Network system, information processing device, information processing method, and program

The network system enhances the clarity of combo representation in card games by using card, token, and cost objects, enabling intuitive visualization and explanation requests, thus improving the understanding of complex card combinations.

JP2026058464APending Publication Date: 2026-04-06KONAMI DIGITAL ENTERTAINMENT CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-25
Publication Date
2026-04-06

AI Technical Summary

Technical Problem

In card games where combos are used, users often struggle to express complex card combinations clearly, leading to confusion due to colloquialisms and omitted processes, making it difficult for others to understand the combos.

Method used

A network system that includes a first acquisition means for acquiring combo information, a publishing means for sharing this information, and a receiving means for requesting explanations, using card objects, token objects, and cost objects to visually represent combos and provide clarification.

Benefits of technology

Facilitates clear representation and understanding of combos by visually depicting card combinations and allowing users to request explanations, reducing confusion and improving the usability of combo bulletin boards.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026058464000001_ABST
    Figure 2026058464000001_ABST
Patent Text Reader

Abstract

This system provides a mechanism to reduce the number of confusing combos on electronic bulletin boards where combos are shared. [Solution] The network system comprises a first acquisition means for acquiring combo information in a card game, a publishing means for publishing the combo information acquired by the first acquisition means on the network, and a receiving means for receiving requests for explanations of the combo information published by the publishing means via the network.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] In games that use cards, there are some where users are required to create a deck in advance, which is a bundle of cards. The deck has a significant impact on the strategic nature of the game depending on the combination of the cards. On the other hand, there are a variety of types of cards used in games, and the combinations of cards become enormous. Therefore, high knowledge regarding the game is required to create a deck. Thus, as a game support tool, an electronic bulletin board for publicly posting decks created by users is provided (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In games that use cards, there are some where a mechanism called a combo is introduced, in which cards are combined to produce an advantageous effect in the game. Similar to the above-described electronic bulletin board for publicly posting decks, if there is an electronic bulletin board for publicly posting combos created by users, the convenience will be improved. However, a combo is not simply a combination of cards, but a combination of cards that includes the state of the game. It is common for users to express the combos they come up with in text, but for users who are not familiar with the game, it can be difficult to express combos in text. Also, when expressing combos in text, card names are often written using colloquialisms or abbreviations, and processes that would be obvious to someone familiar with the game rules are often omitted. Due to insufficient description or the reader's lack of knowledge, it can be difficult for a third party to understand the combo.

[0005] This invention was made in view of the above-mentioned problems, and aims to provide a mechanism to reduce the number of confusing combos on an electronic bulletin board where combos are publicly displayed. [Means for solving the problem]

[0006] The network system of the present invention is characterized by comprising: a first acquisition means for acquiring combo information in a card game; a publishing means for publishing the combo information acquired by the first acquisition means on the network; and a receiving means for receiving requests for explanations of the combo information published by the publishing means via the network. [Brief explanation of the drawing]

[0007] [Figure 1] This figure shows an example of a network system configuration. [Figure 2] This is a diagram to explain the overview of the card game. [Figure 3] This is a diagram to explain the card. [Figure 4A] This is a diagram to explain how combos are represented. [Figure 4B] This is a diagram to explain how combos are represented. [Figure 4C] This is a diagram to explain how combos are represented. [Figure 5] The diagram shows an example of a location icon. [Figure 6]It is a diagram showing the functional configuration of the terminal device. [Figure 7] It is a diagram showing the functional configuration of the server device. [Figure 8] It is a diagram showing the combo bulletin board screen. [Figure 9] It is a diagram showing the combo details screen. [Figure 10] It is a diagram showing the combo details (expanded) screen. [Figure 11] It is a diagram showing the dialog box. [Figure 12] It is a diagram showing the my combo screen. [Figure 13] It is a diagram showing the combo creation screen. [Figure 14] It is a diagram showing the combo creation screen. [Figure 15] It is a diagram showing the deck details screen. [Figure 16] It is a flowchart showing an example of the process executed by the terminal device. [Figure 17] It is a flowchart showing an example of the process executed by the server device.

Modes for Carrying Out the Invention

[0008] Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings. [Configuration of Network System] FIG. 1 is a diagram showing a configuration example of a network system 1 according to the present embodiment. The network system 1 is connected such that the terminal device 10 and the server device 30 can mutually transmit and receive data by wire or wirelessly via the network 20.

[0009] The server device 30 provides a service used as a support tool for a game using cards (hereinafter referred to as a "card game"). Examples of card games and details of the service will be described later. The user uses the terminal device 10 to utilize the service provided by the server device 30.

[0010] The terminal device 10 is composed of, for example, a home game console, a portable communication device such as a smartphone, a dedicated portable game device, a personal computer, a tablet, etc. The terminal device 10 includes a CPU 11, a ROM 12, a RAM 13, a communication unit 14, an operation unit 15, a display unit 16, and a storage device 17. In FIG. 1, only the hardware configuration of one terminal device 10 is shown in detail, but the hardware configurations of other terminal devices 10 are the same.

[0011] The CPU 11 reads out the control program stored in the ROM 12 to the RAM 13 and executes various processes. The ROM 12 stores control programs (such as an OS) necessary for operating the terminal device 10. A flash memory (NVRAM) may be used instead of the ROM 12. The RAM 13 is used as a temporary storage area such as the main memory and work area of the CPU 11. The communication unit 14 executes communication processing with the server device 30 and other external devices via the network 20. The operation unit 15 receives various operations by the user, and for example, a controller attached to a home game console or a touch panel mounted on the display unit 16 corresponds to this. The display unit 16 displays various information. The storage device 17 stores programs for receiving services used as support tools and various data related to the services.

[0012] The functions and processes of the terminal device 10 described in detail below are realized by the CPU 11 reading out the program stored in the ROM 12 or the storage device 17 and executing this program. As another example, instead of reading out the program stored in the ROM 12 or the like, the CPU 11 may read out the program stored in a removable storage medium such as an SD card. Also, the means for supplying the program to the computer may be a computer-readable storage medium such as a CD-ROM storing the program or a transmission medium such as the Internet for transmitting the program.

[0013] The server device 30 has a CPU 31, a ROM 32, a RAM 33, a communication unit 34, and a storage device 35. The CPU 31 reads the control program stored in the ROM 32 into the RAM 33 and executes various processes. The ROM 32 stores the control program (OS, etc.) necessary to operate the server device 30. Flash memory (NVRAM) may be used instead of ROM 32. The RAM 33 is used as the main memory and temporary storage area of ​​the CPU 31, such as the work area. The communication unit 34 performs communication processing with the terminal device 10 and other external devices via the network 20. The storage device 35 stores programs for providing services used as support tools, user identification information such as the ID of the user operating the terminal device 10, and various data related to the service. Some of this information may be stored in a database (not shown).

[0014] The functions and processing of the server device 30, as detailed below, are realized by the CPU 31 reading a program stored in the ROM 32 or storage device 35 and executing this program. Alternatively, the CPU 31 may read a program stored in a removable storage medium such as an SD card, instead of reading a program stored in the ROM 32 or the like. Furthermore, the means for supplying the program to the computer may be a computer-readable storage medium such as a CD-ROM containing the program, or a transmission medium such as the Internet for transmitting the program.

[0015] [Explanation of the card game] The card game targeted in this embodiment is a game that uses physical cards, such as paper cards. Figure 2 is a diagram illustrating the overview of the card game. Figure 3 is a diagram illustrating the cards. Players use multiple cards from their self-created decks (a stack of cards) as their hand to play against their opponent. In a match, the player's turn and the opponent's turn alternate. During their turn, a player attacks their opponent with cards selected from their hand, reducing the opponent's life points. If the opponent's life points are depleted, the player wins.

[0016] Cards include monster cards, spell cards, and trap cards. Monster cards have parameters such as attack power and defense power. Additionally, some monster cards possess effects that can give you an advantage in battle. Figure 3(a) is a diagram illustrating a Monster Card C1, schematically showing an example of its front surface. On the front surface of Monster Card C1, the Name Area C12, Illustration Area C13, and Text Area C14 are arranged inside the Frame C11. The Name Area C12 contains the name of the monster, which will be the card's name. Level C15 represents the monster's level (rank). The Illustration Area C13 contains an illustration of the monster. The Text Area C14 contains the monster's race, profile, card effect, and usage instructions. ATK represents attack power, and DEF represents defense power; the higher these values, the more advantageous the battle.

[0017] Spell and trap cards produce effects such as executing specific actions, restricting actions the opponent attempts to execute, or changing card parameters. These effects and their execution conditions vary depending on the card type and the type of effect. Examples of effects include increasing a monster card's attack power, adding the top card of the deck to your hand, or restricting the execution of an opponent's commands. Examples of execution conditions include the difference in life points between you and your opponent, or the number of monster cards on the field. Figure 3(b) is a diagram illustrating a Magic Card C2, schematically showing an example of its surface. On the surface of Magic Card C2, a name area C22, an illustration area C23, and a text area C24 are arranged inside the frame C21. The name area C22 contains the name of the magic that will become the card's name. The illustration area C23 contains an illustration that represents the magic. The text area C24 contains the activation conditions and effects of Magic Card C2. The same applies to Trap Cards, and their illustration and explanation are omitted.

[0018] Furthermore, the backs of monster cards, spell cards, and trap cards all have a predetermined pattern, making it impossible to distinguish their contents simply by looking at the back.

[0019] Figure 2 schematically shows the field as seen from the perspective of player P1 on the near side. As shown in Figure 2, the game progresses using the field, which is the area where player P1 on the near side and player P2 on the far side place cards. Multiple card placement areas CP are set up on the field. For example, there are ten card placement areas CP for each player. Placing a monster card on a card placement area CP is also called summoning. The field also has a graveyard zone GZ where destroyed or used cards are placed, and a field zone FZ where field spell cards that affect the entire field are placed. The field also has an extra deck zone EZ where cards that can be summoned (special summoned) by special methods are placed, and a deck zone DZ where decks are placed. Furthermore, an extra monster zone EMZ is set up between player P1's field and player P2's field. Players P1 and P2 can choose one of the two extra monster zones EMZ to place a card special summoned from the extra deck EZ.

[0020] Each player selects cards from their own collection to form a deck, and proceeds with the game by placing the cards in the card area CP or in the appropriate zones. During the game, each player holds some cards as their hand HC, or places them in appropriate locations outside the field. For example, in Figure 2, player P1 holds five cards as their hand HC. Player P1 also places a face-up card FC and a face-down card BC in the card area CP. The face-up card FC is a monster card and can attack. The face-down card BC is a magic card and has an effect such as summoning a specific monster card from the graveyard zone GZ.

[0021] The game progresses in a turn-based system, with each player taking turns. First, as preparation for the game, each player shuffles their deck and places it face down in the deck zone (DZ), then draws a predetermined number of cards from their deck to hold as their hand (HC). Once preparation is complete, the game begins with the first player's turn. A single turn is divided into multiple phases. A phase is a concept used to divide the procedures that should be performed in a single turn into multiple stages according to their content and nature.

[0022] Each player chooses appropriate actions within the scope defined for each phase. For example, in Phase 1, cards are drawn from the deck, and in Phase 2, the effects of cards that should be processed in that phase can be activated. In Phase 3, various actions are permitted, such as using cards as appropriate, summoning (or calling in) virtual characters such as monsters used in the battle, setting cards with unique effects such as spells or traps, or activating card effects. In Phase 4, a battle using cards takes place. For example, a battle is conducted by selecting a card to use for an attack and a card to be attacked. The opponent player may also be the target of the attack, in place of or in addition to a card.

[0023] The outcome of a match is determined by parameters such as the attributes and strength of the cards. In Phase 5, the end of the turn is declared. Each player can choose to avoid the match in Phase 4. In that case, Phase 4 is skipped. The game ends when a predetermined ending condition is met as turns continue to be played alternately. The ending condition is, for example, when each player's set life points are reduced to a predetermined value (e.g., zero) through the match.

[0024] [How to represent combos] Referring to Figures 4A to 4B and Figure 5, the method of representing combos in this embodiment will be explained. In the card game of this embodiment, a mechanism called combos is introduced, which involves combining cards to produce advantageous effects in the game. A combo is a combination of cards, including the state in the game. Refer to Figure 4A to explain how combos are represented. Corresponding to the physical cards used in the card game (see Figure 3), a card object is provided to represent each card. A card object is a card-shaped item that exists in a virtual space, and combos are represented in that virtual space using card objects. In other words, combo information, such as that shown in Figure 4A, is created on an information processing device such as terminal device 10 using card objects and displayed on a display device. By selecting a card object, the text and image of the corresponding card are displayed on the display device.

[0025] In addition to card objects, there are also card-shaped objects representing tokens such as monsters created by card effects (hereinafter referred to as token objects), and card-shaped objects representing costs (hereinafter referred to as cost objects). A token object can be, for example, a card-shaped object with a predetermined mark on it. For instance, token objects are designed to display objects with the same or a predetermined range of attributes. For example, a Dark attribute token object can be any Dark attribute card. Other examples include an object with an attack power of 1500, a token object with an attack power of 1500 or more, a Level 8 token object, a token object with levels 1-4, a Dark or Light attribute object card, or a token object with "Dark" in its name. Furthermore, cost refers to the conditions required to activate a card's effect (such as discarding cards from your hand or paying life points). For example, if the cost is to pay life points, the cost object should be a card-like object that shows the amount of life points that will be lost.

[0026] By using not only card objects but also token objects and cost objects in this way, players can intuitively grasp the elements other than cards that are necessary to produce effects in the game. Card objects, token objects, and cost objects are collectively called game objects.

[0027] Additionally, game objects are associated with state information that represents their state in the game. In this embodiment, a position icon representing the location of a game object is associated with the state information. Figure 5 shows examples of position icons. Figure 5(a) is a hand icon 51, indicating that the game object is in the hand (HC). Figure 5(b) is a field icon 52, indicating that the game object is in the card storage area (CP). Figure 5(c) is a face-down field icon 53, indicating that the game object is face-down in the card storage area (CP). Figure 5(d) is a graveyard icon 54, indicating that the game object is in the graveyard zone (GZ). Figure 5(e) is a deck icon 55, indicating that the game object is in the deck (DZ). Figure 5(f) is an extra deck icon 56, indicating that the game object is in the extra deck (EZ). In this way, position icons are represented by images that represent the location of the game object.

[0028] Furthermore, action information is associated with game objects as state information. Action information is a textual representation of the procedure for what to do with which card. Action information includes "Effect" to indicate that a card's effect has been activated, "Summon" to indicate that a card has been Normal Summoned, "Move" to indicate that a card has been moved, "Material" to indicate that a card has been used as material for a Special Summon, and "Target" to indicate that a card has been targeted by an effect. Although action information is represented in text, it may also be represented by icons that allow for visual recognition of the action's content.

[0029] Figure 4A illustrates a combo to summon Monster Card Z using Monster Card A in your hand, any one card from your hand, and a face-up card in the card area. The "START" refers to the initial move, and the conditions for starting a combo are set in the "START" column 401. Here, the card object 41 for monster card A, the cost object 42 representing any card, the cost object 43 representing a face-up card, and the card objects 44-46 for magic card B and monster cards C and D are set. The card object 41 for monster card A is associated with the hand icon 51. The cost object 42 representing any card is also associated with the hand icon 51. The cost object 43 representing a face-up card is also associated with the field icon 52. The card objects 44-46 for cards B-D are associated with the deck icon 55. In this way, a start group containing one or more game objects is set, and state information is associated with the game objects. The initial move here is not limited to cards in the hand (HC), but also includes cards that exist on the field (card storage CP, graveyard zone GZ, etc.).

[0030] The "end" refers to the final board state, and the "END" column 402 sets the end state of the combo. Here, it is set that Monster Card Z is Special Summoned using Monster Card A and Monster Card C as materials. The card object 41 of Monster Card A is associated with a field icon 52 and the action information "Material". The card object 45 of Monster Card C is associated with a field icon 52 and the action information "Material". The card object 47 of Monster Card Z is associated with a field icon 52. In this way, an end group containing one or more game objects is set, and state information is associated with the game objects. The final board state here also includes the state of cards placed on the field (card area CP, graveyard zone GZ, etc.).

[0031] Furthermore, combos are represented by connecting the start and end in one or more steps. For example, the "STEP1" section 403 following the "START" section 401 is set to activate the effect of monster card A in the hand, move any card from the hand to the graveyard as a cost, and move monster card A to the card area. In detail, the card object 41 of monster card A is associated with a hand icon 51 and the action information "effect". Also, the cost object 42 representing any card is associated with a hand icon 51 and a graveyard icon 54 connected by an arrow (hand icon 51 → graveyard icon 54) and the action information "move". Also, the card object 41 of monster card A is associated with a hand icon 51 and a field icon 52 connected by an arrow (hand icon 51 → field icon 52) and the action information "move". For game objects with action information such as "summon" or "move", position icons before and after the move are associated.

[0032] In this way, it is possible to set multiple steps within a single step (a single "STEP" field). Furthermore, multiple "STEP" fields can be set by adding more "STEP" fields. In the example in Figure 4A, "STEP2" field 404, "STEP3" field 405, and "STEP4" field 406 are set. Detailed explanations of the settings in "STEP2" field 404, "STEP3" field 405, and "STEP4" field 406 are omitted. In this way, step groups, which are intermediate groups containing one or more game objects from the start group to the end group, are set, and state information is associated with the game objects. The combo creator can choose whether to increase the number of "STEP" fields or increase the number of steps within the "START" field as appropriate.

[0033] By the way, while Figure 4A shows a combo in detail, it is also possible to represent the same combo in an abbreviated form, as shown in Figures 4B and 4C. For example, in the example in Figure 4B, the "START" column 401 contains the card object 41 (hand icon 51) for monster card A, the cost object 42 (hand icon 51) representing any card, and the cost object 43 (field icon 52) representing a face-up card, but the card objects 44-46 for magic card B and monster cards C and D are omitted. Also, in the example in Figure 4B, the "STEP1" column 403 is a combined version of the "STEP1" column 403 and part of the "STEP2" column 404 in the example in Figure 4A, with some parts omitted. Note that, as shown in Figure 4C, it is also possible to represent a combo using only the start group 401 and the end group 402, but it may be required to create at least one step group.

[0034] In the examples in Figures 4A to 4C, the start group ("START" column 401) sets a game object with a position icon, but does not associate action information with it. In other words, the start group only sets the type and position of the card object. Then, in the step group ("STEP" column) and end group ("END" column 402), a game object with a position icon is set, and action information is associated with it. In other words, the step group and end group set action information in addition to the type and position of the card object. However, in the end group as with the start group, it is also possible to set only the type and position of the card object.

[0035] [Functional configuration of terminal device 10] Figure 6 shows the functional configuration of the terminal device 10. The terminal device 10 includes a communication unit 110, an operation unit 120, a display unit 130, a storage unit 140, and a control unit 150. The communication unit 110 connects to the network 20 and communicates with the server device 30. In the configuration example shown in Figure 1, the communication unit 110 is composed of the communication unit 14. The control unit 120 accepts various operations from the user. In the configuration example shown in Figure 1, the control unit 120 is composed of the control unit 15. The display unit 130 displays various images and the like under the control of the control unit 150. In the configuration example shown in Figure 1, the display unit 130 is composed of the display unit 16.

[0036] The memory unit 140 stores various information referenced by the control unit 150, as well as the results processed by the control unit 150. For example, the memory unit 140 stores a user ID to identify a user. The memory unit 140 also stores information about combos created under the control of the control unit 150. Furthermore, the memory unit 140 includes a My Deck memory unit 141 that stores information about decks managed as My Decks, and a My Combo memory unit 142 that stores information about combos managed as My Combos. In the configuration example shown in Figure 1, the memory unit 140 is composed of a ROM 12, a RAM 13, and a storage device 17.

[0037] The control unit 150 controls various parts of the terminal device 10. For example, the control unit 150 manages data related to the processing of the terminal device 10, controls the transmission and reception of data with other devices, and controls the writing of data to the storage unit 140 and the reading of data from the storage unit 140. In the configuration example shown in Figure 1, the functions of the control unit 150 are realized by the CPU 11 executing a control program.

[0038] The control unit 150 controls the creation of combos based on the combo representation method described in Figures 4A to 4C. The control unit 150 sets up a start group containing one or more game objects, an end group containing one or more game objects, and a step group containing one or more game objects leading from the start group to the end group, according to user operations. At this time, a position icon representing the game object's location is associated with it. Action information is also associated with the game object. Note that creating a combo includes both creating a new combo and updating an existing combo.

[0039] The control unit 150 comprises a storage control unit 151, a display control unit 152, and a communication control unit 153. The storage control unit 151 writes combo information to the storage unit 140 and reads it from the storage unit 140. The display control unit 152 displays the combo information stored in the storage unit 140 on the display unit 130. The communication control unit 153 transfers (uploads) the combo information stored in the storage unit 140, associated with the user ID, to the server device 30 via the network 20 according to user operations.

[0040] [Functional configuration of server device 30] Figure 7 shows the functional configuration of the server device 30. The server device 30 comprises a communication unit 310, a storage unit 320, and a control unit 330. The communication unit 310 connects to the network 20 and communicates with each terminal device 10. In the configuration example shown in Figure 1, the communication unit 310 is composed of a communication unit 34.

[0041] The memory unit 320 stores various information referenced by the control unit 330, as well as the results processed by the control unit 330. In the configuration example shown in Figure 1, the memory unit 320 consists of a ROM 32, a RAM 33, and a storage device 35. The memory unit 320 includes a user data memory unit 321, a game object memory unit 322, a deck memory unit 323, and a combo memory unit 324.

[0042] The user data storage unit 321 stores user data, which is information about users who use the services provided by the server device 30. User data includes information such as usernames, which are associated with a user ID that identifies the user. The game object storage unit 322 stores data for card objects, token objects, and cost objects, corresponding to the physical cards used in the card game. The terminal device 10 uses the card objects, token objects, and cost objects stored in the game object storage unit 322 to create combos. The deck storage unit 323 stores the deck information. The deck information is managed in association with the user ID. The combo memory unit 324 stores combo information. Combo information is managed in association with the user ID.

[0043] The control unit 330 controls various parts of the server device 30. For example, the control unit 330 manages data related to the processing of the server device 30, controls the transmission and reception of data with other devices, and controls the writing of data to the storage unit 320 and the reading of data from the storage unit 320. In the configuration example shown in Figure 1, the functions of the control unit 330 are realized by the CPU 31 executing a control program. The control unit 330 includes a deck management unit 331, a combo management unit 332, and an association unit 333.

[0044] The deck management unit 331 provides an electronic bulletin board (hereinafter referred to as the "deck bulletin board") on the network 20 to publish information about decks created by users. The deck information is uploaded from the terminal device 10 to the server device 30 and stored in the deck storage unit 323, associated with the user ID. To elaborate on the deck management unit 331, it comprises an acquisition unit 331a and a disclosure unit 331b. The acquisition unit 331a acquires deck information uploaded from the terminal device 10. The deck information acquired by the acquisition unit 331a is stored in the deck storage unit 323 of the storage unit 320, associated with the user ID. The public access unit 331b publishes the deck information acquired by the acquisition unit 331a and stored in the deck storage unit 323 of the storage unit 320 to the deck bulletin board and makes it public on the network 20. In addition, the public access unit 331b makes the deck information private when certain requirements are met or when a certain operation is performed by the deck creator (poster).

[0045] The combo management unit 332 provides an electronic bulletin board (hereinafter referred to as the "combo bulletin board") on the network 20 to publish information about combos created by users. The combo information is uploaded from the terminal device 10 to the server device 30 and stored in the combo storage unit 324, along with the associated user ID. To elaborate on the combo management unit 332, it comprises an acquisition unit 332a, a publication unit 332b, a receiving unit 332c, a notification unit 332d, and a title granting unit 332e. The acquisition unit 332a acquires combo information uploaded from the terminal device 10. The combo information acquired by the acquisition unit 332a is stored in the combo storage unit 324 of the storage unit 320, associated with the user ID. The public access unit 332b publishes the combo information acquired by the acquisition unit 332a and stored in the combo storage unit 324 of the storage unit 320 to the combo bulletin board and makes it public on the network 20. In addition, the public access unit 332b makes the combo information private when certain requirements are met or when a certain operation is performed by the combo creator (poster).

[0046] The reception unit 332c receives requests for explanations regarding combo information published on the combo bulletin board from terminal device 10 via the network 20. The reception unit 332c also receives reports from terminal device 10 via the network 20 that a combo published on the combo bulletin board is impossible.

[0047] In response to receiving a request for explanation from the receiving unit 332c, the notification unit 332d notifies the terminal device 10 of the creator of the relevant combo via the network 20 that a request for explanation has been made. Also, in response to receiving a report from the receiving unit 332c that the combo is impossible, the notification unit 332d notifies the terminal device 10 of the creator of the relevant combo via the network 20 that a report has been made.

[0048] The title-granting unit 332e grants a predetermined title to the creator of a combo who has received a notification from the notification unit 332d, in accordance with their response. For example, a creator of a combo who responds to a request for explanation within a certain period of time may be given a title such as "Combo Teacher," signifying that they are someone who teaches combos. By granting titles in this way, the motivation of combo creators to respond to requests for explanation can be increased. In addition, a user who has made numerous reports of impossible combos may be given a title such as "Combo Debugger." By granting titles in this way, the motivation of users to make reports can be increased. Furthermore, a poster who has submitted many combos may be given a title such as "Combo Creator," and a poster with a large number of "likes" may be given a title such as "Featured Combo Creator." By granting titles in this way, the motivation of users to submit combos can be increased. Granting a title means associating the title with the user ID.

[0049] The association unit 333 associates the combo information acquired by the acquisition unit 332a and stored in the combo storage unit 324 of the storage unit 320 with the deck information acquired by the acquisition unit 331a and stored in the deck storage unit 323 of the storage unit 320. Specifically, it associates the combo information with a deck that contains all the cards included in the combo information. For example, the association between combo information and deck information may be configured to occur in response to user operations on the terminal device 10. Alternatively, the server device 30 may be configured to search for a deck that contains all the cards included in the combo information and automatically associate the combo information with the deck information. By associating combo information with deck information in this way, it becomes possible to recognize decks that can utilize combos, making it easier to use combos in the game.

[0050] Furthermore, processes that were scheduled to be executed on the terminal device 10 may be executed on the server device 30, or processes that were scheduled to be executed on the server device 30 may be executed on the terminal device 10. For example, the configuration described involves creating a combo on terminal device 10 and uploading it to server device 30, but this is not the only configuration. The server device 30 may control the display unit 130 of terminal device 10 to display various screens for creating a combo, and the server device 30 may perform the actual processing of combo creation based on user operations on terminal device 10. Furthermore, while the configuration described involves each user storing and managing their own decks and combos on terminal device 10, this is not the only possible configuration. The server device 30 may also store and manage each user's decks and combos. Furthermore, while we have described a configuration in which the server device 30 holds the game objects and the terminal device 10 uses them, this is not the only configuration. The terminal device 10 may also hold the game objects.

[0051] Furthermore, for example, the server device 30 may have a function to represent the card game in a virtual space, and a playback function that plays combos according to the combo information in this virtual space. Furthermore, the server device 30 or terminal device 10 may have an error checking function that checks whether a combo can be properly activated when or before a combo is played.

[0052] [Example of various screens] Referring to Figures 8 to 15, examples of various screens displayed on the display unit 130 of the terminal device 10 will be explained. Note that Figures 8 to 15 are schematic diagrams to explain the overview of the screens, and for example, game objects and position icons are drawn only with rectangles and circles to represent their outlines, and their images and other details are omitted and simplified. In addition, in the examples in Figures 8 to 15, the basic rules for representing combos are as described in Figures 4A to 4C, but in the start group and end group only the type and position of the card object are set, and in the step group game objects with position icons are set and action information is associated with them.

[0053] (Example of a screen related to the combo bulletin board) Refer to Figures 8 to 11 to illustrate examples of screens G1, G2, and G2' related to the combo bulletin board. Screens G1, G2, and G2' are displayed on the display unit 130 of the terminal device 10 under the control of the control unit 330 of the server device 30.

[0054] Figure 8 shows the combo bulletin board screen G1. The combo list CL11 is displayed on the combo bulletin board screen G1. The combo list CL11 displays a list of combos uploaded from the terminal device 10 and stored in the deck storage unit 323, in other words, a list of combo COMs posted by posters. The combo list CL11 displays an overview of the information for each combo COM. In detail, for each combo COM, a game object with a position icon for the start group 801 and a game object with a position icon for the end group 802 are displayed, and an arrow 803 indicating the number of step groups is displayed between them. Note that an upper limit may be set on the number of game objects that can be displayed in the start group 801 (for example, a maximum of 3). Similarly, an upper limit may be set on the number of game objects that can be displayed in the end group 802 (for example, a maximum of 3). In addition, the combo name, the number of "likes", and the last update date are displayed for each combo COM. On the combo bulletin board, viewers can "like" combos that they like from among the publicly available combos.

[0055] The combo bulletin board screen G1 displays the "Display Order" section V11 and the filter section V12. The list of combo COMs displayed in the combo list CL11 is determined by the selection made in the "Display Order" section V11. The "Display Order" section V11 allows users to select sorting by update date, number of likes, etc. Furthermore, the combo COMs displayed in the combo list CL11 can be narrowed down by selecting from "Recommended," "All," "Following," and "Likes" in the filter section V12. "Recommended" narrows the list to combos based on the viewer's search history and combos created by the viewer. "Following" narrows the list to combos from posters the viewer follows. "Likes" narrows the list to combos the viewer has liked.

[0056] Additionally, the combo bulletin board screen G1 displays a text search field F11. The placeholder for the text search field F11 is "Enter the name of the card you want to use." By tapping the text search field F11, you can transition to a search condition screen (not shown) and perform a search and refinement of combo COM.

[0057] When a combo COM is selected in the combo list CL11 on the combo bulletin board screen G1, the screen transitions to the combo details screen G2, as shown in Figure 9. On the combo details screen G2, the game objects with position icons for the start group 901 and the end group 902 of the combo COM selected in the combo list CL11 are displayed, along with arrows 903 indicating the presence of step groups and the number of step groups. Note that while the number of displayable game objects is limited in groups 801 and 802 on the combo bulletin board screen G1, all game objects with position icons set for groups 901 and 902 on the combo details screen G2 are displayed. If game objects with position icons do not fit on one line, they are displayed on a new line. The combo details screen G2 also displays the combo name, the number of "likes," and the last update date.

[0058] Tapping between the start group 901 and the end group 902 will transition to the combo details (expanded) screen G2', as shown in Figure 10, where step groups 904 to 907 will be displayed in an expanded form. Step groups 904 to 907 will display all the game objects with their respective position icons, along with action information ("Effect", "Summon", "Move", "Material", "Target", etc.) corresponding to the game objects.

[0059] Additionally, the combo details (expanded) screen G2' displays the copy button P21, the image sharing button P22, and the "Learn More" button P23. When the copy button P21 is pressed, after a confirmation screen (not shown) is displayed, the combo COM shown on the combo details (expanded) screen G2' is copied to My Combos. When the image sharing button P22 is pressed, an image containing start group 901 to end group 902 is generated.

[0060] When the "Learn More" button P23 is pressed, a dialog box D21 is displayed, as shown in Figure 11(a). The dialog box D21 displays a button P24 for requesting an explanation, a button P25 for reporting that the combo is not possible, and a close button P26.

[0061] When button P24, which is used to request an explanation, is pressed, a dialog box D22 is displayed containing a message indicating that the request for an explanation has been received. When a predetermined number of explanation requests have been collected, for example, when the poster of the combo opens the My Combo screen, a notification dialog box D24 is displayed as shown in Figure 11(b). For example, posters who respond to explanation requests within a certain period of time are awarded a title such as "Combo Master".

[0062] When button P25 is pressed to report an impossible combo, a dialog box D23 appears where the user can enter which step is causing the problem. After entering the problematic step in input field F21 of dialog box D23, pressing the report button P27 displays a message (not shown) indicating that the report has been received. A cancel button P28 also appears in dialog box D23. If a predetermined number of reports matching the problematic step are received from different users, the combo is forcibly made private. Also, for example, when the poster of the combo opens the My Combos screen, a notification dialog box D25 is displayed as shown in Figure 11(c). Users who submit numerous reports are awarded titles such as "Combo Debugger".

[0063] (Example of a screen related to My Combo) Referring to Figure 12, an example of screen G3 related to the microcontroller will be explained. Screen G3 is displayed on the display unit 130 of the terminal device 10 under the control of the control unit 150 of the terminal device 10. Figure 12 shows the My Combo screen G3. The My Combo screen G3 displays a new creation field F31 for creating a new combo.

[0064] Additionally, the combo list CL31 is displayed on the My Combo screen G3. The combo list CL31 displays an overview of the information for each combo COM managed as My Combo. For each combo COM, a game object with a position icon for the start group 1201 and a game object with a position icon for the end group 1202 are displayed, and between them, an arrow-shaped icon 1203 indicating the number of step groups is displayed. Note that there may be an upper limit on the number of game objects that can be displayed in the start group 1201 (for example, a maximum of 3). Similarly, there may be an upper limit on the number of game objects that can be displayed in the end group 1202 (for example, a maximum of 3). In addition, the combo name, the number of "likes", and the last update date are displayed for each combo COM.

[0065] The My Combo screen G3 displays the "Display Order" section V31. The list of combo COMs is displayed in the combo list CL31 according to the selection made in the "Display Order" section V31. The "Display Order" section V31 allows you to select options such as update date order, likes order, etc.

[0066] Additionally, the My Combo screen G3 displays a text search field F32. The placeholder for the text search field F32 is "Enter the name of the card you want to use." By tapping the text search field F32, you can transition to a conditional search screen (not shown) and perform a search and refinement of ComboCOM.

[0067] When a combo COM is selected in the combo list CL31 on the My Combo screen G3, the user transitions to a combo details screen (not shown). The combo details screen is the same as the combo details screens G2 and G2' in Figures 9 and 10, and their illustration and explanation are omitted here. However, since it is the user's own combo, the "More Details" button P23 displayed on the combo details screen G2' is not shown.

[0068] (Example of a screen related to combo creation) When the "Create New" field F31 on the My Combo screen G3 is tapped, the screen transitions to the combo creation screen G4, as shown in Figure 13. The combo creation screen G4 displays the combo name input field F41. The combo creation screen G4 also displays the "START" field F42 for setting the start group and the "END" field F43 for setting the end group.

[0069] Additionally, the combo creation screen G4 displays the list area F44. In the list area F44, game objects are displayed horizontally (see Figure 14), and game objects in the list area F44 can be moved or duplicated by long-pressing and swiping. When the search button P41 is operated, the user transitions to a search screen (not shown) where they can search for game objects to display in the list area F44. When the history button P42 is operated, the list area F44 displays game objects that have been used to create combos in the past. When the deck button P43 is operated, a list of decks in "My Decks" is displayed, and the list area F44 displays the game objects included in the selected deck. When the token button P44 is operated, token objects and cost objects are displayed in the list area F44.

[0070] The "START" section F42 displays the game object placement frame 1301. By long-pressing and swiping on a game object in the list section F44, the desired game object is placed (moved, duplicated) in the game object placement frame 1301. At this time, although not shown in the illustration, a modal window will display a selection of position icons. The user selects and associates a position icon according to the operation in the position icon selection display. By repeating this operation, a start group can be set. Note that there may be an upper limit on the number of game objects that can be set in a start group (for example, a maximum of 20).

[0071] Additionally, the "END" column F43 displays the game object placement frame 1302. By long-pressing and swiping on a game object in the list column F44, the desired game object is placed (moved, duplicated) in the game object placement frame 1302. At this time, although not shown in the illustration, a modal window will display a selection of position icons. The user selects and associates a position icon according to the operation in the position icon selection display. By repeating this operation, an end group can be set. Note that an upper limit may be set on the number of game objects that can be set in an end group (for example, a maximum of 20).

[0072] Additionally, on the combo creation screen G4, a step addition button P45 is displayed between the "START" field F42 and the "END" field F43. When the add button P45 is pressed, the "STEP" field F45 for setting the step group is displayed, as shown in Figure 14. Note that an upper limit may be set on the number of "STEP" fields F45 that can be added (for example, a maximum of 30). Figure 14 shows the combo creation screen G4' when the combo creation process is underway. When updating an existing combo, the combo creation screen G4' (which can also be called the combo editing screen) shown in Figure 14 will be displayed. Thus, when creating a new combo, the process involves setting a start group (the starting point) and an end group (the ending point) before entering the combo editing screen.

[0073] In the "STEP" section F45, the game object placement frame 1401 is displayed, and below it, the action information display section V41 is displayed. When the action information display section V41 is operated, a dialog box (not shown) for selecting action information is displayed, from which action information ("Effect", "Summon", "Move", "Material", "Target", etc.) is selected. Then, by long-pressing and swiping on the game object in the list section F44, the desired game object is set (moved, duplicated) in the game object placement frame 1401. In this case, depending on the action information (for example, if it is "Material" or "Target"), it is possible to set multiple game objects in a single game object placement frame 1401.

[0074] Furthermore, in the "STEP" section F45, when a game object is placed in the game object placement frame 1401, a modal window will appear displaying a selection of position icons (though this is not shown in the illustration). The user selects and associates a position icon according to their actions in the position icon selection window. In this case, the position of the game object is roughly determined according to the type of game object and the action information, so the default position icon displayed in the position icon selection window is automatically determined according to the type of game object and the action information.

[0075] For example, for a regular monster card object, the position icon is displayed by default according to the action information, as follows: For the action information "Effect," the field icon 52 is displayed by default. For the action information "Summon," the hand icon 51 and field icon 52 (hand icon 51 → field icon 52) before and after movement are displayed by default. For the action information "Move," the deck icon 55 and hand icon 51 (deck icon 55 → hand icon 51) before and after movement are displayed by default. For the action information "Material," the field icon 52 is displayed by default. For the action information "Target," the field icon 52 is displayed by default.

[0076] Additionally, for token objects, the position icon is displayed by default according to the action information, as follows: For action information "Effect," field icon 52 is displayed by default. For action information "Summon," hand icon 51 and field icon 52 (hand icon 51 → field icon 52) before and after movement are displayed by default. For action information "Move," field icon 52 and graveyard icon 54 (field icon 52 → graveyard icon 54) before and after movement are displayed by default. For action information "Material," field icon 52 is displayed by default. For action information "Target," field icon 52 is displayed by default.

[0077] Additionally, for cost objects, the position icon is displayed by default according to the action information, as follows: For action information "Effect," field icon 52 is displayed by default. For action information "Summon," hand icon 51 and field icon 52 (hand icon 51 → field icon 52) before and after movement are displayed by default. For action information "Move," hand icon 51 and graveyard icon 54 (hand icon 51 → graveyard icon 54) before and after movement are displayed by default. For action information "Material," field icon 52 is displayed by default. For action information "Target," field icon 52 is displayed by default.

[0078] Furthermore, in the "STEP" section F45, a "+" button P46 appears to the right of the set of game object placement frame 1401 and action information display unit V41. When the "+" button P46 is operated, an additional set of game object placement frame 1401 and action information display unit V41 is added. When you want to change the action information in the first "STEP" section F45, you operate the "+" button and set the action information and game object for the newly added set of game object placement frame 1401 and action information display unit V41. Note that an upper limit may be set on the number of game object placement frame 1401 and action information display unit V41 sets that can be added (for example, a maximum of 5).

[0079] By repeating these operations, one or more step groups can be set. In addition to setting game objects from the list area F44, game objects can also be moved within the "STEP" area F45 or between different "STEP" areas F45 by long-pressing and swiping. Furthermore, it is possible to delete the set of game object placement frame 1401 and action information display area V41 within the "STEP" area F45, or delete the "STEP" area F45 itself, through predetermined operations.

[0080] (Example of a screen showing the association between combo information and deck information) Referring to Figure 15, an example of screen G5, which relates combo information to deck information, will be explained. Screen G5 is displayed on the display unit 130 of the terminal device 10 under the control of the control unit 330 of the server device 30. Figure 15 shows the deck details screen G5. When a deck is selected from the deck list on the deck bulletin board screen (not shown), the user transitions to the deck details screen G5, as shown in Figure 15. The deck details screen G5 displays a list of cards included in the deck selected from the deck list on the deck bulletin board screen (not shown). Note that Figure 15 shows the deck details screen G5 in a scrolled state, and the list of cards included in the deck is outside the display range of the display unit 130.

[0081] Additionally, the deck details screen G5 displays the combo list CL51. The combo list CL51 displays a list of combos associated with the deck selected from the deck list on the deck bulletin board screen (not shown). The combo list CL51 displays the combo name, the number of "likes," and the last update date for each combo COM.

[0082] While I will omit specific illustrations, for example, a quote button will be displayed on the combo details screen G2 and G2'. When the quote button is pressed, the information of this combo will be linked to the information of the selected deck after going through a deck selection screen.

[0083] [Example of processing by a network system] An example of processing by the network system 1 according to this embodiment will be described. Figure 16 is a flowchart showing an example of processing performed by the terminal device 10. Here, we will explain the process for setting the "STEP" field F45 when the combo creation screen G4' shown in Figure 14 is displayed on the display unit 130 of the terminal device 10.

[0084] In S100, the control unit 150 determines whether or not an action information setting operation has been performed, specifically whether or not the action information display unit V41 on the combo creation screen G4' has been operated. If an action information setting operation has been performed, the process proceeds to S102. If an action information setting operation has not been performed, the process proceeds to S104. In S102, the control unit 150 performs the action information setting process according to the user's operation, displays the action information ("Effect", "Summon", "Move", "Material", "Target", etc.) on the action information display unit V41, and stores the data in the storage unit 140.

[0085] In S104, the control unit 150 determines whether a game object placement operation has been performed, specifically, whether a long-press swipe operation has been performed on a game object such as the list field F44 in the combo creation screen G4'. If a game object placement operation has been performed, the process proceeds to S106. If no game object placement operation has been performed, the process proceeds to S110. In S106, the control unit 150 executes the game object placement process according to the user's operation, displays the game object in the game object placement frame 1401, and stores its data in the storage unit 140. In S108, the control unit 150 performs an association process to associate a position icon with the game object that was placed in S106, according to the user's operation, displays the game object with the position icon, and stores its data in the storage unit 140.

[0086] In S110, the control unit 150 determines whether an additional step has been performed, specifically whether the "+" button P46 has been pressed on the combo creation screen G4'. If an additional step has been performed, the process proceeds to S112. If no additional step has been performed, the process proceeds to S114. In S112, the control unit 150 performs additional processing to add a set of game object placement frame 1401 and action information display unit V41, and stores the data in the storage unit 140. In S114, the control unit 150 determines whether to terminate the setting in the "STEP" field F45. If it terminates, it exits this flowchart. If it does not terminate, it returns to S100.

[0087] Figure 17 is a flowchart showing an example of processing performed by the server device 30. Here, we will explain the processing flow when the dialog box D21 shown in Figure 11(a) is displayed on the display unit 130 of the terminal device 10. In S200, the control unit 330 determines whether an explanation request operation has been performed, specifically whether the button P24 for requesting an explanation in the dialog box D21 has been operated. If an explanation request operation has been performed, the process proceeds to S202. If an explanation request operation has not been performed, the process proceeds to S206. In S202, the control unit 330 determines whether the notification conditions are met. For example, the notification condition may be that a predetermined number of requests for explanation have been received for the combo in question. If the notification conditions are met, the process proceeds to S204. If the notification conditions are not met, the process exits this flowchart. The notification conditions can be set and changed as appropriate by the server device 30. In S204, the control unit 330 performs a notification process so that when the poster of the combo opens the My Combo screen, a notification dialog box D24 is displayed, as shown in Figure 11(b).

[0088] In S206, the control unit 330 determines whether a reporting operation has been performed, specifically whether the button P25 for reporting that the combo is impossible has been pressed in the dialog box D21. If a reporting operation has been performed, the process proceeds to S208. If no reporting operation has been performed, the process proceeds to S216. In S208 and S210, the control unit 330 displays the dialog box D23 and waits for the problematic step to be entered and the report button P27 to be pressed or the cancel button P28 to be pressed. If the problematic step is entered and the report button P27 is pressed, the unit proceeds to S212. If the cancel button P28 is pressed, the display of the dialog box D23 is stopped and the unit returns to S200. In S212, the control unit 330 determines whether the notification conditions are met. For example, the notification condition may be that a predetermined number of reports indicating a problematic step are collected from different users. If the notification conditions are met, the process proceeds to S214. If the notification conditions are not met, the flowchart is exited. The notification conditions can be set and changed as appropriate by the server device 30. In S214, the control unit 330 makes the combo private and also performs a notification process so that when the poster of the combo opens the My Combos screen, a notification dialog box D25 is displayed, as shown in Figure 11(c).

[0089] In S216, the control unit 330 determines whether a close operation has been performed, specifically whether the close button P26 in the dialog box D21 has been pressed. If a close operation has been performed, the display of the dialog box D21 is stopped and the flowchart is exited. If a close operation has not been performed, the process returns to S200.

[0090] [summary] As described above, in the terminal device 10, a start group containing one or more game objects, an end group containing one or more game objects, and a step group containing one or more game objects from the start group to the end group are set according to the user's operation, stored in the storage unit 140 which is a storage medium, and displayed on the display unit 130 which is a display device. At that time, state information such as an icon representing its position and action information is associated with the game objects. This makes it possible to visually recognize the cards that make up a combo and to easily understand the state of each card in the game. Therefore, it becomes possible to create detailed combinations of game objects, making it easier to create combinations of game objects and easier for third parties to understand.

[0091] Furthermore, the server device 30 is configured to accept requests for explanations of combo information published on the combo bulletin board from the terminal device 10 via the network 20. These requests for explanations encourage combo creators to add explanations to their combo information or revise the information to be more detailed, thereby reducing the number of confusing combos on the combo bulletin board. As a result, the combo bulletin board can be provided as a user-friendly support tool. Furthermore, the configuration that accepts requests for explanations of combo information published on the combo bulletin board via the network is not limited to combo bulletin boards that publish information on combos combining game objects, as in the embodiment, but can also be applied to combo bulletin boards that publish information on combos expressed in text, for example.

[0092] [Differentiation] While embodiments of the present invention have been described in detail with reference to the drawings, the specific configuration is not limited to the embodiments described above and can be modified as appropriate without departing from the spirit of the present invention. In this embodiment, a competitive card game using monster cards, spell cards, and trap cards was used as an example, but the present invention is not limited to this and can be applied to any game that incorporates combos. Furthermore, although we have used a card game that uses physical cards as an example, the present invention is not limited to this, and may also be applied to computer games that use items or characters that exist in a virtual space (for example, a digital card game that realizes the card game described in the embodiment in a virtual space using card objects).

[0093] [Note] (1-1) A program according to one aspect of the present invention is a program for assisting in the creation of combinations of game objects that produce an effect in a game, and comprises a storage control means for storing a start group containing one or more game objects and an end group containing one or more game objects in a storage medium, and a display control means for displaying the start group and the end group stored in the storage medium on a display device, wherein a computer functions as a computer.

[0094] (6-1) An information processing device according to one aspect of the present invention is an information processing device for assisting in the creation of a combination of game objects that produce an effect in a game, comprising: a storage control means for storing a start group containing one or more game objects and an end group containing one or more game objects in a storage medium; and a display control means for displaying the start group and the end group stored in the storage medium on a display device.

[0095] (7-1) A network system according to one aspect of the present invention is a network system for assisting in the creation of combinations of game objects that produce effects in a game, The system includes a storage control means for storing a start group containing one or more game objects and an end group containing one or more game objects in a storage medium, and a display control means for displaying the start group and the end group stored in the storage medium on a display device.

[0096] (8-1) An information processing method according to one aspect of the present invention is an information processing method for assisting in the creation of a combination of game objects that produce an effect in a game, wherein a computer performs the steps of: storing a start group containing one or more game objects and an end group containing one or more game objects in a storage medium; and displaying the start group and the end group stored in the storage medium on a display device.

[0097] According to the inventions described in (1-1), (6-1), (7-1), or (8-1) above, it becomes easier to create combinations of game objects and easier for third parties to understand.

[0098] (2-1) In one aspect of the present invention, in the embodiment of (1-1) above, the storage control means stores in the storage medium one or more intermediate stage groups including game objects from the start group to the end group, and the display control means displays the intermediate stage groups stored in the storage medium on the display device. According to the invention described in (2-1) above, it becomes possible to create detailed combinations of game objects, making it easier to create combinations of game objects and easier for third parties to understand.

[0099] (3-1) In one aspect of the present invention, in the embodiment of (1-1) or (2-1) above, the storage control means stores the game object and state information representing the state of the game object in the game in association with each other in the storage medium, and when the display control means displays the game object stored in the storage medium on the display device, it also displays the state information associated with the object. According to the invention described in (3-1) above, it becomes possible to create detailed combinations of game objects, making it easier to create combinations of game objects and easier for third parties to understand.

[0100] (4-1) A program according to one aspect of the present invention is a program for assisting in the creation of combinations of game objects that produce an effect in a game, and comprises a storage control means for storing game objects and state information representing the state of the game objects in the game in association with each other in a storage medium, and a display control means for displaying the game objects stored in the storage medium and the state information associated with each game object on a display device, wherein the computer functions as a computer. According to the invention described in (4-1) above, it becomes possible to create detailed combinations of game objects, making it easier to create combinations of game objects and easier for third parties to understand.

[0101] (5-1) In one aspect of the present invention, in any one of the embodiments described in (1-1) to (4-1) above, the game is a card game, and the game objects include an object representing the card, and at least one of an object representing the effect of the card and an object representing the cost. According to the invention described in (5-1) above, elements other than cards that are necessary to produce an effect in the game can also be grasped intuitively.

[0102] (1-2) A network system according to one aspect of the present invention comprises a first acquisition means for acquiring combo information in a card game, a publishing means for publishing the combo information acquired by the first acquisition means on a network, and a receiving means for receiving requests for explanations of the combo information published by the publishing means via the network.

[0103] (5-2) An information processing device according to one aspect of the present invention comprises: a first acquisition means for acquiring combo information in a card game; a publishing means for publishing the combo information acquired by the first acquisition means on a network; and a receiving means for receiving requests for explanations of the combo information published by the publishing means via the network.

[0104] (6-2) An information processing method according to one aspect of the present invention involves a computer performing the steps of: acquiring combo information in a card game; publishing the acquired combo information on a network; and receiving requests for explanations of the published combo information via the network.

[0105] (7-2) A program according to one aspect of the present invention causes a computer to function as a first acquisition means for acquiring combo information in a card game, a publishing means for publishing the combo information acquired by the first acquisition means on a network, and a receiving means for receiving requests for explanations of the combo information published by the publishing means via the network.

[0106] According to the inventions described in (1-2), (5-2), (6-2), or (7-2) above, it is possible to reduce the number of confusing combos on an electronic bulletin board that publishes combos.

[0107] (2-2) In one aspect of the present invention, in the aspect (1-2) described above, a notification means is provided to notify the author of the relevant combo that a request for explanation has been made, in response to the receipt means receiving a request for explanation. According to the invention described in (2-2) above, the number of confusing combos can be reduced by having the creator of the combo explain it.

[0108] (3-2) In one aspect of the present invention, in the embodiment of (1-2) or (2-2) above, the invention is provided with a granting means for granting a predetermined title to the author of the combo who has received a request for explanation from the receiving means, in accordance with the response. According to the invention described in (3-2) above, the creator of the combo can be motivated to respond to requests for explanation.

[0109] (4-2) In one aspect of the present invention, in any one of the embodiments described in (1-2) to (3-2) above, the invention comprises a second acquisition means for acquiring information about a deck, which is a bundle of cards used in the game, and an association means for associating the combo information acquired by the first acquisition means with the deck information acquired by the second acquisition means. According to the invention described in (4-2) above, it is possible to recognize decks that can utilize combos, making it easier to use combos in the game. [Explanation of Symbols]

[0110] 1: Network system, 10: Terminal device, 11: CPU, 12: ROM, 13: RAM, 14: Communication unit, 15: Operation unit, 16: Display unit, 17: Storage device, 20: Network, 30: Server device, 31: CPU, 32: ROM, 33: RAM, 34: Communication unit, 35: Storage device, 110: Communication unit, 120: Operation unit, 130: Display unit, 140: Memory unit, 141: My Deck memory unit, 142: My Combo memory unit, 150: Control unit, 151: Memory Control Unit, 152: Display Control Unit, 153: Communication Control Unit, 310: Communication Unit, 320: Storage Unit, 321: User Data Storage Unit, 322: Game Object Storage Unit, 323: Deck Storage Unit, 324: Combo Storage Unit, 330: Control Unit, 331: Deck Management Unit, 331a: Acquisition Unit, 331b: Publication Unit, 332: Combo Management Unit, 332a: Acquisition Unit, 332b: Publication Unit, 332c: Receiving Unit, 332d: Notification Unit, 332e: Title Assignment Unit, 333: Association Unit

Claims

1. A first means for obtaining combo information in a card game, A publishing means for publishing the information of the combo acquired by the first acquisition means on the network, A network system characterized by comprising a receiving means for receiving requests for explanations of the combo information disclosed by the aforementioned disclosure means via the network.

2. The network system according to claim 1, further comprising a notification means for notifying the author of the relevant combo that a request for explanation has been made, in response to receiving a request for explanation through the aforementioned reception means.

3. The network system according to claim 1 or 2, further comprising a granting means for granting a predetermined title to the author of the combo who has received a request for explanation through the aforementioned receiving means, in accordance with the response.

4. A second acquisition means for acquiring information about the deck, which is a stack of cards used in the aforementioned game, The network system according to claim 1 or 2, further comprising a linking means for linking the combo information acquired by the first acquisition means with the deck information acquired by the second acquisition means.

5. A first means for obtaining combo information in a card game, A publishing means for publishing the information of the combo acquired by the first acquisition means on the network, An information processing device characterized by comprising a receiving means for receiving requests for explanations of the combo information disclosed by the aforementioned disclosure means via the network.

6. Computers Steps to obtain combo information in a card game, The steps include: publishing the acquired combo information on the network; An information processing method characterized by performing the step of receiving a request for an explanation of the aforementioned publicly disclosed combo information via the network.

7. A first means for obtaining combo information in a card game, A publishing means for publishing the information of the combo acquired by the first acquisition means on the network, A program for causing a computer to function as a receiving means for receiving requests for explanations regarding the information of the combo disclosed by the aforementioned disclosure means, via the aforementioned network.

Citation Information

Patent Citations

  • Information processing unit, server device, and program

    JP2017196332A