Program and information processing system
The system enhances user engagement by offering variable items or automatic parameter changes for duplicate objects, addressing the issue of diminished interest in repetitive acquisitions.
Patent Information
- Application Number
- JP2024122377
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-29
- Publication Date
- 2026-02-10
AI Technical Summary
Existing game systems fail to maintain user interest when players repeatedly acquire objects they already possess, leading to diminished engagement.
Implement a system where, upon acquiring an object identical to one already owned, a function is triggered to either grant a variable item or automatically change the parameters of the existing object, or unlock features like parameter and appearance reflection, enhancing user interaction and engagement.
This approach increases user interest by providing varied benefits and opportunities for object enhancement, reducing the monotony of acquiring duplicate items and encouraging continued gameplay.
Smart Images

Figure 2026020810000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program and an information processing system. [Background technology]
[0002] Conventionally, there are known games in which a player can acquire usable objects in the game by participating in a lottery process. For example, Patent Document 1 discloses a game program that changes parameters of an object acquired by the lottery process if the object is the same as an object already possessed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-88989 Summary of the Invention [Problem to be solved by the invention]
[0004] The present disclosure aims to improve user interest. [Means for solving the problem]
[0005] A program according to an embodiment of the present disclosure includes: On the computer, When a predetermined condition is satisfied by the user acquiring the object multiple times, a function of reflecting parameters of a second object different from the first object or part of the appearance of the second object on the first object is released.
[0006] An information processing system according to an embodiment of the present disclosure includes: An information processing system including one or more information processing devices, When a predetermined condition is satisfied by the user acquiring an object multiple times, a function of reflecting parameters of a second object different from the first object or part of the appearance of the second object on the first object is released. [Effects of the Invention]
[0007] According to the present disclosure, it is possible to increase the interest of users. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a block diagram showing the configuration of a server according to an embodiment of the present disclosure. [Figure 3] FIG. 3 is a diagram showing an example of a game screen displayed when an acquired object is awarded by the awarding unit shown in FIG. [Figure 4] FIG. 4 is a diagram showing an example of a game screen displayed when a variable item is granted by the granting unit shown in FIG. [Figure 5] FIG. 5 is a flowchart showing the operation flow of the lottery process by the control unit shown in FIG. [Figure 6] FIG. 6 is a diagram (part 1) showing an example of an operation screen when the parameter varying unit shown in FIG. 2 varies the parameters of a possessed object. [Figure 7] FIG. 7 is a diagram (part 2) showing an example of the operation screen when the parameter varying unit shown in FIG. 2 varies the parameters of the possessed object. [Figure 8] FIG. 8 is a flowchart showing an example of the flow of parameter reflection processing by the information processing system of the present disclosure. [Figure 9] FIG. 9 is a diagram (part 1) showing an example of an operation screen when the parameter varying unit shown in FIG. 2 performs a parameter reflection process. [Figure 10]FIG. 10 is a diagram (part 2) showing an example of an operation screen when the parameter varying unit shown in FIG. 2 performs a parameter reflection process. [Figure 11] FIG. 11 is a diagram showing an example of a manual deck organization screen by the deck organization unit shown in FIG. [Figure 12] FIG. 12 is a flowchart showing an example of the flow of the appearance reflection process performed by the information processing system of the present disclosure. [Figure 13] FIG. 13 is a diagram (part 1) showing an example of an operation screen when the appearance change unit shown in FIG. 2 performs the appearance reflection process. [Figure 14] FIG. 14 is a diagram (part 2) showing an example of the operation screen when the appearance change unit shown in FIG. 2 performs the appearance reflection process. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, embodiments of this technical concept will be described in detail with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of these components are also the same. Therefore, detailed descriptions thereof will not be repeated.
[0010] <Configuration of information processing system> Fig. 1 is a diagram showing the configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in Fig. 1, the information processing system 1 includes a terminal 10 used by a user and a server (computer) 20, and these devices are connected to each other via a network 13 so as to be able to communicate with each other.
[0011] The terminal 10 is a smartphone, a phablet, a tablet, or the like. The terminal 10 may be a portable terminal, a wearable device worn on the body, or a stationary terminal such as a PC (Personal Computer) or a game console. When the terminal 10 is operated by a user, game-related data is transmitted and received between the server 20 and the terminal 10. This allows the user to play the game.
[0012] The server 20 manages various data related to the game of each user playing the game, and transmits images, sounds, text, and other data to the terminal 10 according to the progress of each user's game. In addition, the server 20 can, for example, identify multiple users participating in multiplay and communicate with each user's terminal 10, thereby providing each user with an environment for playing the game in multiplay.
[0013] <Server configuration> 2 is a block diagram showing the configuration of the server 20 according to the embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.
[0014] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data for a game play screen, the communication unit 21 transmits the screen data to the terminal 10. Furthermore, when the communication unit 21 receives operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.
[0015] The storage unit 23 includes a storage device such as a hard disk drive (HDD) or a flash memory, etc. Specifically, the storage unit 23 stores a program 41, game information 42, user information 43, etc.
[0016] The program 41 is a program for the server 20 to execute various processes. The game information 42 includes information used to generate a play screen, object information related to objects such as characters that can be used in the game, etc. The user information 43 includes information related to users playing the game, such as identification information for each terminal 10 and identification information for each user.
[0017] The memory 24 includes a storage device such as a read-only memory (ROM) or a random access memory (RAM). The memory 24 temporarily stores various data generated in accordance with the operation of the control unit 22. For example, the memory 24 stores game medium information related to various game media, such as one or more characters owned by each user, accessories equipped to each character, and virtual currency owned by the user.
[0018] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). The control unit 22 operates in accordance with a program 41 to function as a game progression unit 31, a lottery unit 32, an award unit 33, a parameter variation unit 34, an appearance change unit 35, and a deck compilation unit 36. The control unit 22 will be described in detail below.
[0019] <Details of the control unit> [Game progression section, lottery section, and award section] The game progression unit 31 performs various processes related to the progression of the game based on operation information received from terminal 10 via the communication unit 21. For example, the game progression unit 31 moves the character controlled by the user, progresses events in the game, generates and controls other characters, buildings, and other objects that appear in the game, and generates screen data for the play screen.
[0020] The lottery unit 32 executes a lottery process for awarding game media to the user when, for example, the progress of the game satisfies a predetermined condition. The predetermined condition is satisfied, for example, when the game progresses to a predetermined stage or when the user watches an advertisement. In such a case, the lottery unit 32 automatically starts the lottery process.
[0021] Furthermore, suppose that the user performs an operation on the terminal 10 to perform a lottery process using a predetermined game medium that the user owns. In this case, the lottery unit 32 can start the lottery process in exchange for consuming a predetermined number of the game medium.
[0022] As a lottery process, the lottery unit 32 selects one object from a plurality of objects such as characters, and notifies the granting unit 33 of the selected object. The granting unit 33 grants the object selected by the lottery unit 32 (hereinafter referred to as the "acquired object") to the user.
[0023] Figure 3 is a diagram showing an example of a game screen that is displayed when an acquired object is awarded by the awarding unit 33 shown in Figure 2. When an acquired object is awarded to a user, the game progression unit 31 generates screen data for a first result screen G11 as shown in Figure 3 as a game screen. The game progression unit 31 then sends the screen data to the user's device 10, thereby displaying the first result screen G11 on the device 10.
[0024] Note that a rarity level may be assigned to each object that can be used in the game. For example, the rarity levels of objects are divided into rarity level 1, rarity level 2, rarity level 3, etc., in ascending order. In this case, the first result screen G11 displays the rarity of the acquired object that has been granted. As an example, the first result screen G11 in FIG. 3 displays two star marks, indicating that an object C1 with a rarity level of "2" has been granted to the user as an acquired object.
[0025] Here, a user can own multiple objects that can be used in the game. However, the user cannot own more than a predetermined number of common objects. The predetermined number is an integer of 2 or more. In this embodiment, the predetermined number is "2". In other words, in this embodiment, the user cannot own more than one common object.
[0026] Common objects refer to, for example, multiple objects with the same name, the same ID, or the same image representing the object. Note that the same image also includes cases where there is a slight difference in appearance. Slight differences in appearance also include cases where the characters are the same but the color of a part of the character's body is different, or where the characters are the same but the equipment worn by the characters is different.
[0027] Therefore, when the acquired object selected by the lottery process is the same as an object already owned by the user (hereinafter referred to as a "possessed object"), the granting unit 33 grants the user a game medium other than the acquired object instead of granting the user the acquired object. For example, the granting unit 33 grants the user a variable item T, which is an item used to change the parameters of the possessed object.
[0028] FIG. 4 is a diagram showing an example of a game screen that is displayed when a variable item T is granted by the granting unit 33 shown in FIG. 2. When the variable item T is granted to a user by the granting unit 33, the game progression unit 31 generates a second result screen G12 as shown in FIG. 4 as a game screen. The game progression unit 31 then sends the screen data to the user's device 10, thereby displaying the second result screen G12 on the device 10. The second result screen G12 shows, as an example, that the variable item T is granted to the user instead of the acquired object C2.
[0029] The variable items T may be configured to have different types depending on the rarity of the acquired object. For example, the granting unit 33 grants a first variable item T1 when the rarity of the acquired object is "1," grants a second variable item T2 when the rarity is "2," and grants a third variable item T3 when the rarity is "3."
[0030] The first variable item T1, the second variable item T2, and the third variable item T3 have, for example, different shapes (see FIG. 7 described later). The second result screen G12 shown in FIG. 4 shows, as an example, that the second variable item T2 is granted to the user as the variable item T.
[0031] The granting unit 33 may be configured to grant the same variable item T regardless of the rarity of the acquired object. The granting unit 33 may also be configured to change the number of variable items T granted depending on the rarity of the acquired object.
[0032] [Lottery process flow] Fig. 5 is a flowchart showing the flow of operations of the lottery process by the control unit 22 shown in Fig. 2. Referring to Fig. 5, first, the lottery unit 32 starts the lottery process when the above-mentioned predetermined conditions are satisfied or when the user performs an operation to perform the lottery process using the game medium (step S11).
[0033] Next, when the granting unit 33 receives notification of the acquired object selected by the lottery unit 32, it refers to the game medium information stored in the memory 24 and determines whether the acquired object and the owned object are the same (step S12).
[0034] Then, when the granting unit 33 determines that the acquired object and the possessed object are not the same ("NO" in step S12), the granting unit 33 grants the acquired object to the user (step S13).
[0035] On the other hand, if the granting unit 33 determines that the acquired object and the possessed object are the same (YES in step S12), it grants, for example, a variable item T to the user (step S14).
[0036] If the acquired object and the possessed object are the same ("YES" in step S12), instead of or in addition to the granting of variable item T by granting unit 33 (step S14), automatic parameter variation may be performed by parameter variation unit 34 shown in Fig. 2. The configuration of parameter variation unit 34 will be described in detail below.
[0037] [Configuration of parameter variation section] (a) Parameter variation processing using variation item T The parameter variation unit 34 varies the parameters of the possessed object in response to a predetermined operation by the user. Here, a case will be described in which the parameter variation unit 34 varies the hit point (HP) value and the skill point (SP) value for using a special move as parameters of the possessed object.
[0038] 6 and 7 are diagrams showing examples of operation screens when the parameter variation unit 34 shown in Fig. 2 varies the parameters of a possessed object. For example, suppose that the user operates the terminal 10 to select object C21 from the list of possessed objects. In this case, as shown in Fig. 6, a details screen G21 of object C21 is displayed on the terminal 10.
[0039] Then, when the user performs an operation to select the parameter variation button B1 included in the details screen G21, the parameter variation screen G22 is displayed on the terminal 10, as shown in Fig. 7. The parameter variation screen G22 includes, for example, an area R1, an area R2, and an area R3.
[0040] The parameters are divided into multiple stages, and the current parameter stage is displayed in area R1. In the example shown in Figure 7, the current parameter stage of the owned object selected by the user is displayed as the fifth stage out of eight stages.
[0041] Area R2 displays the current parameter values of the owned object selected by the user, as well as the parameter values after parameter variation processing. More specifically, the game information 42 shown in FIG. 2 records the parameter values at each stage for each object. The game progression unit 31 references the game information 42 to display the parameter values after parameter variation processing in area R2.
[0042] The example shown in FIG. 7 indicates that "HP," one of the parameters, is currently "92601" and will increase to "92940" after the change, and that "SP," another parameter, is currently "147" and will increase to "171" after the change. The example shown in FIG. 7 also indicates that "attack," another parameter, is currently "6308" and will increase to "6450" after the change, and that "defense," another parameter, is currently "1465" and will increase to "1508" after the change. The example shown in FIG. 7 also indicates that "critical hit," another parameter, is currently "239" and will increase to "281" after the change.
[0043] Area R3 displays the number of variable items T consumed to raise a parameter by one level for each type of variable item T. In the example shown in Fig. 7, when raising a parameter by one level, 50 items are consumed when using the first variable item T1, 25 items are consumed when using the second variable item T2, and 3 items are consumed when using the third variable item T3.
[0044] For example, suppose the user operates the terminal 10 to select one of the multiple types of variable items T displayed on the parameter variation screen G22 and then selects the execute button B2. In this case, the parameter variation unit 34 consumes the variable items T of the type selected by the user in the number required to raise the parameter level of the possessed object selected by the user by one level, thereby raising the parameter level by one level.
[0045] (b) Automatic parameter change processing Furthermore, as described above, when the acquired object and the possessed object are the same, in addition to or instead of the granting of the variable item T by the granting unit 33, automatic variation of parameters may be performed by the parameter variation unit 34.
[0046] In this case, the parameter variation unit 34 can vary the parameters of the possessed object without setting an upper limit to the parameter stages. That is, even if the current stage of the parameter of the possessed object is the eighth stage, which is the upper limit of the eight stages, the parameter variation unit 34 can vary the parameter of the possessed object to the ninth stage or higher.
[0047] For example, the amount of parameter change per automatic fluctuation process is greater than the amount of parameter change per consumption of variable item T. Specifically, the amount of parameter change per consumption of variable item T is one level, whereas the amount of parameter change per automatic fluctuation process is 10 levels. In other words, to change a parameter by a predetermined amount (e.g., 10 levels) through automatic fluctuation process, the acquired object and the possessed object must be the same one time (N times).
[0048] In contrast, if 50 variable items T are required to change a parameter by one level using a variable item T, then 500 variable items T are required to change the parameter by a predetermined amount (for example, 10 levels). In other words, if one variable item T is granted each time the acquired object and the possessed object are in common, then 500 (K) times (for example, 10 levels) of the acquired object and the possessed object must be in common in order to change the parameter by a predetermined amount (for example, 10 levels).
[0049] In the automatic parameter variation process, an upper limit may be set for the parameter level. In this case, the parameter variation unit 34 performs automatic variation of the parameters of the possessed object only if the parameter level of the possessed object that is common to the acquired object has not reached the upper limit.
[0050] Furthermore, the parameter variation unit 34 may be configured to vary the amount of variation as the parameter level increases in at least one of the parameter variation process due to consumption of a variation item T and the parameter automatic variation process.
[0051] However, when the acquired object and the owned object are the same, if the value of the benefit given to the user is low, the user's interest may decrease. In contrast, in the information processing system 1 according to the present disclosure, when the acquired object and the owned object are the same, a variable item T is given to the user, or the parameters of the owned object are automatically changed.
[0052] In this way, the user can receive a larger benefit when the acquired object and the owned object are the same, which increases the user's interest. Furthermore, the more objects a user possesses, i.e., the more frequently the user plays the game, the more benefit the user can receive.
[0053] Furthermore, since the parameters are changed automatically, the user's effort to change the parameters can be reduced. Furthermore, the user has a wider range of options to choose from, using the variable item T to change the parameters of a possessed object that is common to the acquired object, or to change the parameters of a possessed object other than the possessed object. This further increases the user's interest.
[0054] <Functions that are unlocked when certain conditions are met> [Overview of parameter reflection function] If a predetermined condition is satisfied by selecting an object that is common to an object owned by a user multiple times in the lottery process, a function for reflecting the parameters of one of the objects owned by the user to another object owned by the user (hereinafter referred to as the "parameter reflection function") is unlocked.
[0055] More specifically, for example, suppose that a variable item T is granted to a user by selecting an object that is common to a possessed object in a lottery process. Then, suppose that the user consumes multiple variable items T to increase the parameter level of a certain possessed object, and the parameter level of the possessed object reaches the Nth level. The Nth level is, for example, the 30th level. In this case, a predetermined condition is satisfied, and the parameter reflection function is released for the possessed object.
[0056] Also, for example, suppose that an object that is common to a possessed object is selected in the lottery process, causing the parameters of the possessed object to automatically change, and the parameter stage of the possessed object reaches stage N. In such a case, it is determined that a predetermined condition is met, and the parameter reflection function is released for the possessed object.
[0057] Each possessed object that can be used in the game is associated with an attribute, which can be a profession such as warrior or wizard, or the object's appearance (skin), and determines the actions and skills that the possessed object can use.
[0058] In some cases, a single object may have multiple attributes. In such cases, the user can select an attribute to be applied to the object from among the multiple attributes. For example, the user can change the occupation of a character that is a owned object from "warrior" to "wizard." Furthermore, as described above, for a owned object whose parameter stage has reached the Nth stage and the parameter reflection function has been unlocked, parameter reflection can be performed regardless of which attribute is selected.
[0059] [Details of parameter reflection function] (Operation to reflect parameters) Fig. 8 is a flowchart showing an example of the flow of parameter reflection processing by the information processing system 1 of the present disclosure. Fig. 9 and Fig. 10 are diagrams showing an example of an operation screen when the parameter reflection processing is performed by the parameter variation unit 34 shown in Fig. 2.
[0060] 8 to 10, first, it is assumed that the user selects one of the owned objects whose parameters have reached the Nth stage, that is, one of the owned objects for which the parameter reflection function has been released, from the list of owned objects by operating terminal 10. Here, it is assumed that the parameter reflection function has been released for object C21, and the user has performed an operation to select object C21.
[0061] In this case, the game progression unit 31 (see FIG. 2) generates a details screen G31 for object C21 as shown in the left diagram in FIG. 9 and displays it on the terminal 10 (Step S21). The details screen G31 includes a parameter reflection button B3, which is a button for reflecting parameters on object C21, and an area R4 that indicates the reflection status of parameters on object C21.
[0062] Next, suppose that the user operates the terminal 10 to select the parameter reflect button B3 included on the details screen G31. In this case, the game progression unit 31 generates a selection screen G32 as shown in the left diagram in FIG. 10 and displays it on the terminal 10 (Step S22).
[0063] The selection screen G32 includes an area R5 that displays an object to which parameters are to be reflected, an area R6 that displays an object from which parameters are to be reflected, and an area R7 that displays a list of possessed objects. Hereinafter, the object to which parameters are to be reflected (first object) will be referred to as the "reflection destination object." Furthermore, the object from which parameters are to be reflected (second object) will be referred to as the "reflection source object."
[0064] For example, in the list displayed in area R7, owned objects having the same attributes as object C21 are displayed selectably. Specifically, suppose the occupation of object C21 is "swordsman." In this case, the list displays, among the user's multiple owned objects, objects whose occupation is "swordsman" selectably. On the other hand, objects whose occupation is other than "swordsman" are displayed in a different display mode from objects whose occupation is "swordsman," for example, by being grayed out. Note that objects whose occupation is other than "swordsman" may not be displayed in the list.
[0065] Next, let's say the user performs an operation to select object C31 as the reflection source object, for example by dragging object C31 from the list of selectable owned objects to area R6. In this case, the game progression unit 31 displays object C31 and the parameters of object C31 in area R6 of selection screen G32, as shown in the right diagram in FIG. 10 (step S23).
[0066] 10, selection screen G32 includes, for example, controls B4 and B5 for determining whether to reflect the parameters of a source object (object C31 in the example shown in FIG. 10) on a destination object (object C21 in the example shown in FIG. 10). For example, controls B4 and B5 can slide up and down, and move in conjunction with each other in response to the operation of either one.
[0067] Next, suppose that the user performs an operation to slide operator B4 or operator B5 downward on terminal 10. In this case, parameter variation section 34 reflects the parameters of object C31 in object C21 (step S24).
[0068] Specifically, all of the parameters of object C31, "HP," "SP," "Attack," "Defense," and "Critical Hit," are overwritten by the parameters of object C21. At this time, the parameters of object C21 before the parameters are reflected do not affect the parameters of object C21 after the parameters are reflected. In other words, object C21 has the same parameters as object C31, and the user can play the game using object C21 to which the parameters of object C31 are reflected.
[0069] Here, each object is set with multiple types of parameters such as "HP," "SP," "attack," "defense," and "critical hit," and the balance of these parameters is adjusted. If only some of the parameters of the source object are reflected in the destination object, the balance of the parameters may be lost.
[0070] In contrast, by overwriting all of the parameters of the reflection source object with the parameters of the reflection destination object as described above, the parameters of the reflection source object can be reflected to the reflection destination object while maintaining the balance of the parameters of the reflection source object, and the process for reflecting the parameters can be prevented from becoming complicated.
[0071] The configuration is not limited to one in which all of the parameters of the reflection source object are overwritten by the parameters of the reflection destination object, and it may be one in which some of the parameters of the reflection source object are overwritten by the parameters of the reflection destination object.
[0072] Furthermore, when the parameter change unit 34 has reflected the parameters, an icon of the object C31, which is the object from which the parameters are reflected, is displayed in the area R4 of the detail screen G31 of the object C21, as shown in the right diagram of Fig. 9. This indicates that the parameters of the object C31 are reflected as the parameter reflection state of the object C21.
[0073] While the parameters of object C31 are being reflected in object C21, the actions and the like of object C21 during game play are the same as those of object C31. In other words, the actions and the like of object C21 while the parameters are being reflected may include actions and the like that object C21 would not perform before the parameters were reflected.
[0074] On the other hand, the appearance and voice of object C21 remain the same even while the parameters of object C31 are being reflected. Therefore, the voice of object C21 while the parameters are being reflected may be output as general phrases such as "Let's go" or "Go!" This prevents the voice actor of object C21 from having to record lines for a large number of actions.
[0075] Furthermore, the voice of the object C21 while the parameters are being reflected is not limited to being output in general words, and may be automatically generated by AI (Artificial Intelligence) or the like.
[0076] Furthermore, if an object that is the same as the reflection source object is selected as the acquired object by lottery processing while the parameters are being reflected, for example, automatic change processing is performed on the parameters of the reflection source object.
[0077] Furthermore, there is a one-to-one relationship between the source object and the target object of a parameter, and there are restrictions on reflecting the parameters of multiple source objects on one target object, or reflecting the parameters of one source object on multiple target objects.
[0078] Furthermore, when a parameter is reflected, game contents such as items may be consumed. In this case, the amount of game contents consumed may be changed depending on the attribute or parameter level of the source object. For example, the higher the parameter level of the source object, the greater or less the amount of game contents consumed may be.
[0079] Furthermore, when a possessed object that has been selected as a source object is selected again as a source object, consumption of game media may not be required, or the amount of consumption may be set to be less than when the object is selected for the first time.
[0080] (Deck composition with parameters reflected) Referring again to FIG. 2, the user can organize a deck by selecting a plurality of objects from among the objects the user possesses, and can use the organized deck to play events such as fighting enemy characters.
[0081] 2 accepts a manual deck organization operation from the user and organizes a deck in accordance with the operation. During such manual deck organization, while parameters are being reflected from a source object to a destination object, the source object is excluded from the selection of objects to be included in the deck.
[0082] FIG. 11 is a diagram showing an example of a deck organization screen G33 by the deck organization unit 36 shown in FIG. 2. Specifically, as shown in FIG. 11, for example, in an area R8 of the organization screen G33, a plurality of objects that make up the deck are displayed. Furthermore, in an area R9 of the organization screen G33, a list of objects owned by the user is displayed. The user can add or change objects that make up the deck, for example, by dragging a owned object included in the list into area R8.
[0083] In the example shown on the left side of Figure 11, a deck can be made up of up to three objects, and objects C21 and C22 are selected as the objects that make up the deck. Also, it is assumed that the parameters of object C31 are reflected in object C21.
[0084] In such a case, the deck organization unit 36 does not accept an operation to include the object C31, which is the reflection source object, in the deck. For example, in the list in area R9, the reflection source object is displayed in a display mode different from other objects, such as being displayed grayed out. Note that the reflection source object may not be displayed in the list in area R9.
[0085] For example, if the attack power of a source object is high, the attack power of a target object that reflects the parameters of the source object will also be high. In such a case, if both the source object and the target object are included in the same deck, the attack power of the entire deck will be too strong. In contrast, by configuring a deck so that source objects cannot be included in a deck as described above, it is possible to avoid creating a deck that specializes in a specific type of parameter.
[0086] Furthermore, as described above, on the deck organization screen G33, the object from which the parameters are reflected is displayed in a different display mode from other objects, thereby informing the user that the object from which the parameters are reflected cannot be included in the same deck.
[0087] The deck compilation unit 36 may be configured to accept an operation to include the object in the deck. Specifically, suppose the user drags the object C31 into the area R8. In this case, the deck compilation unit 36 can display a screen for confirming whether or not to cancel the reflection of the parameters of the object C31, as shown in the right diagram of FIG. 11.
[0088] For example, the deck organization unit 36 displays a message on the organization screen G33 saying, "The parameters of object C31 are being reflected. Do you want to cancel this and organize?" Then, when the user cancels the reflection of the parameters of object C31 by performing an operation described below, object C31 is added as an object that constitutes the deck.
[0089] (Cancel parameter reflection) 9, the user can cancel the reflection of parameters to a reflection-target object on, for example, a details screen G31 of the parameter reflection-target object. For example, as shown in the right diagram of FIG. 11, suppose that a screen for confirming whether or not to cancel the reflection of parameters from object C31 to object C21 is displayed, and the user selects "Yes." In this case, a details screen G31 of object C21 is displayed, as shown in the right diagram of FIG. 9.
[0090] A control B6 for canceling parameter reflection is displayed on the details screen G31 of the reflection destination object. Control B6 can be slid, for example, vertically, like controls B4 and B5 shown in Fig. 10. When parameters are being reflected in the object displayed on the details screen G31 (object C21 in the example shown in Fig. 9), control B6 is located at the bottom of the range in which it can be slid, as shown in the right diagram in Fig. 9.
[0091] When the user then slides the control B6 upward, the parameter reflection for the object displayed on the details screen G31 (object C21 in the example shown in FIG. 9) is cancelled. In this way, the parameter reflection is cancelled by the user operating the control B6, so the user can avoid a situation where the parameter reflection is cancelled unintentionally, and can play with a greater sense of satisfaction.
[0092] When parameter reflection for an object is canceled, the parameters of that object and the object that was the reflection source object return to their pre-reflection states. Furthermore, the object that was the reflection source object becomes available for selection when manually organizing a deck, and can be added to a deck.
[0093] While the parameters are being reflected in the reflection target object, the level or experience value of the reflection target object may increase as the user plays the game using the reflection target object. In such a case, when the parameter reflection is canceled, the increased level or experience value may be linked to the object that was the reflection source object.
[0094] Furthermore, the level and experience points of the reflection destination object may not be increased while the parameters of the reflection source object are being reflected in the reflection destination object.
[0095] As described above, in the parameter reflection process by the information processing system 1 of the present disclosure, the reflection source object is an object that can be normally used before the parameters are reflected. Also, there is a one-to-one relationship between the reflection destination object and the reflection source object, and adding the reflection source object to the deck is restricted only while the parameters are being reflected.
[0096] Therefore, unlike a configuration in which the parameters of one object are simply copied to another object, the user can get a stronger sense that the capabilities of the source object are temporarily entrusted to the destination object.
[0097] Furthermore, as described above, by configuring the system so that new functions are unlocked when the user acquires an object multiple times, it is possible to prevent the user from feeling disappointed when they acquire an object they already own again. Furthermore, the user can strengthen their favorite objects or have their favorite objects perform actions that are different from those before the parameter reflection function was unlocked, thereby increasing the user's interest.
[0098] Furthermore, by having the target object perform an action different from that before the parameter reflection function was released, the user can show off to other users that the target object's parameters have reached level N. Furthermore, game operators can meet user demands by creating objects that feature parameters such as attack power or recovery power.
[0099] [Overview of the Appearance Reflection Feature] When a predetermined condition is met by selecting an object that is common to an object possessed by the user multiple times in the lottery process, a function for reflecting part of the appearance of another possessed object on the possessed object may be released. The function for reflecting part of the appearance is hereinafter referred to as the "appearance reflection function."
[0100] More specifically, for example, suppose that a variable item T is granted to a user by selecting an object that is common to a possessed object in a lottery process. Then, suppose that the user consumes multiple variable items T to raise the parameter level of a certain possessed object, and the parameter level of the possessed object reaches the Nth level. In such a case, a predetermined condition is met, and the appearance reflection function is released for the possessed object.
[0101] Also, for example, suppose that an object that is common to a possessed object is selected in the lottery process, causing the parameters of the possessed object to automatically change, and the parameter stage of the possessed object reaches stage N. In such a case, it is determined that a predetermined condition is met, and the appearance reflection function is released for the possessed object.
[0102] As with the parameter reflection function, for possessed objects whose parameter stage has reached the Nth stage and for which the appearance reflection function has been unlocked, the appearance can be reflected regardless of which attribute is selected.
[0103] [Details of the appearance reflection function] (Operations to reflect the appearance) Fig. 12 is a flowchart showing an example of the flow of the appearance reflection process by the information processing system 1 of the present disclosure. Fig. 13 and Fig. 14 are diagrams showing an example of an operation screen when the parameter reflection process is performed by the appearance change unit 35 shown in Fig. 2.
[0104] 12 to 14, first, it is assumed that the user selects one of the owned objects whose parameters have reached the Nth stage, that is, one of the owned objects for which the appearance reflection function has been released, from the list of owned objects by operating terminal 10. Here, it is assumed that the appearance reflection function has been released for object C41, and the user has performed an operation to select object C41.
[0105] In this case, the game progression unit 31 (see FIG. 2) generates a details screen G41 for object C41 as shown in the left diagram in FIG. 13 and displays it on the terminal 10 (Step S31). The details screen G41 includes an appearance reflection button B7, which is a button for reflecting the appearance of object C41, and an area R11 that indicates the reflection status of the appearance of object C41.
[0106] Next, suppose that the user operates the terminal 10 to select the Appearance Reflect button B7 included on the details screen G41. In this case, the game progression unit 31 generates a selection screen G42 as shown in the left diagram in FIG. 14 and displays it on the terminal 10 (Step S32).
[0107] The selection screen G42 includes an area R12 where an object to which the appearance is to be reflected is displayed, an area R13 where an object from which the appearance is to be reflected is displayed, and an area R14 where a list of possessed objects is displayed. Hereinafter, the object to which the appearance is to be reflected (first object) will be referred to as a "reflection destination object." Furthermore, the object from which the appearance is to be reflected (second object) will be referred to as a "reflection source object."
[0108] For example, the list displayed in area R14 displays selectable owned objects that have the same attributes as the target object. The attributes here include the target object's occupation, gender (male, female, none), and body type (overweight, normal, thin), etc.
[0109] Specifically, suppose that the occupation of object C41 is "warrior", the gender is "male", and the body shape is "normal". In this case, in the list, of the multiple objects possessed by the user, objects whose occupation is "warrior", whose gender is "male", and whose body shape is "normal" are displayed as selectable. On the other hand, other objects that are excluded from selection are displayed in a different display mode from objects whose occupation is "warrior", whose gender is "male", and whose body shape is "normal", such as being grayed out. Note that the list may be configured so that objects other than those that are selectable are not displayed.
[0110] In this way, by limiting the objects that can be selected as the source object to those that have the same attributes as the target object, it is possible to prevent a sense of incongruity when part of the appearance of the source object is reflected in the target object.
[0111] Next, let's say the user performs an operation to select object C42 as the reflection source object, for example by dragging object C42 from the owned objects displayed as selectable in the list to area R13. In this case, the game progression unit 31 displays object C42 in area R13 on the selection screen G42, as shown in the right diagram in FIG. 14 (Step S33).
[0112] 14, selection screen G42 includes operations B9 and B10 for determining whether to reflect part of the appearance of a source object (object C42 in the example shown in FIG. 14) in a destination object (object C41 in the example shown in FIG. 14). For example, operators B9 and B10 can slide up and down, and move in conjunction with each other in response to the operation of either one.
[0113] Next, suppose that the user performs an operation on the terminal 10, for example, by sliding the operator B9 or the operator B10 downward. In this case, the appearance change unit 35 (see FIG. 2) reflects part of the appearance of the object C42 in the object C41 (step S34). For example, as shown in FIG. 14, the clothes, shoes, and cape of the object C42 are added to the object C41. The user can then play the game using the object C41 that reflects part of the appearance of the object C42.
[0114] In this way, by adding a part of the appearance of the reflection source object to the reflection destination object, it is possible to change the appearance of the reflection destination object while preserving the main appearance of the reflection destination object, for example.
[0115] Note that the configuration is not limited to automatically adding a part of the appearance of the source object to the destination object, and a part selected by the user from among the parts of the source object may be added to the destination object. Specifically, a list of multiple parts of the source object, such as "upper body," "lower body," "wings," "shoes," "hat," and "cloak," may be displayed so that the part selected by the user from the list is added to the destination object.
[0116] In addition, before the reflection of part of the appearance of the source object to the target object is confirmed, the target object when the appearance is reflected may be displayed in area R12, and the user may be asked to select whether or not to reflect it.
[0117] Furthermore, when reflecting the appearance, game content such as items may be consumed. In this case, the amount of game content consumed may be changed depending on the attributes of the source object. Furthermore, the amount of game content consumed may be changed depending on, for example, the rarity of parts of the source object.
[0118] Furthermore, when a possessed object that has been selected as a source object is selected again as a source object, consumption of game media may not be required, or the amount of consumption may be set to be less than when the object is selected for the first time.
[0119] In the automatic organization of a deck, unlike the parameter reflection described above, while the appearance is being reflected, the reflection source object is included in the selection of objects that make up the deck.
[0120] Furthermore, as shown in the right diagram of Fig. 13, a control B8 for canceling the reflection of the appearance is displayed on the details screen G41 of the reflection destination object. The control B8 can be slid, for example, vertically, like the controls B9 and B10 shown in Fig. 14. When the appearance is being reflected in the object displayed on the details screen G41 (object C41 in the example shown in Fig. 13), the control B8 is located at the bottom of the range in which it can be slid, as shown in the right diagram of Fig. 13.
[0121] When the user slides the control B8 upward, the reflection of the appearance of the object displayed on the details screen G41 (object C41 in the example shown in FIG. 13) is canceled. When the reflection of the appearance of the object is canceled, the object returns to its state before the reflection. In this way, the user operates the control B8 to cancel the reflection of the appearance, which allows the user to avoid a situation where the reflection of the appearance is canceled unintentionally, allowing the user to play with a greater sense of satisfaction.
[0122] As described above, by configuring the system so that new functions are unlocked when a user acquires an object multiple times, it is possible to prevent the user from feeling disappointed when they acquire an object they already own again. Furthermore, the user can change the appearance of their favorite objects, which increases the user's interest.
[0123] Furthermore, by changing the appearance of the object, the user can show off to other users that the parameter stage of the object he or she owns has reached stage N. Note that the reflection of the appearance of the reflection destination object may be performed when the user is playing together with other users, but may not be performed when the user is playing alone.
[0124] Furthermore, game operators can respond to user requests by creating objects that feature attractive appearances.
[0125] The elements included in each of the present disclosures can be combined with each other, and the combined result also constitutes a part of the embodiment shown in the present disclosure. For example, when the above-mentioned predetermined conditions are satisfied, both the parameter reflection function and the appearance reflection function may be released, or one of the functions selected by the user may be released, or one of the functions selected automatically may be released.
[0126] Furthermore, within the scope of the present invention, the components can be freely combined, any component can be modified, any component can be replaced, any component can be omitted, or other components can be added. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes described in this specification may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.
[0127] [Additional Notes] The contents according to the embodiments of the present disclosure are listed as follows. [assignment] The purpose is to increase interest.
[0128] [Solution] (Item 1) On the computer, A program that, when a user acquires an object multiple times and a predetermined condition is met, unlocks a function to reflect parameters of a second object different from a first object, or part of the appearance of the second object, in the first object.
[0129] In this way, by configuring the system so that new functions are unlocked when the user acquires an object multiple times, it is possible to prevent the user from feeling discouraged when they acquire an object they already own again, and to further increase the user's interest.
[0130] (Item 2) 2. The program according to item 1, wherein when the parameters of the second object are reflected in the first object, at least some of the parameters of the first object are overwritten with the parameters of the second object.
[0131] Here, each object is set with multiple types of parameters, such as HP, SP, attack, and defense, and the balance of these parameters is adjusted. If only some of the parameters of the second object are reflected in the first object, the balance of the parameters may be lost.
[0132] In contrast to this, with the above configuration, it is possible to reflect the parameters of the second object on the first object while maintaining the balance of the parameters of the second object. Furthermore, it is possible to avoid the process of reflecting the parameters from becoming complicated.
[0133] (Item 3) Item 1. The program according to item 1, wherein when a part of the appearance of the second object is reflected in the first object, the part of the appearance of the second object is added to the appearance of the first object.
[0134] With this configuration, for example, it is possible to change the appearance of the first object while preserving the main appearance of the first object.
[0135] (Item 4) It is possible to organize decks containing multiple objects, The program described in item 1 or item 2, wherein when the parameters of the second object are reflected in the first object, the second object is excluded from the selection of objects to be included in the deck when organizing the deck.
[0136] For example, if the attack power of a second object is high, the attack power of a first object that reflects the parameters of the second object will also be high. In such a case, if both the first object and the second object are included in the same deck, the attack power of the entire deck will be too strong. In contrast, by using the above configuration, it is possible to avoid creating a deck that specializes in a specific type of parameter. Furthermore, the user can have a stronger sense that the ability of the second object has been entrusted to the first object.
[0137] (Item 5) Item 4. The program described in item 4, which, when an operation is performed to include the second object in the deck, displays a screen for confirming whether or not to cancel the reflection of parameters from the second object to the first object.
[0138] With this configuration, when the parameters of the second object are reflected in the first object, it is possible to inform the user that the second object cannot be included in the same deck.
[0139] (Item 6) Item 5. The program described in item 5, wherein when the screen is displayed and an operation to cancel the reflection is received, the program allows the second object to be added to the deck.
[0140] In this way, the second object can be included in the deck after the user has confirmed that the parameters have been de-reflected, allowing the user to play with a greater sense of satisfaction.
[0141] (Item 7) Item 1. The program according to item 1, wherein when part of the appearance of the second object is reflected in the first object, the second object is limited to an object having the same attributes as the first object.
[0142] With this configuration, it is possible to prevent the appearance of the second object from appearing strange when part of the appearance of the second object is reflected in the first object.
[0143] The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media.
[0144] Furthermore, each operation performed by the control unit 22 in the server 20 in the above embodiment may be executed by one processor or multiple processors. For example, some or all of the operations performed by the control unit 22 may be executed by the terminal 10 shown in FIG.
[0145] Furthermore, the above-described embodiments are merely examples for facilitating understanding of the present invention, and are not intended to limit the present invention. The present invention can be modified, improved, or partially deleted from the configuration of the embodiments without departing from the spirit of the present invention, and it goes without saying that the present invention also includes equivalents thereof. [Explanation of symbols]
[0146] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progression unit, 32: Lottery unit, 33: Granting unit, 34: Parameter variation unit, 35: Appearance change unit, 36: Deck composition unit, 41: Program, 42: Game information, 43: User information
Claims
1. On the computer, A program that, when a predetermined condition is met by a user acquiring an object multiple times, releases a function of reflecting parameters of a second object different from a first object, or part of the appearance of the second object, in the first object.
2. The program according to claim 1 , wherein when the parameters of the second object are reflected in the first object, at least some of the parameters of the first object are overwritten by the parameters of the second object.
3. The program according to claim 1 , wherein when a part of the appearance of the second object is reflected in the first object, the part of the appearance of the second object is added to the appearance of the first object.
4. It is possible to organize decks containing multiple objects, The program of claim 1, wherein when the parameters of the second object are reflected in the first object, the second object is excluded from the selection of objects to be included in the deck when organizing the deck.
5. The program of claim 4, wherein when an operation is performed to include the second object in the deck, a screen is displayed to confirm whether or not to cancel the reflection of parameters from the second object to the first object.
6. The program according to claim 5, wherein when the screen is displayed and an operation to cancel the reflection is received, the program allows the second object to be added to the deck.
7. The program according to claim 1 , wherein when a part of the appearance of the second object is reflected in the first object, the second object is limited to an object having the same attributes as the first object.
8. An information processing system including one or more information processing devices, An information processing system that, when a predetermined condition is met by a user acquiring an object multiple times, unlocks a function to reflect parameters of a second object different from a first object, or part of the appearance of the second object, in the first object.
Citation Information
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