, the second item 53 that can enhance the first item 61a is also an item that can be acquired only within the specific period. This can increase the player's motivation to acquire the second item 53 within the specific period in order to enhance the first item 61a. Furthermore, if the player acquires the first item 61a within the specific period but is unable to acquire the number of second items 53 required to bring the enhancement level of the first item 61a to "Level 10" (i.e., the upper limit), the first item 61a can be enhanced according to the elapsed time. Therefore, compared to when the only way to enhance the first item 61a is to use the second item 53, the first item 61a can be enhanced even if the second item 53 cannot be acquired, which can prevent the player's motivation for the game from decreasing.

[0103] The process of changing the second parameter of the first item 61a changes the second parameter when the first parameter reaches a threshold value. This allows the enhancement level of the first item 61a to be enhanced stepwise over time or by consuming the second item 53. This can increase the player's motivation to enhance the first item 61a.

[0104] The following describes the processing of the player terminal 1 and the server 100 for realizing the above game, and the functional units that perform each of these processes. Note that the following describes processing related to special quests in particular, and omits explanations of other processing.

[0105] (Functional parts of player terminal 1) 12 is a functional block diagram of the player terminal 1. A program storage area 12a and a data storage area 12b are provided in the storage device 12 of the player terminal 1. When the game starts or the browser is launched, the CPU 10 stores a program (module) that controls the browser in the program storage area 12a.

[0106] The programs that control the browser include a communication control program 90 and a display control program 91. Note that the programs listed in Fig. 12 are just examples, and many other programs are provided as programs that control the browser.

[0107] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. In other words, the player terminal 1 is an information processing device equipped with a terminal control unit 1A that executes the processing of various information processing programs. The terminal control unit 1A includes a communication control unit 90a and a display control unit 91a.

[0108] Specifically, the CPU 10 runs a communication control program 90 to cause the computer to function as a communication control unit 90a. Similarly, the CPU 10 runs a display control program 91 to cause the computer to function as a display control unit 91a.

[0109] The data storage area 12b is provided with a player information storage unit 92 as a storage unit for storing data. Note that the above-mentioned storage units are examples, and the data storage area 12b is provided with many other storage units.

[0110] The player information storage unit 92 stores various pieces of information about the players, such as player IDs.

[0111] The communication control unit 90a transmits and receives information to and from the server 100. For example, the communication control unit 90a transmits predetermined request information based on an operation by a player to the server 100, and receives information from the server 100 in response to the transmitted request information.

[0112] The display control unit 91a cooperates with the server 100 to control the display of battles in accordance with the player's operations or the progress of the game. For example, the display control unit 91a displays an image based on information received from the server 100 on the display 26.

[0113] (Functional part of server 100) 13 is a functional block diagram of the server 100. The storage device 112 of the server 100 is provided with a program storage area 112a and a data storage area 112b. The program storage area 112a stores a game execution control program 190, a communication control program 191, a linking control program 192, a timing control program 193, and a parameter control program 194. Note that the programs listed in FIG. 13 are just examples, and many other programs are stored in the program storage area 112a.

[0114] The CPU 110 runs each program stored in the program storage area 112a and updates data in each storage unit in the data storage area 112b. The CPU 110 runs each program stored in the program storage area 112a, causing the server 100 (computer) to function as a server control unit 100A. In other words, the server 100 is an information processing device equipped with the server control unit 100A that executes the processing of various information processing programs. The server control unit 100A includes a game execution control unit 190a, a communication control unit 191a, an association control unit 192a, a timing control unit 193a, and a parameter control unit 194a.

[0115] Specifically, the CPU 110 runs a game execution control program 190, causing the computer to function as a game execution control unit 190a. Similarly, the CPU 110 runs a communication control program 191, a linking control program 192, a timing control program 193, and a parameter control program 194, causing the computer to function as a communication control unit 191a, a linking control unit 192a, a timing control unit 193a, and a parameter control unit 194a, respectively.

[0116] The data storage area 112b is provided with a game information storage area 195 and a player information storage area 196 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 112b is provided with many other storage areas in addition to these.

[0117] The game information storage unit 195 stores various information related to the progress of the game, such as the game progress status, etc. The player information storage unit 196 stores various information related to each player.

[0118] The game execution control unit 190a controls the progress of the entire game. For example, the game execution control unit 190a updates the overall game information based on the reception of various information indicating input operations by the player to the player terminal 1. Furthermore, when the overall game information is updated, the game execution control unit 190a generates display information based on the updated game information and causes the player terminal 1 to receive the display information via the communication control unit 191a.

[0119] The communication control unit 191a transmits and receives information to and from the player terminal 1. For example, the communication control unit 191a receives predetermined request information based on an operation by a player from the player terminal 1, and causes the player terminal 1 to receive display information generated based on the received information.

[0120] The association control unit 192a is a control unit that associates various types of information with player identification information. In this embodiment, the association control unit 192a associates the item identification information, first parameter information, and second parameter information of the first item 61a with the player identification information.

[0121] The timing control unit 193a measures the time that has elapsed since the item identification information of the first item 61a was linked to the player identification information.

[0122] The parameter control unit 194a changes the first parameter and the second parameter of the first item 61a, and also changes a predetermined parameter of the ally character 51a based on the second parameter of the first item 61a.

[0123] (Parameter change process for the first item 61a) 14 is a flowchart illustrating the parameter change process for the first item 61a. As shown in FIG. 14, the linking control unit 192a executes a linking process (S100) for linking the item identification information of the first item 61a to the player identification information of the player when a predetermined condition is met. Examples of the predetermined condition being met include obtaining (owning) a predetermined number or more of item A, the player clearing the first battle quest or the second battle quest, or the game operator distributing the first item 61a.

[0124] Next, the timing control unit 193a executes a timing process to measure the time elapsed since the linking process of S100 was executed (S102).

[0125] After the timing process of S102 is executed, the parameter control unit 194a executes a determination process of determining whether a predetermined time has elapsed (S104). If the predetermined time has not elapsed (NO in S104), the parameter control unit 194a proceeds to the process of S108.

[0126] On the other hand, if the predetermined time has elapsed (YES in S104), the parameter control unit 194a executes a first parameter change process to change the first parameter of the first item 61a (S106). Specifically, the parameter control unit 194a executes a calculation process to add a first predetermined value corresponding to the elapsed predetermined time to the first parameter.

[0127] The parameter control unit 194a also executes a process for determining whether the second item 53 has been consumed (S108). The determination of whether the second item 53 has been consumed is made, for example, based on whether the decision operation unit 74 shown in FIG. 8 has been operated. Specifically, if the decision operation unit 74 has not been operated, the parameter control unit 194a determines that the second item 53 has not been consumed, and if the decision operation unit 74 has been operated, the parameter control unit 194a determines that the second item 53 has been consumed. If the second item 53 has not been consumed (NO in S108), the parameter control unit 194a proceeds to the process of S112.

[0128] On the other hand, if the second item 53 has been consumed (YES in S108), the parameter control unit 194a executes a first parameter change process to change the first parameter of the first item 61a (S110). Specifically, the parameter control unit 194a executes a calculation process to add a second predetermined value corresponding to the number of times the second item 53 has been used (consumed) to the first parameter.

[0129] The parameter control unit 194a executes a determination process to determine whether the first parameter has reached the threshold value (S112). If the first parameter has not reached the threshold value (NO in S112), the parameter control unit 194a returns the process to S104.

[0130] On the other hand, if the first parameter has reached the threshold value (YES in S112), the parameter control unit 194a executes a second parameter change process to change the second parameter (S114). Specifically, the parameter control unit 194a executes a calculation process to increase the second parameter by 1.

[0131] The parameter control unit 194a executes a predetermined parameter change process to change a predetermined parameter of the ally character 51a in response to the change in the second parameter (S116).

[0132] The parameter control unit 194a determines whether the second parameter has reached the upper limit (S118). If the second parameter has not reached the upper limit (NO in S118), the parameter control unit 194a returns the process to S104.

[0133] On the other hand, if the second parameter has reached the upper limit (YES in S118), the parameter control unit 194a ends the parameter change process for the first item 61a.

[0134] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0135] In the above embodiment, an example has been described in which the elapsed time from the time when the process of linking the item identification information of the first item 61a to the player identification information has been performed has been described. However, this is not limited to this, and the timing of starting the time measurement may be any time after the process of linking the item identification information of the first item 61a to the player identification information has been performed. For example, it may be a predetermined time after the process of linking the item identification information of the first item 61a to the player identification information has been performed. Alternatively, the timing of starting the time measurement may be a specific trigger timing after the process of linking the item identification information of the first item 61a to the player identification information has been performed. For example, the timing of starting the time measurement may be a timing of a specific operation by the player after the process of linking the item identification information of the first item 61a to the player identification information has been performed. Note that the first item 61a may be an equipment item that can be equipped to the ally character 51a. In this case, the timing of starting the time measurement may be a timing of when the first item 61a is equipped to the ally character 51a.

[0136] In the above embodiment, the case where the player terminal 1 is a smartphone has been described as an example. However, the player terminal 1 is not limited to a smartphone, and may be any computer such as a personal computer.

[0137] Furthermore, the game content in the above embodiment is merely an example. Furthermore, the game genre to which the above technical matters can be applied is not particularly limited. For example, the above technical matters can be applied to any game genre, such as RPG, action games, puzzle games, training games, sports games, etc. In any case, the information processing system S includes one or more computers, and the computers perform the following processing.

[0138] A process (S100 as an example in the embodiment) in which, when a predetermined condition is met, the player's identification information (player identification information) is linked to the identification information (item identification information) of a first item 61a that changes a predetermined parameter of a character (ally character 51a).

[0139] A process of measuring the elapsed time after the linking process is performed (S102 in the embodiment as an example).

[0140] A process of changing the first parameter of the first item 61a based on the elapsed time (S106 in the embodiment as an example).

[0141] A process of changing the first parameter based on consumption of the second item 53 (S106 in the embodiment, as an example).

[0142] A process of changing the second parameter of the first item 61a based on the first parameter (S112 in the embodiment as an example).

[0143] A process of changing a predetermined parameter of the character (ally character 51a) based on the second parameter of the first item 61a (S114 in the embodiment as an example).

[0144] Furthermore, the process of changing the first parameter may change the second parameter in accordance with the elapsed time after the linking process is performed, regardless of whether or not the player can execute an operation.

[0145] Furthermore, the linking process may be performed within a specific period, and the second item 53 may be an item that can be acquired within the specific period.

[0146] Furthermore, the process of changing the second parameter of the first item 61a may change the second parameter when the first parameter reaches a threshold value (S110 and S112 in the embodiment, as an example).

[0147] In the above embodiment, the information processing system S, which is a client-server system, performs each of the above information processes. However, the functions of the server 100 in the above embodiment may be provided in the player terminal 1. Furthermore, the functions of the player terminal 1 in the above embodiment may be provided in the server 100. In other words, each of the above processes may be performed by either the player terminal 1 or the server 100.

[0148] The program in the above embodiment may be stored in a non-transitory computer-readable storage medium and provided as a storage medium. Furthermore, the program may be provided as a game terminal device or information processing system including the storage medium. The above embodiment may also be an information processing method that realizes each function and step shown in the flowchart. [Explanation of symbols]

[0149] 1. Player terminal 100 servers S Information Processing System

Claims

1. a process of associating identification information of a first item that changes a predetermined parameter of a character with identification information of a player when a predetermined condition is met; a process of timing an elapsed time after the linking process is performed; a process of changing a first parameter of the first item based on the elapsed time; changing the first parameter based on consumption of a second item; changing a second parameter of the first item based on the first parameter; a process of changing the predetermined parameter of the character based on the second parameter of the first item; to the computer, Information processing program.

2. The process of changing the first parameter includes: after the linking process is performed, the second parameter is changed in accordance with the elapsed time, regardless of whether the player can execute an operation; The information processing program according to claim 1 .

3. The linking process is performed within a specific period of time, the second item is an item that can be acquired within the specific period; 3. The information processing program according to claim 1.

4. The process of changing the second parameter of the first item includes: When the first parameter reaches a threshold, the second parameter is changed.

3. The information processing program according to claim 1.

5. One or more computers a process of associating identification information of a first item that changes a predetermined parameter of a character with identification information of a player when a predetermined condition is met; a process of timing an elapsed time after the linking process is performed; a process of changing a first parameter of the first item based on the elapsed time; changing the first parameter based on consumption of a second item; changing a second parameter of the first item based on the first parameter; a process of changing the predetermined parameter of the character based on the second parameter of the first item; To carry out the Information processing methods.

6. one or more computers; The computer a process of associating identification information of a first item that changes a predetermined parameter of a character with identification information of a player when a predetermined condition is met; a process of timing an elapsed time after the linking process is performed; a process of changing a first parameter of the first item based on the elapsed time; changing the first parameter based on consumption of a second item; changing a second parameter of the first item based on the first parameter; a process of changing the predetermined parameter of the character based on the second parameter of the first item; To carry out the Information processing system.

Citation Information

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