Program, information processing device, information processing method, and information processing system

The system simplifies character level management by automating the arrangement and swapping of characters in object frames, addressing the cumbersome manual process of transferring experience points, and improving user experience.

JP2026055682AActive Publication Date: 2026-03-31BANK OF INNOVATION INC
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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

Technical Problem

Traditional games require users to manually select and transfer experience points between characters to manage character levels, which is cumbersome and degrades the gaming experience.

Method used

A system that automatically arranges characters in object frames based on their levels, allowing users to swap and level up characters directly on a character list screen without the need for manual point transfer, maintaining game balance and reducing user effort.

Benefits of technology

Reduces the burden on users in managing character levels by simplifying the process of leveling and swapping characters, thereby enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This can reduce the burden on users in managing character levels. [Problem-solving method] A program to be executed by a computer for providing a game includes: a process of setting a predetermined number of object frames in which a predetermined number of game objects with the highest level of the game objects are placed; a process of assigning a level to each of the predetermined number of object frames; and, when placing game objects in an object frame, a process of changing the level of the game objects to be placed according to the level of the object frame.
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Description

Technical Field

[0006] , , ,

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

Background Art

[0002] Social games have various functions for improving the game experience of users (players), such as functions for improving the users' interest in the game and functions for reducing the effort during the users' game operations.

[0003] As a technology for improving the users' interest in the game, for example, a technology for strengthening a battle team composed of multiple types of characters (see Patent Document 1) is disclosed. On the other hand, as a function for reducing the effort during the users' game operations, there is a level link function for managing the levels of a plurality of characters owned by the user. The level link function extracts a predetermined number of characters in descending order of their levels from the characters owned by the user, and makes the levels of some or all of the characters that were not extracted match the level of the character with the lowest level among the extracted characters.

[0004] Patent Document 1 describes that a player forms a team composed of multiple types of characters and battles against other teams. When winning the battle, the player scouts a character from the opponent's team and replaces it with a character belonging to their own team to strengthen the team.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] In traditional games, users improve a character's parameters (such as strength) by gradually increasing their character's level through gaining experience points. Users generally prefer characters with higher rarity (higher level caps). Some traditional games have a feature that allows players to gain experience points by lowering a character's level, and then allocate those points to other characters they want to develop, such as higher rarity characters, to manage character levels.

[0007] When using such a function, the user must (1) first select the character whose level they want to lower and acquire experience points, and (2) then select the character whose level they want to raise and allocate the acquired experience points to the selected character. This operation presented a challenge because it was cumbersome for the user. It should be noted that Patent Document 1 does not address the above problem.

[0008] This invention was made to solve the above problems, and aims to reduce the burden on users in managing character levels. [Means for solving the problem]

[0009] The program to be executed on a computer for providing the game of the present invention includes the process of setting a predetermined number of object frames in which a predetermined number of game objects with the highest game object levels are placed, the process of assigning a level to each of the predetermined number of object frames, and the process of changing the level of the game objects to be placed in an object frame according to the level of the object frame when game objects are placed in an object frame. The program includes the process of setting a predetermined number of object frames in which a predetermined number of game objects are placed in descending order of game object levels, the process of assigning a level to each of the predetermined number of object frames, and the process of changing the level of the game objects to be placed in an object frame according to the level of the object frame when game objects are placed in an object frame. The above-described information processing device is one aspect of the present invention, and information processing devices, information processing methods, and information processing systems that reflect one aspect of the present invention are configured in the same manner as the above-described program. [Effects of the Invention]

[0010] According to the present invention with the above configuration, the burden on the user required for character level management can be reduced. Other issues, configurations, and effects not mentioned above will be clarified by the following description of the embodiments. [Brief explanation of the drawing]

[0011] [Figure 1] This figure shows an example of a character list screen displayed on a user terminal according to one embodiment of the present invention. [Figure 2] This is a block diagram showing an example configuration of a game system according to one embodiment of the present invention. [Figure 3] This is a block diagram showing an example of the functional configuration of a game system according to one embodiment of the present invention. [Figure 4] This is a block diagram showing an example of a server hardware configuration according to one embodiment of the present invention. [Figure 5]This is a block diagram showing an example of the hardware configuration of a user terminal according to one embodiment of the present invention. [Figure 6] This is a flowchart showing the procedure for managing game objects in a game system according to one embodiment of the present invention. [Figure 7] This flowchart shows the procedure for setting the object frame in a user terminal according to one embodiment of the present invention. [Figure 8] This flowchart shows the procedure for changing a game object in the object frame on a user terminal according to one embodiment of the present invention. [Figure 9] This is a flowchart showing the procedure for leveling up a game object on a user terminal according to one embodiment of the present invention. [Modes for carrying out the invention]

[0012] Hereinafter, embodiments for carrying out the present invention will be described with reference to the accompanying drawings. In this specification and drawings, components having substantially the same function or configuration are denoted by the same reference numerals, and redundant descriptions are omitted.

[0013] First, let's explain the level linking function in conventional social games. In conventional social games, a separate level linking screen is provided in addition to the screen displaying the list of characters owned by the user. When a user acquires a character with a high level cap (high rarity), they open the level linking screen, select the character they want to reset, reset its level, and receive the experience points returned as a result of the reset. The user then performs a character swap operation to reallocate the acquired experience points to the character they want to train, for example, a high rarity character. However, this character swapping operation is cumbersome and degrades the user's game experience.

[0014] In contrast, on the character list screen U1 described below according to an embodiment of the present invention, there is no level link screen, and the character list screen U1 is always in a level link state. On the character list screen U1, for example, by simply selecting the character to be reset and the character to be trained and pressing the button for character editing, the character to be trained can be leveled up and trained.

[0015] Hereinafter, the character replacement operation on the character list screen U1 according to an embodiment of the present invention will be described.

[0016] FIG. 1 is a diagram showing an example of a character list screen displayed on the user terminal according to the present embodiment. Note that the character list screen U1 shown in FIG. 1 only includes the screen configuration part related to the level management of the characters, and the illustration and description of other screen configuration parts are omitted.

[0017] As shown in FIG. 1, the character list screen U1 is provided with a predetermined number (for example, five) of object frames (L11 to L15). The object frame is a frame (for example, a rectangular frame) indicating the arrangement area (display area) of each of the predetermined number of characters with the highest level among the characters owned by the user on the character list screen U1. The information of the character arranged in the object frame is associated with the information of the object frame and stored in the storage unit 22 of the user terminal 20 described later. Here, the character information is the identification information of the character. The information of the object frame is the identification information of the object frame or the data information defining the position and range of the object frame on the character list screen U1. Note that the shape of the object frame is not limited to a rectangle and may be any shape.

[0018] For each of a predetermined number of object frames, a predetermined number (for example, five) of characters with the highest levels among the characters owned by the user (hereinafter referred to as "owned characters") are arranged, for example, in descending order of level. Here, the characters arranged in the predetermined number of object frames are, for example, a group (party) of characters used by the user in battles or the like. The predetermined number is the number of characters included in a group (party) defined in advance by the game application on the user terminal.

[0019] Note that the order of the characters arranged in the predetermined number of object frames is not limited to descending order of level and may be any order. Also, the predetermined number of characters with the highest levels are automatically arranged in the object frames by the user terminal as the initial setting of the predetermined number of object frames. The user can change (replace) the characters arranged in the object frames with any other owned characters on the character list screen U1.

[0020] All owned characters other than the characters arranged in the predetermined number of object frames are displayed at the bottom of the object frames as shown in FIG. 1. Hereinafter, in order to distinguish from the characters arranged in the object frames, the frame indicating the arrangement area (display area) of each character displayed at the bottom of the object frame is referred to as a "non-object frame". The number of non-object frames is the same as the number of all owned characters other than the characters arranged in the object frames. For example, in FIG. 1, ten non-object frames (L201 to L210) are displayed. The information of the characters arranged in the non-object frames is associated with the information of the non-object frames and stored in the storage unit 22 of the user terminal 20 described later. Note that the information of the non-object frames has the same data configuration as the information of the object frames.

[0021] The characters described above are examples of game objects according to the present invention. A character's level is the potential level to which the character has actually been leveled up. In other words, each character (game object) has a potential level. Each character (game object) also has a level cap that depends on the character's (game object's) predetermined rarity. A character's rarity represents the character's scarcity and includes, for example, N (Normal), R (Rare), SR (Super Rare), LR (Legendary Rare), etc. The level cap (e.g., Lv200) of a high-rarity character (e.g., LR) is set high. On the other hand, the level cap (e.g., Lv100) of a low-rarity character (e.g., N) is set low.

[0022] At the top of the character list screen U1, a message is displayed indicating that the user should select the character to be replaced, for example, the message U11 reads "Choose the hero to be replaced." When the user selects the characters to be replaced on the character list screen U1 (for example, the character in object slot L15 and the character in non-object slot L207) and confirms the replacement by pressing the "Confirm" button U12 shown in Figure 1, the user's character replacement operation is completed. In this embodiment, it is possible to replace characters with arbitrary levels or characters with arbitrary rarities. As described above, since the present invention manages levels on a party slot (object slot) basis, it eliminates the need for complicated processes such as transferring experience points between characters as in the conventional technology.

[0023] Furthermore, each of the predetermined number of object frames is assigned a level through the object frame setting process shown in Figure 7, which will be described later. For example, if Figure 1 is the character list screen immediately after the object frame setting process, the level values ​​(Lv130, Lv126, Lv124, Lv122, Lv120) shown for each of the multiple object frames (L11~L15) represent the level of each character as well as the level of each object frame. Note that this invention assigns levels only to object frames.

[0024] Furthermore, each object slot has a function to increase its own level. Specifically, by pressing the arrow buttons on the object slot shown in Figure 1 (see arrow buttons B11-B15), the user can increase the level of that object slot by one level. For example, if the current level of object slot L14 is 122 (Lv122) (i.e., the level of the character placed in that object slot is 122), pressing arrow button B14 will increase the level of object slot L14 by one level to level 123. After this operation is performed, the level of the character placed in object slot L14 will change to the increased level of object slot L14 (Lv123), that is, it will change from level 122 to level 123.

[0025] Furthermore, each object slot has a level cap that depends on the level cap of the character (game object) placed within that slot. For example, if the level cap of a character placed within an object slot is "Lv200," the level cap of that object slot will be set to "Lv200." Therefore, by using the function to level up object slots, it is possible to raise the level of an object slot up to its level cap. Note that if a character's rarity is changed, the character's level cap will also change accordingly. Consequently, the level cap of the object slot will also change accordingly. This configuration allows for maintaining game balance when leveling up (training) characters without exceeding the level cap, which depends on the character's rarity.

[0026] The levels of some or all characters (game objects) placed in multiple non-object slots are changed to the lowest level among a predetermined number of object slots. In the example shown in Figure 1, the levels of all characters placed in non-object slots (L201~L210) are changed to the lowest level among the object slots (L11~L15) (Lv120 in the example shown), so the level of each character placed in non-object slots L201~L210 is 120. This configuration helps maintain game balance, reduces the effort required for users to develop their characters (game objects), and improves the user's game experience.

[0027] In the above description, a character in a game was used as an example of a game object, but the present invention is not limited to this. The game object in this embodiment may be any game object that uses levels, such as equipment, pets, items, etc.

[0028] <Example of game system configuration> Next, an example of the configuration of the game system according to this embodiment will be described. Figure 2 is a block diagram showing an example of the configuration of the game system 1 according to this embodiment. The game system 1 is an example of an information processing system and, as shown in Figure 1, comprises a server 10 and a plurality of user terminals 20. The server 10 is connected to the plurality of user terminals 20 via a network NW. The network NW consists of a public line such as the Internet and may include a LAN (Local Area Network), WAN (Wide Area Network), etc.

[0029] Server 10 is an information processing device that provides social games that multiple users can play online in the same virtual space. In the following description, social games will be abbreviated as "games." Server 10 manages user information for the games and provides (transmits) various information necessary for the execution of games launched on user terminals 20 to user terminals 20 via the network NW. The detailed functions of Server 10 will be described in detail in Figure 3 below.

[0030] The user terminal 20 is an information processing device such as a PC (Personal Computer), tablet, or smartphone that is held by the user and capable of playing games. The game application is installed on the user terminal 20, and the game starts when the game application is launched. The user terminal 20 performs processes such as setting the object frame, changing game objects in the object frame, and leveling up game objects, as described later. The user terminal 20 also sends information about the game (game update information) updated by the user's various editing operations in the game to the server 10 via the network NW. The detailed functions of the user terminal 20 are described in detail in Figure 3 below.

[0031] <Example of game system functional configuration> Next, an example of the functional configuration of the game system 1 according to this embodiment will be described. Figure 3 is a block diagram showing an example of the functional configuration of the game system 1 according to this embodiment. The network NW is omitted in Figure 3. Also, only the functional components related to the various functions of the present invention are shown in Figure 3, and the illustration and description of other functional components of the game are omitted. Below, an example of the functional configuration of the server 10 and the user terminal 20 that constitute the game system 1 will be described.

[0032] [Example of Server 10 Functional Configuration] As shown in Figure 3, the server 10 comprises a processing unit 11, a storage unit 12, and a communication unit 13. The processing unit 11 is connected to the storage unit 12 and the communication unit 13, respectively.

[0033] The processing unit 11 performs various processes for providing the game and includes an information acquisition unit 111 and a game provision unit 112.

[0034] The information acquisition unit 111 acquires the user's game information transmitted by the user terminal 20, such as the user's owned characters and other information that needs to be managed on the server side. The information acquisition unit 111 also outputs the acquired user's game information to the storage unit 12.

[0035] The game provision unit 112 provides the user terminal 20 via the communication unit 13 with a virtual space where the user can play games, as well as various data information corresponding to various operations on the user's game application.

[0036] The memory unit 12 stores input / output data for various processes in the processing unit 11 for providing games, as well as user game information received from the user terminal 20.

[0037] The communication unit 13 establishes a connection between the server 10 and the user terminal 20 via the network NW and performs various data transmission and reception with the user terminal 20.

[0038] [Example of User Terminal 20 Functional Configuration] As shown in Figure 3, the user terminal 20 comprises a processing unit 21, a storage unit 22, an operation display unit 23, and a communication unit 24. The processing unit 21 is connected to the storage unit 22, the operation display unit 23, and the communication unit 24, respectively.

[0039] The processing unit 21 performs the functions of the game application and includes an information acquisition unit 211, a game execution unit 212, a setting unit 213, an assignment unit 214, and a modification unit 215.

[0040] The information acquisition unit 211 acquires information from the operation display unit 23 regarding various operations performed by the user, such as login operations, operations to open the character list screen, and character swapping operations.

[0041] The game execution unit 212 executes the functions of the game application in accordance with the user operation information acquired by the information acquisition unit 211. The game execution unit 212 also outputs data information generated during the execution of the game application functions to the storage unit 22.

[0042] The setting unit 213 extracts all owned characters associated with the user's identification information from the storage unit 12 and performs the object frame setting process shown in Figure 7 below. In the object frame setting process, the setting unit 213 sets a predetermined number of object frames in which a predetermined number of characters (game objects) are placed in descending order of character (game object) level. The setting unit 213 also sets multiple non-object frames in which all owned characters other than those placed in the predetermined number of object frames are placed.

[0043] The allocation unit 214 assigns a level to each of the predetermined number of object slots set by the setting unit 213. When assigning a level to an object slot, the allocation unit 214 assigns the level of the character (game object) placed in the object slot as the level of the object slot. The allocation unit 214 also sets a level limit that depends on the level limit of the character (game object) placed in the object slot when assigning a level to an object slot. Furthermore, if the level limit of the character (game object) is changed in accordance with a change in rarity, the allocation unit 214 changes the level limit of the object slot in accordance with the change in the level limit of the character (game object).

[0044] When a character (game object) is placed in an object frame, the modification unit 215 changes the level of the character (game object) to be placed according to the level of the object frame. Specifically, when a character (game object) is placed in an object frame and the level of the object frame is higher than the level of the character (game object) to be placed, the modification unit 215 changes the level of the character (game object) to the level of the object frame. Also, when a character (game object) is placed in an object frame and the level of the object frame is lower than the level of the character (game object) to be placed, the modification unit 215 changes the level of the object frame to the level of the character (game object) to be placed.

[0045] Furthermore, the modification unit 215 changes the levels of some or all of the characters (game objects) owned by the game user other than a predetermined number of game objects, that is, the characters (game objects) placed in multiple non-specific slots, to the lowest level among the predetermined number of object slots. The modification unit 215 may, for example, change the levels of game objects placed in some non-object slots selected by the user, or some pre-set non-object slots, to the lowest level among the predetermined number of object slots.

[0046] Furthermore, the modification unit 215 has the function of increasing the level of an object frame in response to a user's operation to level up an object frame on the character list screen U1 (see Figure 1) (for example, by pressing any of the arrow buttons B11 to B15). In addition, when the modification unit 215 levels up an object frame, it changes the level of the character (game object) placed in that object frame to the level after the object frame has been leveled up.

[0047] The setting unit 213, assignment unit 214, and modification unit 215 described above may also be part of the internal configuration of the game execution unit 212.

[0048] The memory unit 22 stores input and output data for various processes in the processing unit 21 for executing the game, such as user identification information, information on the user's owned characters, and configuration information for various game screens.

[0049] The operation display unit 23 includes an operation unit for the user to perform various operations when playing the game, and a display unit for displaying various game screens. The operation unit and the display unit may be formed integrally as, for example, a touch panel, or they may be configured separately. The operation display unit 23 generates operation signals that represent the user's operations input to the operation unit and supplies these operation signals to the processing unit 21. The operation display unit 23 also causes the display unit to display game screens, etc., based on the display signals supplied from the processing unit 21.

[0050] The communication unit 24 establishes a connection between the user terminal 20 and the server 10 via the network NW and performs the sending and receiving of various types of data with the server 10.

[0051] <Example hardware configuration of server 10 and user terminal 20> Next, the hardware configuration of the server 10 and the user terminal 20 will be described. Figure 4 is a block diagram showing an example of the hardware configuration of the server 10 according to this embodiment. As shown in Figure 4, the hardware configuration of the server 10 includes a CPU (Central Processing Unit) 10a, a ROM (Read Only Memory) 10b, a RAM (Random Access Memory) 10c, a non-volatile storage 10d, and a communication interface 10e. The CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, and communication interface 10e are connected by a bus 10f so that they can send and receive information data from each other.

[0052] The CPU 10a reads the program code for the software that implements the various functions of the server 10 from the ROM 10b, loads it into the RAM 10c, and executes it. Alternatively, a GPU (Graphics Processing Unit) or similar device may be used instead of the CPU 10a, or the CPU 10a and GPU may be used in combination.

[0053] ROM10b is composed of a storage medium such as non-volatile memory and stores programs and data that the CPU10a executes and references.

[0054] RAM10c is composed of a storage medium such as volatile memory, and temporarily stores information (data) necessary for each process performed by CPU10a.

[0055] The non-volatile storage 10d consists of a computer-readable, non-transient recording medium that stores programs executed by the CPU 10a, and is composed of a storage device such as an HDD (Hard Disk Drive). The non-volatile storage 10d stores programs for the CPU 10a to execute various functions, OS (Operating System), controller programs, and data. Furthermore, the computer-readable, non-transient recording medium that stores programs executed by the CPU 10a is not limited to an HDD, but may be a recording medium such as an SSD (Solid State Drive), CD (Compact Disc)-ROM, or DVD (Digital Versatile Disc)-ROM.

[0056] The communication interface 10e can use, for example, a NIC (Network Interface Card), and various types of data can be sent and received between devices via LAN, WAN, dedicated lines, etc., connected to the terminals of the NIC.

[0057] Note that server 10 is not limited to the configuration shown in Figure 4, and may, for example, be configured on the cloud.

[0058] Next, the hardware configuration of the user terminal 20 will be described. Figure 5 is a block diagram showing an example of the hardware configuration of the user terminal 20 according to this embodiment. As can be seen by comparing Figure 5 and Figure 4, the user terminal 20, like the server 10, is equipped with a CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, and a communication interface 10e. The user terminal 20 is further equipped with an operation display device 20g. The CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, communication interface 10e, and operation display device 20g are connected by a bus 10f so that they can send and receive information data from each other. Here, redundant explanations of the CPU 10a, ROM 10b, RAM 10c, non-volatile storage 10d, and communication interface 10e will be omitted.

[0059] The operation display device 20g consists of a display device such as an LCD (Liquid Crystal Display) or an organic EL (Electro-luminescence) display, and an operation device consisting of a touch sensor or the like. The display device and the operation device are formed as an integrated unit, for example, as a touch panel. However, it is also possible to configure the operation device as a mouse or tablet, and to configure it separately from the display device.

[0060] <Character Management Procedure> Next, the procedure for character management processing in the game system 1 according to this embodiment will be described. Figure 6 is a flowchart showing the procedure for character management processing in the game system 1 according to this embodiment. The process described below starts when a user logs into the game on the user terminal 20.

[0061] First, the user terminal 20 sends the user's identification information to the server 10 (step S1).

[0062] Next, the server 10 uses the user's identification information to provide the game to the user terminal 20 (step S2).

[0063] Next, the user terminal 20 executes the game using various information provided by the server 10 (step S3).

[0064] Next, the user terminal 20 obtains information about the user's operation to display a list of game objects (for example, the operation to open the character list screen U1) (step S4).

[0065] Next, the user terminal 20 calls and executes the object frame setting process (step S5). Details of the object frame setting process will be explained in Figure 7 below.

[0066] Next, the user terminal 20 obtains information about changes to game objects placed in the object frame (step S6). The information about changes to game objects includes information about the character newly placed in the object frame on the character list screen U1, and information about the non-object frame or object where the character was originally placed.

[0067] Next, the user terminal 20 calls and executes the game object modification process for the object frame (step S7). Details of the game object modification process for the object frame will be explained in Figure 8 below.

[0068] Next, the user terminal 20 obtains information about the level-up of the object frame, that is, information about the user's level-up operation on the object frame on the character list screen U1 (see Figure 1) (step S8).

[0069] Next, the user terminal 20 calls and executes the game object level-up process (see Figure 9 below) (step S9). The details of the game object level-up process will be explained in Figure 9 below.

[0070] Next, the user terminal 20 sends the user's game update information, such as information about the character placed in the object frame after the game object modification process in the object frame, to the server 10 (step S10). After the processing in step S10, the character management process in the game system 1 is completed.

[0071] <Steps for setting up object frames> Next, the procedure for setting the object frame on the user terminal 20 will be described. Figure 7 is a flowchart showing the procedure for setting the object frame on the server 10 according to this embodiment. The process described below is called and executed in step S5 shown in Figure 6.

[0072] First, the setting unit 213 of the user terminal 20 sets a predetermined number of object frames (step S51).

[0073] Next, the setting unit 213 uses the user's identification information to extract the user's owned characters from the storage unit 12 (see Figure 3) (step S52).

[0074] Next, the setting unit 213 determines whether the number of extracted characters is less than or equal to a predetermined number (for example, 5) (step S53).

[0075] In step S53, if the setting unit 213 determines that the number of extracted characters is less than or equal to a predetermined number (in the case of a YES determination in S53), it places the extracted characters in the object frame, for example, in descending order of character level (step S54).

[0076] On the other hand, in the process of step S53, if the setting unit 213 determines that the number of extracted characters exceeds a predetermined number (in the case of a NO determination in S53), it places the predetermined number of characters with the highest levels into the object frame, for example, in descending order of character level (step S55).

[0077] Next, the assignment unit 214 assigns the level of the character placed in the object frame as the level of the object frame (step S56).

[0078] Next, the modification unit 215 changes the levels of some or all of the owned characters other than the predetermined number of characters placed in each of the predetermined number of object frames to the lowest level among the predetermined number of object frames (step S57). After the processing in step S57, the object frame setting process ends.

[0079] <Procedure for changing game objects within an object frame> Next, the procedure for changing the game object in the object frame on the user terminal 20 will be described. Figure 8 is a flowchart showing the procedure for changing the game object in the object frame on the user terminal 20 according to this embodiment. The process described below is called and executed in step S7 shown in Figure 6.

[0080] First, the information acquisition unit 211 (see Figure 3) of the user terminal 20 acquires information about the changes to the character placed in the object frame from the operation display unit 23 (step S71).

[0081] Next, the modification unit 215 determines whether the level of the object frame to be modified is higher than the level of the character newly placed in the object frame (step S72).

[0082] In step S72, if the modification unit 215 determines that the level of the object frame to be modified is lower than the level of the newly placed character (in the case of a NO determination in S72), it changes the level of the object frame to the level of the newly placed character (step S73).

[0083] On the other hand, in the process of step S72, if the modification unit 215 determines that the level of the object frame to be modified is higher than the level of the character newly placed in the object frame (in the case of a YES determination in S72), it changes the level of the newly placed character to the level of the object frame (step S74).

[0084] After processing in step S73 or step S74, the modification unit 215 changes the levels of some or all of the owned characters other than a predetermined number of characters placed in the object frame to the lowest level among the predetermined number of object frames (step S75). After processing in step S75, the game object level change process is completed.

[0085] Furthermore, the character newly placed in the object frame may be a character that was previously placed in a non-object frame, or a character that was previously placed in another object frame.

[0086] <Steps for leveling up game objects> Next, the procedure for leveling up game objects on the user terminal 20 will be described. Figure 9 is a flowchart showing the procedure for leveling up game objects on the user terminal 20 according to this embodiment. The process described below is called and executed in step S9 shown in Figure 6.

[0087] First, the information acquisition unit 211 (see Figure 3) of the user terminal 20 acquires information from the operation display unit 23 regarding the level-up of the object frame by the user (step S91).

[0088] Next, the modification unit 215 increases the level of the object frame based on the level-up information of the object frame (step S92). For example, if a user presses an arrow button once on any object frame on the character list screen U1 (see Figure 1), the modification unit 215 increases the current level of the object frame by 1 level based on the user's operation information.

[0089] Next, the modification unit 215 changes the level of the character placed in the object frame, The level of the object frame is changed to the level after it has been upgraded (step S93). After the processing in step S93, the level-up process for the game object is completed.

[0090] <Effects> As described above, in the game system 1 according to this embodiment, a predetermined number of object slots are provided on the character list screen U1, and a level is assigned to each object slot. If a user wants to change the character placed in an object slot on the character list screen U1, they can change the character in a specific slot (swap characters) simply by selecting the object slot and the character they want to place in it and pressing the OK button. On the other hand, in response to the user's operation to change the character in a specific slot, the user terminal 20 automatically changes the level of the newly placed game object in the object slot according to the level of the object slot. The user terminal 20 also has a function to increase the level of the object slots, and increases the level of the object slots in response to the user's operation to increase the level of the object slots. When the level of an object slot is increased, the user terminal 20 automatically changes the level of the game objects placed in that object slot to the increased level of the object slot. With this configuration, the balance of the game can be maintained and the user's game experience can be improved. Furthermore, since the present invention manages levels on a party slot (object slot) basis, it eliminates the need for cumbersome processes such as transferring experience points between characters, as is the case with conventional technologies. Therefore, the server 10 of the present invention can reduce the burden on users required for managing character levels.

[0091] Furthermore, while the above embodiment of the game system 1 describes an example of a process in which characters with arbitrary levels or characters with arbitrary rarities can be swapped, the present invention is not limited thereto. For example, the modification unit 215 may process so that game objects with a level limit lower than the current level of the object frame cannot be placed in the object frame.

[0092] Furthermore, while the above embodiment describes an example of a process that enables character swapping simply by the user changing the character placed in the object frame on the character list screen U1, the present invention is not limited to this. The present invention may include various processes of the character management function described in the above embodiment, as well as a process of selecting a character whose level to be lowered to acquire experience points, and then reallocating the acquired experience points to a character to be trained.

[0093] Furthermore, although the above embodiment describes an example where the character list screen U1 displayed on the user terminal 20 is in a normal level-link state, the present invention is not limited to this. The present invention may also be applied to games that do not have a level-link function.

[0094] Furthermore, in the above embodiment, an example was described in which the character (game object) management function, i.e., the functions of the setting unit 213, assignment unit 214, and modification unit 215 shown in Figure 3, are provided inside the user terminal 20, but the present invention is not limited to this. The character (game object) management function may also be an internal component of the server 10. In this case, the server 10 provides the user terminal 20 with information including the processing results of the character (game object) management process, i.e., the level of each object frame after processing, the game objects placed in each object frame, and the levels of those game objects.

[0095] Furthermore, although the above embodiment describes an example of applying the character (game object) management function of the present invention to a social game provided by a server, the present invention is not limited thereto. The character (game object) management function of the present invention may also be applied to games that can be played using only the user's terminal without connecting to a network.

[0096] It should be noted that the present invention is not limited to the embodiments described above, and various other applications and modifications can be taken as long as they do not deviate from the gist of the present invention as described in the claims. For example, the embodiments described above are detailed and specific explanations of the game system configuration in order to clearly illustrate the present invention, and are not necessarily limited to those comprising all the configurations described. Furthermore, it is possible to replace some of the configurations of the embodiments described here with those of other embodiments, and it is also possible to add configurations from other embodiments to the configuration of one embodiment. In addition, it is possible to add, delete, or replace some of the configurations of the embodiments with those of other embodiments. Furthermore, the control lines and information lines shown are those deemed necessary for explanatory purposes, and not all control lines and information lines are necessarily shown in the actual product. In reality, it is safe to assume that almost all components are interconnected.

[0097] (Note) The features of the above-described embodiment are noted below. (Note 1) On a computer to provide games, A setting process that sets a predetermined number of object frames in which a predetermined number of game objects with the highest level of the game objects are placed, An assignment process that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the process of changing the level of the game object to be placed is executed according to the level of the object frame. program. This reduces the burden on users in managing character levels. (Note 2) The modification process is when the game object is placed in the object frame, If the level of the object frame is higher than the level of the game object to be placed, the level of the game object to be placed is changed to the level of the object frame. If the level of the object frame is lower than the level of the game object to be placed, the level of the object frame is changed to the level of the game object to be placed. The program described in Appendix 1. This allows you to always maintain the highest level for your party slots (object slots). (Note 3) The aforementioned assignment process, when assigning a level to the object frame, assigns the level of the game object placed in the object frame as the level of the object frame. The program described in Appendix 1. This reduces the effort required for users to manage game objects. (Note 4) The modification process modifies some or all levels of all game objects owned by the user of the game, other than the predetermined number of game objects, to the lowest level among the predetermined number of object frames. The program described in Appendix 1. This reduces the effort required for users to develop their game objects. (Note 5) The aforementioned modification process includes a process to increase the level of the object frame. The program described in Appendix 1. This reduces the effort required for users to develop their game objects. (Note 6) The aforementioned modification process, when the level of the object frame is increased, changes the level of the game objects placed in the object frame to the level after the object frame has been increased. The program described in Appendix 5. This reduces the effort required for users to develop game objects and helps maintain game balance. (Note 7) The aforementioned game object has a predetermined level limit that depends on the rarity of the game object. The aforementioned allocation process sets a level limit that depends on the level limit of the game object placed in the object frame. The program described in Appendix 5. This allows you to maintain game balance by increasing the level of the object slot, which in turn allows you to level up (train) the game objects placed in that slot without exceeding the level cap that depends on the rarity of the game objects. (Note 8) If the level limit of the game object is changed in accordance with the change in rarity, The aforementioned allocation process changes the level limit of the object frame in response to a change in the level limit of the game object. The program described in Appendix 7. This allows the maximum level of the object slots where game objects are placed to change in accordance with changes in the rarity of the game objects, thus maintaining game balance. (Note 9) The aforementioned modification process can raise the level of the object frame up to the upper limit of the level. The program described in Appendix 7. This allows the game to maintain balance when leveling up game objects, without exceeding the level cap which depends on the rarity of the game object. (Note 10) The aforementioned game objects include characters, equipment, pets, and items owned by the user of the game. The program described in Appendix 1. This simplifies the process of swapping characters, equipment, pets, and items. (Note 11) An information processing device for providing games, A setting unit that sets a predetermined number of object frames in which a predetermined number of game objects with the highest level of the game objects are placed, An assignment unit that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the system includes a modification unit that changes the level of the game object to be placed according to the level of the object frame. Information processing device. (Note 12) An information processing method in an information processing device for providing games, A setting step of setting a predetermined number of object frames in which a predetermined number of game objects are arranged in order of increasing level of game objects. An assignment step of assigning a level to each of the predetermined number of object frames. When placing the game object in the object frame, the process includes a modification step of changing the level of the game object to be placed according to the level of the object frame. Information processing methods. (Note 13) An information processing system for providing games, A setting unit that sets a predetermined number of object frames in which a predetermined number of game objects are arranged in order of increasing level of game objects, An assignment unit that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the system includes a modification unit that changes the level of the game object to be placed according to the level of the object frame. Information processing system. [Explanation of Symbols]

[0098] 1: Game System 10: Server 20: User terminal 11,21: Processing Unit 12,22: Storage section 13,24: Communications Department 23: Operation display section 111,211: Information acquisition department 112: Game Provision Department 212: Game Execution Unit 213: Settings Section 214: Allocation section 215: Changes

Claims

1. On a computer to provide games, A setting process that sets a predetermined number of object frames in which a predetermined number of game objects with the highest level of the game objects are placed, An assignment process that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the process of changing the level of the game object to be placed is executed according to the level of the object frame. program.

2. The modification process is when the game object is placed in the object frame, If the level of the object frame is higher than the level of the game object to be placed, the level of the game object to be placed is changed to the level of the object frame. If the level of the object frame is lower than the level of the game object to be placed, the level of the object frame is changed to the level of the game object to be placed. The program according to claim 1.

3. The aforementioned assignment process, when assigning a level to the object frame, assigns the level of the game object placed in the object frame as the level of the object frame. The program according to claim 1.

4. The modification process modifies some or all levels of all game objects owned by the user of the game, other than the predetermined number of game objects, to the lowest level among the predetermined number of object frames. The program according to claim 1.

5. The aforementioned modification process includes a process to increase the level of the object frame. The program according to claim 1.

6. The aforementioned modification process, when the level of the object frame is increased, changes the level of the game objects placed in the object frame to the level after the object frame has been increased. The program according to claim 5.

7. The aforementioned game object has a predetermined level limit that depends on the rarity of the game object. The aforementioned allocation process sets a level limit that depends on the level limit of the game object placed in the object frame. The program according to claim 5.

8. If the level limit of the game object is changed in accordance with the change in rarity, The aforementioned allocation process changes the level limit of the object frame in response to a change in the level limit of the game object. The program according to claim 7.

9. The aforementioned modification process can raise the level of the object frame up to the upper limit of the level. The program according to claim 7.

10. The aforementioned game objects include characters, equipment, pets, and items owned by the user of the game. The program according to claim 1.

11. An information processing device for providing games, A setting unit that sets a predetermined number of object frames in which a predetermined number of game objects with the highest level of the game objects are placed, An assignment unit that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the system includes a modification unit that changes the level of the game object to be placed according to the level of the object frame. Information processing device.

12. An information processing method in an information processing device for providing games, A setting step of setting a predetermined number of object frames in which a predetermined number of game objects with the highest level of the game objects are placed. An assignment step of assigning a level to each of the predetermined number of object frames. When placing the game object in the object frame, the process includes a modification step of changing the level of the game object to be placed according to the level of the object frame. Information processing methods.

13. An information processing system for providing games, A setting unit that sets a predetermined number of object frames in which a predetermined number of game objects with the highest level of the game objects are placed, An assignment unit that assigns a level to each of the predetermined number of object frames, When placing the game object in the object frame, the system includes a modification unit that changes the level of the game object to be placed according to the level of the object frame. Information processing system.

Citation Information

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