Program and Information Processing Device
The program and information processing apparatus efficiently manages content ownership in games by extracting and synthesizing related items, addressing the inefficiency in disposing of items to meet content limits.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-18
- Publication Date
- 2026-03-31
AI Technical Summary
Players in games with content ownership limits often dispose of items to avoid exceeding the limit, leading to inefficient gameplay due to the consumption of items or points required to increase the upper limit.
A program and information processing apparatus that allows players to efficiently dispose of owned contents by extracting and synthesizing groups of content items with predetermined relationships, such as same type, attribute, or rarity, into a single item, reducing the number of items owned.
Enables efficient disposal of owned contents, allowing players to manage their content within the limit while maintaining gameplay efficiency and item value.
Smart Images

Figure 2026055633000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
[0002] Conventionally, there has been known a game in which an upper limit is set for the number of contents owned by a player. In such a game, when the number of contents owned by a player exceeds the upper limit, playing games for obtaining contents (for example, quests and lottery games) and the like are restricted.
[0003] Regarding this, Patent Document 1 discloses a technique in which the upper limit of the number of owned contents is increased (raised), and an operation button for requesting a lottery game at once is provided so that the lottery game can be played efficiently.
Prior Art Documents
Patent Documents
[0004] [[ID=2…]]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in order to increase the upper limit of the number of owned contents, it often involves consumption of items, points, etc., and players tend to prioritize disposing of owned contents to reduce the number of owned contents below the upper limit.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of efficiently disposing of owned contents in a game in which an upper limit of the number of owned contents is provided.
Means for Solving the Problems
[0007] To solve the above problems, a program according to a first aspect of the present invention causes a computer to function as an execution means for executing a game that allows a player to acquire content; an extraction means for first extracting a plurality of content items that have a predetermined relationship with each other from the owned content items if the number of content items owned by the player exceeds an upper limit after the execution of the game; and a synthesis means for first combining the first extracted first content items into a single content item to reduce the number of content items owned by the player.
[0008] Furthermore, in a second aspect of the present invention, if the number of content owned by the player exceeds the upper limit even after synthesis has been performed by the synthesis means, the extraction means extracts a second group of content from the owned content that have a predetermined relationship with each other as a second content group, and the synthesis means synthesizes the second extracted second content group into a single content.
[0009] Furthermore, in a third aspect of the present invention, the computer functions as a display means for displaying a display screen that presents each of the contents included in the first content group or the second content group, and the synthesis means, upon receiving an instruction from the player to perform synthesis on the display screen, synthesizes the first content group or the second content group into a single content.
[0010] Furthermore, in a fourth aspect of the present invention, the display means presents each content included in the first content group or the second content group on the display screen, distinguishing between source content and material content.
[0011] Furthermore, in a fifth aspect of the present invention, the synthesis is an evolutionary synthesis that evolves the source content, and the display means presents the evolved content of the source content on the display screen.
[0012] Furthermore, in a sixth aspect of the present invention, if the extraction means is unable to extract the first content group or the second content group, the display means displays a screen for increasing the upper limit.
[0013] Furthermore, in the seventh aspect of the present invention, the predetermined relationships are of the same type.
[0014] Furthermore, in the eighth aspect of the present invention, the predetermined relationship is the same attribute.
[0015] Furthermore, in the ninth aspect of the present invention, the predetermined relationship is of the same rarity.
[0016] Furthermore, an information processing device according to the tenth aspect of the present invention includes: execution means for executing a game that causes a player to acquire content; extraction means for first extracting a plurality of content items that have a predetermined relationship with each other from the owned content items as a first content group if the number of content items owned by the player exceeds an upper limit after the execution of the game; and synthesis means for synthesizing the first extracted first content group into a single content item to reduce the number of content items owned by the player. [Effects of the Invention]
[0017] According to the present invention, in games where there is an upper limit on the number of owned content items, owned content can be disposed of efficiently. [Brief explanation of the drawing]
[0018] [Figure 1] This is a block diagram showing an example of the overall configuration of the game system according to the first embodiment. [Figure 2] This diagram schematically shows an example of a server device hardware configuration. [Figure 3] Figure 1 shows an example of a smartphone hardware configuration as a terminal device. [Figure 4] This is a block diagram schematically showing an example of the functional means of a server device. [Figure 5] In the game system according to the first embodiment, it is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4. [Figure 6] It is a diagram showing an example of a lottery game screen of a certain lottery game in the first embodiment. [Figure 7] It is a diagram showing an example of a lottery result screen in the first embodiment. [Figure 8] It is a diagram showing an example of a presentation screen in the first embodiment. [Figure 9] It is a diagram showing an example of a synthesis result screen in the first embodiment. [Figure 10] It is a diagram showing an example of a rising screen in the first embodiment. [Figure 11] It is a diagram showing an example of a rising result screen in the first embodiment. [Figure 12] In the game system according to the second embodiment, it is a flowchart showing an example of the flow of processing performed by each functional means. [Figure 13] It is a diagram showing an example of a presentation screen in the second embodiment. [Figure 14] It is a diagram showing an example of a synthesis result screen in the second embodiment.
Embodiments for Carrying Out the Invention
[0019] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, as far as possible, the same reference numerals are given to the same components and steps in each drawing, and duplicate descriptions are omitted.
[0020] ---First Embodiment--- First, the first embodiment will be described.
[0021] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the first embodiment.
[0022] As shown in Figure 1, the game system 1 comprises a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other via a communication network NT, such as an intranet, the internet, or a telephone line.
[0023] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.
[0024] Each terminal device 12 is an information processing device owned by each player, and after the game program 14 received from the server device 10 is installed, it is executed to provide the game to each player. Examples of these terminal devices 12 include video game machines, arcade game machines, mobile phones, smartphones, tablets, personal computers, and various other devices.
[0025] <Hardware Configuration> Figure 2 is a schematic diagram showing an example of the hardware configuration of server device 10.
[0026] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.
[0027] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.
[0028] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.
[0029] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.
[0030] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for the inclusion of, for example, operating means, display devices, and sound output devices.
[0031] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.
[0032] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0033] The main control unit 30 is comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 (which serves as a display input device), a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 also has the function of controlling these connected devices.
[0034] The touch panel 32 has both display and input functions, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function. In the first embodiment, the display 32A can display a game image including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player with respect to the game image.
[0035] The camera 34 has a function of taking still images or / and moving images and saving them in the storage unit 40.
[0036] The mobile communication unit 36 is connected to the mobile communication network via the antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.
[0037] The wireless LAN communication unit 38 is connected to the communication network NT via the antenna 38A and has a function of communicating with other devices such as the server device 10 connected to the communication network NT.
[0038] In the storage unit 40, various programs and various data such as a game program 14 and play data indicating the progress status of the game of the game program 14 and player information are stored. Note that the play data may be stored in the server device 10.
[0039] The speaker 42 has a function of outputting game sounds and the like.
[0040] <Game Overview> The game (game genre) according to the first embodiment includes a lottery game, a quest, a breeding game, etc. The lottery game may be referred to as gacha, fukubiki, summoning, etc. The quest may be referred to as a battle game, a dungeon, exploration, a mission, a scenario, etc.
[0041] The lottery game according to the first embodiment is a game in which, upon receiving an execution request (instruction) from the player to execute a lottery game, one or more contents are randomly selected from a group of contents that are subject to the lottery and provided (allowed to be acquired) by the player. These contents mainly consist of characters.
[0042] This lottery game is conducted based on the consumption of game currency owned by the player. This game currency includes, for example, paid items (e.g., paid gems), non-paid items (e.g., free gems), coins, and points. Paid items are paid items that are given to players based on payment using money, prepaid cards, electronic money, credit cards, cryptocurrencies, etc. Non-paid items are free items that are given to players within the game. These non-paid items may have the same value as paid items, or their value may be lower. For example, in one lottery game, both paid and non-paid items can be consumed without distinction. However, in another lottery game, only paid items may be consumed. Coins and points are in-game currencies that are given to players along with the lottery-winning content when the lottery game is executed.
[0043] The quest according to the first embodiment is a game whose objective is to fulfill predetermined clear conditions (tasks). For example, this quest is a game in which the player uses a deck composed of a certain number (e.g., 1 or 5) or fewer characters owned by the player, based on the player's instruction (request) to select a quest from a quest menu. The deck is sometimes referred to as a party or team.
[0044] Also, examples of cases where the clear condition (task) is satisfied include, for example, defeating all enemy characters that appear in the quest by the deck (for example, reducing the hit points to 0 or less). Also, examples of cases where the clear condition is not satisfied (when the clear fails) include cases where all the characters compiled in the deck are destroyed (for example, the hit points of all characters become 0 or less).
[0045] Also, in the quest according to the first embodiment, when the player satisfies the clear condition, a clear reward is given to the player. Examples of this clear reward include game currency (for example, non-paying items, coins, points, etc.), characters, player experience points, and the like. Also, in the first embodiment, when the player clears the quest (satisfies the clear condition), a new quest (the next quest) is opened (made playable) for the player. This new quest, for example, has a higher difficulty level than the quest cleared by the player, while the amount of the clear reward increases or the quality of the clear reward becomes higher.
[0046] For example, in the editing menu for pre-editing the deck used for the quest, the player can edit the deck used for the quest by arbitrarily selecting a certain number or fewer characters from the owned characters.
[0047] In the cultivation game according to the first embodiment, a plurality of characters included in the player's owned characters can be synthesized into one character. For example, in this synthesis, by synthesizing one source character (source content) and one or more material characters (material content), the normal parameters and special parameters of the source character are changed to be advantageous for the player.
[0048] Examples of the normal parameters include, for example, level, attack power, defense power, hit points, and the like. Note that the attack power, defense power, hit points, etc. may be determined according to the level. Special parameters include, for example, rarity, luck, level cap, and the number of turns required to activate a skill. Rarity is a numerical value that indicates the rarity of a character. For example, increasing rarity by 1 increases the character's maximum level by 5. In other words, the higher the rarity, the easier it is to progress through quests. Luck is a parameter that, for example, increases the probability of advantageous items appearing in a quest when a character is used in that quest, and also increases the number and quality of rewards received upon completion. Skill activation turn count refers to the number of turns required for a character to activate a skill during a quest. For example, a lower skill activation turn count allows for easier progress through the quest. In the first embodiment, the case where the special parameter is rarity will be mainly described.
[0049] For example, a character's level (the character used for synthesis) increases by synthesizing enhancement material items (enhancement material content) (enhancement synthesis).
[0050] For example, in a training game, evolution synthesis (training) can be performed to change the rarity of a base character (source content) by synthesizing (consuming) one or more evolution material characters (evolution material content) that are pre-associated with the base character (source content) to be trained. In other words, the base character and the one or more evolution material characters have a predetermined relationship with each other.
[0051] Examples of these pre-associated evolution material characters include at least one character from the same series as the source character, a character of the same type as the source character, a character with the same attribute as the source character, or a character of the same rarity as the source character. Characters belonging to the same series include characters before and after the evolution of the original character (evolutionary series). For example, character K and character N, which is character K evolved n times, are characters of the same series. Furthermore, characters of the same type can be defined as having the same character ID, the same name, or the same image. Furthermore, characters with the same attribute are defined as characters that have the same attribute set for them. Examples of such attributes include fire (red), water (blue), wood (green), yellow (light), and purple (dark). In the first embodiment, characters of the same type are defined as characters with the same attribute.
[0052] For example, in the first embodiment, if the rarity of the source character is odd, the evolution material character pre-associated with the source character is of the same rarity and type as the source character. Also, if the rarity of the source character is even, the evolution material character pre-associated with the source character is of the same rarity and attribute as the source character.
[0053] For example, in the evolution synthesis according to the first embodiment, the rarity of the source character to be trained is increased by 1 by synthesizing one or more characters of the same attribute or type (evolution material characters) that are of the same rarity as the source character.
[0054] For example, the maximum level for a character increases by 5 for every 1 level increase in the character's rarity. For instance, the higher the maximum level a player has, the more they can increase their level through enhancement synthesis. Therefore, players can gain an advantage in quests (game progression) by evolving their characters. Additionally, for example, players can evolve (train) characters until their rarity reaches its maximum value (e.g., 6).
[0055] <Function means> Figure 4 is a schematic block diagram showing an example of the functional means of the server device 10.
[0056] As shown in Figure 4, the server device 10 includes, as a functional configuration, a storage means 50, an execution means 52, an extraction means 54, a display means 56, and a synthesis means 58. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing a game program 14 stored in the storage devices 28, etc. Note that all or part of these functional configurations may be provided in the terminal device 12.
[0057] The memory means 50 has the function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, etc.
[0058] Player information 50A is stored for each player, associated with that player's player ID. This player information 50A includes, for example, the player's name, age, player rank, owned content information, deck composition information, quest progress information, etc.
[0059] Player rank increases, for example, when a player gains player experience points.
[0060] Owned content information includes, for example, owned character information, the number of owned characters (number of owned content items), the maximum number, and owned in-game currency information.
[0061] For example, owned character information is stored for each character owned by the player, associated with an owned character ID. This owned character ID is a number newly assigned when the player acquires a character (for example, when running a lottery game, receiving a clear reward, or performing evolution synthesis). For example, owned character information includes the character's character ID and current parameters. The current parameters include the current values of both normal and special parameters.
[0062] The number of owned characters (number of owned content) includes the total number of characters the player currently owns. The number of owned characters increases when the player acquires characters and decreases when the player disposes of characters (by selling them or using them as materials for synthesis).
[0063] The limit includes the maximum number of characters (or content) a player can own. For example, the initial limit is 50. This limit increases by 1 when a player spends 1 unit of in-game currency (e.g., a paid or non-paid item).
[0064] The information on owned in-game currency includes, for example, the in-game currency ID and the quantity owned for each type of in-game currency (such as paid items, non-paid items, coins, points, etc.) owned by the player.
[0065] The deck formation information includes details about the player's deck. This deck formation information includes, for example, the character IDs of a certain number of characters (e.g., 5) or fewer, pre-specified by the player, and the order of each of those specified characters (e.g., from left to right). This deck is used, for example, when executing quests.
[0066] Quest progress information includes, for example, the quest IDs of quests the player has completed and the quest IDs of playable quests.
[0067] Character Information 50B contains information about the character.
[0068] For example, character information 50B is stored for each character, associated with a character ID. Character information 50B includes, for example, name, image, attributes, ability information, rarity, evolution information, etc.
[0069] Attributes include one or more attributes that a character possesses. Examples of such attributes include fire (red), water (blue), wood (green), yellow (light), and purple (dark).
[0070] Ability information includes normal parameter information, special parameter information, and skills. Normal parameter information includes the range (minimum and maximum values) of normal parameters (e.g., level). Special parameter information includes special parameters (rarity) for each evolution stage. Skills include abilities such as restoring the hit points of allied characters (e.g., other characters in the deck) during quests, strengthening the attack and defense power of allied characters, or dealing damage to enemy characters.
[0071] Rarity includes a numerical range, for example, from 1 to 6. This number may be indicated, for example, by the number of stars. In the first embodiment, the numerical range of rarity differs depending on the character. For example, one character may have a rarity from 1 to 6, while another character may have a rarity from 3 to 6. Furthermore, rarity may be expressed by a name rather than a numerical value. Examples of such names, in ascending order, include Rare (R), Rare Plus (R+), Super Rare (SR), Super Rare Plus (SR+), Super Special Rare (SSR), and Super Special Rare Plus (SSR+).
[0072] Evolution information includes information about the cost required to evolve a character (for example, increasing its rarity by 1). For example, evolution information includes information that identifies the pre-associated evolution material characters for each character rarity (for example, the character ID, attribute, and rarity of the evolution material character), and the quantity of those evolution material characters.
[0073] For example, the cost (number of characters) required to increase the special parameter, rarity, differs depending on the rarity of the base character being synthesized. Specifically, to increase the rarity of a base character with rarity 1 by 1 (evolve) it requires two identical characters of rarity 1. Also, for example, to increase the rarity of a base character with rarity 2 by 1 (evolve) it requires two characters of the same attribute with rarity 2. Also, for example, to increase the rarity of a base character with rarity 3 by 1 (evolve) it requires one identical character of rarity 3. Also, for example, to increase the rarity of a base character with rarity 4 by 1 (evolve) it requires two characters of the same attribute with rarity 4. For example, the cost (evolution material character) required to increase the rarity of a base character with a rarity of 5 by 1 is one identical character with a rarity of 5. Note that this cost may differ depending on the character's attribute, or it may differ from character to character. Also, the number of required cost (evolution material characters) may differ depending on the rarity of the source character, or it may be the same.
[0074] The lottery game information 50C is stored for each lottery game, associated with the lottery game ID of that game. The lottery game information 50C includes the name of the lottery game, the prize money, information about the lottery participants, etc.
[0075] The reward includes the number of in-game currency (paid or free) required to perform one draw. For example, the reward for a certain draw game might be 5 paid or free items.
[0076] The information for which items are to be drawn includes the identification information of each character (each piece of content) that makes up the group of characters (group of content) that are the targets of the drawing game, and the frequency of appearance (weight) associated with that identification information. The identification information includes the character ID of each character that makes up the group of characters eligible for the draw. For example, each character that makes up the group of characters eligible for the draw is a character with a rarity level between 2 and 4. The appearance frequency includes any number from 1 to 10, for example. Lower appearance frequencies are assigned to characters of higher rarity, and higher appearance frequencies are assigned to characters of lower rarity. Note that different appearance frequencies may be assigned to characters of the same rarity (for example, rarity 4). Here, the probability of drawing a single character is the value obtained by dividing the appearance frequency set for that single character by the sum of the appearance frequencies set for each character that makes up the group of characters being drawn. Specifically, if the appearance frequency set for a single character is 2, and the sum of the appearance frequencies set for each character that makes up the group of characters being drawn is 200, then the probability of drawing that single character is 2 / 200 (1%).
[0077] Quest Information 50D is stored for each quest, associated with the quest's quest ID. Quest Information 50D includes the quest name, enemy character information, and completion reward information.
[0078] Enemy character information includes the enemy character ID and ability parameters for each enemy character that appears in the quest.
[0079] The clear reward information stores details about the rewards a player can obtain upon completing a quest. This information includes character identification information (e.g., character ID), the number of characters obtained, and the drop rate. The drop rate is the probability of a player obtaining a character. For example, higher difficulty quests generally have a higher drop rate.
[0080] The execution means 52 is a functional means that controls the entire game. In the first embodiment, the execution means 52 runs a game that allows the player to acquire characters (content). Examples of games that allow the player to acquire characters include quests and lottery games, but they may also include login bonuses, mission completion rewards, purchase bonuses for paid items, subscription or continuation bonuses for monthly passes, character sales (shop), character generation by consuming character fragments, etc.
[0081] Furthermore, in the first embodiment, the execution means 52 restricts the execution of games that allow the player to acquire characters (e.g., quests or lottery games) if the number of characters (number of content owned) owned by the player exceeds the upper limit. In other words, the execution means 52 permits the execution of games that allow the player to acquire characters if the number of characters owned by the player is less than or equal to the upper limit.
[0082] The extraction means 54 is a functional means for extracting a group of characters (a group of content) consisting of multiple characters from the owned characters (owned content) owned by the player. In the first embodiment, after the execution of a game in which the player acquires characters (for example, a lottery game or a quest), if the number of characters owned by the player exceeds the upper limit, the extraction means 54 first extracts a predetermined number of characters (content) from the owned characters that have predetermined relationships with each other as a first character group (first content group). For example, the extraction means 54 first extracts one first character group. This predetermined relationship is a pre-associated relationship that can be combined with a single character, and includes at least one of the following: being of the same series, being of the same type, having the same attributes, or having the same rarity (having the same special parameters).
[0083] For example, the extraction means 54 refers to the owned character information in the owned content information of player information 50A, the evolution information in character information 50B, etc., and first extracts a first group of characters from among the characters owned by the player that have a predetermined relationship with each other and consist of a predetermined number of characters. This predetermined number is the sum of the number of evolution material characters included in the evolution information of character information 50B (for example, 1 or 2) and the number of source characters (1). For example, if the rarity is 1, 2, or 4, it is 3 characters, and if the rarity is 3 or 5, it is 2 characters.
[0084] Specifically, the extraction means 54 first extracts a first character group consisting of three fire-attribute characters with a rarity of 2 (for example, character A, character B, and character C). Furthermore, for example, the extraction means 54 first extracts a first character group consisting of two identical characters with a rarity of 3 (for example, character F1 and character F2).
[0085] Furthermore, the extraction means 54 determines whether the number of characters owned by the player exceeds the upper limit even after the first character group has been synthesized into a single character by the synthesis means 58 (for example, evolution synthesis), and the number of characters owned by the player has decreased. If the extraction means 54 confirms this determination, it extracts a second group of characters (content) from among the owned characters that have a predetermined relationship with each other as a second character group (second content group). In other words, the extraction means 54 extracts a second group of characters that have a predetermined relationship with each other from among the owned characters, including the single character synthesized by the synthesis means 58, as a second character group. For example, the extraction means 54 extracts a second group of characters.
[0086] The display means 56 is a functional means for displaying various screens on the touch panel 32. In the first embodiment, the display means 56 displays a display screen that presents each character included in the first character group or the second character group.
[0087] Furthermore, the display means 56 presents each character included in the first character group or the second character group on the display screen, distinguishing between the source character and the material character. On this display screen, for example, the source character and the evolution material character included in the first character group or the second character group are displayed separately.
[0088] Furthermore, the display means 56 displays the evolved character of the source character on the display screen. On this display screen, for example, the source character included in the first character group or the second character group, the evolution material character, and the evolved character are each displayed separately.
[0089] Furthermore, if the number of characters owned by the player exceeds the upper limit and the extraction means 54 is unable to extract the first or second character group, the display means 56 displays a screen to increase the upper limit of the number of characters owned. This screen displays information such as whether the player wants to increase the upper limit of the number of characters owned by spending the game currency they own.
[0090] The synthesis means 58 is a functional means for synthesizing multiple (a predetermined number) characters (contents) into a single character (a single content). In the first embodiment, the synthesis means 58 synthesizes the first group of characters (first group of content) extracted by the extraction means 54 into a single character (single content), thereby reducing the number of characters (number of content owned) owned by the player. For example, the synthesis means 58 uses one of the characters included in the first extracted group of characters as the source character (source content) and synthesizes the remaining characters as material characters (material content). One example of this synthesis is evolution synthesis, which evolves the source character.
[0091] For example, the synthesis means 58 performs evolution synthesis on the first extracted group of characters to change one of the source characters included in the first group of characters into an evolved character (for example, increasing the rarity of the source character by 1), and at the same time removes (excludes) all of the evolution material characters included in the first group of characters from the player's owned characters. In other words, the synthesis means 58 reduces the number of characters owned by the player (number of owned content) by the number of evolution material characters (the number of characters included in the first group minus 1) through this evolution synthesis.
[0092] Furthermore, the synthesis means 58 synthesizes (e.g., evolves) the second extracted group of characters (second content group) into a single character. For example, the synthesis means 58 evolves the second extracted group of characters to change one of the source characters included in the second group of characters into an evolved character (for example, increasing the rarity of the source character by 1), and removes (excludes) all evolution material characters included in the second group of characters from the player's owned characters. In other words, the synthesis means 58 reduces the number of characters owned by the player (number of owned content) by the number of evolution material characters (the number of characters included in the second group minus 1) through this evolution synthesis.
[0093] Furthermore, if the synthesis means 58 receives an instruction from the player to perform synthesis on the display screen shown by the display means 56, it will synthesize the first character group or the second character group into a single character. For example, if the synthesis means 58 receives an instruction from the player to perform evolution synthesis on the display screen, it will perform evolution synthesis on the first character group or the second character group to change one of the source characters included in the first character group or the second character group into an evolved character (for example, increasing the rarity of the source character by 1), and will also remove (exclude) all evolution material characters included in the first character group or the second character group from the player's owned characters.
[0094] <Processing flow> Figure 5 is a flowchart illustrating an example of the processing flow performed by each functional means shown in Figure 4 in the game system 1 according to the first embodiment. Furthermore, the processing of the following steps begins, for example, when a player selects a certain lottery game in the lottery game menu. Note that the order and content of the following steps can be changed as appropriate.
[0095] (Step SP10) The display means 56 displays a lottery screen for the player to play a certain lottery game.
[0096] Figure 6 shows an example of a lottery game screen 60 in a lottery game according to the first embodiment.
[0097] As shown in Figure 6, the lottery game screen 60 is provided with a distribution rate button 62, a lottery target information area 64, a first lottery execution button 66, a second lottery execution button 67, and a back button 68. The "Provision Rate Button 62" is a button (instruction area) used to instruct the user to transition to a screen that displays the name, rarity, and probability of drawing each character that makes up the group of characters eligible for the draw. The lottery target information area 64 displays the characters with higher rarity and featured characters from the group of characters eligible for the lottery. The first draw execution button 66 is a button (instruction area) for issuing a draw request (draw instruction) to draw a character once. The second draw execution button 67 is a button (instruction area) for issuing a draw request (draw instruction) to draw characters consecutively (for example, 10 times). The back button 68 is a button (instruction area) used to close the lottery game screen 60 and return to the lottery game menu.
[0098] Returning to Figure 5, the process moves on to step SP12.
[0099] (Step SP12) The execution means 52 receives instructions to execute the lottery game. For example, the execution means 52 receives instructions to press the first lottery execution button or the second lottery execution button.
[0100] Next, the execution means 52 refers to the lottery game information 50C and executes a lottery game in which it selects one or more characters from a group of target characters included in the lottery target information of a certain lottery game. For example, when the execution means 52 receives an instruction from the first lottery execution button, it consumes the game currency necessary to execute one lottery (e.g., 5 units) and selects one character from the group of target characters. Also, for example, when the execution means 52 receives an instruction from the second lottery execution button, it consumes the game currency necessary to execute multiple (e.g., 10) consecutive lotteries (e.g., 50 units) and selects multiple characters consecutively from the group of target characters. Then, the process moves on to step SP14.
[0101] (Step SP14) The display means 56 displays a lottery result screen to notify the player of the character selected in step SP12.
[0102] Figure 7 shows an example of the lottery result screen 70 in the first embodiment.
[0103] As shown in Figure 7, the lottery result screen 70 is provided with a lottery result information area 72 and a win button 74. The lottery result information area 72 displays images representing one or more characters that were selected in step SP12. The acquisition button 74 is a button (instruction area) used to acquire one or more characters selected by lottery and to return to the lottery game screen of a certain lottery game.
[0104] Next, the execution means 52 grants (allows the player to acquire) one or more characters selected in step SP12, in response to the acquisition button being pressed. Specifically, the execution means 52 stores the character IDs of the one or more characters in the owned character information of the owned content information in player information 50A, associating them with the owned character IDs, and increases the number of owned characters in the owned content information by the number of characters selected (acquired). Then, the process moves on to step SP16.
[0105] (Step SP16) The execution means 52 determines whether the number of characters owned by the player exceeds the upper limit by executing the lottery game in step SP14. For example, the execution means 52 refers to the owned content information of the player information 50A and, if the number of owned characters exceeds the upper limit, it makes a positive determination. If the determination is positive, the process proceeds to step SP18. On the other hand, if the determination is negative, the process terminates the series of steps shown in Figure 5.
[0106] (Step SP18) The extraction means 54 determines whether it is possible to extract multiple (a predetermined number) characters from the player's owned characters that have a predetermined relationship with each other. In the flowchart shown in Figure 5, for example, the first extraction is called the first extraction, the second extraction the second extraction, the third extraction the third extraction, the fourth extraction the fourth extraction, and so on, with the same designation used for the fifth and subsequent extractions.
[0107] Specifically, the extraction means 54 refers to the owned character information in the owned content information of player information 50A and the evolution information in character information 50B, and if there are a predetermined number of characters (a base character and the number of evolution material characters necessary for the evolution of the base character) that have a predetermined relationship with each other among the owned characters, it extracts a group of characters consisting of such characters (for example, character A, character B, and character C, all fire attribute characters with rarity 2) and affirms the determination. For example, the extraction means 54 searches for whether there are a predetermined number of characters that have a predetermined relationship with each other, starting with the owned characters with the lowest rarity. Also, for example, if there are a predetermined number of characters (group of characters) that have a predetermined relationship with each other among the owned characters, the extraction means 54 selects the character with the smallest owned character ID (oldest acquisition date) among those predetermined number of characters as one base character and uses the remaining characters as evolution material characters. This extraction is performed automatically without any instructions from the player. If the determination is positive, the process proceeds to step SP20. On the other hand, if the determination is negative, that is, if there are no predetermined number of characters that have a predetermined relationship with each other, the process proceeds to step SP28.
[0108] (Step SP20) The display means 56 displays a display screen to show the player that the number of characters owned by the player has exceeded the upper limit, and the group of characters extracted in step SP18.
[0109] Figure 8 shows an example of the presentation screen 80 in the first embodiment.
[0110] As shown in Figure 8, the display screen 80 is provided with a notification information area 82, a composite confirmation information area 84, a cancel button 86, and a composite execution button 88. The notification information area 82 indicates that the number of owned characters exceeds the maximum limit, and that the number of owned characters can be reduced through evolution synthesis. The synthesis confirmation information area 84 displays images representing each character included in the character group extracted in step SP18. For example, in the synthesis confirmation information area 84, images representing the source character, the material character (evolution material character), and the evolved character are presented separately. This evolved character is, for example, a character whose rarity has increased by 1 from the source character. The cancel button 86 is a button (instruction area) used to give an instruction to cancel the synthesis (evolution synthesis) of the character group extracted in step SP18. The synthesis execution button 88 is a button (instruction area) used to give instructions to synthesize (evolve synthesis) the group of characters extracted in step SP18.
[0111] Returning to Figure 5, the process moves on to step SP22.
[0112] (Step SP22) The execution means 52 determines whether or not a synthesis instruction has been given on the display screen. For example, the execution means 52 makes a positive determination if the synthesis execution button is indicated on the display screen. If the determination is positive, the process proceeds to step SP24. On the other hand, if the determination is negative, that is, if the cancel button is indicated on the display screen, the process proceeds to step SP28.
[0113] (Step SP24) The synthesis means 58 synthesizes (evolves) the group of characters extracted in step SP18, allowing the player to acquire the evolved character (character 1) of the original character, and removes (excludes) the evolution material characters from the player's owned characters, thereby reducing the number of characters owned by the player. For example, the synthesis means 58 changes the original character to the evolved character in the owned character information of the owned content information in player information 50A, and deletes the evolution material characters used in the synthesis. Subsequently, the synthesis means 58 reduces the number of owned characters in player information 50A by the number of evolution material characters used in the synthesis.
[0114] Next, the display means 56 displays a synthesis result screen to notify the player of the evolved character, which is the result of the synthesis.
[0115] Figure 9 shows an example of the synthesis result screen 90 in the first embodiment.
[0116] As shown in Figure 9, the synthesis results screen 90 is provided with a synthesis results information area 92 and a confirmation button 94. The synthesis result information area 92 displays an image of the evolved character that has been synthesized (evolutionary synthesis). The confirmation button 94 is a button (instruction area) used to instruct the user to close the synthesis results screen 90 after confirming the evolved character.
[0117] Returning to Figure 5, the process moves on to step SP26.
[0118] (Step SP26) The execution means 52 determines whether the number of characters owned by the player is below the upper limit due to the decrease in the number of owned characters in step SP24. For example, the execution means 52 refers to the owned content information of the player information 50A and, if the number of owned characters exceeds the upper limit, it makes a positive determination. If the determination is positive, the process terminates the series of steps shown in Figure 5. On the other hand, if the determination is negative, the process proceeds to step SP18.
[0119] (Step SP28) The display means 56 displays an increase screen for increasing the maximum number of characters a player can own (the number of characters a player can own).
[0120] Figure 10 shows an example of the rising screen 100 in the first embodiment.
[0121] As shown in Figure 10, the rise screen 100 is provided with a notification information area 102, a rise information area 103, a plus button 104, a slide button 105, a plus button 106, a cancel button 107, and a rise execution button 108. The notification information area 102 shows that the number of owned characters exceeds the maximum limit, and that the maximum limit can be increased. The increase information area 103 displays the amount to which the upper limit will be increased, the amount of increase selected by the player, the amount of game currency required for the increase (the amount of game currency consumed), and the amount of game currency owned by the player. The minus button 104 is a button used to instruct the player to decrease the upper limit by one unit (for example, 5). For example, when the minus button 104 is operated by the player (for example, by touch or tap), the display means 56 moves the slide button 105 on the slide bar SB to the left by one unit (for example, 5). The slide button 105 is a button used by the player to move (slide) it left or right on the slide bar SB to give instructions to increase or decrease the upper limit. For example, when the display means 56 starts displaying the increase screen 100 (initial state), it places the slide button 105 at a position on the slide bar SB corresponding to the number obtained by subtracting the upper limit from the number of owned characters (for example, 5). For example, the slide button 105 is prohibited from moving to the left of the position on the slide bar SB corresponding to the number obtained by subtracting the upper limit from the number of owned characters (for example, 5). The plus button 106 is a button used to instruct the player to increase the upper limit by one unit (for example, 5). For example, when the plus button 74 is operated by the player (for example, touched or tapped), the display means 56 moves the slide button 105 on the slide bar SB one unit to the right (for example, 5). The cancel button 107 is a button (instruction area) used to give an instruction to cancel the increase in the upper limit. The "Increase Execution Button 108" is a button (instruction area) used to issue a command to increase the number of characters owned by the player by the selected increase amount.
[0122] Returning to Figure 5, the process moves on to step SP30.
[0123] (Step SP30) The execution means 52 determines whether or not an upward instruction was given on the upward screen. For example, if the upward execution button is pressed on the upward screen, the execution means 52 makes a positive determination. If the determination is positive, the process proceeds to step SP32. On the other hand, if the determination is negative, that is, if the cancel button is pressed on the rising screen, the process terminates the series of processes shown in Figure 5.
[0124] (Step SP32) The execution means 52 increases the upper limit of the number of characters owned. For example, the execution means 52 increases the upper limit of the owned content information in the player information 50A by the amount selected on the increase screen. Subsequently, the execution means 52 consumes (subtracts) the number required by the selected increase from the number of owned game currency information (e.g., paid items or non-paid items) in the owned content information.
[0125] Next, the display means 56 displays an increase result screen to notify the player that the number of owned characters has increased.
[0126] Figure 11 shows an example of the rising result screen 110 in the first embodiment.
[0127] As shown in Figure 11, the improvement result screen 110 is provided with a notification information area 112 and a confirmation button 114. The notification information area 112 displays information such as the maximum number of characters a player can own has increased, and the amount of game currency owned by the player has been consumed (changed). The confirmation button 114 is a button (instruction area) used to close the increase result screen 110 and return to the lottery game screen of a certain lottery game.
[0128] Then, the process concludes with the series of steps shown in Figure 5.
[0129] <Effects> In the first embodiment described above, the computer functions as an execution means 52 that executes a game to allow the player to acquire content, an extraction means 54 that, after the game has been executed and the number of content owned by the player exceeds the upper limit, extracts a group of content that have a predetermined relationship with each other from among the owned content as a first content group, and a synthesis means 58 that synthesizes the extracted first content group into a single content to reduce the number of content owned by the player.
[0130] With this configuration, if a player's number of owned content items exceeds the limit, multiple content items with predetermined relationships can be combined into a single item, instantly reducing the number of owned content items. Therefore, in games with a limit on the number of owned content items, owned content can be disposed of efficiently.
[0131] Furthermore, in the first embodiment, if the number of content owned by the player exceeds the upper limit even after synthesis has been performed by the synthesis means 58, the extraction means 54 second extracts multiple content items that have a predetermined relationship with each other from among the owned content items as a second content group, and the synthesis means 58 synthesizes the second extracted second content group into a single content item.
[0132] With this configuration, even after synthesis, if the number of content items owned by a player exceeds the maximum limit, multiple content items with predetermined relationships can be synthesized into a single item, immediately reducing the number of content items owned by the player. Therefore, in games where there is a limit on the number of content items that can be owned, owned content can be disposed of efficiently.
[0133] In the first embodiment, the computer functions as a display means 56 that displays a display screen showing each of the contents included in the first content group or the second content group, and the synthesis means 58, upon receiving an instruction from the player to perform synthesis on the display screen, synthesizes the first content group or the second content group into a single content.
[0134] With this configuration, players can check each piece of content to be combined on the display screen before performing the combination, thus preventing combinations from being performed against the player's will while efficiently disposing of their owned content.
[0135] Furthermore, in the first embodiment, the display means 56 presents each content included in the first content group or the second content group on the display screen, distinguishing between source content and material content.
[0136] With this configuration, players can confirm the source content and material content to be combined on the display screen before performing the combination, thus preventing combinations from being performed against the player's will while efficiently disposing of their owned content.
[0137] Furthermore, in the first embodiment, the synthesis is an evolutionary synthesis that evolves the source content, and the display means 56 presents the evolved content of the source content on the presentation screen.
[0138] With this configuration, players can check the evolved content on the display screen before performing synthesis, thus preventing synthesis from being performed against the player's will while efficiently disposing of their owned content.
[0139] Furthermore, in the first embodiment, the display means 56 displays a screen to increase the upper limit if the extraction means 54 is unable to extract the first or second content group.
[0140] With this configuration, even if it is not possible to reduce the number of owned content items through synthesis, a screen will be displayed to increase the limit, allowing for an efficient increase in the limit.
[0141] Furthermore, in the first embodiment, the predetermined relationships are of the same type.
[0142] This configuration allows for the efficient disposal of content of the same type.
[0143] Furthermore, in the first embodiment, the predetermined relationship is that the attributes are the same.
[0144] This configuration allows for the efficient disposal of content with the same attributes.
[0145] Furthermore, in the first embodiment, the predetermined relationship is that the materials have the same rarity.
[0146] This configuration allows for the efficient disposal of content of the same rarity.
[0147] ---Second Embodiment--- Next, a second embodiment will be described.
[0148] In the second embodiment, the extraction means 54 extracts multiple content items that have a predetermined relationship with each other as content groups, and the synthesis means 58 synthesizes the extracted content groups into a single content item. Note that the configuration and functions of the game system 1 according to the second embodiment, which are not described below, are the same as those of the game system 1 according to the first embodiment.
[0149] In the second embodiment, after the execution of a game in which the player acquires characters (for example, a lottery game or a quest), if the number of characters owned by the player exceeds the upper limit, the extraction means 54 first extracts a predetermined number of characters from the owned characters that have a predetermined relationship with each other as a first character group. For example, the extraction means 54 first extracts a plurality of first character groups.
[0150] Specifically, the extraction means 54 first extracts a first character group consisting of three fire-attribute characters with rarity 2 (for example, character A, character B, and character C), a first character group consisting of three water-attribute characters with rarity 2 (for example, character Y, character Y, and character Z), and a first character group consisting of two identical characters with rarity 3 (for example, character F1 and character F2).
[0151] Furthermore, if the number of characters owned by the player exceeds the upper limit even after the number of characters owned by the player has decreased due to batch synthesis performed by the synthesis means 58 to combine multiple (a predetermined number) first character groups into a single character, the extraction means 54 extracts multiple characters that have a predetermined relationship with each other from among the owned characters as a second character group. For example, the extraction means 54 extracts one or more second character groups as a second extraction.
[0152] In the second embodiment, the display means 56 displays a display screen that shows each character included in the first character group or the second character group, respectively.
[0153] Furthermore, the display means 56 presents each character included in the first character group or the second character group on the display screen, distinguishing between the source character and the material character. On this display screen, for example, the source character and the evolution material character included in each first character group or each second character group are displayed separately.
[0154] Furthermore, the display means 56 displays the evolved characters for each of the source characters on the display screen. On this display screen, for example, the source characters included in each first character group or each second character group, the evolution material characters, and the evolved characters are all displayed separately.
[0155] In the second embodiment, the synthesis means 58 synthesizes each of the first extracted first character groups into a single character in one batch, thereby reducing the number of characters owned by the player. For example, the synthesis means 58 uses one character from each of the first extracted first character groups as the source character (source content) and the remaining characters as material characters (material content), and synthesizes each first character group in one batch. In other words, the synthesis means 58 performs the same number of batches of synthesis as the first extracted first character groups. For example, this batch synthesis is an evolutionary synthesis that evolves each of the source characters (source content) in one batch.
[0156] For example, the synthesis means 58 performs a batch evolution synthesis on the multiple first character groups that were initially extracted, changing one of the source characters in each first character group into an evolved character (for example, increasing the rarity of the source character by 1), and also removing (excluding) all the evolution material characters included in each first character group from the player's owned characters. In other words, the synthesis means 58 reduces the number of characters owned by the player (number of owned content) by the total number of evolution material characters included in each first character group.
[0157] Furthermore, the synthesis means 58 synthesizes the multiple second character groups that have been extracted into a single character all at once. For example, the synthesis means 58 changes one of the source characters included in each second character group into the evolved character (for example, increasing the rarity of the source character by 1), and removes (excludes) all evolution material characters included in each second character group from the player's owned characters. In other words, through this evolution synthesis, the synthesis means 58 reduces the number of characters owned by the player (number of owned content) by the total number of evolution material characters included in each second character group.
[0158] Furthermore, when the synthesis means 58 receives an instruction from the player to perform synthesis on the display screen shown by the display means 56, it synthesizes the first character group or the second character group into a single character all at once. For example, when the synthesis means 58 receives an instruction from the player to perform evolution synthesis all at once on the display screen, it evolves each of the first character group or each of the second character groups all at once, changing one of the source characters included in each of the first character group or each of the second character groups into an evolved character (for example, increasing the rarity of the source character by 1), and also removes (excludes) all evolution material characters included in each of the first character group or each of the second character groups from the player's owned characters.
[0159] <Processing flow> Figure 12 is a flowchart illustrating an example of the processing flow performed by each functional means in the game system 1 according to the second embodiment. Furthermore, the processing in the following steps begins, for example, when a player selects a certain lottery game in the lottery game menu. Note that the order and content of the following steps can be changed as appropriate.
[0160] (Steps SP40 to SP46) The processing in steps SP40 to SP46 is the same as the processing in steps SP10 to SP16 described above, so the explanation is omitted. If the determination in step SP46 is positive, the process proceeds to step SP48. On the other hand, if the determination is negative, the process terminates the series of steps shown in Figure 12.
[0161] (Step SP48) The extraction means 54 determines whether it is possible to extract one or more character groups from among the player's owned characters, where a predetermined number of characters have a predetermined relationship to one another. In the flowchart shown in Figure 12, for example, the first extraction is called the first extraction, the second extraction the second extraction, the third extraction the third extraction, the fourth extraction the fourth extraction, and so on, with the same naming conventions used for the fifth and subsequent extractions.
[0162] Specifically, the extraction means 54 refers to the owned content information in the player information 50A and the evolution information in the character information 50B, and if there is one or more predetermined number of characters (a base character and the number of evolution material characters necessary for the evolution of the base character) that have a predetermined relationship with each other in the owned character information of the owned content information, it extracts one or more character groups consisting of those multiple characters (for example, character A, character B, and character C, all of rarity 2 and fire attribute; character Y, character Y, and character Z, all of rarity 2 and water attribute; and character F1 and character F2, all of the same type and of rarity 3), and affirms the determination. This extraction is performed automatically without any instructions from the player. If the determination is positive, the process proceeds to step SP50. On the other hand, if the determination is negative, that is, if there is no predetermined number of characters that have a predetermined relationship with each other, the process proceeds to step SP58.
[0163] (Step SP50) The display means 56 displays a display screen to show the player that the number of characters owned by the player has exceeded the upper limit, or to show the player multiple character groups extracted in step SP48.
[0164] Figure 13 shows an example of the presentation screen 130 in the second embodiment.
[0165] As shown in Figure 13, the presentation screen 130 is provided with a notification information area 132, a composite confirmation information area 134, a checkbox 135, a cancel button 136, and a composite execution button 138. The notification information area 132 indicates that the number of owned characters exceeds the maximum limit, and that the number of owned characters can be reduced through evolution synthesis. The synthesis confirmation information area 134 displays multiple character groups extracted in step SP48. For example, in the synthesis confirmation information area 134, for each character group, the source character, the material character (evolution material character), and the evolved character of the source character are distinguished and presented separately. The checkbox 135 is provided in association with each of the multiple character groups extracted in step SP48, and is a button (instruction area) for giving instructions on whether to include the associated character group in the evolution synthesis or not. The checkbox 135 is displayed in the "on" state (with a checkmark image) when the display screen 130 starts to be displayed (initial state). For example, each time the player instructs the checkbox 135, the display means 56 switches the presence or absence of the checkmark image to indicate whether the associated character group is in the evolution synthesis or not. The cancel button 136 is a button (instruction area) used to instruct the system to cancel the synthesis (evolution synthesis) of all character groups extracted in step SP48. The synthesis execution button 138 is a button (instruction area) used to instruct the system to synthesize (evolve synthesis) the group of characters whose checkboxes are checked among the multiple character groups extracted in step SP48.
[0166] Returning to Figure 12, the process moves on to step SP52.
[0167] (Step SP52) The execution means 52 determines whether or not a synthesis instruction has been given on the display screen. For example, the execution means 52 makes a positive determination if the synthesis execution button is indicated on the display screen. If the determination is positive, the process proceeds to step SP54. On the other hand, if the determination is negative, that is, if the cancel button is indicated on the display screen, the process proceeds to step SP58.
[0168] (Step SP54) The synthesis means 58 synthesizes (evolves) the character groups with checked checkboxes among the multiple character groups extracted in step SP48, allowing the player to acquire the evolved versions of the source characters, and deleting (removing) the evolution material characters from the player's owned characters, thereby reducing the number of characters owned by the player. For example, the synthesis means 58 changes the source characters in the owned character information of the owned content information in player information 50A to their evolved versions, and deletes the evolution material characters used in each synthesis. Subsequently, the synthesis means 58 reduces the number of owned characters in player information 50A by the number of evolution material characters used in each synthesis.
[0169] Next, the display means 56 displays a synthesis result screen to notify the player of the evolved character, which is the result of the synthesis.
[0170] Figure 14 shows an example of the synthesis result screen 140 in the second embodiment.
[0171] As shown in Figure 14, the synthesis results screen 140 is provided with a synthesis results information area 142 and a confirmation button 144. The synthesis result information area 142 displays images of one or more evolved characters that have been synthesized (evolutionary synthesis) in a single batch. The confirmation button 144 is a button (instruction area) used to instruct the system to close the synthesis results screen 140 after confirming one or more evolved characters.
[0172] Returning to Figure 12, the process moves on to step SP56.
[0173] (Steps SP56 to SP62) The processing in steps SP56 to SP62 is the same as the processing in steps SP26 to SP32 described above, so the explanation is omitted.
[0174] Then, the process concludes with the series of steps shown in Figure 12.
[0175] <Effects> In the second embodiment described above, the computer functions as an execution means 52 that executes a game to allow the player to acquire content, an extraction means 54 that, after the game has been executed and the number of content owned by the player exceeds the upper limit, extracts multiple content items that have a predetermined relationship with each other from among the owned content items as a first content group, and a synthesis means 58 that combines the multiple first content groups that have been extracted into a single content item at once to reduce the number of content items owned by the player.
[0176] With this configuration, if a player's number of owned content items exceeds the maximum limit, multiple content items with predetermined relationships to each other can be combined into a single item, instantly reducing the number of owned content items. Therefore, in games where there is a limit on the number of owned content items, owned content can be disposed of efficiently.
[0177] Furthermore, in the second embodiment, if the number of player-owned content items exceeds the upper limit even after batch synthesis has been performed by the synthesis means 58, the extraction means 54 extracts multiple content items that have a predetermined relationship with each other from among the owned content items as second content groups, and the synthesis means 58 batch synthesizes each of the extracted second content groups into a single content item.
[0178] With this configuration, even after a batch synthesis has been performed, if the number of content items owned by the player exceeds the maximum limit, multiple content items that have a predetermined relationship to each other can be synthesized into a single item in a batch, immediately reducing the number of content items owned by the player. Therefore, in games where there is a limit on the number of content items that can be owned, owned content can be disposed of efficiently.
[0179] In the second embodiment, the computer functions as a display means 56 that displays a display screen showing each of the contents included in the first content group or the second content group, and when the synthesis means 58 receives an instruction from the player to perform synthesis on the display screen, it synthesizes the first content group or the second content group into a single content in one batch.
[0180] With this configuration, players can review each piece of content to be combined in a batch on the display screen before executing the batch combination. This prevents batch combinations from being performed against the player's wishes and allows for efficient disposal of owned content.
[0181] In the second embodiment, the display means 56 presents each content included in the first content group or the second content group, respectively, on the display screen, distinguishing them as source content and material content.
[0182] With this configuration, players can check each source content and material content to be combined in a batch on the display screen before executing the batch combination. This prevents batch combinations from being performed against the player's wishes and allows for efficient disposal of owned content.
[0183] In the second embodiment, the batch synthesis is an evolutionary synthesis in which each of the source contents is evolved at once, and the display means 56 displays the evolved content of each of the source contents on the display screen.
[0184] With this configuration, players can check each evolved content on the display screen before performing synthesis, thus preventing mass synthesis against the player's will and allowing them to efficiently dispose of their owned content.
[0185] In the second embodiment, the display means 56 displays a screen to increase the upper limit if the extraction means 54 is unable to extract the first or second content group.
[0186] With this configuration, even if it is not possible to reduce the number of owned content items through batch synthesis, a screen will be displayed to increase the upper limit, allowing for an efficient increase in the upper limit.
[0187] Furthermore, in the second embodiment, the predetermined relationships are of the same type.
[0188] This configuration allows for the efficient disposal of content of the same type.
[0189] Furthermore, in the second embodiment, the predetermined relationship is that the attributes are the same.
[0190] This configuration allows for the efficient disposal of content with the same attributes.
[0191] Furthermore, in the second embodiment, the predetermined relationship is that the materials have the same rarity.
[0192] This configuration allows for the efficient disposal of content of the same rarity.
[0193] ---Variations--- It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.
[0194] For example, in the first embodiment, the execution means 52 was described as restricting the execution of a game to acquire characters if the number of characters owned by the player exceeds the upper limit. However, the excess number of characters may be stored in a gift box or the like corresponding to the player, and the execution of the game to acquire characters may be permitted.
[0195] Furthermore, in the first embodiment, the execution means 52 described a case where the upper limit of the number of characters owned is increased, but the upper limit may be restricted from increasing beyond a certain value. This certain value could be an initial value (e.g., 50), or a number such as 100 or 200. In this case, if the number of characters owned by the player exceeds the upper limit (certain value), the player must, for example, dispose of owned characters through synthesis or other means to reduce the number of owned characters to below the upper limit.
[0196] Furthermore, in the first and second embodiments, the extraction means 54 was described as extracting a predetermined number of characters that have a predetermined relationship with each other when the number of characters owned by a player exceeds the upper limit due to a lottery game. However, such extraction may also be performed when the number of characters owned by a player exceeds the upper limit due to quests, login bonuses, mission completion rewards, purchase bonuses for paid items, subscription or continuation bonuses for monthly passes, character sales (shop), character generation by consuming character fragments, etc.
[0197] Furthermore, in the first embodiment, the extraction means 54 was described as searching for whether there are multiple (a predetermined number) characters that have a predetermined relationship with each other, starting with the owned characters with the lowest rarity. However, the search may also be performed starting with the owned characters with the highest rarity. In addition, the extraction means 54 may perform the search starting with the owned characters included in the player's deck, or it may perform the search starting with the owned characters not included in the deck.
[0198] Furthermore, in the first embodiment, the extraction means 54 described a case where, if there is a predetermined number of characters among the owned characters that have a predetermined relationship with each other, the character with the smallest owned character ID (the oldest acquisition date) among those predetermined number of characters is used as one base character for synthesis, and the remaining characters are used as evolution material characters. However, the character with the largest owned character ID (the most recent acquisition date) may be used as one base character for synthesis, and the remaining characters are used as evolution material characters.
[0199] Furthermore, in the first and second embodiments, the display means 56 was described as displaying an image showing the source character, an image showing the evolution material character, and an image showing the evolved character on the display screen. However, a swap button (instruction area) may be provided to swap the source character and the evolution material character. For example, when the player instructs the player to press the swap button on the display screen, the display means 56 swaps (changes) the image showing the source character and the image showing the evolution material character, and also changes the image showing the evolved character.
[0200] Furthermore, in the first embodiment, the display means 56 was described as displaying a synthesis confirmation information area on the presentation screen, but the number of characters owned by the player and the upper limit may also be displayed on the presentation screen. In addition, the display means 56 may also display the number of characters owned by the player and the upper limit on the lottery game screen, lottery result screen, synthesis result screen, increase screen, etc.
[0201] Furthermore, in the first embodiment, the display means 56 was described as displaying an acquisition button, etc., on the lottery result screen. However, if the number of owned characters does not exceed the upper limit, buttons similar to the first lottery execution button and second lottery execution button provided on the lottery game screen may be displayed. This allows the player to repeatedly play the lottery game.
[0202] Furthermore, in the first and second embodiments, the synthesis means 58 was described as changing (increasing or decreasing) the special parameters of the character (original character) through evolutionary synthesis (for example, rarity, luck, level cap, etc.), but the special parameters of the character (original character) may also be changed through enhancement synthesis. For example, the synthesis means 58 may synthesize a source character with an enhancement material character (enhancement material content) that has been pre-associated with the source character to change the special parameters of the source character. Examples of such pre-associated enhancement material characters include at least one character of the same series as the source character, a character of the same type as the source character, a character with the same attributes as the source character, or a character of the same rarity as the source character. The synthesis means 58 may also synthesize the source character with a general-purpose character (general-purpose content) to change the special parameters of the source character. Examples of such general-purpose characters include material characters that are pre-associated with multiple characters and that can change the special parameters of those multiple characters.
[0203] Furthermore, in the first and second embodiments, the synthesis means 58 was described as synthesizing (evolving synthesis) the extracted character group when a synthesis instruction is given on the display screen. However, if the number of characters owned by the player exceeds the upper limit, the extracted character group may be automatically synthesized (automatic synthesis) without a synthesis instruction. Note that this synthesis (automatic synthesis) may be performed if the player has previously registered to allow automatic synthesis.
[0204] Furthermore, while the first and second embodiments described cases where characters of the same type have the same attributes, the invention is not limited to this. For example, characters with the same name may have different attributes. Also, for example, a character's attributes may change through evolution.
[0205] Furthermore, while the first and second embodiments described cases where the evolution material character has the same rarity as the source character, the embodiment is not limited to this. For example, the rarity of the evolution material character may be lower or higher than that of the source character.
[0206] Furthermore, while the first and second embodiments described the case where the source character and the evolution material character have the same attributes, they may have different attributes.
[0207] Furthermore, while the first and second embodiments primarily described cases where the content is characters, it may also be items (weapons, armor, accessories), cards, figurines, etc. [Explanation of Symbols]
[0208] 10…Server device 12…Terminal device 50...Memory means 52…Means of Execution 54...Extraction means 56...Display means 58…Synthesis means
Claims
1. Computers, An execution method for running a game that allows players to acquire content. If, after the execution of the game, the number of content owned by the player exceeds the upper limit, an extraction means extracts a group of content items from the owned content that have a predetermined relationship to one another as a first content group. A synthesis means that combines the first extracted group of content into a single content to reduce the number of content owned by the player, To make it function as program.
2. Even after synthesis has been performed by the synthesis means, if the number of content owned by the player exceeds the upper limit, the extraction means will extract a second group of content from the owned content that has a predetermined relationship with each other as a second content group. The synthesis means synthesizes the second extracted second content group into a single content. The program according to claim 1.
3. The aforementioned computer, Display means for displaying a presentation screen that presents each of the contents included in the first or second content group, To make it function as, When the synthesis means receives an instruction from the player to perform synthesis on the display screen, it synthesizes the first content group or the second content group into a single content. The program according to claim 1 or 2.
4. The display means presents each content included in the first content group or the second content group on the display screen, distinguishing between source content and material content. The program according to claim 3.
5. The aforementioned synthesis is an evolutionary synthesis that evolves the source content, The display means presents the evolved content of the source content on the display screen. The program according to claim 4.
6. The display means, if the extraction means is unable to extract the first or second content group, displays a screen to increase the upper limit. The program according to claim 5.
7. The aforementioned predetermined relationship is that they are of the same type. The program according to claim 1.
8. The aforementioned predetermined relationship is that they have the same attribute. The program according to claim 1.
9. The aforementioned predetermined relationship is that they are of the same rarity. The program according to claim 1.
10. An execution method for running a game that allows players to acquire content, If, after the execution of the game, the number of content items owned by the player exceeds the upper limit, the extraction means extracts a group of content items that have a predetermined relationship with each other from among the owned content items as a first content group. A synthesis means for combining the first extracted group of content into a single content to reduce the number of content owned by the player, Equipped with, Information processing device.
Citation Information
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