Programs, information processing systems

The program dynamically adjusts media parameters and recommends operations in games, addressing the challenge of selecting optimal game media by leveraging an information processing system, thereby enhancing gameplay efficiency.

JP2026077654APending Publication Date: 2026-05-13COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
COLOPL
Filing Date
2026-02-05
Publication Date
2026-05-13

AI Technical Summary

Technical Problem

Existing game systems lack effective methods for assisting users in determining the appropriate media to operate on, such as characters, items, and equipment, based on their current and potential parameters.

Method used

A program that varies media parameters during gameplay and recommends media operations based on the relationship between current and potential parameters, using an information processing system with terminals and servers to facilitate this decision-making process.

Benefits of technology

Enhances the ability to determine and utilize appropriate media in games by providing recommendations based on dynamic parameter relationships, improving gameplay effectiveness.

✦ Generated by Eureka AI based on patent content.

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Abstract

It assists in determining the medium to be operated on. [Solution] The program instructs the processor to vary the parameters of the media according to the game's play, and to recommend a media to be targeted for operations related to the game's play, based on the relationship between the current parameters of the media and the parameters that the media can reach in a particular situation.
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Description

Technical Field

[0001] The present disclosure relates to a program and an information processing system.

Background Art

[0002] Conventionally, games playable by a user using media have been known. For example, the media are characters, items, and equipment. In the game, based on various information associated with the media, assistance is provided in determining the media to be operated on.

[0003] For example, Patent Document 1 discloses recommending a character by displaying the final value of the character's ability values, such as maximum attack power and maximum defense power. Patent Document 2 discloses recommending a character by incorporating a character that can defeat the enemy character into the deck before executing a battle against the enemy character. Patent Document 3 discloses recommending an event character by incorporating an event character that follows the cultivation policy selected by the user into the deck.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Patent Document 3

Summary of the Invention

Problems to be Solved by the Invention

[0005] It is expected to assist in determining the medium to be operated on.

Means for Solving the Problems

[0006] A program according to one aspect of this disclosure causes a processor to vary the parameters of a medium in accordance with the game's play, and causes the processor to recommend a medium to be the target of an operation related to the game's play, in accordance with the relationship between the current parameters of the medium and the parameters that the medium can reach in a particular situation. [Effects of the Invention]

[0007] This disclosure can help in determining the appropriate media. [Brief explanation of the drawing]

[0008] [Figure 1] Figure 1 is a diagram illustrating the overview of the information processing system. [Figure 2] Figure 2 shows an example of the module configuration of a terminal. [Figure 3] Figure 3 shows an example of a server module configuration. [Figure 4] Figure 4 shows an example of screen transitions on the terminal shown in Figure 2. [Figure 5] Figure 5 shows an example of the data structure in the server shown in Figure 3. [Figure 6] Figure 6 shows an example of the data structure in the server shown in Figure 3. [Figure 7] Figure 7 shows an example of the process flow for displaying the equipment change screen. [Figure 8] Figure 8 shows an example of the process flow when changing equipment. [Figure 9] Figure 9 shows an example of the process flow for executing an event. [Figure 10] Figure 10 shows an example of the home screen displayed on the device shown in Figure 2. [Figure 11] Figure 11 shows an example of the equipment change screen displayed on the terminal in Figure 2. [Figure 12] Figure 12 shows an example of the equipment change screen displayed on the terminal in Figure 2. [Figure 13] FIG. 13 is a diagram showing an example of an event screen displayed on the terminal of FIG. 2. [Figure 14] FIG. 14 is a diagram showing an example of a result screen displayed on the terminal of FIG. 2. [Figure 15] FIG. 15 is a diagram showing an example of a character change screen displayed on the terminal of FIG. 2. [Figure 16] FIG. 16 is a diagram showing an example of a character change screen displayed on the terminal of FIG. 2. [Figure 17] FIG. 17 is a diagram showing an example of a data structure in the server of FIG. 3.

MODE FOR CARRYING OUT THE INVENTION

[0009] The information processing system according to the present disclosure will be described with reference to the drawings. (First Embodiment) [Outline of the System] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or as a business system. Each terminal 100 and server 200 is a computer. Each terminal 100 is configured to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to the user 11 of each terminal 100. In the following description, when simply referred to as "game", it means the game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides a function of playing a game (hereinafter referred to as a game function) to the user 11. The user 11 of each terminal 100 can be a player. Each terminal 100 is an example of an information processing device. The server 200 is an example of an information processing device.

[0010] [Network] As an example, the network 20 is composed of the Internet and a mobile communication system including a wireless base station. As an example, the mobile communication system can be realized as a wireless network that can be connected to the Internet by 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), or an access point.

[0011] [Hardware Configuration of the Terminal] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a portable terminal device such as a feature phone, PDA (Personal Digital Assistant), or tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.

[0012] As an example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may further include a communication interface 140 and an input / output interface 150. The terminal 100 may further include a microphone 160, a speaker 170, and a touch screen 180. Each component included in the terminal 100 is connected to a communication bus 190.

[0013] The processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130 in response to a signal given to the terminal 100 or in response to a pre-determined condition being satisfied. For example, the processor 110 can be realized as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), MPU (Micro Processor Unit), FPGA (Field-Programmable Gate Array), or other arithmetic device.

[0014] Memory 120 temporarily stores programs and data. For example, programs are read from storage 130. Data includes data sent to terminal 100 and data generated by processor 110. For example, memory 120 can be implemented as RAM (Random Access Memory) or other volatile memory. Storage 130 permanently stores programs and data. For example, storage 130 can be implemented as ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Storage 130 may also be implemented as a removable storage device, such as a memory card.

[0015] For example, storage 130 stores a game program and a communication program. For example, the game program implements game functions. The game program provides an environment for user 11 to play the game. The communication program implements functions for communicating with other computers. For example, the other computer is server 200. Storage 130 may also store a distribution program, a viewing program, an operating system, a simulation program, a user authentication program, and other programs.

[0016] For example, the data stored in storage 130 may include data defining various objects and user information. Various objects may include characters, equipment, and objects that make up screens for various games. As an example, user information may include user ID, username, gender, age, and address. As will be described in more detail later, user information may include information about the character that user 11 uses as an avatar, and information about the character's equipment. User information may include in-game currency, in-game items, and various rewards that user 11 possesses.

[0017] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be implemented as a LAN (Local Area Network) or another wired communication interface. For example, the communication interface 140 can be implemented as Wi-Fi®, Bluetooth®, NFC (Near Field Communication), or another wireless communication interface. The communication interface 140 is not limited to those described above.

[0018] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be implemented as USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI® (High-Definition Multimedia Interface), or other wired communication interfaces. For example, the input / output interface 150 can be implemented as Bluetooth® or other wireless communication interfaces.

[0019] For example, the input device 300 is a controller. The controller has one or more operating components. For example, one or more operating components may include buttons, keys, switches, handles, bars, touchpads, or sticks. The controller transmits output values ​​to the terminal 100 based on the user 11's operation of the operating components. For example, the controller may include motion sensors such as an accelerometer and an angular velocity sensor. The controller may be configured to transmit output values ​​from the motion sensors to the terminal 100. The controller may be attachable to and detachable from the terminal 100.

[0020] The input device 300 is not limited to those described above. For example, the input device 300 may be a camera. The camera may be configured to transmit images of the user 11 to the terminal 100. For example, the input device 300 may be a distance measuring sensor. The distance measuring sensor may be configured to transmit output values ​​to the terminal 100 based on the detection of the user 11's hand or a marker, etc.

[0021] The microphone 160 converts the user 11's speech into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal back into sound and outputs it to the user 11. In addition to the speaker 170, or in place of it, the terminal 100 may be equipped with earphones or an earphone jack to which earphones can be connected.

[0022] The touchscreen 180 may include a monitor 181 and a touch sensor 182. The monitor 181 can be implemented as a transmissive or opaque display device. For example, the monitor 181 can be a liquid crystal monitor, an OLED (Electro-Luminescence) monitor, or other display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor for displaying an image for the left eye and a sub-monitor for displaying an image for the right eye.

[0023] The touch sensor 182 transmits output values ​​to the processor 110 based on user 11's operations on the monitor 181. For example, the touch sensor 182 can be implemented as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch sensor 182 is part or all of the display surface of the monitor 181. The touch sensor 182 can be used as an operating device configured to accept user 11's input operations. For example, if the operating device is the touch sensor 182, the processor 110 accepts the user 11's physical contact operations on the input surface of the touch sensor 182 as user 11's input operations. For example, user 11's input operations on the touch sensor 182 include touch operations, slide operations, swipe operations, tap operations, drag operations, and other types of operations.

[0024] The operating device is not limited to the configuration described above. For example, if the operating device is a communication interface 140, the processor 110 accepts signals transmitted from an operating device (not shown) connected via the network 20 as input operations of the user 11. For example, if the operating device is an input / output interface 150, the processor 110 accepts signals transmitted from an external input device 300 as input operations of the user 11. For example, if the input device 300 is a camera and a distance sensor, when the processor 110 detects the user 11's hand from the received captured image, it accepts a gesture detected based on the captured image and output value as input operations of the user 11. For example, if the input device 300 is a controller, the processor 110 accepts an output value transmitted from the controller as input operations of the user 11.

[0025] [Server Hardware Configuration] The server 200 may be a workstation or a general-purpose computer such as a PC. The server 200 comprises a processor 210, memory 220, storage 230, a communication interface 240, and an input / output interface 250. Each component of the server 200 is connected to the communication bus 290.

[0026] The processor 210 executes a series of instructions contained in a program stored in memory 220 or storage 230 in response to signals given to server 200 or when predetermined conditions are met. For example, the processor 210 can be implemented as a CPU, GPU, MPU, FPGA, or other arithmetic unit.

[0027] Memory 220 temporarily stores programs and data. For example, programs are read from storage 230. Data may include data sent to server 200 and data generated by processor 210. For example, memory 220 can be implemented as RAM or other volatile memory.

[0028] The storage 230 permanently stores programs and data. For example, the storage 230 can be implemented as ROM, a hard disk drive, flash memory, or other non-volatile storage device. The storage 230 may also be implemented as a removable storage device, such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a scenario where multiple information processing systems 10 are used, such as in an amusement facility, program and data updates can be performed collectively.

[0029] Storage 230 stores game programs and communication programs. For example, the game programs implement game functions. The communication programs implement functions for communicating with other computers. For example, the other computers are one or more terminals 100. Storage 230 may also store distribution programs, operating systems, simulation programs, user authentication programs, and other programs. For example, storage 230 stores data defining objects and user information.

[0030] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as Wi-Fi®, Bluetooth®, NFC, or other wireless communication interface. The communication interface 240 is not limited to those described above.

[0031] The input / output interface 250 communicates with external input / output devices (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as Bluetooth® or other wireless communication interface.

[0032] [Device Features] As shown in Figure 2, the components of terminal 100 are combined one or more to form functionally cohesive functional units (modules). For example, terminal 100 may include a game control unit 101, a display control unit 104, a storage unit 105, a communication unit 106, and an input / output unit 107. For example, the game control unit 101 and the display control unit 104 can be implemented by a processor 110. For example, the storage unit 105 can be implemented by a memory 120 and a storage 130. For example, the communication unit 106 can be implemented by a communication interface 140. For example, the input / output unit 107 can be implemented by a processor 110, a touch sensor 182, and an input / output interface 150.

[0033] The input / output unit 107 detects user 11 input operations to the touch sensor 182 and user 11 input operations to external operating devices via the input / output interface 150. For example, when the input / output unit 107 receives user 11 input operations to the touch sensor 182, it detects the coordinates of the input position and identifies the type of input operation. For example, the types of input operations that the input / output unit 107 can identify may include touch operations, slide operations, swipe operations, tap operations, drag operations, and other types of operations. When a continuously detected input operation is interrupted, the input / output unit 107 detects that contact input has been released from the touch sensor 182. For example, the input / output unit 107 can function as a means for receiving input operations by user 11.

[0034] The communication unit 106 receives various types of information from one or more servers 200. For example, the information that the communication unit 106 receives from the servers 200 may include game progress information and user information. Game progress information is information for controlling the progress of the game. Game progress information may include various requests. User information may include information about objects owned by user 11.

[0035] The communication unit 106 transmits various types of information to one or more servers 200. For example, the information that the communication unit 106 transmits to the servers 200 may include gameplay information and user information. Gameplay information is information that reflects the input operations of the user 11 in the progress of the game. Gameplay information is output in response to the input operations received by the input / output unit 107. Gameplay information may include various requests.

[0036] The game control unit 101 identifies the user's instructions based on the coordinates of the input position received by the input / output unit 107, the type of input operation, and the game progress information received by the communication unit 106 from the server 200. The game control unit 101 can perform various judgments regarding the progress of the game. The game control unit 101 can perform various draws regarding the progress of the game. The game control unit 101 generates gameplay information based on the game progress information, the user's instructions, the results of various judgments, and the results of various draws. The gameplay information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. For example, the processor 110, acting as the game control unit 101, can perform functions corresponding to the steps taken to receive various information. For example, the processor 110, acting as the game control unit 101, can perform functions corresponding to the steps taken to transmit various information. For example, the processor 110, acting as the game control unit 101, can perform functions corresponding to the steps taken to advance the game.

[0037] The display control unit 104 creates an image to be displayed on the monitor 181. The display control unit 104 creates a game screen image according to game progress information received via the communication unit 106. The display control unit 104 creates a game screen image according to gameplay information generated by the game control unit 101. The display control unit 104 displays the game screen image on the monitor 181. The display control unit 104 may be configured to display the game screen image on an external display device via the input / output interface 150. The display control unit 104 may be configured to display the game screen image on an external display device via the communication interface 140. The game screen is an image created by controlling and drawing 2D or 3D objects.

[0038] The display control unit 104 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) necessary for user 11's input operations. UI objects are information that assists user 11's input operations necessary to advance the game. For example, UI objects include icons, buttons, lists, windows, and menus. The various UI objects shown in this disclosure are merely examples and are not limited to their forms. As an example, the processor 110, as the display control unit 104, may perform functions corresponding to steps for controlling the display content of the monitor 181.

[0039] Each step in terminal 100 can be realized by hardware and software (programs) executed by processor 110. The software may be pre-stored in storage 130. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer such as a server 200 via a communication interface 140, and then stored in storage 130. The software is read from storage 130 by processor 110 and stored in memory 120 in the form of an executable program. Processor 110 then executes the program.

[0040] [Server Functions] As shown in Figure 3, the components of the server 200 can be combined one or more to form functionally cohesive functional units (modules). For example, the server 200 may include a game control unit 201, a memory unit 205, a communication unit 206, and an input / output unit 207. For example, the game control unit 201 can be implemented by a processor 210. For example, the memory unit 205 can be implemented by memory 220 and storage 230. For example, the communication unit 206 can be implemented by a communication interface 240. For example, the input / output unit 207 can be implemented by a processor 210 and an input / output interface 250.

[0041] The communication unit 206 receives various types of information from each terminal 100. For example, the information received by the communication unit 206 from each terminal 100 includes game play information and user information. The communication unit 206 also transmits various types of information to each terminal 100. For example, the information transmitted by the communication unit 206 to each terminal 100 includes game progress information and user information. The input / output unit 207 may detect and accept input operations from the user 11 to an external input device via the input / output interface 250.

[0042] The game control unit 201 advances the game according to the gameplay information received by the communication unit 206 from each terminal 100. The game control unit 201 can make various decisions regarding the progress of the game. The game control unit 201 can make various draws regarding the progress of the game. The game control unit 201 generates game progress information according to the results of these processes. The game progress information is transmitted to each terminal 100 by the communication unit 206. For example, the processor 210, acting as the game control unit 201, can perform functions corresponding to the steps of receiving various information. For example, the processor 210, acting as the game control unit 201, can perform functions corresponding to the steps of transmitting various information. For example, the processor 210, acting as the game control unit 201, can perform functions corresponding to the steps of advancing the game.

[0043] The steps in server 200 can be realized by hardware and software (programs) executed by processor 210. The software may be pre-stored in storage 230. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer, such as an external storage device, via the communication interface 240, and then stored in storage 230. The software is read from storage 230 by processor 210 and stored in memory 220 in the form of an executable program. Processor 210 executes the program.

[0044] [Game Overview] For example, the game relating to this disclosure includes multiple parts. For example, the game includes an event part in which an event can be taken and a preparation part in which preparations for an event can be made. However, the game may consist of three or more parts, or it may consist of a single part. Each part and each event is an example of a game as an element included in the game as a whole provided by the information processing system 10.

[0045] [Event Part] This section will explain an example of the specific specifications for the event part. For example, the event may include completing a predetermined task. For example, the task may be defeating a monster. The event may also include user 11 controlling their avatar. The avatar may be a character that user 11 has selected in advance from among several characters.

[0046] The event should consist of a battle between a single avatar and a single monster. In the event, the avatar and the monster take turns acting. For example, actions may include attacks using weapons, attacks using magic, and attacks using skills. The avatar's hit points (hereinafter referred to as HP) decrease when hit by an attack from the monster. HP is one of the avatar's ability scores. The monster's HP decreases when hit by an attack from the avatar. The event is not completed if the avatar's HP reaches 0 before the monster's HP reaches 0. The event is completed if the monster's HP reaches 0 before the avatar's HP reaches 0. The target of the event is one of several types of monsters. The difficulty of completion should vary depending on the type of monster being targeted.

[0047] The event may consist of a battle between multiple avatars and a single monster, a battle between a single avatar and multiple monsters, or a battle between multiple avatars and multiple monsters. When multiple avatars participate in the event, each avatar may be controlled by a single user 11. Multiple avatars may each be controlled by different users 11. In other words, the event may be one in which multiple users 11 can participate.

[0048] Events are not limited to those described above. For example, an event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, an event may be a race such as a car race, yacht race, ski race, or air race. Events are not limited to competitive events. Events may be cooperative events in which multiple users or groups work together to complete a task. In this case, the task may be raising a character, or building a city or structure.

[0049] [Preparation Part] Here is an example of a specific specification for the preparation phase. For example, when user 11 starts a new game, they first select one character from several available characters to use as their avatar. The characters available as avatars are examples of media that user 11 can use in the game. The multiple characters available as avatars constitute one category of media. User 11 is provided with one character slot. User 11 can set one character from the category corresponding to that character slot in the character slot. The character slot is an example of a media slot. However, user 11 may also be able to select a character to use as an avatar as part of event preparation. Event preparation may include changing the appearance of the avatar. For example, the appearance of the avatar may include race, gender, body type, hairstyle, and facial expression. In other words, event preparation may involve changing the settings of the avatar.

[0050] Event preparations should include adding, exchanging, and removing equipment, items, and skills. Equipment can be categorized into weapons, armor, and accessories. For example, armor can be categorized into head armor, body armor, and leg armor. For example, each piece of equipment can be strengthened by participating in an event while equipped to the avatar. In other words, equipment is an example of something that can be developed in the game. Equipment is an example of a medium that user 11 can use in the game. User 11 is provided with one equipment slot for each equipment category. User 11 can set one piece of equipment belonging to the corresponding category in each equipment slot. Each equipment slot is an example of a medium slot. For example, equipment slots include weapon slots, head armor slots, body armor slots, leg armor slots, and accessory slots.

[0051] [Overview of screen transitions on each device] This section describes the overview of screen transitions on terminal 100. As shown in Figure 4, the monitor 181 of each terminal 100 may display various screens depending on the game part, game progress, and user 11 instructions. For example, the game screen may include a home screen 40, an equipment change screen 50, an event screen 60, and a results screen 70.

[0052] The home screen 40 and the equipment change screen 50 may be displayed during the preparation phase. The home screen 40 is the initial screen and is used to instruct the display of the equipment change screen 50 or the event screen 60. The equipment change screen 50 is a screen for changing the equipment of the avatar. As described later, the equipment change screen 50 may present user 11 with recommendation information indicating equipment that is recommended for use by user 11 (hereinafter referred to as recommended equipment) based on predetermined conditions. The recommendation information is displayed as a predetermined object. Recommended equipment is an example of a recommended medium.

[0053] Event screen 60 and results screen 70 may be displayed during the event part. Event screen 60 is a screen for displaying the progress of the event. Results screen 70 is a screen for displaying the results of the event. The event results may include information indicating whether or not the event was achieved. The event results may also include information indicating the progress of the avatar's equipment.

[0054] [Data structure] As shown in Figure 5, in the server 200, one or both of the memory 220 and the storage 230 function as a storage unit 205, storing various information associated with the user ID. The user ID is information that can identify user 11. As an example, the storage unit 205, specifically the storage 230, is provided with storage areas for storing various information associated with the user ID. By storing information in each storage area, various pieces of information become associated with the user ID. The user ID is associated with the username.

[0055] The memory area associated with a user ID has areas corresponding to each media slot. The user and the media are associated by storing information that identifies the media in the memory area corresponding to the media slot. In other words, the media is set in the media slot. For example, one or more character IDs are associated with a user ID. A character ID is information that identifies the character that user 11 uses as an avatar in an event. In other words, one character is associated with user 11 as an avatar. For example, the types of characters that user 11 can use as an avatar include swordsman, knight, scout, healer, and mage.

[0056] As shown in Figure 6, a user ID is associated with one or more equipment IDs, which are information that can identify equipment owned by user 11. Each equipment ID is associated with the equipment's category, type, rarity, training points, level, current performance value, and final performance value. This information is an example of information that can identify equipment owned by user 11 (hereinafter referred to as equipment information). The information that can identify the equipment's category, type, rarity, training points, level, current performance value, and final performance value can be represented as numerical values ​​associated with the equipment ID. The information that can identify the equipment's category, type, rarity, training points, level, current performance value, and final performance value are examples of parameters.

[0057] For example, equipment categories include weapons, headgear, body armor, leg armor, and accessories. Equipment types refer to the types of equipment included in that category. For example, weapons include staves, daggers, longswords, and dual swords. For example, headgear includes hats, headbands, leather helmets, and iron helmets. For example, body armor includes cloth clothing, robes, leather armor, and iron armor. For example, leg armor includes cloth boots, leather boots, leather greaves, and iron greaves. For example, accessories include rings, earrings, bracelets, and necklaces.

[0058] Rarity indicates how difficult it is to obtain an item. For example, the difficulty of obtaining an item increases in the order of 1 < 2 < 3 < 4 < 5. Level indicates the degree of development or development status of an item. For example, the level increases in the order of 1 < 2 < 3 < 4 < 5. Development points can be obtained by performing events. When development points reach a certain value, the item levels up. For example, when development points reach 1000, the item's level becomes 2. For example, when development points reach 2000, the item's level becomes 3. For example, when development points reach 3000, the item's level becomes 4. For example, when development points reach 4000, the item's level becomes 5.

[0059] Performance values ​​indicate the amount of adjustment to the avatar's abilities when the equipment is equipped to the avatar. Performance values ​​are examples of evaluation values. Performance values ​​are examples of base parameters. For example, evaluation values ​​and base parameters are equal. For example, weapons increase the avatar's attack power. For example, armor increases the avatar's defense power. For example, accessories increase the avatar's magic power. Performance values ​​increase when equipment levels up. The amount of increase in performance values ​​per level up varies depending on the type of equipment. For example, the increase for a staff is +2 to attack power. For example, the increase for a longsword is +20 to attack power. For example, the increase for dual swords is +30 to attack power. Also, the final performance value of equipment varies depending on the type of equipment. For example, the final performance value for a staff is +10 to attack power. For example, the final performance value for a longsword is +100 to attack power. For example, the final performance value for dual swords is +150 to attack power. Therefore, the performance value of a level 1 dual sword (attack power +30) is inferior to the performance value of a level 2 or higher longsword (attack power +40 or more). The performance value of a level 4 dual sword (attack power +120) is superior to the performance value of a level 5 longsword (attack power +100). The current performance value of each piece of equipment is an example of the current parameters of the medium. The final performance value (maximum performance value) of each piece of equipment is an example of the parameters when the level reaches the maximum level. Reaching the maximum level is an example of a specific situation.

[0060] A user ID can be associated with multiple equipment IDs that identify equipment of the same category and type. In other words, user 11 should be able to own multiple pieces of equipment of the same category and type. For example, user 11 may own three longswords as weapons. Here, the training points (levels) of each piece of equipment are managed individually. Therefore, when multiple pieces of equipment of the same category and type are owned, these pieces of equipment may each have different training points. For example, Figure 6 shows a situation where user 11 owns three longswords. Of the three longswords, one is level 1, one is level 3, and one is level 5. It would be good to have a limit on the number of equipment IDs that can be associated with a user ID. In other words, it would be good to have a limit on the number of pieces of equipment that user 11 can own.

[0061] As shown in Figure 5, each character ID is associated with one equipment ID for each equipment category, which serves as information that identifies what the avatar is equipped with (hereinafter referred to as equipment status information). In other words, one equipment slot is provided for each equipment category. One piece of equipment can be set in each equipment slot. For example, each character ID is associated with an equipment ID that identifies the weapon the avatar is equipped with. If an equipment ID that identifies a weapon is not associated with the character ID, it indicates that the avatar is not equipped with a weapon. For example, each character ID is associated with an equipment ID that identifies the head armor the avatar is equipped with. If an equipment ID that identifies head armor is not associated with the character ID, it indicates that the avatar is not equipped with head armor.

[0062] For example, a character ID is associated with an equipment ID that can identify the torso armor worn by the avatar. If an equipment ID that can identify torso armor is not associated with the character ID, it indicates that the avatar is not wearing torso armor. Similarly, a character ID is associated with an equipment ID that can identify the leg armor worn by the avatar. If an equipment ID that can identify leg armor is not associated with the character ID, it indicates that the avatar is not wearing leg armor.

[0063] For example, a character ID is associated with an equipment ID that identifies the accessories the avatar is wearing. If an equipment ID that identifies an accessory is not associated with the character ID, it indicates that the avatar is not wearing any accessories. However, multiple equipment slots may be available for a single category. For example, if two accessory slots are available, the avatar can equip two accessories.

[0064] In server 200, one or both of memory 220 and storage 230 function as memory units 205, storing various information associated with event IDs. An event ID is information that can identify the type of event. An event ID is associated with the training points to be earned when an event is completed and the training points to be earned when an event is not completed. For example, it is desirable that the training points earned when an event is completed be greater than the training points earned when an event is not completed.

[0065] [An example of the process flow for displaying the equipment change screen] As shown in Figure 7, the processor 110 of terminal 100 accepts a screen switching operation to the equipment change screen 50 when the home screen 40 is displayed (step S100). The processor 110 of terminal 100 sends an equipment status information request to the server 200 via the communication interface 140 (step S102). The equipment status information request may include information that can identify the user ID and character ID. The equipment status information request may include information that instructs the transmission of equipment status information associated with the character ID.

[0066] The processor 210 of server 200 receives an equipment status information request via the communication interface 240 (step S103). The processor 210 of server 200 transmits the equipment status information to terminal 100 via the communication interface 240 (step S104). As an example, in step S104, the processor 210 searches for the character ID associated with the user ID shown in the equipment status information request and reads the equipment status information associated with that character ID from the storage 230. The processor 210 transmits the read equipment status information. After that, the processor 210 of server 200 completes the series of processes.

[0067] The processor 110 of terminal 100 receives equipment status information via the communication interface 140 (step S105). The processor 110 of terminal 100 displays the equipment change screen 50 on the monitor 181 (step S106). On the equipment change screen 50, the processor 110 displays an object indicating the equipment status information on the monitor 181. In other words, the processor 110 presents the avatar's equipment status to the user 11. After that, the processor 110 of terminal 100 completes the series of processes.

[0068] [An example of the process flow when changing equipment] As shown in Figure 8, the processor 110 of terminal 100 accepts an equipment display operation when the equipment change screen 50 is displayed (step S111). For example, the equipment display operation is an operation to instruct the display of equipment owned by user 11. The equipment display operation may also serve as an operation to instruct the display of recommended equipment. The processor 110 of terminal 100 sends an equipment information request to the server 200 via the communication interface 140 (step S112). The equipment information request may include a user ID. The equipment information request may include information instructing the transmission of equipment information associated with the user ID.

[0069] The processor 210 of server 200 receives an equipment information request via the communication interface 240 (step S113). The processor 210 of server 200 transmits the equipment information to terminal 100 via the communication interface 240 (step S114). For example, in step S114, the processor 210 reads the equipment information associated with the user ID indicated in the equipment information request from the storage 230. The processor 210 transmits the read equipment information. For example, the equipment information may include information instructing the presentation of recommended equipment. For example, the equipment information may include information necessary for terminal 100 to present recommended equipment.

[0070] The processor 110 of terminal 100 receives equipment information via the communication interface 140 (step S115). The processor 110 of terminal 100 displays an object representing the equipment information on the monitor 181 on the equipment change screen 50 (step S116). In other words, the processor 110 presents the equipment owned by user 11. At this time, the processor 110 presents recommended equipment to assist user 11 in selecting equipment. The function of presenting recommended equipment will be described later.

[0071] The processor 110 of terminal 100 accepts an equipment change operation (step S117). For example, the equipment change operation may include an operation to select an equipment category. For example, the equipment change operation may include an operation to select one piece of equipment from among the equipment that belongs to the selected category and is owned by user 11. For example, the equipment change operation may include instructions for installation, removal, and replacement as forms of equipment change.

[0072] The processor 110 of terminal 100 sends an equipment change request to server 200 via the communication interface 140 (step S118). The equipment change request may include information that can identify the user ID and character ID. The equipment change request may include information that can identify the category and type of equipment. The equipment change request may include information that can identify the type of equipment change, such as addition, replacement, or deletion.

[0073] The processor 210 of server 200 receives an equipment change request via the communication interface 240 (step S119). The processor 210 of server 200 updates the data based on the instructions in the equipment change request (step S120). For example, the processor 210 changes or deletes the equipment ID associated with the character ID to match the content shown in the equipment change request. For example, if the processor 210 is instructed to delete equipment, it erases the equipment ID that represents that equipment. In other words, it removes the association between the avatar and the equipment. If the processor 210 is instructed to add or change equipment, it adds or overwrites the equipment ID that represents that equipment. In other words, it newly associates the avatar and the equipment.

[0074] The processor 210 of server 200 transmits the equipment change result to terminal 100 via the communication interface 240 (step S121). The equipment change result may include information that can identify the equipment status after the change. After that, the processor 210 of server 200 completes the series of processes. The processor 110 of terminal 100 receives the equipment change result via the communication interface 140 (step S122). The processor 110 of terminal 100 displays the equipment change result on monitor 181 (step S123). As an example, the processor 110 displays an object on monitor 181 that indicates the equipment status after the change on the equipment change screen 50. In other words, the processor 110 presents the avatar's equipment status after the change.

[0075] The processor 110 of terminal 100 accepts a screen switching operation to the home screen 40 (step S124). The processor 110 of terminal 100 displays the home screen 40 on the monitor 181 (step S125). The processor 110 of terminal 100 terminates the series of processes.

[0076] [An example of the process flow for executing an event] As shown in Figure 9, the processor 110 of terminal 100 accepts an event start operation when the home screen 40 is displayed (step S200). The event start operation may include an operation to instruct the start of an event. The processor 110 of terminal 100 sends an event start request to the server 200 via the communication interface 140 (step S201). The event start request may include information that can identify the start of an event.

[0077] The processor 210 of server 200 receives an event start request via the communication interface 240 (step S202). The processor 210 of server 200 sends event information to terminal 100 via the communication interface 240 (step S203). The event information may include information that identifies the start of an event. The event information may include information that identifies the type of event. For example, in step S203, the processor 210 determines one event ID from among several event IDs by random number selection. In other words, the processor 210 determines the type of event. The processor 210 may generate event information that includes information that identifies the determined event ID. However, it is not limited to this, and the configuration may allow the user 11 to select the type of event. In this case, the event start operation may include an operation to specify the type of event. The event start request may include information that identifies the type of event specified by the event start operation. After completing step S203, the processor 210 proceeds to step S207.

[0078] The processor 110 of terminal 100 receives event information via the communication interface 140 (step S204). The processor 110 of terminal 100 displays the event screen 60 on the monitor 181 (step S205). In other words, the processor 110 initiates the event indicated by the event information.

[0079] The processor 110 of terminal 100 performs terminal-side event processing (step S206). In terminal-side event processing, the processor 110 sends and receives various information via the communication interface 140. For example, when the processor 110 receives an operation to instruct the avatar's actions (hereinafter referred to as an action instruction operation), it sends play information indicating the content of that operation to the server 200. For example, the processor 110 receives progress information from the server 200. The processor 110 displays the event screen 60 on the monitor 181 according to the progress information.

[0080] The processor 210 of server 200 executes server-side event processing (step S207). In server-side event processing, the processor 210 sends and receives various information via the communication interface 240. For example, the processor 210 may receive play information from terminal 100. The processor 210 manages the avatar's actions according to the play information. For example, the processor 210 determines whether an attack by weapon, magic, or skill hit the monster. If the processor 210 determines that the attack hit, it reduces the monster's HP. The processor 210 sends progress information indicating the result of the avatar's actions to terminal 100. When the avatar's actions are finished, the processor 210 makes the monster take action. The processor 210 determines whether the monster's attack hit the avatar. If the processor 210 determines that the attack hit, it reduces the avatar's HP. The processor 210 sends progress information indicating the result of the monster's actions to terminal 100. Processor 210 controls the actions of the avatar and the monster alternately. When the event termination condition is met, Processor 210 proceeds to step S208. For example, the event termination condition may be that the HP of either the avatar or the monster reaches 0.

[0081] The processor 210 of server 200 transmits event result information to terminal 100 via the communication interface 240 (step S208). The event result information may include information that can identify whether or not the event has been achieved. In step S208, the processor 210 determines whether or not the event achievement conditions have been met. For example, the event achievement condition is met when the monster's HP becomes 0 before the avatar's HP becomes 0. The event achievement condition is not met when the avatar's HP becomes 0 before the monster's HP becomes 0. After completing step S208, the processor 210 proceeds to step S211.

[0082] The processor 110 of terminal 100 receives event result information via the communication interface 140 (step S209). The processor 110 of terminal 100 displays the event result on the monitor 181 (step S210). The processor 110 displays the result screen 70. The result screen 70 may include predetermined objects as information that can identify the event result. In other words, the processor 110 displays the event result indicated in the event result information.

[0083] The processor 210 of server 200 executes the training process (step S211). In the training process, the processor 210 updates the training points associated with each equipment ID of the avatar by adding training points corresponding to the type of event and the result of the event. The result of the event may be the gameplay result of whether or not the event was achieved. The processor 210 determines whether or not the updated training points have reached a predetermined value. If the training points have reached the predetermined value, the processor 210 levels up the equipment. When the equipment levels up, the processor 210 identifies the amount of increase in that equipment and adds the identified amount of increase to the performance value. If the training points have not reached the predetermined value, the processor 210 does not level up the equipment. In this way, the game program instructs the processor 210 to change the parameters of the medium according to the gameplay. As an example, the parameters of the medium can be changed so that they increase according to the gameplay. The processor 210 executing step S211 can function as a means of changing the parameters of the medium according to the gameplay.

[0084] The processor 210 of server 200 transmits growth result information to terminal 100 via the communication interface 240 (step S212). The growth result information may include information that identifies the training points to be acquired by user 11 as a result of the event execution. The growth result information may include information that identifies whether or not equipment has leveled up as training points have accumulated. The growth result information may include information that identifies the level of equipment after leveling up. After that, the processor 210 of server 200 terminates the series of processes.

[0085] The processor 110 of terminal 100 receives growth result information via the communication interface 140 (step S213). The processor 110 of terminal 100 displays a predetermined object on the monitor 181 as information that can identify the growth result on the result screen 70 (step S214). The processor 110 displays the growth result indicated in the growth result information. The processor 110 of terminal 100 displays the home screen 40 on the monitor 181 (step S215). The processor 110 of terminal 100 terminates the series of processes.

[0086] [Example of a display screen on a device and the processing flow related to the display] [Home screen] As shown in Figure 10, the home screen 40 may be displayed on the monitor 181 of the terminal 100 during the preparation phase. The home screen 40 may include various UI objects. For example, the home screen 40 may include an avatar window 41, an event start button 42, an equipment change button 43, and a home button 45 as UI objects. For example, the home screen 40 may also include a character change button 44.

[0087] For example, Avatar 80 is displayed in Avatar Window 41. The appearance of Avatar 80 may change depending on the Avatar's settings. For example, the appearance of Avatar 80 should change depending on the equipment. For example, if the Avatar is equipped with a long sword, Avatar Window 41 will display Avatar 80 holding long sword 81. For example, if the Avatar is equipped with leather armor, Avatar Window 41 will display Avatar 80 wearing leather armor 82.

[0088] For example, when the home screen 40 is displayed, the processor 110 of terminal 100 accepts a tap operation on the event start button 42 as an event start operation (step S200). When the processor 110 of terminal 100 accepts an event start operation, it displays the event screen 60 on the monitor 181 (step S205).

[0089] For example, the processor 110 of terminal 100 accepts a tap operation on the equipment change button 43 as a screen switching operation to the equipment change screen 50 (step S100). When the processor 110 of terminal 100 accepts a screen switching operation to the equipment change screen 50, it displays the equipment change screen 50 on the monitor 181 (step S106). For example, the processor 110 of terminal 100 accepts a tap operation on the home button 45 as a screen switching operation to the home screen 40. For example, the processor 110 of terminal 100 may accept a tap operation on the character change button 44 as a screen switching operation to a screen for changing the settings of the character as an avatar.

[0090] [Equipment Change Screen] As shown in Figure 11, the equipment change screen 50 may be displayed on the monitor 181 of the terminal 100 during the preparation phase. The equipment change screen 50 may include various UI objects. For example, the equipment change screen 50 may include one or more equipment icons 51 and a home button 55A as UI objects. The processor 110 of the terminal 100 may accept a tap operation on the home button 55A as a screen switching operation to the home screen 40 (step S124).

[0091] For example, the processor 110 of terminal 100 displays one or more equipment icons 51 on the monitor 181 as information that identifies what the avatar is equipped with, based on the equipment status information received from server 200. Each equipment icon 51 may include an image of the equipment as information that identifies the type of equipment. Each equipment icon 51 may include a level display section 57 that indicates the level of the equipment. For example, the level of the equipment may be shown as an Arabic numeral. Each equipment icon 51 may include a rarity display section 58 that indicates the rarity of the equipment. For example, the rarity of the equipment may be shown as an Arabic numeral indicating rarity.

[0092] For example, equipment icon 51 may include weapon icon 52, head armor icon 53, body armor icon 54, leg armor icon 55, and accessory icon 56. For example, each icon 52-56 may be displayed as an object indicating equipment belonging to each category that is equipped on the avatar. For example, if the avatar is equipped with a longsword, weapon icon 52 will consist of an image of the longsword 81. In this case, weapon icon 52 may include a level indicator 57 indicating the level of the longsword and a rarity indicator 58 indicating the rarity of the longsword.

[0093] For example, when the terminal 100's processor 110 is displaying the equipment change screen 50, tapping each icon 52-56 is accepted as an equipment display operation (step S111). For example, tapping the weapon icon 52 is an equipment display operation that instructs the user 11 to display the weapons he owns. For example, tapping the head armor icon 53 is an equipment display operation that instructs the user 11 to display the head armor he owns. For example, tapping the torso armor icon 54 is an equipment display operation that instructs the user 11 to display the torso armor he owns. For example, tapping the leg armor icon 55 is an equipment display operation that instructs the user 11 to display the leg armor he owns. For example, tapping the accessory icon 56 is an equipment display operation that instructs the user 11 to display the accessories he owns.

[0094] As shown in Figure 12, when the processor 110 of terminal 100 receives an equipment display operation, it displays an equipment icon 51 on the monitor 181 as an object indicating the equipment owned by user 11, based on the equipment information received from server 200 (step S116). The processor 110 of terminal 100 also displays an equipment icon 51A on the monitor 181 as an object indicating the currently equipped equipment on the avatar. The processor 110 of terminal 100 also displays an equipment icon 51B on the monitor 181 as an object indicating the changed equipment. Here, the equipment icons 51A and 51B displayed based on the equipment information are icons from icons 52 to 56 that correspond to the category indicated in the equipment display operation. Figure 12 shows an example where weapon icons 52 are displayed as equipment icons 51A and 51B. The processor 110 displays a detach button 59 on the monitor 181.

[0095] Figure 12 shows an example where a weapon icon 52 is displayed as an equipment icon 51 indicating equipment owned by user 11. In this case, the processor 110 presents recommended media to assist user 11 in selecting a media. For example, the processor 110 may present recommended media of category 1 and recommended media of category 2. For example, the recommended media are recommended equipment.

[0096] The recommended equipment for Category 1 consists of a predetermined number of pieces of equipment owned by User 11 in the same category, sorted in descending order of the difference between the current performance value and the final performance value that can be reached at the maximum level (hereinafter referred to as the "upgradable value"). For example, the predetermined number is 3. The upgradable value indicates the potential to increase the performance value of the equipment. The processor 110 calculates the upgradable value for each piece of equipment classified in the same category. As described above, the equipment information that can be received from Server 200 includes the current performance value and the final performance value. The processor 110 sorts the equipment based on the calculated upgradable value. For the predetermined number of pieces of equipment, sorted in descending order of upgradable value, the processor 110 displays the first recommended equipment icon 51C on Monitor 181 as the equipment icon 51 representing that equipment.

[0097] Thus, in step S114, the processor 210 of the server 200 transmits equipment information instructing the processor 110 of the terminal 100 to present recommended equipment. In step S116, the processor 110 of the terminal 100 calculates the training potential value based on the received equipment information and presents recommended equipment to the monitor 181 according to the calculated training potential value.

[0098] The game program instructs the processor 210 of server 200 to recommend a medium to be targeted for operations related to game play, based on the relationship between the current parameters of the medium and the parameters that the medium can reach in a specific situation. The game program also instructs the processor 110 of terminal 100 to recommend a medium to be targeted for operations related to game play, based on the relationship between the current parameters of the medium and the parameters that the medium can reach in a specific situation. As an example, the relationship between the current parameters of the medium and the parameters that the medium can reach in a specific situation is the difference between the current parameters of the medium and the parameters that the medium can reach in a specific situation.

[0099] The game program, when it encounters multiple media with different potential growth values ​​on the server 200's processor 210, prioritizes those with higher potential growth values ​​and recommends which media to target for game-related operations. Similarly, when it encounters multiple media with different potential growth values ​​on the terminal 100's processor 110, the game program recommends which media to target for game-related operations and recommends which media with higher potential growth values ​​and recommends which media to target for game-related operations.

[0100] The recommended equipment for Category 2 consists of a predetermined number of equipment items of the same category owned by User 11, sorted in descending order of their current performance values. For example, the predetermined number is 3. The processor 110 sorts the equipment based on its current performance values ​​and displays the second recommended equipment icon 51D on the monitor 181 as an equipment icon 51 for the predetermined number of equipment items sorted in descending order of their current performance values. As described above, the equipment information that can be received from the server 200 includes the current performance values.

[0101] Thus, in step S114, the processor 210 of the server 200 causes the processor 110 of the terminal 100 to present recommended equipment by transmitting equipment information instructing the processor to present recommended equipment. In step S116, the processor 110 of the terminal 100 causes the monitor 181 to present recommended equipment according to the current performance values ​​indicated in the received equipment information.

[0102] The game program instructs the processor 210 of server 200 to recommend a medium to be used for operations related to game play, prioritizing the mediums with higher parameters that can be reached in a given situation, if there are multiple mediums with different parameters that can be reached in a given situation. The game program instructs the processor 110 of terminal 100 to recommend a medium to be used for operations related to game play, if there are multiple mediums with different parameters that can be reached in a given situation, prioritizing the mediums with higher parameters that can be reached in a given situation, if there are multiple mediums that can be reached in a given situation.

[0103] The processor 110 of terminal 100 accepts tap operations on each recommended equipment icon 51C, 51D as equipment change operations instructing the selection of a category indicated by the icon (step S117). The processor 110 of terminal 100 accepts tap operations on each recommended equipment icon 51C, 51D as equipment change operations instructing the change to the equipment indicated by the icon, or the installation of the equipment. The processor 110 of terminal 100 accepts tap operations on the removal button 59 as equipment change operations instructing the removal of the equipment.

[0104] An example of a specific display method will be explained with reference to Figures 6 and 12. Assume that the processor 110 of terminal 100 has received an equipment display operation instructing it to display the weapons owned by user 11. Assume that user 11 owns one staff, one dagger, three longswords, and one pair of twin swords (see Figure 6). The three longswords owned by user 11 belong to the same category and type of weapon, but for the sake of explanation, they are distinguished as the first longsword 81a, the second longsword 81b, and the third longsword 81c, respectively. Assume that the avatar is equipped with the third longsword 81c.

[0105] The processor 110 of terminal 100 displays the weapon icon 52 on the monitor 181 as equipment icon 51A, which indicates the weapon currently equipped to the avatar. As an example, the processor 110 of terminal 100 can also display the weapon icon 52 on the monitor 181 as equipment icon 51B, which indicates the changed weapon equipped to the avatar.

[0106] Assume that the possible enhancement values ​​are as follows: Staff: Attack +0, Dagger: Attack +5, First Longsword: Attack +80, Second Longsword: Attack +40, Third Longsword: Attack +0, Dual Swords: Attack +120. Processor 110 displays three first recommended equipment icons 51C on monitor 181, each representing the three weapons with the highest possible enhancement values ​​from among the weapons owned by user 11. In other words, monitor 181 may display weapon icon 52 representing dual swords 83, weapon icon 52 representing first longsword 81a, and weapon icon 52 representing second longsword 81b as first recommended equipment icons 51C.

[0107] Assume the current performance values ​​are: staff attack power +10, dagger attack power +20, first longsword attack power +20, second longsword attack power +60, third longsword attack power +100, and dual swords attack power +30. Processor 110 displays three second recommended equipment icons 51D on monitor 181, each representing the three weapons with the highest current performance values ​​from among the weapons owned by user 11. In other words, monitor 181 may display weapon icon 52 representing the third longsword 81c, weapon icon 52 representing the second longsword 81b, and weapon icon 52 representing the dual swords 83 as second recommended equipment icons 51D.

[0108] For example, when a tap operation is performed on a weapon icon 52 displayed as the first recommended equipment icon 51C representing the twin swords 83, the processor 110 of terminal 100 accepts this as an equipment change operation to change the avatar's weapon from the third long sword 81c to the twin swords 83. As an example, if each of the recommended equipment icons 51C and 51D includes a weapon icon 52 representing the weapon the avatar is equipped with, the processor 110 of terminal 100 may display that weapon icon 52 darker than the other weapon icons 52. The processor 110 may not accept a tap operation on a weapon icon 52 among the recommended equipment icons 51C and 51D representing the weapon the avatar is equipped with as an equipment change operation. However, the processor 110 may also accept this as an equipment change operation instructing the removal of a weapon.

[0109] [Event screen] As shown in Figure 13, the event screen 60 is displayed on the monitor 181 of terminal 100 during the event part. The event screen 60 may include various UI objects. For example, the event screen 60 may include a battle window 61, a history window 62, an attack button 63, a magic button 64, and a skill button 65.

[0110] For example, the battle window 61 may include the avatar 80, the monster 85 to be defeated, and a gauge 86 showing the remaining HP of the monster 85. The processor 110 of terminal 100 displays the actions of the avatar 80 and the monster 85 in the battle window 61 according to the progress information received from the server 200 (step S206).

[0111] The history window 62 may contain history information for an event. For example, the history information may include a string indicating the actions of avatar 80, a string indicating the amount of HP lost by avatar 80, a string indicating the actions of monster 85, and a string indicating the amount of HP lost by monster 85. The processor 110 of terminal 100 displays the history information of the event in the history window 62 according to the progress information received from server 200 (step S206).

[0112] In step S206, the processor 110 of terminal 100 receives a tap operation on the attack button 63 as an action command operation indicating that the user should attack using a weapon. The processor 110 of terminal 100 receives a tap operation on the magic button 64 as an action command operation indicating that the user should use magic. The processor 110 of terminal 100 receives a tap operation on the skill button 65 as an action command operation indicating that the user should use a skill.

[0113] [Result screen] As shown in Figure 14, the event results screen 70 is displayed on the monitor 181 when the event part ends. The results screen 70 may include an equipment icon 51 indicating the equipment that has been leveled up, if any equipment has been leveled up during the event, as information that can identify the equipment that has been leveled up. The results screen 70 may include a predetermined string 71 as an example of information that can identify that the equipment has been leveled up. The results screen 70 may include a predetermined string 72 as an example of information that can identify the level after the level up. The equipment icon 51, string 71, and string 72 are examples of information that can identify the growth result.

[0114] The processor 110 of terminal 100 displays a results screen 70 containing information that identifies the growth result on monitor 181 based on the growth result information received from server 200 (step S214). For example, consider the case where the long sword 81 equipped by the avatar levels up from level 1 to level 2. As an example of information that identifies the leveled-up equipment, the processor 110 displays a weapon icon 52 representing the long sword 81 on monitor 181. As an example of string 71, the processor 110 displays the string "Congratulations! Level Up!" on monitor 181. As an example of string 72, the processor 110 displays the string "Lv.1→Lv.2" on monitor 181.

[0115] The effects of this disclosure will be explained. (1-1) The parameters of the medium change according to the game's play. Depending on the relationship between the medium's current parameters and the parameters the medium can reach in a particular situation, the medium to be targeted for game-related operations is recommended to the user 11. Thus, the decision of which medium to use can be assisted.

[0116] (1-2) The parameters of a medium can be increased as the game is played. The medium to be targeted by operations related to game play is recommended based on the difference between the medium's current parameters and the parameters it can reach in a particular situation (for example, the achievable value). Therefore, user 11 can easily identify mediums with significant growth potential. Thus, this further assists in the decision-making process for the medium.

[0117] (1-3) When there are multiple media with different differences (for example, the achievable values), it is recommended to prioritize the media with the largest differences and use them for operation. Therefore, user 11 can easily understand which media to use to expect a large increase in parameters.

[0118] (1-4) A specific situation is when the medium level has reached its maximum level. Therefore, user 11 can select a medium while considering the parameters that can ultimately be reached. (1-5) The amount of training points that user 11 can earn will differ depending on whether or not the event is completed. In other words, the parameters of the medium can be varied so that they fluctuate according to the amount of gameplay (including the results of gameplay) in which the medium is used. Therefore, it is possible to increase the motivation of user 11 to complete the event.

[0119] (Second Embodiment) A second embodiment will now be described. In the following description, redundant explanations will be omitted or simplified by using the same reference numerals for the same configurations and controls as in the embodiments already described.

[0120] In the first embodiment, using equipment as an example, one media slot is provided for each media category. In other words, in the first embodiment, one media can be set for each media category. In contrast, in the second embodiment, multiple media slots are provided for at least one of the media categories. Below, we will describe a configuration in which multiple character slots are provided for the category of characters that can be used as avatars. One character can be set in each character slot. In other words, multiple characters participating in an event form a party. As an example, the maximum number of characters that can belong to one party is 2. However, this is not limited to this, and the maximum number of characters that can belong to one party may be 3 or more.

[0121] In server 200, either or both of memory 220 and storage 230 function as memory unit 205, storing various information associated with user IDs. Multiple character IDs are associated with the user ID as information that can identify the character to participate in the event. These character IDs are information that can identify the characters belonging to a party (hereinafter referred to as party information).

[0122] Each user ID is associated with one or more character IDs, which serve as identifying information for characters owned by user 11. User 11 can own multiple characters that can be used as avatars. Each character ID is associated with information that identifies the character's type, rarity, training points, level, current stats, and final stats (hereinafter referred to as character information). For example, character stats include HP, attack power, defense power, and magic power. The information that identifies the character's type, rarity, training points, level, current stats, and final stats can be represented as numerical values ​​associated with the character ID. The information that identifies the character's type, rarity, training points, level, current stats, and final stats are examples of parameters.

[0123] As an example, in the preparation phase, user 11 can create a party to participate in an event by setting characters in each character slot. In other words, user 11 can set multiple characters as avatars. Characters can be strengthened by participating in events, similar to equipment in the first embodiment. In other words, characters may be the objects of development in the game. The process of developing characters may be the same as the development process in step S211 of the first embodiment, but with equipment replaced by characters (avatars). In other words, the processor 210 of server 200 may add development points to the character, and when the added development points reach a predetermined value, the character should be leveled up. When a character levels up, the processor 210 may update the parameters of that character. That is, information that can identify the character's HP, attack power, defense power, and magic power is updated as the character levels up. The amount of increase in each ability value with each level up may differ depending on the type of character.

[0124] As shown in Figures 15 and 16, in addition to or instead of the equipment change screen 50 in the preparation part, a character change screen 90 is provided. The character change screen 90 is a screen for changing the characters to belong to the party. Figures 15 and 16 illustrate an example where a first slot and a second slot are provided as character slots. On the character change screen 90, based on predetermined conditions, information (hereinafter referred to as recommendation information) indicating a character recommended for use as an avatar (hereinafter referred to as recommended character) may be presented to the user 11. A recommended character is an example of a recommended medium.

[0125] For example, when the home screen 40 is displayed, the processor 110 of terminal 100 accepts a tap operation on the character change button 44 as a screen switching operation to the character change screen 90. When the processor 110 of terminal 100 accepts a screen switching operation to the character change screen 90, it sends a character information request to the server 200. The character information request may include a user ID. The character information request may include information instructing the transmission of party information associated with the user ID. The character information request may include information instructing the transmission of character information associated with the user ID, as information that can identify the character owned by user 11.

[0126] The processor 210 of server 200 receives a character information request via the communication interface 240. The processor 210 of server 200 transmits party information and character information to terminal 100 via the communication interface 240. As an example, the processor 210 reads party information and character information associated with the user ID indicated in the character information request from storage 230. The processor 210 transmits the read party information and character information. Party information is information that instructs the presentation of characters belonging to the party. Character information may include information necessary for terminal 100 to present recommended characters.

[0127] The processor 110 of terminal 100 receives party information and character information via the communication interface 140. On the character change screen 90, the processor 110 of terminal 100 displays an object on the monitor 181 that indicates the characters belonging to the party. In other words, the processor 110 presents the characters belonging to the party. On the character change screen 90, the processor 110 of terminal 100 displays an object on the monitor 181 that indicates character information. In other words, the processor 110 presents the characters owned by user 11. On the character change screen 90, when predetermined conditions are met, the processor 110 displays an object on the monitor 181 that indicates recommendation information. In other words, the processor 110 presents recommended characters to user 11.

[0128] As shown in Figure 15, the character change screen 90 is displayed on the monitor 181 of the terminal 100 during the preparation phase. The character change screen 90 may include various UI objects. For example, the character change screen 90 may include multiple character icons 91, a recommended formation button 94, and a home button 95 as UI objects. The processor 110 of the terminal 100 may accept a tap operation on the home button 95 as a screen switching operation to the home screen 40. For example, the processor 110 of the terminal 100 may accept a tap operation on the character change button 44 on the home screen 40 as a screen switching operation to the character change screen 90.

[0129] Each character icon 91 may include a picture of the character as information that identifies the type of character. Each character icon 91 may include a level indicator 97 that shows the character's level. For example, the character's level may be shown as an Arabic numeral. Each character icon 91 may include a rarity indicator 98 that shows the character's rarity. For example, the character's rarity may be shown as an Arabic numeral indicating rarity.

[0130] As an example, the processor 110 of terminal 100 displays multiple character icons 91 on monitor 181 as objects representing characters belonging to a party, based on party information received from server 200. The processor 110 displays the character icons 91 to represent the character set in the first slot. The processor 110 also displays the character icons 91 to represent the character set in the second slot. In other words, the characters belonging to the party are presented to user 11. In the following explanation, the character icon 91 representing the character set in the first slot will be referred to as the belonging character icon 91A. The character icon 91 representing the character set in the second slot will be referred to as the belonging character icon 91B.

[0131] The processor 110 of terminal 100 displays multiple character icons 91 on monitor 181 as objects representing the characters owned by user 11, based on the character information received from server 200. In other words, the characters owned by user 11 are presented to user 11. In the following description, the character icon 91 representing the characters owned by user 11 will be referred to as owned character icon 91C.

[0132] For example, the processor 110 of terminal 100 recognizes a character change operation when a drag operation is performed on the character change screen 90, such as continuously tracing from one of the owned character icons 91C to one of the affiliated character icons 91A or 91B. Such a character change operation instructs the system to change the characters belonging to the party, by swapping the characters shown on the affiliated character icons 91A or 91B at the end of the drag operation with the character shown on the owned character icon 91C at the start of the drag operation.

[0133] For example, the processor 110 of terminal 100 accepts a tap on the recommended formation button 94 as an operation to instruct the user 11 to display characters that are recommended for use (hereinafter referred to as recommended characters) (hereinafter referred to as character recommendation operation). For example, the character recommendation operation is an operation to instruct the display of characters that are recommended to be included in the party.

[0134] As shown in Figure 16, when the processor 110 of terminal 100 receives a character recommendation operation, it displays a character recommendation screen 90A on the monitor 188 as a screen for recommending characters to the user 11. The character recommendation screen 90A is displayed on the monitor 181 of terminal 100 during the preparation phase. The character recommendation screen 90A may include various UI objects. For example, the character recommendation screen 90A may include multiple character icons 91, a home button 95, and a formation confirmation button 99 as UI objects. The processor 110 of terminal 100 may accept a tap operation on the home button 95 as a screen switching operation to the home screen 40.

[0135] Multiple character slots are provided as an example of multiple media slots with different recommended usage conditions. For example, multiple character slots include training slots and strategy slots. Recommended media for Category 1 may be presented in the training slot. Recommended media for Category 2 may be presented in the strategy slot. For example, the recommended media is the recommended character. For example, in the scene where the character recommendation screen 90A is displayed, Slot 1 is treated as the training slot and Slot 2 is treated as the strategy slot.

[0136] The recommended characters for Category 1 are several characters owned by User 11, ranked in descending order of their potential for growth, calculated as the difference between their current evaluation ability score and the final evaluation ability score they can reach at their maximum level. The potential for growth indicates the room for increasing a character's evaluation ability score. For example, the evaluation ability score may be the sum of attack power and defense power. The evaluation ability score is just one example of an evaluation value. Attack power and defense power are just examples of base parameters. However, the base parameters may be any one of HP, attack power, and defense power, or any sum of any multiple parameters. The base parameters may be different from the ability score.

[0137] The processor 110 calculates the potential training value for each character owned by user 11 based on the character information received from server 200. The processor 110 sorts the characters based on the potential training value. The processor 110 temporarily sets the character with the highest potential training value into the training slot. The processor 110 displays the character icon 91A on monitor 181 as an object representing the character temporarily set in the training slot. The processor 110 displays a predetermined number of character icons 91 on monitor 181 as objects representing a predetermined number of characters in descending order of potential training value, excluding the character with the highest potential training value. For example, the predetermined number is 3. In the following explanation, the character icon 91 representing the recommended character in the first category will be referred to as the recommended character icon 91D.

[0138] The recommended characters for Category 2 are several characters owned by User 11, ordered by their current evaluation ability scores. The processor 110 sorts the characters based on their current evaluation ability scores. The processor 110 temporarily sets the character with the highest current evaluation ability score in the strategy slot. The processor 110 displays the character icon 91B on the monitor 181 as an object representing the character temporarily set in the strategy slot. The processor 110 displays a predetermined number of character icons 91 on the monitor 181 as objects representing a predetermined number of characters, ordered by their evaluation ability scores, excluding the character with the highest current evaluation ability score. For example, the predetermined number is 3. In the following explanation, the character icon 91 representing the recommended characters for Category 2 will be referred to as the recommended character icon 91E. In this way, the processor 110 of terminal 100 displays the recommended characters on the monitor 181 according to the current ability scores indicated in the received character information.

[0139] The processor 110 of terminal 100 accepts a tap on the formation confirmation button 99 as a character change operation. In this scenario, the character change operation instructs the system to change the character in the first slot to the character temporarily set in the training slot. Similarly, the character change operation instructs the system to change the character in the second slot to the character temporarily set in the strategy slot. When the processor 110 of terminal 100 accepts a character change operation on the character recommendation screen 90A, it displays the character change screen 90 on the monitor 188.

[0140] When the processor 110 receives a character change operation on the character change screen 90 or the character recommendation screen 90A, it sends a character change request to the server 200 via the communication interface 140. The character change request may include information that identifies the user ID, character ID, and character slot. The character change request may include information that identifies the type of character. The character change request may include information that identifies the type of character change to the character slot, such as addition, replacement, or deletion.

[0141] The processor 210 of server 200 receives character change requests via the communication interface 240. The processor 210 updates the party information data based on the instructions in the character change request. For example, the processor 210 changes or deletes the character ID associated with the user ID to match the content indicated in the character change request. For example, if the processor 210 is instructed to delete a character, it erases the character ID representing that character. In other words, it removes that character from the party. If the processor 210 is instructed to add or change a character, it adds or overwrites the character ID representing that character. In other words, it adds the character to the party.

[0142] As described above, the game allows the use of a first medium and a second medium. For example, the first medium is a medium set in the first slot or training slot, and the second medium is a medium set in the second slot or strategy slot. The game program instructs the processor 110 to recommend a medium to be used as the second medium, prioritizing the mediums with the largest current parameters first. The game program also instructs the processor 110 to recommend a medium to be used as the first medium, based on the relationship between the medium's current parameters and the parameters the medium can reach in a particular situation.

[0143] The effects of this disclosure will be explained. (2-1) As the second medium, the medium to be operated on is recommended with priority given to those with the largest current parameters. In other words, the second slot recommends a medium that is advantageous for achieving the event. On the other hand, as the first medium, the medium to be operated on is recommended based on the relationship between the medium's current parameters and the parameters that the medium can reach in a specific situation. Therefore, it is possible to select a medium from multiple perspectives, such as achieving the event and developing the medium.

[0144] (2-2) As the first medium, the medium to be operated on is recommended in order of priority, with the difference between the current parameters of the medium and the parameters that the medium can reach in a specific situation (for example, the cultivateable value) being the largest. Therefore, user 11 is more likely to select a medium with great potential for growth.

[0145] (Third embodiment) A third embodiment will be described. In the above embodiment, the amount of training points obtainable through the event was the same regardless of the type of event and the type of medium used. In the third embodiment, the amount of training points obtainable may differ depending on the type of event and the type of medium used.

[0146] As shown in Figure 17, in the server 200, one or both of the memory 220 and storage 230 function as a storage unit 205, storing various information associated with the event ID. The event ID is associated with the training points to be earned when the event is completed and the training points to be earned when the event is not completed. Furthermore, the event ID is associated with a correction value for the training points that can be earned through the event, depending on the type of medium.

[0147] For example, the correction value could be a multiplier for training points. For instance, in an event to defeat "Monster L," both the long sword and dual swords have a correction value of "x1.0." In this case, the amount of training points obtainable is the same regardless of whether the avatar equips a long sword or dual swords when participating in the event. For example, in an event to defeat "Monster O," the correction value for the long sword is "x1.0," while the correction value for dual swords is "x1.2." In this case, the amount of training points obtainable will be greater when the avatar equips dual swords than when the avatar equips a long sword.

[0148] In the training process of step S211, which is part of the process that executes the event, the processor 210 of server 200 obtains a correction value for each piece of equipment based on the equipment ID associated with the avatar. The processor 210 corrects each training point based on the obtained correction value. The processor 210 adds each corrected training point to the training points associated with each piece of equipment ID of the avatar and updates them.

[0149] Furthermore, in the third embodiment, it is preferable that the medium used in the event can be changed between the time the type of event is determined and the start of the event. For example, when the processor 110 of terminal 100 receives a predetermined operation, it is preferable that the equipment can be changed by executing steps S102 to S106 and steps S112 to S123. In this case, the predetermined operation may include an operation to specify the type of event. Subsequently, when the processor 110 of terminal 100 receives the predetermined operation, it is preferable that the event can be executed by executing steps S201 to S215. The predetermined operation may be a screen switching operation to the event screen 60.

[0150] Then, recommended media for the third category may be presented. For example, the processor 110 of terminal 100 may present recommended equipment for the third category (step S116). In this case, the processor 110 may omit the presentation of some or all of the recommended media for the other categories (for example, recommended equipment). For example, the recommended equipment for the third category is a predetermined number of equipment items of the same category owned by user 11, in order of the correction value of training points that is advantageous to user 11 in the determined event. For example, the predetermined number is 3. The processor 110 sorts the equipment based on the correction value. For a predetermined number of equipment items in descending order of correction value, the processor 110 displays equipment icons 51 on the monitor 181 as objects representing that equipment. In other words, the processor 110 has the monitor 181 recommend equipment with higher priority in order of the amount of variation according to the type of event. In this way, the parameters of the media can be varied so that the amount of variation corresponds to the type of game in which the media is used. The game program instructs the processor 110 to recommend media to be used for operations related to gameplay, prioritizing those with the largest fluctuations depending on the type of game (for example, the type of event).

[0151] The effects of this disclosure will be explained. (3-1) The amount of variation in the parameters of a medium may differ depending on the type of game in which that medium is used. The mediums that are targeted for operations related to game play are recommended with higher priority in order of the amount of variation depending on the type of game. Therefore, it is easy for user 11 to select a medium to efficiently develop according to the type of event they intend to participate in.

[0152] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. When changing the parameters of the medium, the gameplay that can influence the amount of change is not limited to whether or not an event was achieved. For example, the gameplay could be the number of times consecutive attacks were successfully landed on enemy characters in an event, the number of enemy characters defeated, or the number of times allied characters provided support. Even in this example of modification, the parameters of the medium can be changed so that the amount of change corresponds to the gameplay (including the results of the gameplay) in which the medium is used. Therefore, it is possible to increase the motivation of user 11 to improve their gameplay.

[0153] The difficulty of completing an event is not limited to being the same regardless of the type of medium used in the event; it may vary depending on the type of medium. For example, the difficulty of completing an event can be changed by varying the modifier values ​​for monster stats or the number of monsters to be defeated for each piece of equipment. As an example, each type of equipment has a modifier value associated with the monster's HP in the event ID. For example, a longsword has a modifier value of "x1.0" associated with it, and dual swords have a modifier value of "x0.8". In this example, if an avatar is equipped with dual swords, the difficulty of completing the event will decrease compared to when an avatar is equipped with a longsword, because the monster's HP will be lower.

[0154] Then, recommended media for the fourth category may be presented. For example, in step S116, the processor 110 may present recommended equipment for the fourth category. In this case, the processor 110 may omit the presentation of some or all of the recommended media for the other categories (for example, recommended equipment). The recommended equipment for the fourth category consists of a predetermined number of equipment items of the same category owned by the user 11, in order of their correction values ​​being most favorable to the user 11. For example, the predetermined number is 3. The processor 110 sorts the equipment based on the correction values. For the predetermined number of equipment items in order of their correction values, the processor 110 displays equipment icons 51 on the monitor 181 as objects representing that equipment. In other words, the processor 110 has the monitor 181 recommend equipment with increasing priority in order of decreasing difficulty in achieving the event. In this way, the parameters of the media can be varied so as to vary according to the type of game (for example, the type of event) in which the media is used. The game program instructs the processor 110 to recommend media for game-related operations, prioritizing them according to the type of game and in order of advantage to gameplay. This makes it easier for the user 11 to select media that makes it easier to achieve events.

[0155] • Recommended media for Category 5 may be presented. For example, in step S116, the processor 110 may present recommended equipment for Category 5. In this case, the processor 110 may omit the presentation of some or all of the recommended media for other categories (for example, recommended equipment). The recommended equipment for Category 5 consists of a predetermined number of equipment items of the same category owned by the user 11, sorted in order of increasing potential value. For example, the predetermined number is 3. The processor 110 calculates the increasing potential value for each piece of equipment classified into the same category. The processor 110 sorts the equipment based on the calculated increasing potential value. For a predetermined number of pieces of equipment sorted in order of increasing potential value, the processor 110 displays an equipment icon 51 on the monitor 181 as an object representing that equipment. In this modified example, it is preferable to use the media level as the evaluation value. In this way, when the game program has multiple media of the same type, it prioritizes the media with the smallest difference (increase) between the current parameters of the media and the parameters that the media can reach in a particular situation, and recommends the media to be used for operations related to gameplay. As a result, the user 11 can preferentially select media with a small difference in parameters (for example, the level of achievable values). In particular, if level is used as the reference parameter, the user can be made to prioritize the completion of the media's development.

[0156] • Recommended media for Category 6 may be presented. For example, in step S116, the processor 110 may present recommended equipment for Category 6. In this case, the processor 110 may omit the presentation of some or all of the recommended media for other categories (for example, recommended equipment). The recommended equipment for Category 6 consists of a predetermined number of equipment items owned by the user 11 in the same category, ordered from highest to lowest performance value. For example, the predetermined number is 3. The processor 110 sorts the equipment based on the final performance value. For the predetermined number of equipment items, ordered from highest to lowest final performance value, the processor 110 displays equipment icons 51 on the monitor 181 as objects representing that equipment. In this modified example, it is preferable to use the media level as the evaluation value. In this way, when there are multiple media with different parameters that can be reached in a particular situation, the game program recommends the media to be targeted for operations related to game play, prioritizing those with higher parameters that can be reached in a particular situation. According to this, when there are multiple media that can reach different parameters in a particular situation, the media that can reach the highest parameters in that situation are given priority and recommended for operation. Therefore, user 11 can easily understand which media to use to increase the parameters.

[0157] Recommended media for Category 7 may be presented. For example, in step S116, the processor 110 may present recommended equipment for Category 7. In this case, the processor 110 may omit the presentation of some or all of the recommended media for other categories (for example, recommended equipment). The recommended equipment for Category 7 is a predetermined number of equipment items of the same category owned by the user 11, in order of the correction value of training points when a specific play content is achieved that is most advantageous to the user 11. The correction value is divided into play content, and each piece of equipment is associated with a correction value of training points that can be obtained through the event. For example, the predetermined number is 3. The processor 110 sorts the equipment based on the correction value. The processor 110 displays equipment icons 51 on the monitor 181 as objects representing the equipment for a predetermined number of equipment items in descending order of correction value. In other words, the processor 110 recommends equipment on the monitor 181 with priority given to items that have a large variation amount according to the play content. The processor 110 should switch the gameplay and recommend equipment in response to the user 11's instructions. Therefore, user 11 can easily understand which medium to use to increase parameters according to their preferred play style.

[0158] - Among the media owned by user 11, media whose training potential value has reached 0 may be excluded from the list of recommended media. For example, in step S116, the processor 110 may exclude equipment of the same category owned by user 11 whose training potential value has reached 0 from the list of recommended equipment for each category. In this way, the game program causes the processor 110 to exclude media that have reached parameters attainable in a specific situation from the list of media to be recommended as targets for operations related to game play. As a result, when selecting media for the purpose of training, media whose training has been completed are excluded from the list of recommended media, making it easier to understand which media are recommended.

[0159] The specific situation is not limited to the situation where the equipment level has reached the maximum level, but may also be the situation where a predetermined level has been reached, which is within a range that exceeds the initial level but does not exceed the maximum level. Furthermore, when the specific situation is defined as the situation where a specific level has been reached, the specific level may be changeable according to the user 11's actions. In this way, the game program causes the processor 110 to accept the recommended conditions for the medium from the user. The specific situation is the situation where the recommended conditions have been met. According to this, the user 11 can set their preferred recommended conditions and then receive recommendations for the medium. Therefore, it is possible to make it easier for the user 11 to select a medium that matches their development guidelines.

[0160] The evaluation value is not limited to the performance value of equipment or the ability value of a character. For example, the evaluation value may be a value calculated based on multiple parameters for a given medium. For example, the processor 110 may perform the calculation based on the relationship "P = ax + by", where the first parameter of the medium is x, the second parameter is y, predetermined coefficients are a and b, and the evaluation value is P. In this case, the coefficients a and b may be changeable according to the user 11's modification operations. The parameters that form the basis for calculating the evaluation value are not limited to two, but may be three or more. This allows for the recommendation of a medium according to the parameters that the user 11 considers important.

[0161] The reference parameters for a medium are not limited to character ability scores and equipment performance values. Reference parameters may also be the type or quantity of information associated with the medium. For example, reference parameters may be the type of skill or magic associated with a character, the number learned, or proficiency.

[0162] The reference parameters may be selected from the parameters of the medium, one or more, depending on the user 11's selection operation. For example, the processor 110 may generate evaluation values ​​using the parameters selected by the user 11 from among the character's HP, defense, attack power, and magic power as reference parameters, and then present recommended characters for each category.

[0163] - Among multiple media slots, the training of media set in a specific media slot may be given preferential treatment compared to media set in other media slots. For example, even if the same event is achieved, the training points granted to equipment set in a training slot may be greater than the training points granted to equipment set in other equipment slots. For example, the other equipment slots may be strategy slots. Not limited to this, even if the same event is achieved, the training points granted to equipment set in a training slot may be less than the training points granted to equipment set in other equipment slots. For example, the other equipment slots may be strategy slots.

[0164] When the game program receives an operation from the processor 110 instructing it to present a recommended medium, the processor 110 displays an object indicating the recommended medium on the monitor 181 based on various information received from the server 200. However, the game program may also, when the processor 110 receives an operation from the server 200 instructing it to set a recommended medium, have the processor 110 set the recommended medium at that time into the medium slot based on various information received from the server 200.

[0165] • The parameters of a medium are not limited to changing through events. For example, the parameters of a medium may be changeable by consuming items, virtual currency, or points obtainable in the game. The parameters of a medium may be changeable by consuming the same type of medium or different types of medium. In this example of modification, the change in parameters may be an increase in parameters. Even with such a configuration, the parameters of a medium can be changed according to gameplay.

[0166] The parameters of the medium may decrease during events. For example, if an event is not completed, training points may be reduced as a penalty. In other words, the parameters of the medium should fluctuate according to gameplay, and may increase or decrease.

[0167] The presentation of recommended media is not limited to displaying only the recommended media from among the media owned by user 11. For example, recommended media and media other than recommended media may be displayed on monitor 181. In this case, recommendation information may be added to the object representing the recommended media. In this case, the recommendation information may be the string "Recommended", a frame surrounding the object, or a specific color tone.

[0168] The medium available to user 11 is not limited to equipment or characters. The medium in each embodiment and each modification may be equipment, a character, or something else. The medium may be a consumable item in the game, such as an item, virtual currency, or points. For example, the medium may be a skill or magic that can be attached to and removed from a character or equipment. In this case, the skill or magic may be strengthenable through events.

[0169] • Restrictions may be placed on the media that user 11 can use. For example, when creating a party for an event, it would be good to ensure that the sum of the costs set for each character does not exceed the upper cost limit. For example, equipment should have an equipable level requirement, so that characters who have not reached the required level cannot equip it.

[0170] The event is not limited to battles against NPCs (non-player characters). The event may involve battles between user avatars. In this case, the event may be a one-on-one battle, a one-on-many battle, or a multiple-on-multiple battle. In the event, multiple avatars who are allies may form one or more groups.

[0171] The information processing system 10 is not limited to being implemented as a game system, but may also be implemented as a learning support system. The medium in the learning support system can be any information indicating the learning scope, and the parameters may be the level of proficiency in each learning scope. The learning support system may provide learning events to the user 11 and vary the level of proficiency according to the correct answer rate in the event.

[0172] The execution order of the processes and steps described above is merely an example and is not limited thereto. The execution order of the processes and steps can be arbitrarily changed as long as it does not deviate from the embodiments and modifications.

[0173] One or more modules or functions provided by terminal 100 and server 200 may be implemented by circuits such as ASIC (Application Specific Integrated Circuit), PLD (Programmable Logic Device), FPGA (Field-Programmable Gate Array), and MCU (Micro Control Unit).

[0174] One or more modules or functions provided by terminal 100 and server 200 may be implemented by software using a processor. The computer comprises a processor, memory, and storage. The above-mentioned programs and various data are recorded in the storage so that they can be read by the processor. The programs are loaded into memory. The processor then reads the above-mentioned programs from the storage and executes them, thereby realizing the functions of this disclosure. The storage may be implemented as a non-volatile storage device, as already described.

[0175] The program may be supplied to the computer via any transmission medium capable of transmitting it (such as a communication network or broadcast waves). The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).

[0176] The program can be configured such that the game program on server 200 and the game program on terminal 100 are perceived as a single program, or they can be perceived as separate programs. Alternatively, all processing may be performed on server 200, and the results of this processing may be displayed as an image on the monitor 181 of terminal 100. Alternatively, equipment information may be managed on the terminal side, and the processor 110 of terminal 100 may calculate and display it.

[0177] In the embodiments and modifications described above, some or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In other words, all of the processes and steps described in the embodiments and modifications may be performed by the processor 210 of the server 200 or by the processor 110 of the terminal 100.

[0178] Optional processes and steps described in the embodiments and modifications may be executed by the processor 210 of the server 200, while processes and steps different from those described in the embodiments and modifications may be executed by the processor 110 of the terminal 100. In other words, in the information processing system 10, the computer may consist of one or more terminals 100 and one or more servers 200. Various means and functions that can be realized by the processor 210 of the server 200 may all be realized by the processor 110 of the terminal 100, or optional parts may be realized by the processor 210 of the server 200 and the remainder by the processor 110 of the terminal 100.

[0179] The various means and functions that can be implemented by the game control unit 201 are not limited to being composed of one processor 210, but may be composed of one server 200 or multiple processors included in multiple servers 200. The various means that can be implemented by the game control unit 101 and the display control unit 104 are not limited to being composed of one processor 110, but may be composed of one terminal 100 or multiple processors included in multiple terminals 100. Furthermore, the various means may be composed of one or more terminals 100 and one or more processors included in one or more servers 200. Thus, a computer may be composed of one or more terminals 100, one or more servers 200, or may be composed of one or more terminals 100 and one or more servers 200.

[0180] • When terminal 100 performs all of the processes and steps described in the embodiments and modifications, terminal 100 may be configured not to communicate with other devices when performing these processes and steps. Furthermore, the computer is not limited to being composed of terminal 100 and server 200, or both. The computer may be a device that does not communicate with other devices. For example, the computer may be a stationary device for home or business use, or it may be a portable device.

[0181] This disclosure encompasses the following embodiments. Reference numerals are used for components of the embodiments not for limitation but to aid understanding. (Note 1) A program that causes the processor (110, 210) to vary the parameters of a medium in accordance with game play, and to cause the processor to recommend a medium to be targeted for operations related to game play, based on the relationship between the current parameters of the medium and the parameters that the medium can reach in a particular situation.

[0182] (Note 2) The program described in Note 1, wherein the processor (110, 210) receives recommended media conditions from the user, and the specified situation is the situation in which the recommended conditions are met.

[0183] (Note 3) The parameters of the medium can be varied so as to increase in accordance with the game's play, and the program described in Note 1 causes the processor (110, 210) to recommend a medium to be targeted for operations related to the game's play, based on the difference between the current parameters of the medium and the parameters that the medium can reach in a particular situation.

[0184] (Note 4) The program described in Note 3, which, when there are multiple media with different differences in the processor (110, 210), prioritizes the media with the largest differences first and recommends the media to be used for operations related to playing the game.

[0185] (Note 5) The program described in Note 3, which, when there are multiple media with different parameters that can be reached in a particular situation, prioritizes the media to be targeted for operations related to game play by increasing the priority of the parameters that can be reached in the particular situation in descending order.

[0186] (Note 6) The parameters of the medium can be varied so as to vary according to the type of game on which the medium is used, and the program described in Note 1 causes the processor (110, 210) to recommend the medium to be used for operations related to game play by prioritizing those with larger variations according to the type of game.

[0187] (Note 7) The parameters of the medium can be varied so as to vary according to the type of game on which the medium is used, and the program described in Note 1 causes the processor (110, 210) to recommend the medium to be used for operations related to game play, prioritizing them in order of advantage for game play, according to the type of game.

[0188] (Note 8) In the game, a first medium and a second medium are available, and the program described in Note 1 causes the processor (110, 210) to recommend a medium to be used for operations related to game play as the second medium, prioritizing the mediums with the largest current parameters, and to recommend a medium to be used for operations related to game play as the first medium, according to the relationship between the current parameters of the medium and the parameters that the medium can reach in a particular situation.

[0189] (Note 9) The program described in Note 1, which, when there are multiple media of the same type in the processor (110, 210), prioritizes the media to be targeted for operations related to game play by increasing the priority of the media with the smallest difference between the current parameters of the media and the parameters that the media can reach in a particular situation.

[0190] (Note 10) The program described in Note 1, which causes the processor (110, 210) to exclude from the targets it recommends as the target of operations related to game play media that have reached parameters that can be reached in specific circumstances.

[0191] (Note 11) Information processing system (10) comprising an information processing device (100, 200), wherein the information processing device comprises a processor (110, 210), the processor varies the parameters of the medium according to the game's play, and the processor recommends a medium to be the target of an operation related to the game's play according to the relationship between the current parameters of the medium and the parameters that the medium can reach in a particular situation.

[0192] (Note 12) An information processing method that causes the processor (110, 210) to vary the parameters of a medium in accordance with game play, and to cause the processor to recommend a medium to be targeted for operations related to game play, according to the relationship between the current parameters of the medium and the parameters that the medium can reach in a particular situation.

[0193] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from its technical spirit. For example, some of the components described in the embodiments (or one or more of the embodiments thereof) may be omitted, or some components may be combined. The same applies to the procedures. The scope of the present invention should be determined by referring to the appended claims, along with the entire scope of equivalents to which the claims are granted. [Explanation of Symbols]

[0194] 10…Information Processing System 11…User 20…Network 40…Home Screen 41…Avatar Window 42…Event Start Button 43…Equipment Change Button 44…Character Change Button 45…Home Button 50…Equipment Change Screen 51…Equipment Icon 51A…Equipment Icon 51B…Equipment Icon 51C…First Recommended Equipment Icon 51C…Recommended Equipment Icon 51D…Second Recommended Equipment Icon 51D…Recommended Equipment Icon 52…Weapon Icon 53…Head Armor Icon 54…Body Armor Icon 55…Leg Armor Icon 55A…Home Button 56…Accessory Icon 57…Level Display 58…Rarity Display 59…Remove Button 60…Event Screen 61…Battle Window 62…History Window 63…Attack Button 64…Magic Button 65…Skill Button 70…Results Screen 71…String 72…String 80...Avatar 81...Longsword 81a…First Longsword 81b…Second Longsword 81c…Third Longsword 82…Leather Armor 83…Dual Swords 85…Monster 86…Gauge 90…Character Change Screen 90A…Character Recommendation Screen 91…Character Icon 91A…Affiliated Character Icon 91B…Affiliated Character Icon 91C…Owned Character Icon 91D…Recommended Character Icon 91E…Recommended Character Icon 94…Recommend Formation Button 95…Home Button 97…Level Display 98…Rarity Display 99…Formation Confirmation Button 100…Terminal 101…Game Control Unit 104…Display Control Unit 105…Memory Unit 106…Communication Unit 107…Input / Output Section 110…Processor 120…Memory 130…Storage 140…Communication Interface 150…Input / Output Interface 160…Microphone 170…Speaker 180…Touchscreen 181…Monitor 182…Touch Sensor 188…Monitor 190…Communication Bus 200…Server 201…Game Control Section 205...Memory Unit 206...Communication Unit 207...Input / Output Unit 210...Processor 220...Memory 230...Storage 240...Communication Interface 250...Input / Output Interface 290...Communication Bus 300...Input Devices

Claims

1. The processor can vary the media level according to gameplay. The parameters of the medium vary depending on the level of the medium. The processor, in a screen where the player selects which of the multiple media to use in the game, arranges the multiple media according to at least the current parameters of the media and the parameters of the media when it reaches a specific level different from its current level. program.

2. The parameters of the aforementioned medium vary depending on the type of game in which the medium is used. The processor arranges the plurality of media on the screen according to the parameters of the media after the change. The program according to claim 1.

3. The processor arranges, on the screen, multiple media whose parameters are the same when they reach the specific level, according to the current parameters of each medium. The program according to claim 1 or claim 2.

4. The processor is instructed to exclude the medium that has reached the specific level from the objects to be aligned on the screen. The program according to claim 1 or claim 2.

5. The processor arranges the plurality of media on the screen in descending order of the difference between the current parameters of the media and the parameters of the media when it reaches the specific level. The program according to claim 1 or claim 2.

6. The processor arranges the plurality of media on the screen in order of increasing difference between the current parameters of the media and the parameters of the media when it reaches the specific level. The program according to claim 1 or claim 2.

7. The information processing device comprises an information processing device, and the information processing device comprises a processor. The processor varies the media level according to gameplay. The parameters of the medium vary depending on the level of the medium. The processor, in a screen where the player selects the medium to be used in the game from among the multiple mediums, arranges the multiple mediums according to at least the current parameters of the medium and the parameters when the medium reaches a specific level different from its current level. Information processing system.