Information processing device, information processing method, program, and information processing system
The information processing apparatus facilitates the generation of new game media by borrowing and synthesizing media that meet specific conditions, addressing the issue of missing game media ownership.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-30
- Publication Date
- 2026-03-13
AI Technical Summary
A player who does not possess all the necessary game media cannot generate a new game medium until all the required media are available.
An information processing apparatus with a search unit and a control unit that assists in generating a new game medium by borrowing and synthesizing game media that meet specific conditions, allowing the use of alternative media for return.
Enables the generation of a new game medium using borrowed media, facilitating gameplay even when all required media are not owned by the player.
Smart Images

Figure 2026045817000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, a program, and an information processing system.
Background Art
[0002] Today, in social games, multiple players can enjoy multiplayer play. Some social games have a mechanism that can generate a new game medium by synthesizing multiple game media.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] A player who does not possess all the game media required to generate a new game medium cannot generate a new game medium until all the game media are available.
[0005] One object of the present invention is to provide an information processing apparatus, an information processing method, a program, and an information processing system that assist a player who does not possess all the game media required to generate a new game medium in generating a new game medium.
Means for Solving the Problems
[0006] One aspect of the present invention is an information processing apparatus having a search unit and a control unit. The search unit searches for game media that satisfy the borrowing conditions set by a first player, and the control unit controls the generation of a third game medium using a first game medium borrowed by the first player and a second game medium different from the first game medium.
Effects of the Invention
[0007] According to one embodiment of the present invention, it is possible to generate a third game medium using a borrowed first game medium and a second game medium different from the first game medium. [Brief explanation of the drawing]
[0008] [Figure 1] This figure shows an example configuration of the information processing system assumed in Embodiment 1. [Figure 2] This diagram illustrates an example of the functional configuration of the server in Embodiment 1. [Figure 3] This diagram illustrates example data for player information and example data for quest information. [Figure 4] This diagram illustrates example data for event information and example data for media synthesis conditions. [Figure 5] This diagram illustrates example data for borrowing conditions and example data for lending conditions. [Figure 6] This diagram illustrates the process from borrowing to returning a game medium as envisioned in Embodiment 1. [Figure 7] This figure illustrates an example of processing operation assumed in Embodiment 1. [Figure 8] This diagram illustrates the quest selection screen and the screen that displays game media that are advantageous for gameplay. [Figure 9] This diagram illustrates the input screen for loan conditions and the display screen for search results. [Figure 10] This diagram explains the confirmation screen that pops up before the search results screen. [Figure 11] This is a diagram illustrating the screen that displays game media that are advantageous for gameplay. [Figure 12] This is a diagram illustrating the screen that displays game media that are advantageous for gameplay. [Figure 13] This diagram illustrates an example of a notification screen that appears when you obtain a borrowed game media after borrowing it. [Figure 14] This figure illustrates an example of processing operation assumed in Embodiment 2. [Figure 15] It is a diagram for explaining a confirmation screen and an event information screen that are pop-up displayed in front of the search result display screen. [Figure 16] It is a diagram for explaining an event notification screen displayed on the player terminal at a predetermined timing during the borrowing period. [Figure 17] It is a diagram for explaining an example of a borrowing screen in Embodiment 3. [Figure 18] It is a diagram for explaining the flow from borrowing to returning of a game medium assumed in Embodiment 4. [Figure 19] It is a diagram for explaining an example of a processing operation example assumed in Embodiment 4. [Figure 20] It is a diagram for explaining a breakdown inquiry screen displayed on the player terminal at a predetermined timing during the borrowing period. [Figure 21] It is a diagram for explaining another example of a processing operation assumed in Embodiment 4. [Figure 22] It is a diagram for explaining a breakdown inquiry screen displayed on the player terminal at a predetermined timing during the borrowing period. [Figure 23] It is a diagram for explaining an example of a processing operation example assumed in Embodiment 5. [Figure 24] It is a diagram for explaining an example of a notification screen for forced return by disassembling a game medium generated by synthesis. [Figure 25] It is a diagram for explaining an example of a processing operation example assumed in Embodiment 6. [Figure 26] It is a diagram for explaining an example of a screen used for inquiry about automatic execution of level up. [Figure 27] It is a diagram for explaining another example of a screen used for inquiry about automatic execution of level up. [Figure 28] It is a diagram for explaining an example of a processing operation example assumed in Embodiment 7. [Figure 29] It is a diagram for explaining an example of a processing operation example assumed in Embodiment 8. [Figure 30] It is a diagram for explaining an example of a lending inquiry screen and a return history screen. [Figure 31]This figure illustrates an example of processing operation assumed in Embodiment 9. [Figure 32] This figure illustrates an example of processing operation assumed in Embodiment 10. [Figure 33] This diagram illustrates an example of a schedule screen for events where game media eligible for loan can be obtained. [Figure 34] This figure illustrates an example of processing operation assumed in Embodiment 11. [Figure 35] This diagram illustrates an example of the functional configuration of the server in Embodiment 12. [Figure 36] This figure illustrates an example of processing operation assumed in Embodiment 12. [Figure 37] This diagram illustrates an example of a screen for setting loan conditions. [Figure 38] This is a diagram illustrating an example of a notification screen for disposal restrictions. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings. The embodiments described later are merely examples of forms for carrying out the present invention, and the embodiments of the present invention are not limited to the embodiments described later. Therefore, the technical scope of the present invention is not limited to the scope described in the embodiments described later. For example, various modifications or improvements made to the contents described in the embodiments are also included in the technical scope of the present invention. Furthermore, the various functional units described later are realized through the execution of programs by processors such as the CPU (=Central Processing Unit), MPU (=Micro Processing Unit), GPU (=Graphics Processing Unit), DSP (=Digital Signal Processor), and other processors.
[0010] <Terminology> First, let's explain the terminology used in the embodiments. The term "program" is used as a general term for operating systems (OS) and application programs. "Game" refers to either a game program or a computer game. Both game programs and computer games are examples of application programs.
[0011] A "user" refers to a natural person who operates a terminal connected to a network. "Player" refers to a user who plays a game by operating a device. A "terminal" includes not only the terminal operated by the user (hereinafter also referred to as the "player terminal"), but also servers located on the internet or other networks.
[0012] The game runs on either the player's terminal or the server. When a game runs on a server, the player terminal is used as an input / output device. That is, the player terminal is used for displaying game-related images and inputting user input. These images are generally moving images, although still images are not excluded. Games that run on a server are called online games. Among online games, those that use a Social Networking Service (SNS) as a platform are called social games.
[0013] There are two main ways to play a game: solo play by one player (hereinafter also referred to as "single-player") and cooperative play by multiple players (hereinafter also referred to as "multiplayer"). Depending on the game, some games may only allow single-player, some may only allow multiplayer, and some may allow players to choose between single-player and multiplayer. There are two ways to participate in multiplayer: as a host and as a guest. A host player is a player who recruits guests. A guest player, on the other hand, is a player who responds to an invitation from a host player.
[0014] Games are sometimes classified into in-game and out-game. In-game refers to the core components of the game. The in-game consists of sub-games called "quests." In most cases, the difficulty of the quests and the enemy characters that appear in them (hereinafter referred to as "enemy characters") differ from quest to quest. Quests have clearing conditions, for example, and players who meet these conditions are given rewards.
[0015] Out-game activities are those outside of the in-game content. These activities include, for example, obtaining, developing, and selecting game elements used in gameplay. Out-game activities can also consist of one or more quests. Quests can be played at any time, or they can only be played for a limited time or on limited occasions (hereinafter also referred to as "event quests" or "events").
[0016] "Clear conditions" can include things like defeating all enemy characters in a quest, defeating specific enemy characters, arriving at a specific location or point, or obtaining specific items. Specific enemy characters might include boss characters. Specific items might include coins, equipment, weapons, treasure chests, etc. Completing the clear conditions is referred to as "clearing the quest" or "clearing the mission." "Missions" can be set in conjunction with quest gameplay or independently. Missions set in conjunction with quest gameplay include, for example, arriving at a specific location or point, or obtaining a specific item. Missions set in conjunction with quest gameplay may span multiple quests. Missions set independently of quests include answering or submitting surveys, etc.
[0017] "Benefits" include permission to play the following quests (including specially prepared quests), the granting of boss characters for completed quests, the granting of points such as experience points and stamina, the granting of items for use in the game, the granting of currency and other values for use in the game, the granting of the right to participate in lotteries conducted in the game, permission to evolve the player's character (hereinafter referred to as "player character"), upgrades to the abilities of the player character, increased experience points and rewards, the granting of titles, the granting of magic and other special abilities, the granting of special gestures, increased lottery probabilities for player characters and items, permission to activate special abilities, the granting of currency and other values for use in the game, etc.
[0018] In-game currency and other forms of value include, for example, electronic money, cryptocurrencies, in-game currency, fiat currency, points, and other information that can be exchanged on a network. In this embodiment, in-game currency is referred to as "coins," "medals," or "orbs." Medals and orbs are examples of items, but they are used for different purposes within the game. Rewards may have limitations on the quests in which they can be used or activated, limits on the number of times they can be used or activated (including once), a maximum time limit for use or activation (e.g., 24 hours), a time limit for use or activation (e.g., until 3:59 the next day), or be subject to the expiration of the reward (e.g., expiration of the maximum time limit or time limit, or start of quest play).
[0019] In the following, the benefits that are activated while playing a game are referred to as "game effects." "While playing a game" refers to the period from the start to the end of gameplay. There may be more than one game effect. The degree (i.e., level) of the game effect may change depending on the number of orbs consumed. A "deck" refers to a collection of characters used to play a quest. Note that a deck may consist of just one player character (hereinafter also referred to as "one character").
[0020] The game elements that make up a deck can be assembled by the player, or the game may assemble them randomly. In the following, the process of assembling the player characters that make up a deck will also be referred to as "deck building" or "building a deck." Players can assemble their decks by selecting characters one by one, or by selecting multiple characters at once. The player characters that make up a deck are selected from the player characters owned by the player, but it may be permitted to include player characters owned by other players.
[0021] The player characters that a player possesses can be obtained in various ways, such as being selected by the player at the start of a quest, acquired through a lottery, purchased using in-quest currency, given as a reward for completing a quest, or acquired as a result of evolution. Decks can be registered after they have been assembled. If decks are registered, players will not have to assemble a new deck each time they play. In most cases, there is a limit to the number of player characters that can make up a deck. For example, the limit is four.
[0022] "Objects" are elements that make up the game space, including, for example, player characters, enemy characters, coins and other items used in quests. "Character" is a general term encompassing both player characters and enemy characters. Characters include living beings (people, animals, plants, etc.), machines (vehicles, robots, etc.), and fictional objects that resemble these. Enemy characters assigned to a player can be used as player characters in gameplay. "Items" are objects other than characters, and using or consuming them during gameplay can give you an advantage. "Game media" includes characters and items. "Game elements" include the game medium and game effects.
[0023] The "ability of a player character (in the game medium)" can represent either the evaluation value (parameter value) of an attribute (parameter name) or the overall evaluation value (parameter value) of multiple attributes. Differences in abilities affect the progress of quests. For example, using a player character with high abilities makes it easier to complete quests. Conversely, using a player character with low abilities makes it more difficult to complete quests. Therefore, abilities can also be described as "abilities related to game progression."
[0024] Attributes that define abilities include, for example, stamina (HP), attack power, defense power, speed, skills, and rarity. "Stamina" is equivalent to the life force required to play the game. Stamina points (parameter values) are consumed, for example, by attacks from enemy characters. Note that playing quests requires a predetermined stamina value (for example, 0) or higher. Therefore, player characters with high stamina points have higher abilities than player characters with low stamina points. Conversely, player characters with low stamina points have lower abilities than player characters with high stamina points. Note that stamina points can be recovered or increased.
[0025] "Attack power" refers to the intensity of damage dealt to enemy characters. Therefore, player characters with a high attack power value (parameter value) will have higher abilities than player characters with a low attack power value. Conversely, player characters with a low attack power value will have lower abilities than player characters with a high attack power value. "Defense" refers to the strength of a player's resistance to damage from enemy attacks. Therefore, a player character with a high defense value (parameter value) will have higher abilities than a player character with a low defense value. Conversely, a player character with a low defense value will have lower abilities than a player character with a high defense value.
[0026] "Speed" refers to the movement speed (parameter value) of the player character within a quest. Player characters with higher movement speeds have higher abilities than those with lower movement speeds. Conversely, players with lower movement speeds have lower abilities than those with higher movement speeds. Furthermore, players with higher movement speeds can travel further in the same amount of time than players with lower movement speeds. Therefore, differences in speed can be considered as differences in the distance that can be traveled.
[0027] "Skills" refer to special abilities that give you an advantage in the game. Examples of skills include: skills that nullify or reduce damage from specific obstacles; skills that increase the attack power of yourself or other players' characters when combined with specific obstacles; skills that increase the movement of yourself or other players' characters when combined with specific obstacles; skills that grant your skills to other players' characters when combined with specific obstacles; skills that restore or increase the health of other players' characters; skills that trigger attacks from other players' characters; skills that remove restrictions placed on other players' characters; and skills that stop or reduce enemy character attacks. These are just examples.
[0028] Here, "obstacles" refer to mechanisms or enemy characters that hinder gameplay progression. With the exception of certain skills, the presence of obstacles increases the difficulty of completing quests. Obstacles include mechanisms that stop the player character's movement, hinder movement, slow down, accelerate, change direction, instantly teleport to another location within the quest, deplete health, and reduce attack and defense power. Typical examples of enemy characters that act as obstacles include boss characters, enemy characters with high attack power, enemy characters with high defense power, and enemy characters that cause obstacles.
[0029] Generally, player characters with skills have higher abilities than player characters without skills. In this sense, "skill" is an example of resistance to obstacles. However, as mentioned earlier, the content of skills is diverse. Also, in most cases, the evaluation of a skill is determined by obstacles and its relationship with other player characters. For this reason, there is no inherent level of skill (high or low) in the "skills" themselves.
[0030] "Rarity" represents the difficulty of obtaining an item or the frequency of its appearance. Therefore, high rarity means that it is difficult for players to obtain or that it appears infrequently. Conversely, low rarity means that it is easy for players to obtain or that it appears infrequently. Generally, player characters with high rarity have high abilities, and player characters with low rarity have low abilities. "Level" refers to the degree of ability. Level can represent the level of evaluation (parameter value) of an attribute (parameter name), or the level of the overall evaluation (parameter value) of multiple attributes.
[0031] <Embodiment 1> <System Configuration> Figure 1 is a diagram showing an example configuration of the information processing system 1 assumed in Embodiment 1. The information processing system 1 shown in Embodiment 1 is intended for games played over a network. This type of game is also called a net game, online game, or social game. The information processing system 1 consists of a server 10 that manages the progress of the game, a player terminal 20A operated by player PA, a player terminal 20B operated by player PB, a player terminal 20C operated by player PC, and a network N that connects these terminals to enable communication.
[0032] Figure 1 shows only three players: PA, PB, and PC. However, the number of players is arbitrary. For example, there could be one, two, or four or more. If players PA, PB, and PC are not distinguished, they are simply referred to as "players." Similarly, if player terminals 20A, 20B, and 20C are not distinguished, they are simply referred to as "player terminal 20." Server 10 is a computer that manages the progress of the game and provides various services through the execution of game programs. Server 10 can be an on-premises server or a cloud server. Examples of cloud servers include IaaS (Infrastructure as a Service), PaaS (Platform as a Service), and SaaS (Software as a Service).
[0033] Server 10 does not need to consist of a single computer; it may consist of multiple computers that cooperate with each other. When Server 10 is operated by multiple computers, the multiple computers cooperate via network N. Server 10 in this embodiment is an example of an information processing device. The player terminal 20 is an information terminal operated by the player. The player terminal 20 is envisioned to be, for example, a smartphone, a tablet computer, a notebook computer, a desktop computer, a game console, a head-mounted computer (so-called headset), or glasses-type computer (so-called smart glasses or AR (=Augmented Reality) glasses).
[0034] The player terminal 20 is equipped with communication capabilities with network N. In Figure 1, the player terminal 20 is a smartphone. Each player terminal 20 is associated with one player. In other words, each player terminal 20 is associated with one user account. Therefore, in Figure 1, player terminal 20A is associated with player PA, player terminal 20B is associated with player PB, and player terminal 20C is associated with player PC.
[0035] Network N could be, for example, the Internet, a LAN (Local Area Network), or a mobile communication system such as 4G or 5G. Network N can be a wired network, a wireless network, or a hybrid of both. For example, network N could be a 5G or other mobile communication system.
[0036] <Server Hardware Configuration> Server 10 consists of a processor 11 that runs the game program, memory 12, auxiliary storage device 13, and a communication interface 14. The processor 11 and each device are connected to each other via buses and other signal lines. The processor 11 is, for example, a CPU. The memory 12 consists of ROM (Read Only Memory) on which UEFI (Unified Extensible Firmware Interface), etc., is recorded, and RAM (Random Access Memory) used as the work area for the processor 11.
[0037] The auxiliary storage device 13 is, for example, a hard disk drive or a semiconductor storage device. In addition to the game program, the auxiliary storage device 13 stores data related to the progress of the game, transaction data, and so on. The communication interface 14 is a device that enables communication with external terminals such as the player terminal 20. The communication interface 14 is required to have communication functions that are compatible with the network N used for communication.
[0038] <Hardware configuration of the player terminal> The player terminal 20 consists of a processor 21 that controls the operation of the entire terminal, memory 22, auxiliary storage device 23, display 24, and communication interface 25. The processor 21 is, for example, a CPU. The memory 22 consists of ROM on which UEFI etc. is stored and RAM used as the work area of the processor 21.
[0039] The auxiliary storage device 23 is, for example, a hard disk drive or a semiconductor storage device. The auxiliary storage device 23 stores, for example, authentication information necessary for logging into the server 10. The display 24 is, for example, an LCD display or an OLED (=Electro-Luminescence) display. The communication interface 25 is a device that enables communication with external terminals such as the server 10. The communication interface 25 is required to have communication functions that are compatible with the network N used for communication.
[0040] <Server Functional Configuration> Figure 2 illustrates an example of the functional configuration of the server 10 in Embodiment 1. Note that the functional configuration shown in Figure 2 is an example of a functional unit realized through program execution. Server 10 includes a search unit 101, a control unit 102, and a storage unit 110. The storage unit 110 is realized by a memory 12 (see Figure 1) and an auxiliary storage device 13 (see Figure 1).
[0041] <Information recorded in the memory unit> Here, we will explain an example of the information recorded in the memory unit 110. The memory unit 110 stores player information 111, quest information 112, event information 113, media synthesis conditions 114, borrowing conditions 115, and lending conditions 116. Figure 2 shows only a portion of the information stored in the memory unit 110; in reality, information not shown is also stored.
[0042] Below, we will explain data examples for each piece of information using Figures 3 to 5. Figure 3 is a diagram illustrating example data for player information 111 and quest information 112. Figure 4 is a diagram illustrating example data for event information 113 and media synthesis conditions 114. Figure 5 is a diagram illustrating example data for borrowing conditions 115 and lending conditions 116.
[0043] <Player Information 111> Player information 111 records various information about the player. As shown in Figure 3, player information 111 includes the account 111A, the game media 111B owned by the player, game media 111C borrowed from other players, whether or not the media needs to be returned by a replacement 111D, the game media return history 111E, and any penalties currently in effect 111F. Account 111A contains information used to identify the player. For example, Account 111A records the username, password, preferences, and user permissions.
[0044] The game media 111B possessed by the player is information about one or more game media possessed by the player at any given time. Here, game media 111B includes not only game media acquired by the player, but also game media borrowed from other players, game media created through synthesis, and game media created through dismantling. Dismantling here includes, for example, dismantling and separation. The information of game media 111B is updated to the latest state by server 10. In this embodiment, the game medium 111B is assumed to contain a playable character. However, the game medium 111B may also include items consumed during gameplay (coins, medals, orbs, etc.) and items used (weapons, medicines, tools, etc.).
[0045] The game media 111C borrowed from other players contains information about the game media that each player is currently borrowing from other players. The record for game media 111C is deleted when the game media is returned. Even if the borrowed game medium is consumed during the borrowing period (for example, consumed during gameplay, disappearing through synthesis, being transferred to another player, sold, or discarded), it will continue to be managed as game medium 111C as long as it has not been returned to the other player.
[0046] Incidentally, consumption during gameplay refers to the disappearance of a game medium in exchange for playing the game. Disappearance through synthesis refers to the disappearance of a game medium in exchange for the creation of a new game medium through synthesis with another game medium. Transfer to another player refers to the transfer of possession. Sale refers to transfer, whether for a fee or free of charge. Discarding refers to disappearance when there is no destination to transfer to.
[0047] The "Requirement to Return with Alternative Media" field 111D is information regarding the alternative return. This field is part of the lending conditions set by the lending player. For example, it records whether or not the borrower is permitted to return the game using a different game medium (i.e., an alternative medium) than the borrowed game medium. In Figure 3, player PA is not permitted to return game medium G using an alternative medium. In contrast, player PB is permitted to return game medium P using an alternative medium. Game medium F is designated as the alternative medium for game medium P.
[0048] The game media return history 111E is a record of the return of game media that were borrowed in the past. In this embodiment, the game media return history 111E records, for example, the number of times borrowed, the number of times returned, and the return rate. For example, if the number of times borrowed is 100 and the number of times returned is 80, the return rate is 80%. In this embodiment, the number of returns refers to the number of times that borrowed game media that were returned while meeting the lending conditions were met. In this case, the number of returns does not include returns using substitute media.
[0049] Penalty 111F, while active, refers to the penalty imposed when the return of an item that meets the lending conditions is not performed. Note that since it is "active," penalties that have ended are excluded. In Figure 3, the player PC has a penalty recorded: a one-month (until January 1st) borrowing ban. In Figure 3, the date on which the penalty ends is managed. Alternatively, the period can be managed by a start date and an end date, such as August 1st to September 1st.
[0050] <Quest Information 112> Quest information 112 contains various pieces of information related to the quest. As shown in Figure 3, quest information 112 includes the quest name 112A, playable period 112B, completion rewards 112C, and game media 112D that are advantageous for playing the quest. Quest name 112A is the name of the quest. The playable period 112B is the period during which the quest can be played. In the case of Figure 3, the target period for quest QA is "2024 / 12 / 1-2024 / 12 / 11".
[0051] Completion Reward 112C is a reward given for completing quests or missions within quests. For example, boss characters are recorded as part of Completion Reward 112C. Game media 112D that are advantageous for gameplay are game media that are advantageous for completing quests. Game media 112D that are advantageous for completing quests are information about the game media that were used when the quest was completed. Game media 112D that are advantageous for completing quests are statistically identified, for example, based on the quest's play history. Note that there is no limit to one game medium 112D that is advantageous for clearing a quest; multiple mediums may be used. For example, the top three mediums with the most clears may be considered advantageous for clearing the quest. Alternatively, the top three mediums with the highest ratio of clears to total plays (i.e., clear rate) may be considered advantageous for clearing the quest.
[0052] <Event Information 113> Event information 113 records various information about upcoming events. As shown in Figure 4, event information 113 includes the event name 113A, the event period 113B, and the game media 113C that can be obtained as a reward. Event name 113A is the name of the event. In this embodiment, event name 113A refers to the event provided by server 10 (see Figure 1) as an online game.
[0053] Event period 113B is information about the duration of the event. In Figure 4, the event period 113B for event EA is "2024 / 12 / 3". Event EA is a one-day event. The event period 113B for event EB is "2024 / 12 / 12" to "2024 / 12 / 15". Event EB is a multi-day event. The event period 113B for event EC is also a multi-day event. The game media 113C, which can be obtained as a bonus, is information about game media that can be obtained within the event. Note that the bonus is not necessarily limited to a clear reward. For example, it could be a reward for participating in the event, or a reward for failing to clear it. In the case of Figure 4, game media G can be obtained in event EA. Note that multiple game media may be obtainable, as in event EB.
[0054] <Media synthesis conditions 114> The media synthesis conditions 114 record the synthesis conditions for the game media. The media synthesis conditions 114 shown in Figure 4 record the game media 114A generated by synthesis, and the sub-game media 114B, 114C, and 114D used in its generation. In this embodiment, sub-game media refers to the elemental media of the game media 114A generated by synthesis. For example, game media A is generated by the synthesis of game media F and game media G. Game media B and game media C are also generated from two game media. Game media D is generated from three game media.
[0055] In this embodiment, the number of other game media used to synthesize one game media is two or three. However, the case in which a new game media is generated by synthesizing four or more game media is not excluded. Furthermore, while Figure 4 shows an example where one game medium is generated by combining two or three game mediums, multiple game mediums may be generated by combining two or three game mediums. For example, combining game medium F and game medium G may generate game medium A and game medium U.
[0056] Furthermore, although this embodiment focuses only on the combination of game media used for synthesis, the resulting game media may differ depending on the order of synthesis. For example, the resulting game media may differ when synthesizing game media F with game media G compared to when synthesizing game media G with game media A. Furthermore, the media synthesis condition 114 also provides the relationship between the game media generated by synthesis and the multiple game media generated by its decomposition.
[0057] <Loan Condition 115> The borrowing conditions 115 are information indicating the borrowing conditions set by a player who borrows a game medium from another player. The borrowing conditions 115 shown in Figure 5 include the account 115A, the borrowed game medium 115B, the borrowing period 115C, and the rental fee (orbs / day) 115D. Account 115A is information used to identify the borrowing player. Account 115A corresponds to Account 111A (see Figure 3).
[0058] The borrowed game media 115B is information that identifies the game media to be borrowed. In Figure 5, each player borrows one game media. However, a player may borrow multiple game media. The rental period 115C is the period for which the player wishes to rent the game media. In the case of Figure 5, player PA wishes to rent game media G for 11 days, from "2024 / 12 / 1 to 2024 / 12 / 11". The rental fee (Orbs / day) of 115D is information about the game medium that the renting player can pay as consideration. In Figure 5, Orbs are offered as consideration, but coins, medals, or characters could also be used. In Figure 5, Player PA can pay as consideration as long as it is 20 or less per day.
[0059] <Loan Conditions 116> The lending conditions 116 are information that indicates the lending conditions set by a player who lends a game medium to another player. The lending conditions 116 shown in Figure 5 include the account 116A, the game medium to be lent 116B, the number of days to be lent 116C, the rental fee (orbs / day) 116D, mandatory return 116E, and replacement medium 116F.
[0060] Account 116A is information used to identify the lending player. Account 116A corresponds to Account 115A. The loaned game media 116B is a game media registered for loan. In the case of Figure 5, each player loans one game media, but multiple media are also permitted. The rental period of 116C represents the number of days the item can be rented. For example, player PA has made game media C available for rental for 10 days. The rental period of 116C is counted starting from the rental date, for example.
[0061] The rental fee (Orbs / day) of 116D is information about the in-game currency that the lending player requests as payment for the rental. In Figure 5, Orbs are offered as payment, but it could also be coins, medals, or objects such as characters or items. In Figure 5, player PA requests 4 Orbs per day for the rental of game medium C. Mandatory Return 116E concerns whether or not the borrower is required to return the game media itself (in other words, whether or not they are permitted to return it using an alternative medium).
[0062] In Figure 5, "Yes" means that mandatory return is required, or that return by alternative media is not permitted. In Figure 5, "No" means that mandatory return is not required, or that return by alternative media is permitted. Alternative media 116F is information about the game media that the lender requests to be returned in place of the borrowed item if the lender permits alternative return (i.e., does not require mandatory return). In Figure 5, player PB is requesting the return of game media G as an alternative to game media A. It is also possible to request the return of multiple game media for a single borrowed item.
[0063] <Processing executed in the functional unit> The following describes the processing functions implemented by the search unit 101 (see Figure 2) and the control unit 102 (see Figure 2). The detailed processing functions provided in each functional unit will be explained as appropriate, in relation to examples of expected processing operations.
[0064] The search unit 101 is a functional unit that searches for game media that meet the borrowing conditions set by the first player. The first player is the player who will borrow the game. The first player is, for example, player PA (see Figure 1). The borrowing conditions are set from the player terminal 20 (see Figure 1) operated by the first player. The set borrowing conditions are recorded in the storage unit 110 (see Figure 2) as borrowing conditions 115 (see Figure 5). In this embodiment, the search unit 101 refers to the lending conditions 116 (see Figure 5) and searches for game media that meet the borrowing conditions. However, the search unit 101 may also refer to the player information 111 (see Figure 3) to search for game media that meet the borrowing conditions. In this case, the system will individually negotiate with players who possess game media that meet the borrowing conditions.
[0065] The control unit 102 is a functional unit that controls the generation of a third game medium using a first game medium borrowed by the first player and a second game medium different from the first game medium. In this embodiment, the third game medium is generated as the output of the synthesis process. For this reason, the expression "synthesis" may be used instead of "generation." In this embodiment, the first game medium is assumed to be a game medium borrowed by the first player from another player. In other words, it is assumed that at least one game medium is borrowed from another player.
[0066] However, this does not exclude cases where the first player possesses the first game medium at the time of borrowing or acquires the first game medium after borrowing. The lender of the first game medium is not limited to other players; it may also be the game system. The game system may be the server 10 in this embodiment (see Figure 1), or it may be another system.
[0067] In this embodiment, the second game medium is assumed to be a game medium owned by the first player. However, the second game medium may also be a game medium borrowed from another player. In this case, the other player who lends the second game medium and the other player who lends the first game medium may be the same person or different people. The third game medium refers to a game medium generated from multiple game mediums. In this embodiment, the third game medium is generated from two game mediums: the first game medium and the second game medium. However, as mentioned above, it is also possible to generate the third game medium from four or more game mediums.
[0068] Furthermore, even if a player possesses both the first and second game media capable of synthesizing a third game medium, it does not necessarily mean that the third game medium will be synthesized from these game media. In this embodiment, the process of generating the third game medium from the first and second game media is executed only when the first player instructs "Generate". In this embodiment, when the third game medium is generated, the first and second game mediums used for its generation disappear. In other words, the first and second game mediums are consumed and lost during the synthesis of the game mediums. As a result, the first and second game mediums are removed from the game medium 111B (see Figure 3) held by the first player, and the third game medium is added in their place.
[0069] In this embodiment, the search unit 101 is also provided with another function. For example, the search unit 101 also has a function to present information on a third game medium that is advantageous for playing a predetermined game specified by the first player, and information on the first game medium used to generate the third game medium, prior to setting the borrowing conditions. This feature allows the first player to know which third game medium is advantageous for playing a given game before starting the game. With this information, the first player who already possesses the third game medium can use it to play the given game to their advantage.
[0070] Furthermore, even if the first player does not possess a third game medium, they may consider borrowing one from another player. Furthermore, even if the first player does not possess the third game medium, they can still obtain information about the first game medium used to generate the third game medium. In this embodiment, the information provided also includes information about the second game medium used in combination with the first game medium to generate the third game medium. This function is one of the features designed to assist the first player in playing a given game. Therefore, this presentation is performed before the borrowing conditions are set.
[0071] Furthermore, the search unit 101 is also equipped with a function to display information regarding whether or not it is possible to return each of the first game media that meets the borrowing conditions using alternative media. This feature allows the first player to select items to borrow based on information regarding whether or not they can be returned using alternative media (game media). As mentioned earlier, if the borrowed first game medium is used to synthesize the third game medium, the first game medium will disappear. Therefore, the first player needs to obtain the first game medium by the return deadline. However, if it is possible to return it using an alternative medium, the player does not need to possess the first game medium by the return deadline. Therefore, the search unit 101 uses this function to indicate whether each of the one or more first game media that meet the borrowing conditions can be returned using an alternative medium. This indication allows the first player to consider which of the multiple first game media that meet the borrowing conditions to borrow before borrowing.
[0072] Furthermore, the search unit 101 is also equipped with a function to display information on specific media that are required to be returned as alternative media. As mentioned earlier, information regarding whether or not the game can be returned using alternative media is useful to the borrower, the first player. However, it is inconvenient for the borrower, the first player, to only find out the contents of the game media required as alternative media after borrowing it. Therefore, a function will be added that displays information about the specific media that must be returned as an alternative, along with information about whether or not the media can be returned as an alternative. This function will allow the first player to consider selecting the borrowed media (first game media) by referring to the information about the specific media that must be returned as an alternative.
[0073] <Processing flow> Figure 6 is a diagram illustrating the flow from borrowing to returning the game media as assumed in Embodiment 1. In the case of Figure 6, the borrower is designated as Player PA, and the lender as Player PB. • Time point T0: At time T0, the borrower, player PA, possesses game media F. The lender, player PB, possesses game media G. Figure 6 shows only a portion of the game media possessed by players PA and PB.
[0074] • Time point T1: At time point T1, player PA has borrowed game media G from player PB. From player PB's perspective, this is a loan of game media G to player PA. In other words, game media G moves from the lender, player PB, to the borrower, player PA. As a result, game media G disappears from player PB's possession.
[0075] • Time T2: Player PA combines game medium F and game medium G to create game medium A. Simultaneously with the combination of game medium A, game medium F and game medium G disappear from Player PA's possession.
[0076] • Time T3 Player PA obtains game media G. As a result, player PA now possesses both game media A and game media G. • Time T4 At time point T4, player PA returns game medium G to player PB. Upon return, game medium G disappears from player PA's possession, leaving only game medium A. Game medium G is then restored to player PB's possession.
[0077] <Processing operation> Figure 7 illustrates an example of processing operation assumed in Embodiment 1. In Figure 7, a player terminal 20A operated by player PA is shown as a representative example of a borrower. In the figure, the symbol S represents a step. <Step 101> When Server 10 receives registration or modification of loan conditions (hereinafter referred to as "registration, etc.") from a player (not shown), it updates the loan conditions 116 (see Figure 5). Modifications include not only changes to loan conditions but also deletion of registrations.
[0078] <Step 102> Player terminal 20A accepts quest selections through the operation of the player PA. <Step 103> Server 10 refers to the quest information 112 (see Figure 3) of the quest selected by the player PA and provides information on recommended game media.
[0079] <Step 104> In the case of Figure 7, the player PA does not possess the recommended game medium. Therefore, the player terminal 20A accepts the game medium synthesis request through the player PA's operation. Needless to say, whether or not to accept the game medium synthesis request is at the player PA's discretion. Even if the player possesses the recommended game medium, they may still choose to synthesize it for a more advantageous gameplay experience.
[0080] <Step 105> When a game medium synthesis request is received, the player terminal 20A accepts the rental conditions. The rental conditions are given, for example, the game medium to be rented, the rental period, and the rental fee. The rental conditions are recorded in the storage unit 110 (see Figure 2) as rental conditions 115 (see Figure 5).
[0081] <Step 106> Upon receiving the borrowing conditions from the player terminal 20A, the server 10 searches for lending conditions 116 (see Figure 5) that satisfy the borrowing conditions 115.
[0082] <Step 107> Server 10 provides the search results to the player terminal 20A. The search results include not only candidates that meet the rental conditions, but also a statement indicating that no candidates that meet the rental conditions were found. If no candidates that meet the rental conditions are found, a notification prompting a change in the rental conditions is output. This notification may include information suggesting the changed rental conditions. This information may include examples of rental periods and compensation for candidates that are found.
[0083] <Step 108> If candidates that meet the borrowing conditions are provided, the player terminal 20A accepts the selection of the borrowed item and the execution of synthesis. For example, one of the four candidates is selected. Information about the selected candidate is notified from the player terminal 20A to the server 10. If the loan terms are changed, proceed to step 105. <Step 109> Upon receiving notification of the selected candidate for borrowing and the execution of the synthesis, server 10 synthesizes the game media. As mentioned above, multiple game media are required for the synthesis of game media.
[0084] <Step 110> After the game media synthesis process is completed, server 10 updates the information on the game media held by the borrower and lender. Specifically, player information 111 (see Figure 3) is updated. Afterward, the player PA plays quests using, for example, a synthesized game medium. However, it is up to the player PA whether or not to use the game medium created through synthesis to play quests.
[0085] <Step 201> Step 201 is performed after borrowing the game medium. As mentioned above, the game medium used to synthesize the new game medium is destroyed. Needless to say, there is no guarantee that the player (PA) will be able to obtain the same game media they borrowed by the return deadline. However, Figure 7 assumes that the player obtains the same game media as the borrowed one.
[0086] In this case, server 10 notifies the borrower of the availability of the same game media they borrowed. This notification may also include an inquiry about returning the borrowed game media. In this embodiment, payment is required on a daily basis for borrowing the game media. Therefore, the fewer days until return, the less payment the borrower (player PA) will have to pay. Accordingly, in this embodiment, even before the return deadline arrives, the borrower is notified of the availability of the same game media they borrowed. However, it is up to the borrower, the player (PA), whether or not to return the borrowed game media.
[0087] <Step 202> In the case of Figure 7, the player terminal 20A accepts the return of the borrowed game media. In this embodiment, the return of alternative media is not assumed. <Step 203> Server 10 updates the borrower and lender player information 111 (see Figure 3) in accordance with notifications from the player terminal 20A. For example, the information on the game media owned by the borrower player and the lender player is updated.
[0088] <Example of screen transitions> <Borrowing screen> Figures 8 to 10 illustrate the borrowing screen displayed on the player terminal 20 operated by the borrowing player. Figure 8 illustrates the quest selection screen 200 and the screen 210 that presents game media advantageous for gameplay. The quest selection screen 200 corresponds to step 102 (see Figure 7), and the screen 210 that presents game media advantageous for gameplay corresponds to step 103 (see Figure 7).
[0089] The quest selection screen 200 displays a description 201 and quest selection buttons 202. In Figure 8, the description 201 reads, "Please select the quest you want to play." In Figure 8, the quest selection buttons 202 are "Quest QA," "Quest QB," and "Quest QC." In Figure 8, "Quest QB" is selected. When any of the quest selection buttons 202 are pressed, the screen will transition to the next screen.
[0090] The screen 210, which displays game media that are advantageous for gameplay, shows the title 211, recommended media 212, available information 213, inquiry 214, and a processing selection button 215. In Figure 8, the title 211 reads "Recommended game media for clearing Quest QB". Recommended media 212 displays the recommended gaming media. In Figure 8, there are three recommended game media: Game Media A, Game Media B, and Game Media C. The recommended media shown in Figure 8 also include the reasons for the recommendation. For example, Game Media A is shown to have been used and completed by 100 people. In Figure 8, Game Media A is the most advantageous for playing Quest QB, followed by Game Media B, and then Game Media C.
[0091] In this embodiment, the number of recommended game media and the criteria for recommendation are managed by server 10. However, the player who is borrowing the media may specify these in advance. For example, the number of game media and the criteria for recommendation may be specified through the quest selection screen 200 or personal settings. The recommended criteria may include, for example, the number of people who completed the game, or the completion rate. Even if the number of people who completed the game is small, a game medium with a high completion rate may be more advantageous to play. For example, a game medium with 10 people who completed it but a 100% completion rate is more advantageous than a game medium with a 40% completion rate but 100 people who completed it. The information on recommended media 212 is an example of information on a third game medium that is advantageous for playing the given game.
[0092] The inventory information 213 displays the current status of the recommended game media. In Figure 8, for each of the three recommended game media, it includes information on the current status of possession and the number of game media required for synthesis. In Figure 8, player PA possesses game media C, but does not possess game media B or game media A. Incidentally, it has been shown that game medium B can be synthesized from game medium D and game medium E, which are owned by player PA. Also, it has been shown that game medium A can be synthesized from game medium F, which is owned by player PA, and game medium G, which is not owned by player PA.
[0093] The information 213 shown in Figure 8 also displays the number of players who are willing to lend out game media G. In Figure 8, it is shown that 30 players are willing to lend out game media G. However, it is also acceptable to simply provide information on whether or not it is possible to borrow the game from another player. For example, a statement such as "Game media G can be borrowed from another player" would suffice.
[0094] Inquiry 214 displays prompts for the player to make a selection. In Figure 8, it displays, "Which game medium will you use? Will you combine them?" The processing selection button 215 displays a list of options. In Figure 8, the processing selection button 215 consists of four buttons: "Combine game medium A", "Combine game medium B", "Use game medium C", and "Use other game medium". In Figure 8, the "Combine Game Medium A" button is selected. Incidentally, players are free to choose which game medium to use for gameplay. Therefore, not only are the most advantageous game mediums displayed, but other game mediums are also offered as options. When any of the process selection buttons 215 are pressed, the screen transitions to the next screen.
[0095] Figure 9 illustrates the input screen 220 for loan conditions and the display screen 230 for search results. The input screen 220 for loan conditions corresponds to step 105 (see Figure 7), and the display screen 230 for search results corresponds to step 107 (see Figure 7). The input screen 220 for rental conditions displays a title 221, a rental period 222, a price 223, and a "Search" button 224. In Figure 9, the title 221 reads "Refine Rental Conditions". In Figure 9, the rental period 222 is 10 days, from December 10th to December 20th. The rental period 222 can also be specified in hours. For example, it could be from December 10th 14:00 to December 11th 14:00.
[0096] Under item name 223, "Orbs," there is an input field for the desired number of orbs as payment for borrowing. The unit of the input field is the number of orbs per day. In Figure 9, it is assumed that the maximum number will be entered. The information entered on the loan conditions input screen 220 is recorded in the storage unit 110 (see Figure 2) as loan conditions 115 (see Figure 5). When the "Search" button 224 is pressed, the screen transitions to the next screen.
[0097] The search results display screen 230 shows the search result description 231 and selection buttons 232 (i.e., 232A, 232B, 232C, 232D). In Figure 9, the search result description 231 shows "4 results found". Needless to say, the displayed content depends on the search results. For example, if no candidates meet the borrowing criteria, messages such as "0 people found," "0 people meet the criteria," or "We recommend changing your criteria" will be displayed.
[0098] In Figure 9, there are four selection buttons 232. The selection button 232A displays the rental conditions for Player PB. In Figure 9, the level of the game media G that can be borrowed from Player PB is "3", the return deadline is "2024 / 12 / 11", and the rental fee is "1 unit / day". Furthermore, returning with alternative media is not permitted. Therefore, "Return Required" is displayed.
[0099] The selection button 232B displays the rental conditions for the player PD. In Figure 9, the level of game media G that can be borrowed from the player PD is "4", the return deadline is "2024 / 12 / 18", and the rental fee is "2 units / day". Furthermore, return with alternative media is permitted. Therefore, it displays "Other game media are also acceptable". When alternative return is permitted, the desired game media is also displayed. In Figure 9, "Game Media D" is displayed. Here, Game Media D is an example of a specific media.
[0100] The selection button 232C displays the rental conditions for player PE. In Figure 9, the level of game media G that can be borrowed from player PE is "10", the return deadline is "2024 / 12 / 12", and the rental fee is "12 units / day". In addition, return with alternative media is permitted, and "game media E" is displayed as the alternative media. The selection button 232D displays the rental conditions for the player PF. In Figure 9, the level of the game media G that can be borrowed from the player PF is "4", the return deadline is "2024 / 12 / 20", and the rental fee is "19 units / day". Furthermore, returning with alternative media is not permitted. Therefore, it displays "Return Required". When any of the selection buttons 232 are pressed, the screen transitions to the next screen. Note that the selection button 232 shown in Figure 9 includes information about the player who will be lending the game media, but this player information may be hidden.
[0101] Figure 10 illustrates the confirmation screen 240 that pops up before the search results display screen 230. Figure 10 includes corresponding reference numerals for parts that correspond to those in Figure 9. The confirmation screen 240 shown in Figure 10 corresponds to step 108 (see Figure 7). The confirmation screen 240 shown in Figure 10 displays the inquiry 241, a "Yes" button 242, and a "No" button 243. Inquiry 241 describes the process selected by the player. In the case of Figure 10, it states, "Do you want to borrow game media G from player PB and combine it with game media F that you possess to create game media A?" When the "Yes" button 242 is pressed, the synthesis process is executed. Additionally, the player terminal 20A displays a screen for selecting the game medium to be used to play the quest. On the other hand, if the "No" button 243 is pressed, the display returns to the search results screen 230.
[0102] <Other borrowing screens> <Example 1> Figure 11 is a diagram illustrating the display screen 210A for game media that is advantageous to play. In Figure 11, parts corresponding to those in Figure 8 are indicated with corresponding reference numerals. The display screen 210A shown in Figure 11 assumes a scenario where a combination of multiple game media is necessary for advantageous gameplay, and that multiple game media need to be generated to meet the conditions. Therefore, the recommended media 212A shown in Figure 11 indicates "Game Media A," "Game Media H," and "Game Media C" as the "best combination of game media." In other words, having game media A, H, and C will give you an advantage in playing quests.
[0103] The inventory information 213 shown in Figure 11 presents whether or not each of the three recommended game media is owned, the possibility of generating them through synthesis, and information about the game media required for synthesis. In the case of Figure 11, only game media C is possessed, while game media A and game media H are not. It has been shown that game medium H can be synthesized from game medium D, which player PA possesses, and game medium J, which player PA does not possess. It has also been shown that five players will lend game medium J to the player. It has been shown that game medium A can be synthesized from game medium F, which player PA possesses, and game medium G, which player PA does not possess. It has also been shown that 30 players will lend game medium G to the player.
[0104] In the case of Figure 11, inquiry 214 displays a message asking whether the user wishes to create game media A and game media H, which they do not possess, through synthesis. Inquiry 214 shown in Figure 11 displays, "Do you want to create game media A and game media H through synthesis?" Incidentally, if you are missing one game disc, the system will ask whether or not you want to create a copy of that disc. In the case of Figure 11, if the "Yes" button 216 is pressed, the user will be taken to the input screen for borrowing conditions 220 (see Figure 9). Borrowing conditions can be set individually for game media A and game media H. However, the borrowing conditions may be common to both game media A and game media H. If the "No" button 217 is pressed, the user will return to the search results display screen 230 (see Figure 9).
[0105] <Example 2> Figure 12 illustrates the display screen 210B of the game medium that is advantageous for gameplay. In Figure 12, parts corresponding to those in Figure 8 are indicated with corresponding reference numerals. The presentation screen 210B shown in Figure 12 assumes a scenario where one of the recommended game media is not only advantageous for gameplay on its own, but can also be used to combine with other recommended game media. In Figure 12, game media G satisfies these conditions. Therefore, the inquiry 214 shown in Figure 12 displays, "Which game medium will you use? Will you rent it? Will you combine it?"
[0106] Additionally, the following corresponding processing selection buttons 215 are displayed: "Combine Game Media A," "Combine Game Media B," "Rent Game Media G," and "Use Other Game Media." In Figure 12, the "Rent Game Media G" button is selected. In the case of the presentation screen 210B shown in Figure 12, during the first play, it becomes possible to rent game medium G and play Quest QB, and during the second play, it becomes possible to combine game medium A from game medium F and game medium G and play Quest QB. In the case of the presentation screen 210B shown in Figure 12, the timing of borrowing the game medium and the timing of synthesis can be separated.
[0107] <Return screen> Figure 13 illustrates an example of a notification screen 250 that appears when a borrowed game medium is obtained after being borrowed. The notification screen 250 shown in Figure 13 corresponds to step 201 (see Figure 7). The notification screen 250 displays the return deadline 251, the inquiry 252, a "Yes" button 253, and a "No" button 254. The return deadline 251 displays the item to be returned and the due date. For example, return deadline 251 might display "Return deadline for game media G: 12 / 18".
[0108] Inquiry 252 displays inquiries regarding obtaining and returning unreturned game media. For example, Inquiry 252 might display, "You have obtained game media G. There are 3 days left until the return deadline. Shall we return it?" In this example, the number of days remaining until the return deadline is also shown. Therefore, player PA can decide whether or not to return the media by considering the number of days elapsed since borrowing and the remaining days. In Figure 13, the "Yes" button 253 is selected. Once the operation is confirmed, the selected process is executed. If the "No" button 254 is pressed, no return is executed. Regardless of which button is pressed, the notification screen 250 is closed.
[0109] <Summary> In the information processing system 1 according to this embodiment (see Figure 1), a new game medium (e.g., game medium A) can be generated by combining at least one game medium (e.g., game medium G) borrowed from another player with another game medium (e.g., game medium F). This function allows a player to choose to borrow game mediums from other players even if they do not possess all of the game mediums necessary to synthesize game medium A.
[0110] Furthermore, in the information processing system 1 according to this embodiment, information on game media that are advantageous for playing the quest (predetermined game) selected by the player, and information on game media to be used for synthesis, can be presented to the player before setting the borrowing conditions. As a result, the player can set the borrowing conditions by referring to the presented information. Furthermore, the information processing system 1 according to this embodiment can indicate whether a game medium that meets the borrowing conditions can be returned with a replacement medium, and can also present the contents of the game medium that is required as the replacement medium. As a result, players can decide which game medium to borrow before borrowing it.
[0111] <Embodiment 2> <System Configuration> This embodiment assumes the information processing system 1 (see Figure 1) described in Embodiment 1. In other words, this embodiment also assumes an information processing system 1 consisting of a server 10 (see Figure 1) and a plurality of player terminals 20 (see Figure 1).
[0112] <Processing executed in the server's functional section> In this embodiment, the search unit 101 (see Figure 2) has the function of searching for game media that meet the borrowing conditions set by the first player (borrower). In addition, the control unit 102 (see Figure 2) in this embodiment has the function of controlling the generation of a third game medium (e.g., game medium A) using a first game medium (e.g., game medium G) borrowed by the first player and a second game medium (e.g., game medium F) that is different from the first game medium.
[0113] Furthermore, in this embodiment, the search unit 101 is provided with a function to present the first player (borrower) with information on game events in which the first game medium (e.g., game medium G) to be borrowed can be obtained by the return deadline, before the borrowing takes place. The borrower is obligated to return the borrowed game medium (i.e., the first game medium) to the lender by the return deadline. On the other hand, if the purpose of borrowing is to combine other game mediums, the borrowed game medium (the first game medium) will disappear through the combination process, as shown in Figure 6. Therefore, a borrower whose borrowed game medium has disappeared after borrowing is required to obtain a game medium identical to the borrowed game medium (i.e., the first game medium) by the return deadline.
[0114] As a result, some players may hesitate to combine game media to create more advantageous ones, even if they borrow them from other players. Others may give up on borrowing game media altogether. Furthermore, even if a player uses borrowed game media to create other game media, they may not be able to obtain the corresponding game media by the return deadline, potentially leading to a return issue with the lender. Therefore, in this embodiment, before borrowing a game medium (i.e., the first game medium), the presence or absence of a game event in which the borrowed game medium (i.e., the first game medium) can be obtained is presented to the player to support their decision on whether to borrow the game medium.
[0115] <Processing operation> Figure 14 is a diagram illustrating an example of processing operation assumed in Embodiment 2. In Figure 14, parts corresponding to those in Figure 7 are indicated by corresponding reference numerals. Note that the processing content of steps 101 to 107 is the same as in Embodiment 1, so the explanation is omitted. <Step 108A> The player terminal 20A accepts the selection of the item to be borrowed by operating the selection button 232 (see Figure 9) on the search results display screen 230 (see Figure 9). Subsequently, the player terminal 20A notifies the server 10 of the information of the selected game medium.
[0116] <Step 111> Server 10 provides player terminal 20A with information about events where the selected game medium can be obtained. The event information covers events held during the rental period. Furthermore, if no relevant event occurs during the borrowing period, you will be notified accordingly. Knowing that no event will be held where you can obtain the borrowed game media will allow you to know in advance that you should not use game media that does not allow return via alternative media for the synthesis process. Incidentally, the provision of information in step 111 may be limited to cases where the player instructs the provision of information.
[0117] <Step 108B> The player terminal 20A accepts the execution of the synthesis process through screen operation. If the player does not instruct the player to synthesize the game media, only the borrowing of the game media accepted in step 108A will be performed. <Step 109> Upon receiving notification to perform synthesis, server 10 synthesizes the game media. As mentioned earlier, synthesizing game media requires multiple game media.
[0118] <Step 110> After the game media synthesis process is completed, server 10 updates the information on the game media held by the borrower and lender. Specifically, player information 111 (see Figure 3) is updated. <Step 112> Server 10, for example, when it detects the arrival of a predetermined timing, determines whether or not it does not possess the game media to be returned. The predetermined timing is, for example, three days or less before the return deadline. In this case, if the borrowing period is three days or less, step 112 is executed immediately after borrowing. Note that three days is just an example. Alternatively, the designated timing may be set as the borrowing date. For example, the designated timing may be set as five days or more after the borrowing date. Furthermore, the designated timing can be the event date, the start date, or the duration of the event.
[0119] <Step 113> If a positive result is obtained in the determination in step 112, server 10 provides player terminal 20A with information about events in which the game media to be returned can be obtained. By providing this information, the server can alert player PA to the fact that they do not possess the game media that must be returned. At the same time, by notifying player PA of events in which the unpossessed game media can be obtained, player PA can become aware of events in which they can acquire the game media. As a result, the likelihood of obtaining the unpossessed game media increases, and the occurrence of return errors can be reduced. If a negative result is obtained in the determination in step 112 (i.e., the player possesses the game media to be returned), server 10 will not perform the notification in step 113.
[0120] <Example of screen transitions> <Borrowing screen> Figure 15 illustrates the confirmation screen 240A and the event information screen 260 that pop up in front of the search results display screen 230. In Figure 15, parts corresponding to those in Figure 10 are indicated with corresponding reference numerals. The confirmation screen 240A shown in Figure 15 differs from the confirmation screen 240 shown in Figure 10 in that it has an event information display button 244.
[0121] In the case of confirmation screen 240A shown in Figure 15, the event information display button 244 is labeled "I want to know about events where I can obtain game media G by the return date." Incidentally, the notation "game media G" is because the game media that player PA is borrowing is game media G. When the event information display button 244 is pressed, the event information screen 260 pops up before the confirmation screen 240A. The event information screen 260 shown in Figure 15 displays an event field 261, a description 262, and an "OK" button 263.
[0122] In Figure 15, there are two events where the borrowed game media can be obtained. Therefore, the event column 261 displays "12 / 3 Event EA" and "12 / 15~20 Year-End Event". The former is a one-day event, and the latter is a multi-day event. The Year-End Event is another name for Event EC (see Figure 4). Description 262 displays a description of the event shown. In the case of Figure 15, it says, "You can get game currency G at this (these) event." The "OK" button 263 is a type of confirmation button. When the "OK" button 263 is pressed, the pop-up display of the event information screen 260 ends, and the display returns to the confirmation screen 240A.
[0123] <Event notifications during the loan period> Figure 16 illustrates the event notification screen 270 that is displayed on the player terminal 20 at predetermined times during the rental period. The event notification screen 270 corresponds to step 113 (see Figure 14). The event notification screen 270 shown in Figure 16 displays the return deadline 271, the event notification 272, the inquiry 273, the "Yes" button 274, and the "No" button 275. In Figure 16, the return deadline 271 displays "Return deadline for game media G: 12 / 18".
[0124] Event notification 272 displays information about an event where game media G (first game media) can be obtained, that the player does not possess game media G, and the number of days remaining until the return deadline. In the case of Figure 16, event notification 272 displays "Year-end event starts today. 3 days left until the return deadline for game media G. There is no game media G to return." This display allows the player PA to realize that the return deadline for game media G is approaching in three days, but they do not yet possess it. At the same time, they can learn that an event is being held where game media G can be obtained.
[0125] Inquiry 273 requests a decision from the player PA regarding whether to proceed with the event. In Figure 16, inquiry 273 displays "Do you want to proceed with the year-end event?". When the "Yes" button 274 is pressed, the event proceeds to the end-of-year event. For example, player terminal 20A displays a screen for selecting the game medium to use to play the quest. On the other hand, if the "No" button 275 is pressed, the event notification screen 270 is closed.
[0126] <Summary> In the information processing system 1 according to this embodiment (see Figure 1), before the borrowing of the game medium is confirmed, the player PA is notified of the event in which the game medium to be borrowed can be obtained. Therefore, the player PA can avoid problems when returning game medium borrowed for synthesis purposes. Specifically, they can avoid borrowing game medium that they have no possibility of obtaining. Furthermore, even when borrowing a game medium, it becomes possible to select a game medium that allows for return using an alternative medium. This selection is contingent on the player being presented with information regarding return using an alternative medium at the time of borrowing, as described in Embodiment 1.
[0127] <Embodiment 3> <System Configuration> This embodiment assumes the information processing system 1 (see Figure 1) described in Embodiment 1. In other words, this embodiment also assumes an information processing system 1 consisting of a server 10 (see Figure 1) and a plurality of player terminals 20 (see Figure 1).
[0128] <Processing executed in the server's functional section> In this embodiment, the search unit 101 (see Figure 2) has the function of searching for a game medium that satisfies the borrowing conditions set by the first player. In addition, the control unit 102 (see Figure 2) in this embodiment has the function of controlling the generation of a third game medium using the first game medium borrowed by the first player and a second game medium different from the first game medium. Furthermore, in this embodiment, the search unit 101 is provided with a function to accept, as one of the borrowing conditions, whether or not the borrower has set up an alternative medium for the game medium to be borrowed.
[0129] <Borrowing screen> Figure 17 is a diagram illustrating an example of a borrowing screen in Embodiment 3. Figure 17 is denoted with reference numerals corresponding to the parts that correspond to those in Figure 9. The input screen 220A for borrowing conditions shown in Figure 17 corresponds to step 105 (see Figure 7), and the search results display screen 230A corresponds to step 107 (see Figure 7). The input screen 220A for borrowing conditions displays the title 221, borrowing period 222, consideration 223, a "search" button 224, a mandatory return designation field 225, and an alternative media designation field 226. In other words, the input screen 220A for borrowing conditions has the mandatory return designation field 225 and the alternative media designation field 226 added.
[0130] The mandatory return designation field 225 is used to specify whether or not to include game media that require mandatory return in the search results. As shown in Figure 17, the mandatory return designation field 225 displays an "Yes" button and a "No" button. The "Yes" button is used to include game media that require mandatory return in the search results. The "No" button is used to exclude game media that require mandatory return, that is, to include only game media that can be returned using alternative media in the search results. In Figure 17, the "No" button is selected.
[0131] The Alternative Media Specification field 226 becomes configurable when the "None" button is selected in the Forced Return Specification field 225. As shown in Figure 17, the Alternative Media Specification field 226 is assigned a pull-down menu. The player PA can selectively set game media that can be returned as alternative media, or that they wish to have returned. In Figure 17, game media D is set. In Figure 17, only one alternative medium is set, but it may be possible to set multiple alternative mediums. Setting multiple alternative mediums increases the number of candidates that meet the borrowing conditions.
[0132] Note that multiple alternative media can also be configured as substitutes to be returned in place of a single game medium. For example, it could be configured to return two game media, H and Q, in place of game medium G. The search results display screen 230A shows a description of the search results 231 and a selection button 232. In Figure 17, the search results description 231 reads, "1 person found." In Figure 17, there is only one candidate that meets the search criteria, so there is only one selection button 232.
[0133] <Summary> In the case of the information processing system 1 according to this embodiment (see Figure 1), it becomes possible to specify whether or not to include game media that are required to be returned in the search for items to be borrowed as part of the borrowing conditions. Furthermore, when searching for game media that allow return via alternative media, it becomes possible to specifically specify the game media intended for return as alternative media and search for candidates that meet the borrowing conditions. Incidentally, in Embodiment 1, the search results reveal whether the item can be returned using an alternative medium and what game medium is required as the alternative medium.
[0134] <Embodiment 4> <System Configuration> This embodiment assumes the information processing system 1 (see Figure 1) described in Embodiment 1. In other words, this embodiment also assumes an information processing system 1 consisting of a server 10 (see Figure 1) and a plurality of player terminals 20 (see Figure 1).
[0135] <Processing executed in the server's functional section> In this embodiment, the search unit 101 (see Figure 2) has the function of searching for game media that meet the borrowing conditions set by the first player (borrower). In addition, the control unit 102 (see Figure 2) in this embodiment has the function of controlling the generation of a third game medium (e.g., game medium A) using a first game medium (e.g., game medium G) borrowed by the first player and a second game medium (e.g., game medium F) that is different from the first game medium.
[0136] Furthermore, in this embodiment, the control unit 102 is provided with a function to inquire about the return of the first game medium (e.g., game medium G) by disassembling the third game medium (e.g., game medium A) if the first player does not possess the first game medium when the first game medium is returned before the return deadline. The functions added to the control unit 102 are assumed to be for the period before the return deadline has passed. This is because after the return deadline has passed, users cannot choose to return the device voluntarily. As mentioned above, the third game medium is generated by combining the first game medium and the second game medium. Therefore, in this embodiment, we assume a scenario in which the third game medium is decomposed to generate the first game medium and the second game medium, and the first game medium is returned.
[0137] <Processing flow> Figure 18 is a diagram illustrating the flow from borrowing to returning a game medium as assumed in Embodiment 4. Figure 18 is denoted with reference numerals corresponding to parts that correspond to those in Figure 6. • Time point T0: At time T0, the borrower, player PA, possesses game media F. The lender, player PB, possesses game media G.
[0138] • Time point T1: At time point T1, player PA borrows game media G from player PB. From player PB's perspective, this is a loan of game media G to player PA. Upon completion of the borrowing, game media G disappears from player PB's possession. • Time T2: Player PA combines game medium F and game medium G to create game medium A. Simultaneously with the combination of game medium A, game medium F and game medium G disappear from Player PA's possession.
[0139] • Time T10: In the case of Figure 18, player PA chooses to return game medium G by disassembling game medium A. Therefore, at time T10, the disassembly process of game medium A is executed. As a result of the disassembly process, game medium A disappears from player PA's possession. However, game mediums F and G are restored to player PA's possession. Time T11: Player PA returns game media G to Player PB. Upon completion of the return, game media G disappears from Player PA's possession. As a result, only game media F remains in Player PA's possession. Meanwhile, the player PB, upon receiving the returned game, will find game media G in their possession.
[0140] <Processing operation> Figure 19 is a diagram illustrating an example of processing operation assumed in Embodiment 4. In Figure 19, parts corresponding to those in Figure 7 are indicated by corresponding reference numerals. Note that the processing content of steps 101 to 110 is the same as in Embodiment 1, so the explanation is omitted.
[0141] <Step 301> Server 10 manages the rental period for all players who have rented game media. In Figure 19, Server 10 determines whether all events that made it possible to obtain the rented game media have ended during the rental period of player PA. In Figure 19, the determination in step 301 is performed even if the borrowed game media is in possession or has already been returned. However, the determination in step 301 may be performed only if the borrowed game media is neither in possession nor returned.
[0142] If there are still events remaining in which the borrowed game media can be obtained, a negative result is obtained in step 301. In this case, server 10 repeats the determination in step 301. Incidentally, step 301 is executed at predetermined times. These predetermined times could be, for example, three days before the return deadline or on the return deadline itself. Alternatively, the predetermined times could be set to, for example, every specified number of days from the date of borrowing.
[0143] <Step 302> If all events that allow the borrowed game media to be obtained have ended, a positive result is obtained in step 301. In this case, server 10 executes step 302. Server 10 will inquire about the return of the borrowed game media by disassembling it if the borrowed game media has not been obtained. Incidentally, if the borrowed game media is in possession, no inquiry will be made to player terminal 20A.
[0144] <Step 303> In the case of Figure 19, the player terminal 20A accepts the return of the game medium after it has been disassembled from the game medium generated by synthesis. In this case, the player terminal 20A notifies the server 10 that it will accept the return of the game medium after disassembly. Furthermore, the player may choose not to return the borrowed game media in disassembled form. In this case, the player terminal 20A will notify the server 10 that it will not accept the return in disassembled form.
[0145] <Step 304> Server 10, which has been instructed to return the game media by disassembling it, disassembles the game media generated by synthesis and returns the borrowed game media to the lender. <Step 305> Server 10 updates the player information 111 (see Figure 3) of the borrower and lender. For example, the information of the game media owned by the borrower player and the lender player is updated.
[0146] <Disassembly Inquiry Screen> Figure 20 illustrates the disassembly inquiry screen 280 that is displayed on the player terminal 20A at predetermined times during the rental period. The disassembly inquiry screen 280 shown in Figure 20 displays the return deadline 281, event information 282, inquiry 283, a "Yes" button 284, and a "No" button 285. In Figure 20, the return deadline 281 displays "Return deadline for game media G: 12 / 18".
[0147] Event information 282 displays that the event in which game media G could be obtained has ended, and that the player does not possess game media G. In the case of Figure 20, event information 282 displays, "All events in which game media G could be obtained have ended. There is no game media G to return." This display allows Player PA to realize that all events where they could obtain Game Media G have ended, and that they do not possess Game Media G that needs to be returned.
[0148] Inquiry 283 proposes returning game medium G by disassembling game medium A, which was generated through synthesis. In Figure 20, inquiry 283 displays, "Do you want to disassemble game medium A and return game medium G?" When the "Yes" button 284 is pressed, the disassembly of game media A and the return of game media G, which was generated by the disassembly, are performed. On the other hand, if the "No" button 285 is pressed, the disassembly inquiry screen 280 is closed. In this case, neither the disassembly of game media A nor the return of game media G is performed.
[0149] <Variation> Here, we will explain another example of the case where game medium A is disassembled and game medium G is returned. For example, this is the case when there are no quests that can be played advantageously by using game medium A. In such a case, the player PA no longer needs to possess game medium A. As a result, there is no longer a need to continue borrowing game medium G. Figure 21 illustrates another example of the processing operation assumed in Embodiment 4. In Figure 21, parts corresponding to those in Figure 19 are indicated by corresponding reference numerals. Note that the processing content of steps 101 to 110 is the same as in Embodiment 1, so the explanation is omitted.
[0150] <Step 401> Server 10 manages quests that can be played advantageously using game medium A generated by synthesis. In Figure 21, Server 10 determines whether or not there are any quests that can be played advantageously using game medium A generated by synthesis.
[0151] In Figure 21, the determination in step 401 is performed even if the borrowed game media is in possession or has already been returned. However, the determination in step 401 may be performed only if the borrowed game media is neither in possession nor returned. If there are still quests that can be played advantageously using game medium A, a negative result will be obtained in step 401. In this case, server 10 repeats the check in step 401. Incidentally, step 401 can be executed at any time after the borrowing date.
[0152] <Step 402> If there are no quests that can be played advantageously using game medium A, a positive result is obtained in step 401. In this case, server 10 performs step 402. Server 10 will inquire about the return of the borrowed game media by disassembling it if the borrowed game media has not been obtained. Incidentally, if the borrowed game media is in possession, no inquiry will be made to player terminal 20A. <Steps 303-305> The processing steps for these steps are the same as in Figure 19, so they are omitted here.
[0153] <Borrowing screen> Figure 22 illustrates the disassembly inquiry screen 280A that is displayed on the player terminal 20A at predetermined times during the rental period. Figure 22 is denoted with reference numerals corresponding to the parts that correspond to those in Figure 20. The disassembly inquiry screen 280A shown in Figure 22 displays the return deadline 281, quest information 282A, inquiry 283, a "Yes" button 284, and a "No" button 285. In the case of Figure 22, the return deadline 281 also displays "Return deadline for game media G: 12 / 18".
[0154] Quest information 282A displays information such as the schedule for quests that utilize game medium A, and a statement that the player does not possess game medium G. In the case of Figure 22, event information 282A displays, "The challenge period for quest QB ended on 12 / 15. There are currently no quests (events) that can be advanced advantageously by using game medium A. There is no game medium G to return." This display allows player PA to realize that they no longer need to possess game media A and that they no longer need to continue borrowing game media G.
[0155] Inquiry 283 includes a question, for example, asking whether it is acceptable to disassemble game media A and return game media G. Inquiry 283, shown in Figure 22, displays "Do you want to disassemble game media A and return game media G?". This display allows the player PA to understand that pressing the "Yes" button 284 will cause the disassembly of game medium A and the return of game medium G. Furthermore, pressing the "No" button 285 will prevent the disassembly of game medium A and the return of game medium G.
[0156] <Summary> In the information processing system 1 according to this embodiment (see Figure 1), it becomes possible to inquire with a player PA who does not possess game medium G at the time of return, and for whom all events that could have allowed them to obtain game medium G have ended, about the return of game medium G by disassembling game medium A which was generated by synthesis. By accepting the proposal from Server 10, Player PA will be able to return Game Media G within the return deadline.
[0157] <Embodiment 5> <System Configuration> This embodiment assumes the information processing system 1 (see Figure 1) described in Embodiment 1. In other words, this embodiment also assumes an information processing system 1 consisting of a server 10 (see Figure 1) and a plurality of player terminals 20 (see Figure 1).
[0158] <Processing executed in the server's functional section> In this embodiment, the search unit 101 (see Figure 2) has the function of searching for game media that meet the borrowing conditions set by the first player (borrower). In addition, the control unit 102 (see Figure 2) in this embodiment has the function of controlling the generation of a third game medium (e.g., game medium A) using a first game medium (e.g., game medium G) borrowed by the first player (borrower) and a second game medium (e.g., game medium F) that is different from the first game medium.
[0159] Furthermore, in this embodiment, the control unit 102 is provided with a function to disassemble the third game medium and return the first game medium if the first player (i.e., the borrower) does not have the first game medium by the return deadline for the first game medium. In this embodiment, we assume a scenario in which the return of the third game medium by disassembly is forcibly performed.
[0160] <Processing operation> Figure 23 is a diagram illustrating an example of processing operation assumed in Embodiment 5. In Figure 23, parts corresponding to those in Figure 7 are indicated by corresponding reference numerals. Note that the processing content of steps 101 to 110 is the same as in Embodiment 1, so the explanation is omitted.
[0161] <Step 501> Server 10 determines whether the current date and time is the return deadline. The determination in step 501 is initiated when the game medium G is borrowed. If the current date and time is not the return deadline, a negative result is obtained in step 501. In this case, Server 10 repeats the determination in step 501.
[0162] <Step 502> If the current date and time is the return deadline, a positive result is obtained in step 501. In this case, server 10 disassembles the game medium generated by synthesis. Disassembly here does not require the consent of the borrower, player PA. <Step 503> Next, Server 10 returns the borrowed game media from the borrower to the lender. This return does not require the consent of the borrower, Player PA.
[0163] <Step 504> Server 10 updates the player information 111 (see Figure 3) of the borrower and lender. For example, the information of the game media owned by the borrower player and the lender player is updated. <Step 505> Server 10 notifies that the return process has been completed through disassembly.
[0164] <Notification screen for disassembly and return> Figure 24 illustrates an example of a notification screen 290 for the forced return of game media A, which was generated through synthesis, due to its disassembly. The mandatory return notification screen 290 shown in Figure 24 displays an explanation 291 and an "OK" button 292. Explanation 291 describes, for example, the fact and reason for returning borrowed game media G by disassembling game media A, which was created through synthesis. Explanation 291 shown in Figure 24 displays: "It is the return deadline for game media G. Player PB, who lent game media G, has requested its return. Therefore, I disassembled game media A and returned game media G." The "OK" button 292 is a so-called confirmation button and does not necessarily need to be displayed. In this embodiment, it is used as a button to close the forced return notification screen 290.
[0165] <Summary> The information processing system 1 according to this embodiment (see Figure 1) disassembles the game medium A generated by synthesis and returns the game medium G generated by the disassembly to the lender, player PB, if the borrowed game medium G has not been returned by the due date. The disassembly and return processes are performed automatically, and the borrower, player PA, is only notified of the execution. This system ensures that lenders receive their borrowed game media back reliably. Therefore, players can confidently become lenders.
[0166] <Embodiment 6> <System Configuration> Assume the information processing system 1 (see FIG. 1) described in Embodiment 1. That is, also in this embodiment, the information processing system 1 composed of the server 10 (see FIG. 1) and a plurality of player terminals 20 (see FIG. 1) is premised.
[0167] <Processes Executed by Functional Units of Server> The search unit 101 (see FIG. 2) in this embodiment has a function of searching for game media that satisfy the borrowing conditions set by the first player. Further, the control unit 102 (see FIG. 2) in this embodiment has a function of controlling the generation of a third game medium (for example, game medium A) by the first game medium (for example, game medium G) borrowed by the first player (borrower) and a second game medium (for example, game medium F) different from the first game medium.
[0168] Furthermore, in this embodiment, the control unit 102 is provided with a function of automatically executing a level-up of the first game medium obtained by the first player (borrower) when the level of the first game medium (for example, game medium G) obtained after the consumption of the borrowed first game medium (for example, after the synthesis of game medium A) is lower than the level at the time of borrowing. This function assumes a case where level information is included as attribute information of the game medium. A player who lends out a game medium wants to receive the return of the game medium while it is in the lent state. For example, if the level of the game medium at the time of lending is "4", it is desired that the level of the game medium at the time of return is also "4".
[0169] However, the initial values of the levels of the game media are various. Therefore, it may happen that the level of the newly obtained game medium is lower than the level at the time of borrowing. Also, the level of the game medium may increase or decrease depending on the play of the quest. Therefore, the borrower player is required not only to obtain the game medium to be returned, but also to match the level of the game medium to the level at the time of borrowing by the return deadline. However, although the borrower player is interested in playing using the borrowed game medium, the player has little interest in the level of the newly obtained game medium G. The functions added to the control unit 102 are provided in consideration of such circumstances.
[0170] <Processing operation> FIG. 25 is a diagram for explaining an example of the processing operation assumed in Embodiment 6. In FIG. 25, the corresponding parts to those in FIG. 7 are denoted by the same reference numerals. Note that the processing contents of steps 101 to 110 are the same as those in Embodiment 1, and thus the description thereof is omitted.
[0171] <Step 601> The server 10 compares between the level at the time of borrowing and the current level for the unreturned game medium. This comparison is executed at a predetermined timing. Examples of the predetermined timing include three days before the return deadline and the time of obtaining the unreturned game medium. Due to the nature of the level-up function, step 601 is conditional on the borrower player PA holding the game medium to be returned.
[0172] <Step 602> When the current level is lower than the level at the time of borrowing, the server 10 inquires about the automatic execution of the level-up. Specifically, the server inquires the player terminal 20A operated by the borrower player PA about the permission for the automatic execution of the level-up. This inquiry is executed, for example, as push delivery.
[0173] <Step 603> In the case of Figure 25, the player terminal 20A accepts the automatic execution of level-ups through the operation of the player PA. Note that leveling up requires the consumption of items (e.g., orbs) possessed by the player. Therefore, it is also possible to choose not to allow automatic execution. The result of the player PA's selection is notified to server 10 from the player terminal PA.
[0174] <Step 604> Server 10 automatically performs the level-up process for the game medium. This process is executed only if the player PA selected automatic level-up in step 603. The method of leveling up is determined by the game medium. For example, if 3 items (such as orbs) are consumed for one level-up step, then 9 items will be needed for 3 level-up steps.
[0175] If you possess the required number of items to level up, those items will be consumed to level up. If you do not possess the required number of items to level up, Server 10 will, for example, purchase the necessary items. This purchase will consume, for example, in-game currency. Automatic level-up execution means permission is granted for the processing actions required for leveling up. <Step 605> Server 10 updates the borrower's player information 111 (see Figure 3). Specifically, Server 10 updates the level information of the game medium managed by the player information 111.
[0176] <Inquiry screen> <Example 1> Figure 26 illustrates an example of a screen (inquiry screen) 300 used for inquiring about the automated execution of level-ups. The inquiry screen 300 shown in Figure 26 displays the return deadline 301, level information 302, inquiry 303, a "Yes" button 304, and a "No" button 305.
[0177] In Figure 26, the return deadline 301 displays "Return deadline for game media G: 12 / 18". Level information 302 displays, for example, the level at the time of borrowing and the current level. In the case of Figure 26, level information 302 displays, "The level of the game medium G you possess is "1". The level of the borrowed game medium G is "4"." This display allows the player PA to obtain the information necessary to determine whether automatic execution is necessary.
[0178] Inquiry 303 displays a question, for example, asking whether the user wants to automatically level up. In Figure 26, inquiry 303 displays, "Do you want to automatically level up game medium G to level '4'?" When the "Yes" button 304 is pressed, the automatic level-up process for game medium G begins. On the other hand, if the "No" button 305 is pressed, the automatic level-up process for game medium G will not be executed. For example, the "No" button 305 is pressed if you plan to return the game medium using an alternative medium, or if you want to postpone the consumption of items, etc., until the very last moment before returning the game medium.
[0179] <Example 2> Figure 27 illustrates another example of the screen (inquiry screen) 300A used to request automatic level-up execution. The inquiry screen 300A is displayed when the game medium G to be returned is obtained. The inquiry screen 300A shown in Figure 27 displays the return deadline 301, level information 302A, inquiry 303A, a "Yes" button 304, and a "No" button 305.
[0180] The return deadline for item 301 is displayed as "Return deadline for game media G: 12 / 18". Level information 302A displays, for example, the level at which game media G was obtained and borrowed. In the case of Figure 27, level information 302A displays, "Game media G was obtained. The level of borrowed game media G is "4". This display is output only when the level of the obtained game medium G is different from the level at the time of borrowing. Therefore, the player PA can obtain the information necessary for determining the necessity of automatic execution.
[0181] In the inquiry 303A, for example, a confirmation of whether to automatically execute the level up is displayed. In the case of FIG. 27, in the inquiry 303A, it is displayed as "Do you want to automatically strengthen the game medium G?". The target level is not included in the inquiry 303A. However, it is possible to confirm from the level information 302A that the level at the time of borrowing is "4". When the "Yes" button �04 is operated, the automatic execution of the level up of the game medium G is started. On the other hand, when the "No" button 305 is operated, the automatic execution of the level up of the game medium G is not executed.
[0182] <Parentheses> In the case of the information processing system 1 (see FIG. 1) according to the present embodiment, through the selection of the borrower, the level of the game medium G for return can be automatically increased to the level at the time of borrowing. Therefore, the player who is the borrower can play the quest without worrying about the level of the game medium G for return.
[0183] <Embodiment 7> <System Configuration> Assume the information processing system 1 (see FIG. 1) described in Embodiment 1. That is, also in the present embodiment, it is premised on the information processing system 1 composed of the server 10 (see FIG. 1) and a plurality of player terminals 20 (see FIG. 1).
[0184] <Processing Executed in the Functional Unit of the Server> In this embodiment, the search unit 101 (see Figure 1) has the function of searching for game media that meet the borrowing conditions set by the first player (borrower). In addition, the control unit 102 (see Figure 1) in this embodiment has the function of controlling the generation of a third game medium (e.g., game medium A) using a first game medium (e.g., game medium G) borrowed by the first player and a second game medium (e.g., game medium F) that is different from the first game medium.
[0185] Furthermore, in this embodiment, the control unit 102 is provided with a function that imposes a predetermined disadvantage (a so-called penalty) on the first player (borrower) if the first player fails to return the first game medium (for example, game medium G), which is not permitted to be returned using alternative media, within the return deadline. The specified disadvantages include disadvantages related to gameplay and economic disadvantages. Disadvantages related to gameplay include, for example, a ban on rental for a specified period (e.g., one month), a decrease in the abilities of the game medium (e.g., a decrease in attack power, a decrease in defense power), restrictions on special attacks, a decrease in the parameters of the game medium, the forced dismantling of game mediums that are advantageous to gameplay (e.g., third game mediums created through synthesis), and the confiscation of game mediums (including items).
[0186] Economic disadvantages include, for example, the collection of fines and restrictions on the granting of rewards and other benefits. Fines are collected in the form of in-game currency or other values. Furthermore, as a reflective effect of the predetermined disadvantages, the lender may be granted benefits. These benefits to the lender may include in-game perks or economic perks.
[0187] <Processing operation> Figure 28 is a diagram illustrating an example of processing operation assumed in Embodiment 7. In Figure 28, parts corresponding to those in Figure 7 are indicated by corresponding reference numerals. Note that the processing content of steps 101 to 110 is the same as in Embodiment 1, so the explanation is omitted.
[0188] <Step 701> Server 10 determines whether the return deadline has passed. If multiple game media have been borrowed, server 10 determines whether the return deadline has passed for each game media. If the return deadlines for multiple game media are the same, server 10 can standardize the determination of whether the return deadline has passed. However, it is also possible to determine the expiration of the return deadline for each game media individually.
[0189] If the return deadline is managed on a daily basis, server 10 will detect whether, for example, 24:00 on the final day has passed. If a management decision time (for example, 2:00 AM) is defined, server 10 will detect whether or not the management decision time has passed. A margin may be set for the return deadline. For example, if the margin is one day, server 10 will determine whether or not 24:00 on the day following the final day has passed. If a management decision time (e.g., 2:00 AM) is set, server 10 will determine whether or not the decision time on the day following the final day has passed.
[0190] The margin may also be given in terms of time (for example, 6 hours). In this case, server 10 will determine whether or not 6:00 AM on the day following the last day has passed. The length of the margin is managed by server 10, which manages the lending and borrowing of game media. The length of the margin may vary depending on the player's play history, whether or not they have made in-app purchases, whether or not they have exceeded the return limit, the number of times they have exceeded the return limit, the number of returns made, etc. If no expiration of the return deadline is detected, a negative result is obtained in step 701. In this case, the server 10 repeats the determination in step 701.
[0191] <Step 702> If the expiration of the return deadline is detected, a positive result is obtained in step 701. In this case, server 10 determines whether or not the game media has not been returned. If the game media is not returned, a positive result is obtained in step 702. In this case, server 10 proceeds to step 703. If the game media has been returned, a negative result is obtained in step 702. In this case, server 10 skips step 703. Consequently, no penalty is imposed on the player in question.
[0192] <Step 703> Server 10 imposes a penalty on the borrower and updates the player information 111 (see Figure 3). In the case of the player PC in player information 111 (see Figure 3), a one-month (1 / 1) borrowing ban is activated. In this embodiment, the penalty applies only to borrowing, and there are no restrictions on lending. However, some restrictions may also be imposed on becoming a lender. The nature of the penalty may be determined based on the number of times the game media has not been returned, or it may be determined based on the number of times it has not been returned.
[0193] If a game medium is not returned while a penalty is in effect, an additional penalty may be added to the existing penalty. For example, the size of the penalty may be changed to 1.5 times, 2 times, 3 times, etc., the existing penalty.
[0194] <Summary> The information processing system 1 according to this embodiment (see Figure 1) employs a mechanism to impose a predetermined disadvantage on players who have not returned game media even after the return deadline has passed. In other words, the information processing system 1 in this embodiment is equipped with a mechanism to compel players to return game media within the return deadline, both psychologically and economically. This makes it possible to reduce the number of incidents in which borrowed game media are not returned within the return deadline.
[0195] <Embodiment 8> <System Configuration> This embodiment assumes the information processing system 1 (see Figure 1) described in Embodiment 1. In other words, this embodiment also assumes an information processing system 1 consisting of a server 10 (see Figure 1) and a plurality of player terminals 20 (see Figure 1).
[0196] <Processing executed in the server's functional section> In this embodiment, the search unit 101 (see Figure 2) has the function of searching for game media that meet the borrowing conditions set by the first player (borrower). In addition, the control unit 102 (see Figure 2) in this embodiment has the function of controlling the generation of a third game medium (e.g., game medium A) using a first game medium (e.g., game medium G) borrowed by the first player and a second game medium (e.g., game medium F) that is different from the first game medium.
[0197] Furthermore, in this embodiment, the search unit 101 is provided with a function that, when it receives a request from the first player (borrower) to borrow the first game medium (for example, game medium G), presents the return history of the game medium by the first player to the second player (lender) who will lend out the first game medium, before the lending is executed. In the embodiment described above, if the borrowing conditions satisfy the lending conditions, the lending and borrowing of the corresponding game media will be automatically performed.
[0198] However, players with a history of failing to return borrowed game media (failure to return by the due date) are more likely to fail to return borrowed game media on time than players without such a history. Furthermore, some lenders who unfortunately become involved in return failures may cease lending game media altogether. Therefore, in this embodiment, the player acting as the lender can determine whether or not to lend before the lending is performed (before the borrowing is performed).
[0199] <Processing operation> Figure 29 is a diagram illustrating an example of processing operation assumed in Embodiment 8. In Figure 29, parts corresponding to those in Figure 7 are indicated by corresponding reference numerals. Note that the processing contents of steps 101 to 108 are the same as in Embodiment 1, so their explanation is omitted.
[0200] <Step 801> Step 801 is performed after Server 10 receives instructions from Player PA, who will be the borrower, regarding the selection of items to be borrowed and the execution of synthesis. Server 10 notifies the player who will lend the game media to be borrowed of the return history of the prospective borrower. This notification is a push notification. The notification is sent when the borrowing player PA selects the game media to be borrowed.
[0201] <Step 802> Player PB, a potential lender, decides whether or not to lend out their game media based on the return history of potential borrowers who have sent push notifications. Player terminal 20B, upon receiving Player PB's decision, replies to server 10 whether or not the lending is permitted.
[0202] <Step 803> Server 10 determines whether the lender player PB's response is "OK to lend". If player PB responds with "OK to lend", a positive result is obtained in step 803. In this case, server 10 performs steps 109 and 110. If player PB responds with "Lending not permitted," a negative result is obtained in step 803. In this case, server 10 proceeds to step 804.
[0203] <Step 804> If "lending is not possible," server 10 notifies player PA, who is the borrower, that the borrowing will not be carried out. The notification of non-execution may include, for example, a prompt to select another candidate that meets the borrowing conditions. In this case, the borrowing player PA returns to step 108. Note that game media that received a "not available for loan" response are excluded from the selection candidates. That is, the corresponding selection button 232 (see Figure 9) will not be displayed.
[0204] The notification may also include the reason why the borrowing or synthesis of the selected game media was not performed. By notifying players with a history of return failures that the failure was due to the lender's refusal, it is possible to make them realize the disadvantages of such failures.
[0205] <Return history notification screen> Figure 30 is a diagram illustrating an example of the loan inquiry screen 310 and the return history screen 320. The loan inquiry screen 310 shown in Figure 30 displays an explanation 311, an inquiry 312, a "Lend" button 313, and a "Do not lend" button 314.
[0206] Description 311 may include, for example, information about the potential borrower and the game medium to be lent. In the description 311 shown in Figure 30, it says, "Player PA wants to borrow game medium G." In the description 311 shown in Figure 30, the information of the potential lender player is displayed, but it may be hidden. Inquiry 312 displays the message, "Will you lend the game medium G to Player PA?" When the "Lend" button 313 is pressed, the screen switches to the return history screen 320. When the "Do not lend" button 314 is pressed, a "Lending NG" notification is sent to the server 10.
[0207] The return history screen 320 is displayed only when the lender, player PB, intends to lend the item (i.e., when the "Lend" button 313 is pressed). The return history screen 320 shown in Figure 30 displays the title 321, history 322, inquiry 323, a "lend" button 324, and a "do not lend" button 325. Title 321 might read something like "Player PA's Game Media Return History."
[0208] History 322 includes, for example, the number of times the item has been borrowed, the number of times it has been returned, and the return rate (= number of returns / number of borrowings). In the case of History 322 shown in Figure 30, it displays "Number of times borrowed: 36", "Number of times returned: 10", and "Return rate: 28%". Inquiry 323 displays the message, "Will you lend the game medium G to Player PA?" If the lending is permitted after reviewing the past return history, the "Lend" button 324 is pressed. On the other hand, if lending is not permitted, the "Do not lend" button 325 is pressed.
[0209] <Summary> In the information processing system 1 according to this embodiment (see Figure 1), even if a borrower who meets the lending conditions is found, it becomes possible to refuse to lend to a player with a history of failure to return the game. In other words, players who are lenders can decide in advance whether or not to lend out the game media. This function makes it possible to increase the number of players who can lend out the game.
[0210] <Embodiment 9> <System Configuration> This embodiment assumes the information processing system 1 (see Figure 1) described in Embodiment 1. In other words, this embodiment also assumes an information processing system 1 consisting of a server 10 (see Figure 1) and a plurality of player terminals 20 (see Figure 1).
[0211] <Processing executed in the server's functional section> In this embodiment, the search unit 101 (see Figure 2) has the function of searching for game media that meet the borrowing conditions set by the first player (borrower). In addition, the control unit 102 (see Figure 2) in this embodiment has the function of controlling the generation of a third game medium (e.g., game medium A) using a first game medium (e.g., game medium G) borrowed by the first player and a second game medium (e.g., game medium F) that is different from the first game medium.
[0212] Furthermore, in this embodiment, the search unit 101 is provided with a function that, if the return of the first game medium (e.g., game medium G) by an alternative medium is permitted by the second player (lender), presents the return history of the game medium by the first player (borrower) to the second player (lender), and does not present the return history of the game medium by the first player (borrower) to the second player (lender) if the return of the first game medium (e.g., game medium G) by an alternative medium is not permitted by the second player (lender).
[0213] In the information processing system 1 assumed in this embodiment, if the setting does not allow return by alternative media, the server 10 (see Figure 1) employs a mechanism to force the return of the loaned game media G by disassembling the game media A generated by synthesis. In this case, there is no need to know the borrower's return history in advance, because the return of the loaned game media G is guaranteed by the system. Therefore, in this embodiment, a system is adopted in which the return history of the borrower, Player PA, is presented to the lender only when there is a possibility of a return failure (i.e., when return using alternative media is permitted). Furthermore, even if return via alternative media is not permitted, if there is no mechanism in place to forcibly return the lent game media G to the lender, the mechanism described in Embodiment 8 will be adopted.
[0214] <Processing operation> Figure 31 is a diagram illustrating an example of processing operation assumed in Embodiment 9. Figure 31 is denoted with reference numerals corresponding to the parts in Figures 7 and 29. Note that the processing contents of steps 101 to 108 and steps 801 to 804 are the same as in Embodiments 1 and 8, so their explanation is omitted.
[0215] <Step 901> Step 901 is performed after Server 10 receives instructions from the borrower player PA regarding the selection of items to be borrowed and the execution of synthesis. Server 10 determines whether or not return using alternative media is possible. Whether or not return using alternative media is possible is determined by whether or not the game media is registered as alternative media 116F (see Figure 5) in the lending condition 116 (see Figure 5).
[0216] If return via alternative media is permitted, a positive result is obtained in step 901. In this case, server 10 proceeds to step 801. The subsequent operations are the same as in Embodiment 8. If return by alternative media is not permitted, a negative result is obtained in step 901. In this case, the operation is the same as in Embodiment 1. That is, steps 109 and 110 are executed in order.
[0217] <Summary> In the information processing system 1 according to this embodiment (see Figure 1), the borrower's return history is presented to the lender before lending only when confirmation of the possibility of return is necessary. In other words, the lender is spared inconvenience by push notifications that do not require the lender's confirmation.
[0218] <Embodiment 10> <System Configuration> This embodiment assumes the information processing system 1 (see Figure 1) described in Embodiment 1. In other words, this embodiment also assumes an information processing system 1 consisting of a server 10 (see Figure 1) and a plurality of player terminals 20 (see Figure 1).
[0219] <Processing executed in the server's functional section> In this embodiment, the search unit 101 (see Figure 2) has the function of searching for game media that meet the borrowing conditions set by the first player (borrower). In addition, the control unit 102 (see Figure 1) in this embodiment has the function of controlling the generation of a third game medium (e.g., game medium A) using a first game medium (e.g., game medium G) borrowed by the first player and a second game medium (e.g., game medium F) that is different from the first game medium.
[0220] Furthermore, in this embodiment, the search unit 101 is provided with a function to inform the second player (lender) who is lending the first game medium (for example, game medium G) to the first player (borrower) whether there are any game events where the first game medium can be obtained that will be held before the return deadline for the first game medium. Even if the borrowing player has a good return history, the risk of return always exists. One prime example is the consumption of the first game medium.
[0221] For example, if a borrower consumes the first game medium to generate a third game medium (e.g., game medium A), the borrower needs to obtain the first game medium (e.g., game medium G) by the return deadline. However, if there are no game events during the loan period in which the first game medium can be obtained, there is a possibility that the loaned first game medium will not be returned to the lender. This possibility increases if there is no mechanism for the forced return of the third game medium through disassembly. Furthermore, the likelihood of a return failure increases if the first game medium is transferred to another player (including through sale). Therefore, in this embodiment, a mechanism is employed to present the player who will be lending with the schedule of game events in which the first game medium to be lent can be obtained before the lending is carried out.
[0222] <Processing operation> Figure 32 is a diagram illustrating an example of processing operation assumed in Embodiment 10. In Figure 32, parts corresponding to those in Figure 31 are indicated by corresponding reference numerals. Note that the processing contents of steps 101 to 108 and steps 802 to 804 are the same as in Embodiments 1 and 8, so their explanation is omitted.
[0223] <Step 1001> Step 1001 is executed after the server 10 receives instructions from the borrower player PA regarding the selection of items to be borrowed and the execution of synthesis. Server 10 notifies users of information about game events where the borrowed game media can be obtained before the return deadline. In this embodiment, step 1001 is performed regardless of whether or not the loan conditions permit return using alternative media. Although the content of the information notified may differ, the decision on whether or not to proceed with the loan and the execution of the corresponding processing actions will be the same as in Embodiment 8.
[0224] <Event schedule notification screen> Figure 33 illustrates an example of a schedule screen 330 for events where game media available for loan can be obtained. The schedule screen 330 shown in Figure 33 displays the title 331, event information 332, inquiry 333, a "Lend" button 334, and a "Don't Lend" button 335.
[0225] Title 331 might read, for example, "An event where game medium G can be obtained." Event information 332 includes, for example, the date or duration of the event and the name of the event. In the event information 332 shown in Figure 33, "12 / 3 Event EA" and "12 / 15~20 Year-end event (Event EC)" are displayed. Inquiry 333 displays the message, "Will you lend the game medium G to player PA?" When the "Lend" button 334 is pressed, the game media G is lent out. When the "Do not lend" button 335 is pressed, the game media G is not lent out to player PA.
[0226] <Summary> In the information processing system 1 according to this embodiment (see Figure 1), information is presented to the lender before lending out the game media, indicating whether or not there is an event during the lending period in which the game media can be obtained. Therefore, if there is no event during the lending period in which the game media can be obtained, the lending of the game media can be denied. Furthermore, if the lending conditions include an event during the lending period where the borrowed game media can be obtained, the lender's verification may be waived.
[0227] <Embodiment 11> <System Configuration> This embodiment assumes the information processing system 1 (see Figure 1) described in Embodiment 1. In other words, this embodiment also assumes an information processing system 1 consisting of a server 10 (see Figure 1) and a plurality of player terminals 20 (see Figure 1).
[0228] <Processing executed in the server's functional section> In this embodiment, the search unit 101 (see Figure 2) has the function of searching for game media that meet the borrowing conditions set by the first player (borrower). In addition, the control unit 102 (see Figure 2) in this embodiment has the function of controlling the generation of a third game medium (e.g., game medium A) using a first game medium (e.g., game medium G) borrowed by the first player and a second game medium (e.g., game medium F) that is different from the first game medium.
[0229] Furthermore, in this embodiment, the search unit 101 is provided with a function that, if the return of the first game medium (e.g., game medium G) by an alternative medium is permitted by the second player (lender), it will show the second player whether there are any game events held before the return deadline for the first game medium in which the first game medium can be obtained. If the return of the first game medium by an alternative medium is not permitted by the second player, it will not show the second player whether there are any game events held before the return deadline for the first game medium in which the first game medium can be obtained.
[0230] In this embodiment as well, if the setting does not allow return by alternative media, the server 10 (see Figure 1) assumes a mechanism that forces the return of the loaned game media G by disassembling the game media A generated by synthesis. In this case, it is not necessary to know in advance whether there is a game event in which game media G can be obtained, because the return of the loaned game media G is guaranteed by the system. Therefore, in this embodiment, a system is adopted in which the return history of the borrower, Player PA, is presented to the lender only when there is a possibility of a return failure (i.e., when return using alternative media is permitted). Furthermore, even if return via alternative media is not permitted, if there is no mechanism in place to forcibly return the lent game media G to the lender, the mechanism described in Embodiment 9, etc., will be adopted.
[0231] <Processing operation> Figure 34 is a diagram illustrating an example of processing operation assumed in Embodiment 11. In Figure 34, parts corresponding to those in Figure 31 are indicated by corresponding reference numerals. Note that the processing contents of steps 101 to 108 and steps 802 to 804 are the same as in Embodiments 1 and 8, so their explanation is omitted.
[0232] <Step 1101> Step 1101 is performed after Server 10 receives instructions from Player PA, who will be the borrower, regarding the selection of items to be borrowed and the execution of synthesis. Server 10 determines whether or not return using alternative media is possible. Whether or not return using alternative media is possible is determined by whether or not the game media is registered as alternative media 116F (see Figure 5) in the lending condition 116 (see Figure 5).
[0233] If return via alternative media is permitted, a positive result is obtained in step 1101. In this case, server 10 proceeds to step 1001. The subsequent operations are the same as in embodiment 10. If return by alternative media is not permitted, a negative result is obtained in step 1101. In this case, the operation is the same as in Embodiment 1. That is, steps 109 and 110 are executed in order.
[0234] <Summary> In the information processing system 1 according to this embodiment (see Figure 1), information on whether or not an event in which the game media to be lent can be obtained falls within the loan period is presented to the lender before the game media is lent out, but only if the lender has permitted the return of the game media using alternative media.
[0235] <Embodiment 12> <System Configuration> This embodiment assumes the information processing system 1 (see Figure 1) described in Embodiment 1. In other words, this embodiment also assumes an information processing system 1 consisting of a server 10 (see Figure 1) and a plurality of player terminals 20 (see Figure 1). However, in this embodiment, the server 10 will be described in terms of its function for accepting loan conditions.
[0236] Although each of the embodiments described above includes a function for receiving loan conditions, it was omitted from the description of the embodiments. Figure 35 is a diagram illustrating an example of the functional configuration of the server 10 in Embodiment 12. Figure 35 is denoted with reference numerals corresponding to the parts that correspond to those in Figure 2. The server 10 shown in Figure 35 includes a search unit 101, a control unit 102, a reception unit 103, and a storage unit 110.
[0237] <Processing executed in the server's functional section> In this embodiment, the search unit 101 has the function of searching for game media that meet the borrowing conditions set by the first player (borrower). In addition, the control unit 102 in this embodiment has the function of controlling the generation of a third game medium (e.g., game medium A) using a first game medium (e.g., game medium G) borrowed by the first player and a second game medium (e.g., game medium F) that is different from the first game medium. These functional components are the same as those in the embodiments described above.
[0238] The reception unit 103 is a functional unit that receives the lending conditions for the first game medium (for example, game medium G) from the second player (lender), and has a function g that receives information from the second player (lender) regarding whether or not the return can be done using an alternative medium as one of the lending conditions. Furthermore, the reception unit 103 is provided with a function that, if the return of the first game medium (e.g., game medium G) by alternative medium is not permitted, restricts the movement, consumption, or disposal of the third game medium generated from the first game medium to others until the first player (borrower) obtains the first game medium. The functions of the reception unit 103 can be combined not only with Embodiment 1, but also with any of Embodiments 2 to 11.
[0239] <Processing operation> Figure 36 is a diagram illustrating an example of processing operation assumed in Embodiment 12. In Figure 36, parts corresponding to those in Figure 7 are indicated by reference numerals. Note that the processing contents of steps 101 to 110 and steps 201 to 203 are the same as in Embodiment 1, so their explanation is omitted.
[0240] <Step 1201> Step 1201 is performed before step 101. The lender is player PB. The player terminal 20B operated by player PB accepts the setting of lending conditions. <Steps 101-110> When server 10 receives the setting of lending conditions, it updates the lending conditions 116 (see Figure 5) (step 101). Subsequently, server 10 cooperates with the player terminal 20A operated by the borrowing player PA to perform the lending of game media and the synthesis process of game media.
[0241] <Step 1202> In this embodiment, step 1202 is performed after step 110. Server 10 determines whether or not return using alternative media is possible. Whether or not return using alternative media is possible is determined by whether or not the game media is registered as alternative media 116F (see Figure 5) in the lending condition 116 (see Figure 5).
[0242] If return via alternative media is permitted, a positive result is obtained in step 1202. In this case, server 10 proceeds to step 1203. If return via alternative media is not permitted, a negative result is obtained in step 1201. In this case, steps 201 to 203 are performed.
[0243] <Step 1203> In this embodiment, the synthesis of game medium A using borrowed game medium G is assumed. Therefore, server 10 restricts the disposal of game medium A generated by the synthesis by the borrower (player PA). Disposal here includes, for example, moving it to another player (including transfer and sale), consuming it, or discarding it. If the disposal of game medium A is unrestricted, a situation may arise where the borrower (player PA) does not possess the combined game medium A when the return deadline arrives. In this case, it becomes impossible to disassemble game medium A and return game medium G. If restrictions on disposal are imposed, it will also become impossible to play games that involve consuming game media A.
[0244] <Step 1204> Server 10 determines whether or not it has detected the borrower's disposal procedure. If a disposal procedure is detected, a positive result is obtained in step 1204. In this case, server 10 proceeds to step 1205. If no disposal procedure is detected, a negative result is obtained in step 1204. In this case, server 10 skips step 1205 and proceeds to step 1206.
[0245] <Step 1205> If a positive result is obtained in step 1204, server 10 notifies the borrower (player PA) who instructed the disposal procedure of the restriction on disposal. At a minimum, the borrower who instructed the disposal procedure must be informed of the reason why the disposal will not be carried out. This notification can also remind the borrower that the borrowed game media G must be returned in order for the disposal to be carried out.
[0246] <Step 1206> Next, server 10 determines whether the borrower has received the borrowed game media. This determination process is repeated until the return of the game media G by the borrower is confirmed. If no acquisition of borrowed game media is detected, a negative result is obtained in step 1206. In this case, server 10 returns to step 1203. If the acquisition of a borrowed game medium is detected, a positive result is obtained in step 1206. In this case, server 10 proceeds to step 1207.
[0247] <Step 1207> If a positive result is obtained in step 1206, server 10 removes the restrictions on the disposition set in step 1203. Furthermore, if the borrower, player PA, consumes a newly acquired game medium G before returning the borrowed game medium G, server 10 returns to step 1203. In other words, it restricts the disposal of game medium A. This function ensures the forced return of game medium G through dismantling.
[0248] <Screen for setting loan conditions> Figure 37 illustrates an example of the loan conditions setting screens 340 and 350. The loan conditions setting screen 340 corresponds to step 1201 (see Figure 36), and the loan conditions setting screen 350 corresponds to step 1205 (see Figure 36). The loan conditions setting screen 340 shown in Figure 37 displays the title 341, inquiry 42, and game media selection button 343.
[0249] In Figure 37, the title 341 reads "Game media rental screen". In the case of Figure 37, inquiry 342 states, "Which game media should we register with the rental shop?" The game media selection button 343 displays the button corresponding to the game media the player possesses. In Figure 37, the game media selection button 343 displays "Game Media C (Level 2)", "Game Media G (Level 4)", and "Game Media H (Level 1)". In Figure 37, "Game Media G (Level 4)" is selected as the item to be borrowed. In the case of Figure 37, the selection of items to be borrowed is accepted one at a time. However, it may also be possible to select multiple game media at once.
[0250] The loan conditions setting screen 350 shown in Figure 37 displays the title 351, rental period 352, rental fee (orbs) 353, mandatory return setting field 354, alternative media setting field 355, and an "OK" button 356. In Figure 37, the title 351 reads "Rental Conditions Setting". In Figure 37, the rental period 352 is listed as "10 days." Needless to say, the length of the period can be freely entered.
[0251] The rental fee (Orb) 353 is listed as "4 orbs / day". In this embodiment, the rental fee is set by the number of orbs. The mandatory return setting field 354 is a selection button that allows you to choose whether to request the mandatory return of the game media or the return of the game media using alternative media. The forced return setting section 354 shown in Figure 37 has two buttons: "Yes" and "No". Selecting the "Yes" button means forced return, while selecting the "No" button means return via alternative media. In Figure 37, the "No" button is selected.
[0252] The alternative media setting field 355 becomes configurable when the "None" button is selected in the forced return specification field 225. As shown in Figure 37, the alternative media setting field 355 is assigned a pull-down menu. The player PB can selectively set the game media they wish to allow or want to return as an alternative medium. In Figure 37, game media D is set. In Figure 37, only one alternative media can be set, but it may be possible to set multiple alternative media. If multiple alternative media are set, it is possible to receive the return of multiple game media in place of the game media that was lent out (in this case, game media G). Furthermore, if there are multiple game media available for loan (for example, game media G and game media H), the rental conditions and alternative media will be set separately for each item being loaned. When the "OK" button 356 is pressed, the setting of lending conditions for the game media to be lent out is completed.
[0253] <Notification screen regarding restrictions on disposal> Figure 38 is a diagram illustrating an example of the disposal restriction notification screen 360. The disposal restriction notification screen 360 corresponds to step 1205 (see Figure 36). The disposal restriction notification screen 360 shown in Figure 38 displays a title 361, a description 362, and an "OK" button 363. In the case of Figure 38, Title 361 reads "Game Media Trading Post." This is because the borrower, Player PA, is attempting to sell Game Media A at the Game Media Trading Post. Note that Title 361 may also use expressions such as "Caution" or "Notice."
[0254] Explanation 362 explains why the disposal restriction notification screen 360 was displayed. Explanation 362, shown in Figure 38, states, "Game media A is a game media that will be given to player PB when game media G cannot be returned, and since game media G has not been obtained, game media A cannot be sold." Player PA, the borrower, is able to know that game media A cannot be sold and the reason why. When the "OK" button 363 is pressed, the disposal restriction notification screen 360 is closed. The "OK" button 363 is an example of a so-called "close" button.
[0255] <Summary> In the case of the information processing system 1 according to this embodiment (see Figure 1), when accepting borrowing conditions, it is possible to set not only the loan period and consideration, but also whether or not to require mandatory return and, if mandatory return is not required, to set the desired alternative media. This mechanism allows the lender, player PB, to set loan conditions that take return into consideration. Specifically, it can increase the likelihood that the game media being lent out will be returned.
[0256] <Other Embodiments> The embodiments of the invention are not limited to those described above. For example, elements of each embodiment can be combined as appropriate. Combinations here also include the deletion of elements from each embodiment.
[0257] (1) For example, some or all of the processing operations described in the above embodiment may be performed on the player terminal 20 (see Figure 1). This means that part of the processing operation is executed on the server 10, and the remaining processing operation is executed on the player terminal 20, and that the server 10 and the player terminal 20 work together to execute the processing operation.
[0258] (2) For example, the above explanation described a case in which a borrowed game medium (first game medium) and another game medium (second game medium) are combined to create a third game medium. However, the creation of the third game medium does not have to be through synthesis; it may also be through the evolution of a borrowed game medium (the first game medium) or another game medium (the second game medium).
[0259] <Summary> The main features of the information processing device, information processing method, program, and information processing system described in the embodiments are shown below. [General tasks] One of the objectives of the present invention is to provide an information processing device, an information processing method, a program, and an information processing system that support the creation of new game media by players who do not possess all of the game media necessary for creating new game media.
[0260] Issues corresponding to [Appendix 1] One of the objectives of the present invention is to enable the generation of a third game medium using a borrowed first game medium and a second game medium different from the first game medium. [Note 1] The information processing device according to this embodiment has a search unit and a control unit. The search unit searches for a game medium that satisfies the borrowing conditions set by the first player, and the control unit controls the generation of a third game medium using the first game medium borrowed by the first player and a second game medium different from the first game medium. According to the above-described information processing device, it is possible to generate a third game medium using a borrowed first game medium and a second game medium that is different from the first game medium.
[0261] Issues corresponding to [Appendix 2] One of the objectives of the present invention is to enable the setting of borrowing conditions based on information about a third game medium that is advantageous for playing a predetermined game, and the first game medium used to generate it. [Note 2] The information processing device described in Note 1, wherein the search unit presents information on a third game medium that is advantageous for playing a predetermined game specified by the first player, and information on a first game medium used to generate the third game medium, prior to setting the borrowing conditions. This makes it possible to set borrowing conditions by referring to information about a third game medium that is advantageous for playing a given game, and the first game medium used to generate it.
[0262] Issues corresponding to [Appendix 3] One of the objectives of the present invention is to enable users to select borrowed items based on information regarding the possibility of returning them using alternative media. [Note 3] The search unit is the information processing device described in Note 1, which presents information regarding whether each of the first game media that meets the borrowing conditions can be returned using an alternative medium. This allows borrowers to select items based on information regarding the possibility of returning them via alternative media.
[0263] Issues corresponding to [Appendix 4] One of the objectives of the present invention is to enable consideration of the selection of a first game medium to be borrowed, taking into account information on a specific medium that is required to be returned as a replacement medium. [Note 4] The search unit is the information processing device described in Note 3, which presents information on a specific medium that is to be returned as an alternative medium. This makes it possible to consider the selection of the first game medium to be borrowed by referring to information on specific media that are required to be returned as replacement media.
[0264] Issues corresponding to [Appendix 5] One of the objectives of the present invention is to enable borrowing decisions based on the availability of a game event in which the first game medium can be obtained. [Note 5] The search unit is the information processing device described in Note 1, which, before borrowing, presents the first player with information on game events in which the first game medium to be borrowed can be obtained by the return deadline. This makes it possible to decide whether to borrow the first game medium based on whether or not there is a game event where it can be obtained.
[0265] Issues corresponding to [Appendix 6] One of the objectives of this invention is to enable the search for borrowed game media by specifying whether or not it can be returned using an alternative medium. [Note 6] The search unit is the information processing device described in Note 1, which accepts, as one of the borrowing conditions, whether or not the borrower has set up an alternative medium for the borrowed game media to be returned. This makes it possible to search for game media to borrow, specifying whether or not they can be returned using alternative media.
[0266] Issues corresponding to [Appendix 7] One of the objectives of the present invention is to give the first player an opportunity to give their consent before disassembling the third game medium. [Note 7] The information processing device described in Note 1, wherein, when the first player does not possess the first game medium upon the return of the first game medium before the return deadline, the control unit inquires about the return of the first game medium by disassembling the third game medium. This allows the first player to have the opportunity to give their consent before the third game medium is disassembled.
[0267] Issues corresponding to [Appendix 8] One of the objectives of the present invention is to compel the return of the first game medium by disassembling the third game medium. [Note 8] The control unit, if the first player does not have the first game medium by the return deadline for the first game medium, disassembles the third game medium and returns the first game medium, as described in Note 1. This allows for the forced return of the first game medium by disassembling the third game medium.
[0268] Issues corresponding to [Appendix 9] One of the objectives of the present invention is to enable the return of the first game medium to the same level as when it was borrowed. [Note 9] If the level of the first game medium obtained after the first game medium borrowed is consumed is less than the level at the time of borrowing, the control unit automatically performs a level-up of the first game medium obtained by the first player, as described in Note 1. This makes it possible to return the first game media at the same level as when it was borrowed.
[0269] Issues corresponding to [Appendix 10] One of the objectives of the present invention is to make it possible to systematically enforce the return of the first game medium. [Note 10] The control unit is an information processing device as described in Note 1, which imposes a predetermined disadvantage on the first player if the first player fails to return the first game medium, which is not permitted to be returned by alternative medium, within the return deadline. This makes it possible to systematically enforce the return of the first game medium.
[0270] Issues corresponding to [Appendix 11] One of the objectives of the present invention is to give the second player an opportunity to decide whether to lend the first game medium to the first player. [Note 11] The search unit, upon receiving a request from the first player to borrow the first game medium, presents the second player who will lend the first game medium with the return history of the game medium by the first player, before the lending is executed, as described in Note 1. This gives the second player the opportunity to decide whether to lend the first game medium to the first player.
[0271] Issues corresponding to [Appendix 12] One of the objectives of this invention is to enable the presentation of the return history only when it is necessary to confirm the possibility of return. [Note 12] The information processing device described in Note 11, wherein the search unit presents the second player with the return history of the game medium by the first player if the second player has permitted the return of the first game medium by an alternative medium, and does not present the second player with the return history of the game medium by the first player if the second player has not permitted the return of the first game medium by an alternative medium. This allows the return history to be displayed only when it is necessary to verify the possibility of return.
[0272] Issues corresponding to [Appendix 13] One of the objectives of the present invention is to make it possible to determine at the time of lending whether the first game medium is likely to be returned. [Note 13] The search unit is an information processing device as described in Note 1, which, before lending the first game medium to the first player, indicates to the second player to whom the first game medium is to be lent whether there are any game events where the first game medium can be obtained that will be held before the return deadline for the first game medium. This makes it possible to determine the likelihood of the first game medium being returned at the time of lending.
[0273] Issues corresponding to [Appendix 14] One of the objectives of the present invention is to provide information necessary to determine the likelihood of the first game medium being returned only when return by alternative media is not permitted. [Note 14] The information processing device described in Note 13, wherein the search unit, if the return of the first game medium by alternative medium is permitted by the second player, indicates to the second player whether there are any game events held by the return deadline for the first game medium in which the first game medium can be obtained, and does not indicate to the second player whether there are any game events held by the return deadline for the first game medium in which the first game medium can be obtained. This makes it possible to present the information necessary to determine the likelihood of the first game medium being returned only if the return via alternative media is not permitted.
[0274] Issues corresponding to [Appendix 15] One of the objectives of the present invention is to enable a second player who lends out a first game medium to set whether or not it can be returned using an alternative medium. [Appendix 15] The information processing device described in Appendix 1, further comprising a reception unit that receives the lending conditions for the first game medium from the second player, the reception unit receiving information from the second player regarding whether or not the return can be made using an alternative medium as one of the lending conditions. This allows the second player who lends out the first game medium to be able to set whether or not it can be returned using an alternative medium.
[0275] Issues corresponding to [Appendix 16] One of the objectives of the present invention is to increase the likelihood that the first game medium will be returned. [Note 16] The information processing device described in Note 15, wherein, if the return of the first game medium by alternative medium is not permitted for the first game medium, the reception unit restricts the movement, consumption, or disposal of the third game medium generated from the first game medium to others until the first player obtains the first game medium. This increases the likelihood that the first game medium will be returned.
[0276] Issues corresponding to [Appendix 17] One of the objectives of the present invention is to enable the generation of a third game medium using a borrowed first game medium and a second game medium different from the first game medium. According to the above information processing method, it is possible to generate a third game medium using a borrowed first game medium and a second game medium that is different from the first game medium.
[0277] Issues corresponding to [Appendix 18] One of the objectives of the present invention is to enable the generation of a third game medium using a borrowed first game medium and a second game medium different from the first game medium. [Note 18] The program according to this embodiment causes the processor to search for a game medium that satisfies the borrowing conditions set by the first player, and to control the generation of a third game medium using the first game medium borrowed by the first player and a second game medium different from the first game medium. According to the program described above, it is possible to generate a third game medium using a borrowed first game medium and a second game medium that is different from the first game medium.
[0278] Issues corresponding to [Appendix 19] One of the objectives of the present invention is to enable the generation of a third game medium using a borrowed first game medium and a second game medium different from the first game medium. [Note 19] The information processing system according to this embodiment includes a server and a terminal device. The server searches for a game medium that satisfies the borrowing conditions set by the first player, and controls the generation of a third game medium using the first game medium borrowed by the first player and a second game medium different from the first game medium. According to the above information processing system, it is possible to generate a third game medium using a borrowed first game medium and a second game medium that is different from the first game medium. [Explanation of symbols]
[0279] 1…Information processing system, 10…Server, 11, 21…Processor, 12, 22…Memory, 13, 23…Auxiliary storage device, 14, 25…Communication interface, 20…Player terminal, 24…Display, 101…Search unit, 102…Control unit, 103…Reception unit, 110…Storage unit
Claims
1. It has a search unit and a control unit, The search unit searches for game media that meet the borrowing conditions set by the first player, The control unit controls the generation of a third game medium using a first game medium borrowed by the first player and a second game medium different from the first game medium. Information processing device.
2. Prior to setting the borrowing conditions, the search unit presents information on the third game medium that is advantageous for playing a predetermined game specified by the first player, and information on the first game medium to be used to generate the third game medium. The information processing apparatus according to claim 1.
3. The search unit provides information regarding whether each of the first game media that meets the borrowing conditions can be returned using an alternative medium. The information processing apparatus according to claim 1.
4. The search unit presents information on the specific medium that is to be returned as the alternative medium. The information processing apparatus according to claim 3.
5. The search unit, before borrowing, presents the first player with information on game events in which the first game medium to be borrowed can be obtained by the return deadline. The information processing apparatus according to claim 1.
6. The search unit accepts, as one of the borrowing conditions, whether the borrower allows the game media to be returned using an alternative medium set by the lender. The information processing apparatus according to claim 1.
7. When the first game medium is returned before the return deadline, if the first player does not possess the first game medium, the control unit inquires about the return of the first game medium by disassembling the third game medium. The information processing apparatus according to claim 1.
8. If the first player does not possess the first game medium by the return deadline for the first game medium, the control unit disassembles the third game medium and returns the first game medium. The information processing apparatus according to claim 1.
9. If the level of the first game medium obtained after the consumption of the borrowed first game medium is less than the level at the time of borrowing, The control unit automatically performs level-ups on the first game medium obtained by the first player. The information processing apparatus according to claim 1.
10. The control unit, if the first player fails to return the first game medium, which is not permitted to be returned by alternative medium, within the return deadline, will impose a predetermined disadvantage on the first player. The information processing apparatus according to claim 1.
11. When the search unit receives a request from the first player to borrow the first game medium, it presents the second player who will be lending the first game medium with the return history of the game medium by the first player before the lending is executed. The information processing apparatus according to claim 1.
12. The aforementioned search unit, If the return of the first game medium by the second player is permitted by the second player, the return history of the game medium by the first player is presented to the second player. If the return of the first game medium by an alternative medium is not permitted by the second player, the second player will not be shown the return history of the game medium by the first player. The information processing apparatus according to claim 11.
13. The aforementioned search unit, Before lending the first game medium to the first player, the system informs the second player to whom the first game medium is being lent whether there are any game events where the first game medium can be obtained that are scheduled to take place before the return deadline for the first game medium. The information processing apparatus according to claim 1.
14. The aforementioned search unit, If the return of the first game medium by the second player is permitted by the second player, the second player shall be informed of the existence of any game events in which the first game medium can be obtained that are held before the return deadline for the first game medium. If the return of the first game medium by the second player is not permitted by the second player, the second player will not be informed of any game events in which the first game medium can be obtained before the return deadline for the first game medium. The information processing apparatus according to claim 13.
15. The system further includes a reception area for receiving loan conditions for the first game medium from the second player, The reception unit receives information from the second player regarding whether or not the return can be made using an alternative medium, as one of the lending conditions. The information processing apparatus according to claim 1.
16. If the return of the first game medium by the alternative medium is not permitted, the receiving unit will restrict the transfer, consumption, or disposal of the third game medium generated from the first game medium to others until the first player obtains the first game medium. The information processing apparatus according to claim 15.
17. The processor performs the process of searching for a game medium that meets the borrowing conditions set by the first player, The processor controls the generation of a third game medium using a first game medium borrowed by the first player and a second game medium different from the first game medium. An information processing method that performs the following.
18. The processor is instructed to search for a game medium that meets the borrowing conditions set by the first player. The processor controls the generation of a third game medium using a first game medium borrowed by the first player and a second game medium different from the first game medium. A program that executes a process.
19. Equipped with a server and terminal devices, The aforementioned server, The system searches for game media that meet the borrowing conditions set by the first player. The first player controls the generation of a third game medium using a first game medium borrowed by the first player and a second game medium different from the first game medium. Information processing system.
Citation Information
Patent Citations
Program and game system
JP6659386B2