Programs and Information Processing Systems
The system maintains object effects for the original user post-transfer, addressing usability issues and enhancing user engagement in games by ensuring continued appeal.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2025-06-20
- Publication Date
- 2026-05-19
AI Technical Summary
Conventional games face issues where items transferred to other users become unusable, leading to reduced user interest due to unreceived effects, causing hesitation in object disposal.
A computer system maintains at least a part of the effects of a specific object for the original user even after transfer, ensuring continued engagement and interest.
Enhances user engagement by preserving the appeal of the service through continuous effect maintenance post-transfer, improving user experience.
Smart Images

Figure 2026082627000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, games and the like that allow the transfer of objects between users have been known (for example, see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional games, for example, if an item owned by oneself is disposed of by transferring it to another user, there are problems such as the item becoming unusable by oneself and the effects not being received. Such problems can be factors that reduce the interest of the service, such as causing hesitation among users regarding the disposal of objects.
[0005] An object of the present invention is to improve the interest of the service.
Means for Solving the Problems
[0006] According to one embodiment shown in the present disclosure, a computer is functioned as an effect maintaining means for continuously maintaining at least a part of the effects that the specific object gives to the first user in the first state, even when the first state in which the first user and the specific object are associated is released and the specific object is associated with the second user with the release of the first state. A program will be provided. [Effects of the Invention]
[0007] According to the present invention, the appeal of the service can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This is a diagram showing an example of a character card. [Figure 4] This is a diagram to explain the reinforcement piece. [Figure 5] This diagram illustrates the relationship between the number of character cards acquired, the number that can be placed in the virtual space, and the grade of the pedestal. [Figure 6] This is a flowchart illustrating an example of the process involved in obtaining character cards. [Figure 7] This flowchart shows an example of the process for disposing of character cards. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings.
[0010] <System Hardware Configuration> As shown in Figure 1, the information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via network 2. Network 2 may consist of, for example, the internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0012] The server 20 (in other words, a computer or information processing device) may be a general-purpose computer such as a workstation or personal computer. The server 20 comprises a processor 21, memory 22, storage 23, a communication interface 24, and an input / output interface 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit), etc. The processor 21 reads programs from the storage 23 and loads them into memory 22. The processor 21 executes the loaded programs.
[0014] Memory 22 is the main memory. Memory 22 is composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 22 provides the processor 21 with a workspace by temporarily storing programs and various data read by the processor 21 from storage 23. Memory 22 also temporarily stores various data generated by the processor 21 while it is operating according to the program.
[0015] Note that, in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of the terminal device 10 and the server 20. Note that, as an example, the game realized by the cooperation of the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by, for example, a storage device such as a flash memory or an HDD (Hard Disk Drive). Various data related to the game is stored in the storage 23.
[0017] The communication IF 24 controls the transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.
[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse and a keyboard, and a display unit which is a device for displaying and outputting an image.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device or the like. The terminal device 10 may be a portable terminal. The terminal device 10 may be a portable terminal when the user executes a game.
[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.
[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.
[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.
[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.
[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (e.g., touch operation, tap operation, slide operation, swipe operation, and flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an acceleration sensor, angular velocity sensor, motion sensor, gaze sensor, biopotential sensor, fingerprint sensor, breath sensor, pressure sensor, or image sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <System Functional Configuration> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that are registered in advance for each game. The method of registering accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.
[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. The storage unit 220 stores various data used by the control unit 210. Examples of such data include programs, game information, and user information. The program is a program for implementing a game. The game information and user information are data that the control unit 210 references when executing the program. In this embodiment, the term "program" may include programs executed on the server 20 side as well as programs executed on the terminal device 10 side. The storage unit 220 may also store programs executed on the server 20 side and programs executed on the terminal device 10 side.
[0032] Game information is shared across accounts. This information includes, for example, information for defining various virtual spaces. A virtual space is a space where various objects, such as character objects used by users, are placed. Game information includes various setting information about objects shared across accounts, such as the placement, size, color, and shape of background objects like buildings, trees, and stones, as well as non-player character (NPC) objects placed in the virtual space. Furthermore, game information includes, for example, the setting values of various NPC parameters. In the following, the character objects placed in the virtual space may simply be referred to as "characters."
[0033] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be said to be the value owned by the user in the virtual space. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency usable within the game and crypto assets. That is, the memory unit 220 may store information such as the electronic currency, items, or characters owned by each user, associated with identification information that can identify each user. In this embodiment, "granting (in other words, allowing the user to acquire)" a predetermined value (in other words, an object) such as an item can also be said to store it in the predetermined memory unit, linked to the user's account, as value owned by the user.
[0034] The control unit 210 controls various processes related to the game by executing programs stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211, a game control unit 212, a data management unit 213, and a synchronization processing unit 214.
[0035] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support multiplayer functionality, and data to be synchronized from each terminal device 10, and passes them to the game control unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the game control unit 212.
[0036] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the information processing system 1 execute various processes to support the multiplayer function when multiple accounts logged into the information processing system 1 participate in the same game.
[0037] The game control unit 212 provides the game to the terminal device 10 by executing calculation processes described in the program in response to requests from the terminal device 10. For example, when the game control unit 212 receives a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The game control unit 212 also commands the transmission / reception unit 211 to send game information or user information. Furthermore, the game control unit 212 commands the data management unit 213 to add, update, or delete records of game information or user information.
[0038] The data management unit 213 manages various data stored in the storage unit 220 according to instructions from the game control unit 212. For example, the data management unit 213 reads game information or user information according to a command from the game control unit 212 and transmits it to the terminal device 10 via the transmission / reception unit 211. The data management unit 213 also adds, updates, or deletes records of game information or user information according to a command from the game control unit 212.
[0039] The synchronization processing unit 214 performs synchronization processing to support the game's multiplayer function in accordance with commands from the game control unit 212. For example, when the server 20 sends information to multiple terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. Specifically, the synchronization processing unit 214 simultaneously sends operation information received from each terminal device 10 corresponding to each account within a predetermined period (e.g., one frame) to each terminal device 10 at predetermined intervals. The operation information is information about operations input to the terminal device 10. The timing of synchronization and the information to be synchronized may be received from the game control unit 212 as needed. By performing synchronization processing, it becomes possible to simultaneously reflect in-game events caused by operations input on one terminal device 10 to other terminal devices 10.
[0040] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.
[0041] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of the processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. These various data include, for example, programs, game information, and user information. The program is a program for implementing a game on the terminal device 10 side. The game information and user information are data that the control unit 110 refers to when executing the program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.
[0042] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing a program stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, and a game control unit 113.
[0043] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.
[0044] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.
[0045] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, game information or user information, or synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, and synchronization data for multiplayer functionality from the server 20. The synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. The synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.
[0046] The transmitting / receiving unit 112 transmits operation information related to input operations received by the operation reception unit 111 to the server 20. The transmitting / receiving unit 112 also receives operation information from the server 20 related to operations entered by other users on other terminal devices 10.
[0047] The game control unit 113 performs various processes related to the progress of the game. Specific examples are given below.
[0048] The game control unit 113 defines the virtual space based on the information for defining the virtual space included in the game information. The game control unit 113 places objects in the virtual space based on the object setting information included in the game information. The game control unit 113 controls the objects placed in the virtual space. Specifically, the game control unit 113 changes the position, orientation, shape, color, etc., of objects in the virtual space, and makes objects perform predetermined actions.
[0049] The game control unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game control unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game control unit 113 generates an image that renders the field of view defined by the virtual camera and the objects placed within this field of view.
[0050] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game control unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view with a specific orientation. In doing so, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object, or a static object such as a building, tree, or stone. Examples of dynamic objects include characters that operate based on user input (in other words, characters used by the user) and NPCs that operate based on a program. NPCs include so-called enemy characters, etc.
[0051] The game control unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. Based on the interpreted instructions, the game control unit 113 executes various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game control unit 113 controls objects, virtual cameras, etc., to advance the game. The game control unit 113 updates, adds, or deletes game information and user information according to the progress of the game.
[0052] The game control unit 113 displays game-related images on the display unit 18. A specific example is given below.
[0053] The game control unit 113 generates an image that depicts the area within the virtual camera's field of view and the objects present in that area within the virtual space, and displays it on the display unit 18. The game control unit 113 can also superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.
[0054] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each of the terminal device 10 and server 20 may also possess at least some of the functions of other devices. Furthermore, each of the terminal device 10 and server 20, etc., does not have to be implemented by a single device, but may be implemented by multiple devices connected via a network, for example. Also, the information processing system 1 may consist of only the terminal device 10 or the server 20, for example. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.
[0055] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing the processing described later by executing a program stored in the information processing system 1. However, at least a portion of the processing performed by the processor 11 in this embodiment may be executed by a processor other than the processor 11. Also, at least a portion of the processing performed by the processor 21 in this embodiment may be executed by a processor other than the processor 21. In other words, a portion or all of the processing performed by either the control unit 110 or the control unit 210 may be performed by the other control unit. In other words, the computer that executes the program in this embodiment may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices. The program appearing in this embodiment may be recorded and provided on a computer-readable non-temporary recording medium.
[0056] In the game of this embodiment, the user can use a character to progress through the game. In other words, in the game of this embodiment, the user can use a character to progress through in-game events. Events include quests and battles (specifically, battles between users or against NPCs). A quest is one in which the goal is to achieve a predetermined objective, and may include, for example, defeating a predetermined enemy character, reaching a predetermined destination, or acquiring a predetermined object.
[0057] Furthermore, the character used by the user can also be described as a character that the user can control. The method of using the character (in other words, the method of operation) can be appropriately selected depending on the type of game. For example, a character may perform predetermined actions based on the operation of physical or virtual buttons.
[0058] Furthermore, in an event, the user may be able to use multiple characters, or the event may be progressed using only one character. In other words, the game of this embodiment may be playable by forming a party consisting of multiple characters.
[0059] The method for selecting characters to use in the game (for example, various operations related to character selection and various processes based on those operations) can be the same as in conventional games. That is, for example, there are known games in which players can form a party and proceed with the game, and the selection of characters to use may be performed by the same operations as forming a party in conventional games. In the following, the game according to this embodiment will be described as one in which it is possible to select multiple characters to form a party and proceed with the game. That is, the characters used to proceed with the game can also be said to be the characters included in the party.
[0060] In the game of this embodiment, character cards 30, as exemplified in Figure 3, are provided as items (in other words, objects) corresponding to each character. That is, if there are characters A, B, and C, there is a character card 30 corresponding to character A, a character card 30 corresponding to character B, and a character card 30 corresponding to character C.
[0061] The character card 30 may, for example, depict a corresponding character, or it may not depict a corresponding character. Furthermore, in the game of this embodiment, the character card 30 is provided as an object corresponding to a character, but the form of the object corresponding to a character is not particularly limited and is not limited to the form of a card. In other words, the character card 30 and the character in this embodiment can be reinterpreted as other objects (specifically, objects within the game, objects within the virtual space).
[0062] In this embodiment, there is only one type of character card 30 corresponding to one character, but multiple types of character cards 30 may be provided to correspond to one character.
[0063] The game control unit 113 grants characters and character cards 30 to the user at predetermined triggers. Here, "granting" a character can also be said to mean making the character available for use by the user. That is, the user may be able to select and use a character (in other words, a character to include in their party) from among the multiple characters granted. The triggers for granting characters and character cards 30 can be the same as the triggers for granting various objects such as characters and items in conventional games, but they may also be as follows: That is, various objects such as characters and character cards 30 may be granted by a predetermined lottery (so-called gacha), by exchanging them for a predetermined value owned by the user (for example, by purchasing them in the game), by being granted based on reaching a certain progress in the game, or by being granted to the user in advance at the start of the game. Here, the triggers for granting characters and character cards 30 may be different, or at least partially overlapping.
[0064] For example, the game control unit 212, acting as a lottery execution unit, may perform a lottery to determine an object (e.g., a character or character card 30) to be given to the user based on a predetermined input operation by the user (for example, an operation on a lottery execution button (not shown) displayed on a predetermined screen that the game control unit 113 displays on the display unit 18). Here, the game control unit 212 may perform the lottery by consuming a predetermined value owned by the user. The game control unit 113 may then give the user the character or character card 30 determined by the lottery.
[0065] Furthermore, for example, the game control unit 113 may, based on an operation in which the user selects an object to purchase (e.g., a character or character card 30), grant the selected object to the user and, as consideration, reduce a predetermined value owned by the user.
[0066] Furthermore, for example, the game control unit 113 may grant the user a specific object (e.g., a character or character card 30) when the user plays the game and the game progress reaches a predetermined level (in other words, it may determine whether the user has met predetermined achievement conditions in the game, and if so). For example, when the game progress reaches a certain level, the game control unit 113 may release a specific character and make that specific character available for the user to use (in other words, make it selectable as a character to include in the party).
[0067] Furthermore, for example, the game control unit 113 may assign characters or character cards 30 to the user at the start of the game. That is, for example, some characters may be available for use from the start. Here, the game control unit 113 may have the user select which character to assign to the user at the start of the game, and assign the character selected by the user to the user. Alternatively, the game control unit 113 may have the user select which character card 30 to assign to the user at the start of the game, and assign the character card 30 selected by the user to the user.
[0068] In the game of this embodiment, using a character increases the parameter (in other words, a numerical value) associated with the character card 30 corresponding to that character. Specifically, using a character increases the level of the character card 30 corresponding to that character. Note that the parameter associated with the character card 30 is not limited to level. When a battle is performed with the character corresponding to the character card 30 included in the party, the game control unit 113 increases the level of the character card 30 by 1 for each battle. In other words, when a predetermined condition is met while the user is progressing through the game using a character, the game control unit 113 changes the parameter related to the object corresponding to that character by a predetermined value. Note that this parameter is stored, for example, in the memory unit 120. In this embodiment, the level of the character card 30 increases by 1 for each battle, but experience points related to the level of the character card 30 may be accumulated by battling, and the level of the character card 30 may increase by 1 when the experience points reach a predetermined value.
[0069] In other words, for example, suppose there are two playable characters in the game: Character A and Character B. Also, suppose there is a character card 30 corresponding to Character A, and a character card 30 corresponding to Character B, also corresponding to Character B. In this case, if a battle is performed with Character A in the party but not Character B (in other words, if the game progresses using only Character A and not Character B), the level of Character A's card will increase, but the level of Character B's card will not increase.
[0070] Furthermore, the parameters (in other words, numerical values) associated with Character Card 30 can increase through means other than battles. Specifically, the level of Character Card 30 increases when a level-up item that allows leveling up Character Card 30 is used, when the user acquires a Character Card 30 that they already own, and when the user acquires a character that corresponds to Character Card 30 and that they already own.
[0071] The game control unit 113 grants a level-up item to the user at a predetermined trigger. The level-up item can be used to select a character card 30 whose level it will increase. Specifically, the operation reception unit 111 receives the user's operation to select which of the character cards 30 owned by the user the level-up item will be used on. Based on this operation, the game control unit 113 increases the level of the selected character card 30 by a predetermined amount. Specifically, based on this operation, the game control unit 113 consumes (in other words, reduces by one) the level-up item owned by the user and increases the level of the selected character card 30 by 100. In this embodiment of the game, when one character card 30 is purchased, one level-up item is included. In other words, the character card 30 and the level-up item are sold as a set. When the operation to purchase a character card 30 is performed, the game control unit 113 grants the character card 30 to the user, as well as the level-up item. While there are no particular limitations on the triggers for granting level-up items, in this embodiment of the game, there is no method of obtaining them other than acquiring them in conjunction with the purchase of character cards 30. Therefore, if a user wants to acquire level-up items, they can only do so by purchasing the level-up items sold as a set with character cards 30. Furthermore, in this embodiment, level-up items can also be used on character cards 30 of a different type than the character card 30 sold as a set. Therefore, even if the character card 30 sold as a set is not particularly necessary, it is possible to provide a way of playing where a player purchases character cards 30 in order to acquire level-up items with the aim of increasing the parameters of character cards 30 other than the character card 30 sold as a set.In other words, the game control unit 113 may grant users who have purchased the character card 30 certain benefits (for example, items such as level-up items or certain parameters) in addition to the character card 30.
[0072] Furthermore, as mentioned above, the game control unit 113 grants characters to the user at predetermined triggers. However, if the user already owns a particular character, and it is decided to grant that particular character to the user, the level of the character card 30 corresponding to that particular character is increased by a predetermined value. In other words, if the game control unit 113 would grant a character that the user already owns, it increases the level of the character card 30 corresponding to that character by a predetermined value. For example, if the user already owns a particular character, and the game control unit 113 selects that particular character as the character to be granted to the user through a predetermined lottery, it increases the level of the character card 30 corresponding to that particular character by 300. In this case, the game control unit 113 does not grant that particular character to the user. In other words, in the game of this embodiment, a user cannot own multiple characters of the same type, and if the game control unit 113 would grant a particular character that the user already owns, instead of granting the character, it increases the parameters associated with the object corresponding to that particular character.
[0073] Furthermore, as mentioned above, the game control unit 113 grants a character card 30 to the user at predetermined triggers. However, if the user already owns a particular character card 30, and it is decided to grant that particular character card 30 to the user, the level of that particular character card 30 is increased by a predetermined value. In other words, if the game control unit 113 would grant a character card 30 that the user already owns, it increases the level of that character card 30 by a predetermined value. For example, if the user already owns a particular character card 30, and the user performs an operation to purchase that particular character card 30, the game control unit 113 grants that particular character card 30 to the user and increases its level by 300. That is, in the game of this embodiment, a user can own multiple character cards 30 of the same type. Note that the levels are shared among character cards 30 of the same type. That is, if a user owns multiple character cards 30 of the same type, the levels of those character cards 30 will be the same.
[0074] In this embodiment, "objects of the same type" means identical objects, but it may also include objects other than identical ones.
[0075] Furthermore, the game control unit 113 will also increase the level of character cards 30 that the user does not own, if the conditions for increasing the level (in other words, parameters) of that character card 30 are met. That is, for example, when a battle is performed with character A included in the party, the game control unit 113 will increase the level of character A's card, regardless of whether the user owns character A's card or not. In this embodiment, the amount of level increase when each condition for increasing the level of character card 30 is met is the same regardless of whether the user owns the character card 30 that is the target of the level increase, but it may differ depending on whether the user owns the character card 30 that is the target of the level increase. Also, in this embodiment, the triggers for increasing the level of character card 30 are the same regardless of whether the user owns the character card 30, but they may differ depending on whether the user owns the character card 30. That is, for example, for at least some of the multiple triggers that cause the level of character card 30 to increase when the user owns the character card 30, the level of character card 30 may not increase when the user does not own the character card 30. Additionally, if a player does not possess Character Card 30, the level of that Character Card 30 may not increase.
[0076] As described above, there can be multiple types of triggers that cause the level of a parameter associated with a character card 30 to increase. Furthermore, the amount of level increase per trigger may differ for each of these multiple types of triggers. In this embodiment, the amount of level increase in the trigger related to the duplication of character cards 30 (or the duplication of characters), which is the first type of trigger, is larger than the amount of level increase in the trigger related to the use of a character, which is the second type of trigger. In other words, the increase in a predetermined parameter based on the duplication of character cards 30 is larger per trigger than the increase in a predetermined parameter based on the use of a character.
[0077] The game control unit 113 rewards the user based on the parameter associated with the character card 30 reaching a predetermined value. Specifically, the game control unit 113 rewards the user based on the level of the character card 30 reaching a predetermined level. In this embodiment, predetermined items are awarded to the user as rewards when the level of the character card 30 reaches 1000, 5000, and 10000. The levels of the character card 30 to which rewards are awarded may be set at equal intervals, such as 1000, 3000, 5000, etc. Hereafter, the rewards awarded to the user based on the parameter associated with the character card 30 reaching a predetermined value will be referred to as "special rewards." Special rewards will be explained in more detail later.
[0078] Furthermore, the game control unit 113 grants special rewards based on the parameter associated with each character card 30 reaching a predetermined value, provided that the user owns that character card 30. In other words, in this embodiment, the level of each character card 30 can increase even if the user does not own that character card 30, but if the user does not own that character card 30, no special reward will be granted even if the character card 30 reaches a predetermined level. Also, if the user does not own that character card 30 and the parameter associated with that character card 30 reaches a predetermined value, and then the user acquires that character card 30, the game control unit 113 will grant the user a special reward based on the parameter reaching the predetermined value. For example, if the user owns a particular character card 30 and that particular character card 30 reaches a level of 1000, the user will receive a special reward for reaching a level of 1000 with that particular character card 30. On the other hand, if a user does not own a specific character card 30 and that character card 30 reaches level 1000, the special reward for reaching level 1000 will not be granted to the user at that time. However, if a user does not own a specific character card 30 and that character card 30 reaches level 1000, the special reward for reaching level 1000 will be granted to the user when the user subsequently acquires that character card 30.
[0079] Furthermore, the game control unit 113, when a user does not own a character card 30 and the parameters associated with that character card 30 reach a first value and a second value, then when the user acquires the character card 30, executes the granting of special rewards based on the parameters reaching the first value and the parameters reaching the second value. In other words, when a user does not own a particular character card 30 and the level of that particular character card 30 reaches 1000, and further reaches 5000, when the user acquires that particular character card 30, the user is granted a special reward for the character card 30 reaching level 1000, and also a special reward for the character card reaching level 5000.
[0080] In this embodiment, the special reward is a reward related to character enhancement. Specifically, the special reward is an enhancement piece 32, an item that can enhance a character. As shown in Figure 4(a), the enhancement piece 32 can be attached to a board 34 associated with each user in the game, and the effect of the attached enhancement piece 32 is activated when it is attached to the board 34. In other words, the game control unit 113 activates the effect of the enhancement piece 32 attached to the board 34. The user can select and place an enhancement piece 32 from the enhancement pieces 32 they own to place on the board 34. Figure 4(b) shows an example of an owned enhancement piece 32.
[0081] Board 34 is capable of having multiple reinforcement pieces 32 attached. Board 34 has areas where reinforcement pieces 32 can be placed, and it is possible to place (in other words, attach) the reinforcement pieces 32 to the empty areas. Specifically, board 34 has multiple squares 35 as areas where reinforcement pieces 32 can be placed. In addition, multiple reinforcement pieces 32 of different shapes are provided, and each reinforcement piece 32 can be fitted (in other words, attached) to the empty squares 35 of board 34 like a puzzle piece. Figure 4 shows an example of board 34, which has an 8x8 grid. In the example board 34 in Figure 4, the white squares are areas where reinforcement pieces 32 can be placed, and the squares that are shaded are areas where reinforcement pieces 32 cannot be placed. Figure 4 also shows board 34 with an L-shaped reinforcement piece 32a that is the size of 3 squares and a convex-shaped reinforcement piece 32b that is the size of 4 squares placed on it.
[0082] The operation reception unit 111 receives user operations to select a reinforcement piece 32 to be attached to the board 34, and to specify the position on the board 34 where the selected reinforcement piece 32 will be placed. Based on these operations, the game control unit 113 places the selected reinforcement piece 32 at the specified position on the board 34. The game control unit 113 also controls areas other than those where the selected reinforcement piece 32 can be placed so that these areas cannot be designated as placement locations for the reinforcement piece 32. In other words, the game control unit 113 does not allow the placement of the reinforcement piece 32 if the position where the user intends to place the reinforcement piece 32 does not have space for the selected reinforcement piece 32. Furthermore, the board 34 is designed so that reinforcement pieces 32 cannot be placed in the same area multiple times, and the game control unit 113 controls areas where reinforcement pieces 32 have already been placed so that other reinforcement pieces 32 cannot be placed. That is, in the board 34 illustrated in Figure 4, if there is no area of white squares that matches the shape of the reinforcement piece 32 to be placed, that reinforcement piece 32 cannot be placed.
[0083] Each enhancement piece 32 has a predetermined enhancement effect, and by attaching it to the board 34, the character receives an enhancement corresponding to the enhancement effect of that enhancement piece 32. In other words, the game control unit 113 enhances the character used by the user according to the enhancement effect of the enhancement piece 32 attached to the board 34. Specifically, for each enhancement piece, the type of character to be enhanced, the type of parameter to be enhanced, and the amount of enhancement are defined (see Figure 4(b)). When an enhancement piece 32 is attached to the board, the game control unit 113 enhances the parameter corresponding to that enhancement piece 32 for the character corresponding to that enhancement piece 32 by the amount of enhancement corresponding to that enhancement piece 32. The types of parameters to be enhanced may be, for example, attack power, defense power, stamina (in other words, hit points), critical hit rate (in other words, the probability of a special attack occurring that has a greater effect than a normal attack), evasion rate against enemy attacks, movement speed, or the speed of a predetermined action (for example, attack speed or the speed related to the use of a predetermined skill). That is, for example, there may be enhancement pieces 32 that increase character A's attack power by 1, or enhancement pieces 32 that increase character B's health by 2. When the former enhancement piece 32 is attached to the board 34, the game control unit 113 increases character A's attack power by 1. When the latter enhancement piece 32 is attached to the board 34, the game control unit 113 increases character B's health by 2. There may also be enhancement pieces 32 that do not correspond to a specific character but affect the entire party (for example, enhancement pieces 32 that increase the parameters of multiple (for example, all) characters in the party, or enhancement pieces 32 that increase parameters that affect the entire party rather than parameters tied to a specific character).
[0084] In Figure 4, the enhancement piece 32 is shown in solid black, but the design of the enhancement piece 32 is not particularly limited. For example, it may depict a corresponding character (in other words, a character whose parameters increase when the enhancement piece 32 is used).
[0085] The game control unit 113 grants the user an enhancement piece 32 when the character card 30 reaches levels 1000, 5000, and 10000. The type of enhancement piece 32 granted at each level may be predetermined (in other words, it may be registered in a predetermined memory unit in association with each character card 30), or it may be determined by lottery (for example, at the time each level is reached).
[0086] As described above, in this embodiment, conditions such as "raise the character card level to 1000", "raise the character card level to 5000", and "raise the character card level to 10000" are set as conditions for granting special rewards to the user, and the game control unit 113 grants the special reward to the user based on whether the granting conditions have been met. In other words, missions such as "raise the character card level to 1000", "raise the character card level to 5000", and "raise the character card level to 10000" are set as missions related to the granting of special rewards, and the game control unit 113 grants the special reward to the user based on whether each mission has been achieved. However, the missions related to the granting of special rewards (in other words, granting conditions) are not limited to these, and various goals that the user can achieve by playing the game can be set as such missions.
[0087] Furthermore, as described above, in this embodiment, if the character card 30 is owned, a special reward is granted upon completion of the mission associated with that character card 30. In other words, when the user acquires the character card 30, the game control unit 113 activates (in other words, unlocks) the mission associated with that character card 30, making it possible to grant a special reward upon completion of that mission. In other words, until the user acquires the character card 30, the game control unit 113 disables the mission associated with that character card 30, and controls it so that it is impossible to grant a special reward upon completion of that mission. That is to say, in the game according to this embodiment, owning the character card 30 has the effect of activating the mission associated with that character card 30.
[0088] As described above, in the game of this embodiment, a user can own multiple character cards 30 of the same type. If a user owns two or more (in other words, multiple) character cards 30 of the same type, they can dispose of the second and subsequent character cards 30 (in other words, release their ownership status, let go of them). In other words, a user can dispose of a character card 30 if they will still have character cards of the same type after disposing of that character card 30. In this embodiment, if a user owns only one character card 30 of the same type, it is not possible to dispose of that character card 30, although this may be possible. Disposal may include transferring, discarding, selling, or destroying an object owned by the user. Hereafter, the user who disposes of a character card 30 may be referred to as the first user, and the user who receives the character card 30 disposed of by the first user may be referred to as the second user.
[0089] The game control unit 113 does not permit the first user to dispose of a specific object by disposing of that object if the first user owns fewer than a predetermined number of that specific object, but permits the first user to dispose of that specific object by disposing of that specific object if the first user owns a predetermined number of that specific object. In this embodiment, the predetermined number is 2, but it may be 3 or more. Specifically, the game control unit 113 controls whether or not the user can dispose of a character card 30 (in other words, whether or not the operation reception unit 111 can accept the operation) depending on whether or not the user owns a predetermined number (specifically 2 or more) of character cards 30 of the same type. The operation reception unit 111 then accepts the operation to dispose of a character card 30 if the user owns a predetermined number or more of character cards 30 of the same type. Furthermore, the operation reception unit 111 will not accept an operation to dispose of a character card 30 if the user possesses fewer than a predetermined number of character cards 30 of the same type (in other words, a specific character card 30). Note that the operation to dispose of a specific character card 30 can also be described as the operation to select that specific character card 30 from among the character cards 30 owned to be disposed of. Note that the disposal operation can be the same as the operation to discard, sell, or transfer unwanted items to other users in conventional games.
[0090] The game control unit 113 requests the game control unit 212 to execute a process related to the disposal of a specific character card 30 based on an operation by the user to dispose of the specific character card 30 when the user owns a predetermined number or more of the specific character card 30. Based on this request (in other words, the operation), the game control unit 212 executes a process to transfer the specific character card 30 (in other words, the character card 30 selected by the user to be disposed of) from that user to another user. Specifically, the game control unit 212 determines the recipient of the transfer by lottery from among several candidates. The game control unit 212 then releases the first state in which the first user and the specific character card 30 are associated, and associates the specific character card 30 with the second user. In other words, the game control unit 212 transfers the specific character card 30 to the opponent determined by lottery. In other words, based on a predetermined operation by the first user, the game control unit 212 performs the process of decreasing the number of the specific character cards 30 associated with the first user's account by 1 and increasing the number of the specific character cards 30 associated with the second user's account by 1.
[0091] The game control unit 113 of the second user's terminal device 10 performs a process to increase the number of specific character cards 30 associated with the second user stored in the storage unit 120 (in other words, a process to assign the specific character card 30 to the second user) in conjunction with the process in the game control unit 212 to associate a specific character card 30 with the second user. Specifically, when the game control unit 212 executes the process to transfer a specific character card 30 from the first user to the second user, it notifies the second user's terminal device 10 of the result of the process. Based on this notification, the game control unit 113 of the second user's terminal device 10 increases the number of specific character cards 30 associated with the second user stored in the storage unit 120 (in other words, the number of specific character cards 30 owned by the second user). Then, the game control unit 113 of the second user's terminal device 10 displays on the display unit 18 that the specific character card 30 has been assigned (in other words, transferred) to the second user to inform them.
[0092] Furthermore, the game control unit 113 of the first user's terminal device 10 performs a process to reduce the number of such specific character cards 30 associated with the first user stored in the memory unit 120 (in other words, the number of such specific character cards 30 owned by the first user) in conjunction with the process in the game control unit 212 to release the first state in which the first user and a specific character card 30 are associated. This process in the game control unit 113 may be performed before or after the process in the game control unit 212 to determine who to transfer the specific character card 30 to, or the process to associate the specific character card 30 with the determined person.
[0093] In this embodiment, the disposal, granting, or transfer of character cards 30 may mean an increase or decrease in the number of character cards 30 associated with a user's account, but the number of character cards 30 only needs to be stored in at least one of the storage unit 120 and the storage unit 220. Also, if the number is stored in both the storage unit 120 and the storage unit 220, the update in the storage unit 120 may be reflected in the storage unit 220 after the value stored in the storage unit 120 has been updated, or the update in the storage unit 220 may be reflected in the storage unit 120 after the value stored in the storage unit 220 has been updated.
[0094] In this embodiment, the candidates for the transfer of character card 30 are users who satisfy the following first and second conditions. The first condition is that the user owns the character corresponding to the character card 30 to be transferred (in other words, the character card 30 selected by the first user as the character card to be disposed of). The second condition is that the user does not own the character card 30 to be transferred. In this embodiment, the game control unit 212 extracts users who satisfy both the first and second conditions as candidates, but it may also extract users who satisfy either the first or second condition as candidates. In other words, there may be only one condition for becoming a candidate, or there may be multiple conditions. Furthermore, all users who use the game according to this embodiment may be candidates.
[0095] Furthermore, the game control unit 212 performs a process to provide the user who receives the character card 30 with information about the user who transferred (in other words, disposed of) the character card 30. Specifically, the game control unit 212 transmits information about the user who transferred the character card 30 (for example, information such as the username) to the terminal device 10 of the user who receives the character card 30. Then, the game control unit 113 of the terminal device 10 of the user who receives the character card 30 provides the user who receives the character card 30 with information about the user who transferred the character card 30. In other words, the game control unit 113 provides information about the first user to the second user if the second user to whom the first user will associate a specific object to be disposed of is determined by lottery from among multiple users. Specifically, the game control unit 113 of the terminal device 10 of the user receiving the character card 30 displays information about the user who gave the character card to the user on a predetermined screen where information about the received character card 30 can be confirmed. This allows the user who received the character card 30 to check on the game screen who gave them the character card 30. In other words, the game control unit 113 performs a process to inform the user who received the character card 30 of the user who gave them the character card 30.
[0096] Furthermore, the game control unit 212 performs a process to provide the user who transferred the character card 30 with information about the user who received the character card 30. Specifically, the game control unit 212 transmits information about the user who received the character card 30 (for example, information such as the username) to the terminal device 10 of the user who transferred the character card 30. Then, the game control unit 113 of the terminal device 10 of the user who transferred the character card 30 provides the user who transferred the character card 30 with information about the user who received the character card 30. In other words, the game control unit 113 provides the first user with information about the second user when the second user to whom the first user will associate a specific object to be disposed of is determined by lottery from among multiple users. Specifically, the game control unit 113 of the terminal device 10 of the user who transferred the character card 30 displays information about the user who received the character card 30 on a predetermined screen where information about the transferred character card 30 can be confirmed. This allows the user who transferred the character card 30 to check on the game screen who received the character card 30. In other words, the game control unit 113 executes a process to inform the user who transferred the character card 30 of the user who received the character card.
[0097] Furthermore, if a user disposes of a character card 30, and the discarded character card 30 is given to another user, then it can be said that the character card 30 is being transferred. In other words, for example, regardless of whether the UI for the operation of disposing of a character card 30 in the game includes text that explicitly indicates that the character card 30 is being transferred to another user, or whether it only includes text that indicates discarding the character card 30 and does not explicitly indicate that the discarded character card 30 will be given to another user, if as a result one user's number of character cards 30 decreases while another user's number of character cards 30 increases, then it can be said that the character card 30 is being transferred. For example, it is conceivable that the game could be structured so that when the first user discards a specific character card 30, that specific character card 30 is distributed by the game operator to a second user, who is determined by lottery or other means based on the fact that the specific character card 30 has been discarded, then in such a configuration, it can be said that the character card 30 is being transferred from the first user to the second user.
[0098] Furthermore, the game control unit 113 changes (specifically increases) a predetermined parameter of the user who disposed of the character card 30. In this embodiment, the predetermined parameter is a parameter that indicates the degree to which the predetermined object has been spread to other users. Specifically, in this embodiment, disposing of the character card 30 corresponds to a so-called missionary activity in which the user gives the character card 30 to another user and spreads information about the character corresponding to that character card 30 and the character card 30 to other users, and the predetermined parameter is a parameter called "missionary count" that indicates the extent to which the user has engaged in missionary work (in other words, how much they have spread information). The missionary count does not affect the performance of various objects (for example, characters and character card 30, etc.) owned by the user who disposed of the character card 30. However, the predetermined parameter may be a parameter that affects the performance of a predetermined object owned by the user who disposed of the character card 30. For example, the predetermined parameters may be parameters related to the strength of the character card 30 to be disposed of, or the character corresponding to the character card 30 (for example, parameters related to attack power, defense power, stamina, critical hit rate, evasion rate against enemy attacks, movement speed, or the speed of a predetermined action). In other words, when a user disposes of a character card 30, the game control unit 113 may strengthen a predetermined object owned by the user (for example, an object related to the character card 30 to be disposed of).
[0099] In other words, the game control unit 113 grants a predetermined reward to a user who performs an operation that grants a specific object to another user. In this embodiment, the predetermined reward is a predetermined parameter (specifically, the number of people who have been promoted), but instead of or in addition to this, a predetermined object (for example, an item) may be granted as a reward.
[0100] In this embodiment, the number of people who have been promoted is managed for each type of character card 30. That is, for example, the number of people promoted for user A may include a first number of people promoted that changes when a character A card is disposed of, and a second number of people promoted that changes when a character B card is disposed of. The first number of people promoted can be said to be a parameter related to the promotion of character A, or a parameter related to the promotion of character A's card. Similarly, the second number of people promoted can be said to be a parameter related to the promotion of character B, or a parameter related to the promotion of character B's card. The number of people promoted may be common to multiple types (for example, all) of character cards 30. That is, disposing of either a character A card or a character B card may increase one parameter.
[0101] As described above, in the game according to this embodiment, owning a character card 30 activates the mission associated with that character card 30. Other effects of owning a character card 30 will be described below. As described above, in the game according to this embodiment, it is possible for a user to own multiple character cards 30 of the same type, and the effects of owning multiple character cards 30 of the same type will also be described.
[0102] In the game according to this embodiment, the character cards 30 owned by the player can be displayed in the game like figurines (in other words, placed in the game). Specifically, in the game according to this embodiment, a viewing screen is provided on which the displayed character cards 30 can be viewed, and the game control unit 113 displays the viewing screen on the display unit 18 based on a predetermined operation by the user. On the viewing screen, the user can select the character card 30 to display. Games that allow players to display items for viewing purposes are well known, and the method for displaying the character cards 30 in the game can be the same as in known games. In other words, games that allow players to place user-selected objects in a virtual space are well known, and the method for displaying the character cards 30 in the game can be the same as in known games where user-selected objects are placed in a virtual space.
[0103] The operation reception unit 111 receives the user's operation to select a character card 30 to display in the game. The game control unit 113 then displays the character card 30 selected by the user in the game. In other words, the game control unit 113 places the character card 30 selected by the user in the virtual space. The displayed character card 30 is shown on the viewing screen.
[0104] Here, the user can select which character cards 30 to display from the character cards 30 they have acquired. Furthermore, if the user acquires multiple character cards 30 of the same type, they can display as many character cards 30 as they have acquired. That is, for example, if the user acquires three character cards 30 of character A, they can display up to three character cards 30 of character A.
[0105] Furthermore, as shown in Figure 5, the character cards 30 are displayed on the pedestal 40 in the game (in other words, on the viewing screen). The pedestal 40 has multiple grades. The game control unit 113 changes the grade of the pedestal 40 according to the number of character cards 30 acquired. More specifically, the game control unit 113 manages the grade of the pedestal 40 for each type of character card 30, and for character cards 30 of the same type, it changes the grade of the pedestal 40 according to the number of those character cards 30 acquired. In the following explanation, the grades of the pedestal 40 will be described as having five grades, from lowest to highest: Grade 1, Grade 2, Grade 3, Grade 4, and Grade 5.
[0106] For example, when a user acquires one specific character card 30, the game control unit 113 controls the game so that a maximum of one of the specific character cards 30 can be displayed, as shown in Figure 5(a). Also, when a user acquires one specific character card 30, the game control unit 113 sets the pedestal 40 for displaying the specific character card 30 to grade 1. In other words, when the game control unit 113 displays the specific character card 30 in the game based on the user's operation, it places the specific character card 30 on the grade 1 pedestal 40. In other words, when an operation is performed to place the specific character card 30 in the virtual space, the game control unit 113 displays on the display unit 18 that the specific character card 30 is placed on the grade 1 pedestal 40 in the virtual space.
[0107] Furthermore, for example, if a user acquires two copies of the specific character card 30, the game control unit 113 controls the system to allow a maximum of two copies of the specific character card 30 to be displayed, as shown in Figure 5(b). Also, if a user acquires two copies of the specific character card 30, the game control unit 113 sets the pedestal 40 used to display the specific character card 30 to grade 2. In other words, when the game control unit 113 displays the specific character card 30 in the game based on user operation, it places the specific character card 30 on the grade 2 pedestal 40. In other words, when an operation is performed to place the specific character card 30 in the virtual space, the game control unit 113 displays on the display unit 18 that the specific character card 30 is placed on the grade 2 pedestal 40 in the virtual space. Note that the grade of the pedestal 40 does not depend on the actual number of character cards 30 being displayed. In other words, if a user acquires two of the specific character cards 30, regardless of whether one or two cards are displayed, the specific character cards 30 will be displayed on a Grade 2 base 40.
[0108] Furthermore, for example, if a user acquires three of the specific character cards 30, the game control unit 113 controls the system so that up to three of the specific character cards 30 can be displayed, as shown in Figure 5(c). Also, if a user acquires three of the specific character cards 30, the game control unit 113 sets the pedestal 40 used to display the specific character cards 30 to grade 3. In other words, when the game control unit 113 displays the specific character card 30 in the game based on user operation, it places the specific character card 30 on the grade 3 pedestal 40. In other words, when an operation is performed to place the specific character card 30 in the virtual space, the game control unit 113 displays on the display unit 18 that the specific character card 30 is placed on the grade 3 pedestal 40 in the virtual space.
[0109] Furthermore, for example, if a user acquires four copies of the specific character card 30, the game control unit 113 controls the system to allow up to four copies of the specific character card 30 to be displayed, as shown in Figure 5(d). Also, if a user acquires four copies of the specific character card 30, the game control unit 113 sets the pedestal 40 used to display the specific character card 30 to grade 4. In other words, when the game control unit 113 displays the specific character card 30 in the game based on user operation, it places the specific character card 30 on the grade 4 pedestal 40. In other words, when an operation is performed to place the specific character card 30 in the virtual space, the game control unit 113 displays on the display unit 18 that the specific character card 30 is placed on the grade 4 pedestal 40 in the virtual space.
[0110] Furthermore, for example, if a user acquires five of the specific character cards 30, the game control unit 113 controls the system so that up to five of the specific character cards 30 can be displayed, as shown in Figure 5(e). Also, if a user acquires five of the specific character cards 30, the game control unit 113 sets the pedestal 40 used to display the specific character cards 30 to grade 5. In other words, when the game control unit 113 displays the specific character cards 30 in the game based on user operations, it places the specific character cards 30 on the grade 5 pedestal 40. In other words, when an operation is performed to place the specific character cards 30 in the virtual space, the game control unit 113 displays on the display unit 18 that the specific character cards 30 are placed on the grade 5 pedestal 40 in the virtual space.
[0111] Furthermore, for example, if a user acquires six or more of the specific character cards 30, the game control unit 113 controls the system to allow the user to display the acquired number of specific character cards 30. However, even if a user acquires six or more of the specific character cards 30, the game control unit 113 does not change the pedestal 40 used to display the specific character cards 30 to grade 5, as shown in Figure 5(f). In other words, when a user acquires six or more of the specific character cards 30, the game control unit 113 places the specific character cards 30 on the grade 5 pedestal 40 when the user's operation is used to display the specific character cards 30 in the game. In other words, when an operation is performed to place the specific character cards 30 in the virtual space, the game control unit 113 displays on the display unit 18 that the specific character cards 30 are placed on the grade 5 pedestal 40 in the virtual space.
[0112] In other words, the game control unit 113 manages the number of a specific object (in this embodiment, each character card 30) acquired by the user, and changes the arrangement of the specific object when it is placed in the virtual space (in this embodiment, the grade of the pedestal 40 when the character card 30 is displayed in the virtual space) according to the number of the specific object acquired (in other words, it is determined based on the number acquired). The game control unit 113 also changes the number of a specific object that can be placed in the virtual space (in other words, the number that can be displayed) according to the number of the specific object acquired (in other words, it is determined based on the number acquired).
[0113] In other words, the game control unit 113 manages the number of times a user acquires a specific object and changes the grade of a predetermined object according to the number of times that specific object is acquired. The game control unit 113 also manages the number of times a user acquires a specific object and changes the appearance of a predetermined object according to the number of times that specific object is acquired. Here, changing the appearance may include, for example, changing the shape, or changing the color or pattern. That is, in the example shown in Figure 5, the shape of the base 40 is the same regardless of the grade, but the shape of the base 40 may change according to the grade.
[0114] Here, the game control unit 113 maintains the grade of the raised pedestal 40 even if the number of corresponding character cards 30 decreases due to disposal. In other words, the game control unit 113 maintains the arrangement pattern for placing specific objects in the virtual space, which is changed according to the number of specific objects acquired by the user, even if the number of specific objects owned by the user decreases (in other words, if the user disposes of some of the specific objects they acquired). That is, for example, if a user acquires three specific character cards 30, the game control unit 113 sets the pedestal 40 for displaying the specific character cards 30 to grade 3. However, even if the user then disposes of one of the specific character cards 30, and the number of specific character cards 30 owned by the user becomes two, the game control unit 113 does not change the grade of the pedestal 40 for displaying the specific character cards 30 to grade 2, but maintains it at grade 3.
[0115] Furthermore, the game control unit 113 maintains the number of character cards 30 that can be displayed, even if the number of character cards 30 decreases due to disposal. In other words, the game control unit 113 maintains the number of specific objects that can be placed in the virtual space, which is changed according to the number of specific objects acquired by the user, without decreasing the number of objects that can be placed, even if the number of specific objects owned by the user decreases (in other words, if the user disposes of some of the specific objects that the user has acquired). That is, for example, if a user acquires three specific character cards 30, the game control unit 113 controls it so that a maximum of three of those specific character cards 30 can be displayed. However, even if the user then disposes of one of those specific character cards 30, and the number of those specific character cards 30 owned by the user becomes two, the game control unit 113 does not reduce the maximum number of specific character cards 30 that can be displayed to two, but maintains it at three.
[0116] In other words, even if the first user disposes of a specific object and the first state in which the first user and the specific object are associated is released (in other words, the specific object is associated with the second user), the game control unit 113 of the first user's terminal device 10 continues to maintain for the first user at least some of the effects that the specific object provides to the first user in the first state. Specifically, even if the first user disposes of a specific object, the effects given to the first user by acquiring the specific object, such as the grade of a predetermined object increasing (in other words, the appearance of a predetermined object changing) and the ability to use the specific object, are maintained. More specifically, even if the first user disposes of a specific character card 30, the effects given to the first user by acquiring the specific character card 30, such as the grade of the pedestal 40 increasing and the ability to display the specific character card 30 (in other words, place it in the virtual space), are maintained.
[0117] Furthermore, the game control unit 113 of the second user's terminal device 10 grants the second user the effects of the specific object when the first user disposes of a specific object, the first state in which the first user and the specific object are associated is released, and the specific object becomes associated with the second user. Specifically, when the second user acquires a specific object, the second user is granted effects such as an increase in the grade of a predetermined object or the ability to use the specific object. Specifically, when a specific character card 30 is passed from the first user to the second user, the second user is granted the effect of being able to display the specific character card 30. In addition, when the character card 30 is passed from the first user to the second user, the second user may be granted effects such as an increase in the grade of the pedestal 40. In other words, in this embodiment, a character card 30 disposed of by another user is not passed to a user who already owns the character card 30, but it may be passed to a user who already owns the character card 30.
[0118] In other words, in the game according to this embodiment, when an object owned by the first user is transferred from the first user to the second user, the object becomes usable by the second user while the first user's usability of the object is maintained. Furthermore, the first user's use of the object is not restricted by the second user's use of the object. In other words, even if the second user is using the object transferred from the first user, the first user can freely use the transferred object without restriction. Specifically, even if the second user places the object in the virtual space, the first user can also place the object in the virtual space.
[0119] Furthermore, even if a user disposes of a character card 30 they own (in other words, even if the number of character cards 30 decreases), the level of the disposed character card 30 for that user will not decrease. However, since the level of character cards 30 is managed per user, for example, even if the first user transfers a level 5000 character card 30 to the second user, the level of the character card 30 at the time of acquisition by the second user is not necessarily 5000. The level of the character card 30 at the time of acquisition by the second user will be determined by the second user's gameplay up to that point (for example, how much the character corresponding to the character card 30 has been used, whether the character has been acquired multiple times, etc.).
[0120] In this embodiment, when a character card 30 is discarded, the number of character cards 30 owned by the user decreases by 1. However, even if the number of character cards 30 owned decreases, the number of character cards 30 that must be acquired to raise the grade of the base 40 corresponding to that character card 30 to the next grade does not increase. That is, for example, if a user acquires 3 copies of a particular character card 30 and then discards 1 copy of that particular character card 30, the game control unit 113 will maintain the grade of the base 40 related to that particular character card 30 at grade 3 while reducing the number of that particular character card 30 owned by the user to 2. However, if the user then acquires 1 copy of that particular character card 30, the game control unit 113 will increase the number of that particular character card 30 owned by the user to 3 and raise the grade of the base 40 related to that particular character card 30 to grade 4. Furthermore, if a user acquires three copies of a specific character card 30 and then discards one copy of that character card 30, the game control unit 113 reduces the number of character cards 30 owned by the user to two, while maintaining the number of character cards 30 that can be displayed at three. However, if the user then acquires one more character card 30, the game control unit 113 increases the number of character cards 30 owned by the user to three and increases the number of character cards 30 that can be displayed to four. In other words, the game control unit 113 changes the grade of the base 40 and the number of characters that can be displayed for each character card 30 based on the total number acquired so far, rather than the current number owned. However, the game control unit 113 may also change the grade of the base 40 and the number of characters that can be displayed for each character card 30 based on the current number owned.
[0121] On the other hand, the game control unit 113 changes whether each character card 30 can be disposed of (in other words, transferred) based on the current number owned. That is, if a user has acquired four copies of a particular character card 30 and then disposes of one copy of that particular character card 30, the number of copies of that particular character card 30 owned by the user decreases to three. However, in this state, the game control unit 113 will only allow the disposal of up to two copies of that particular character card 30.
[0122] Furthermore, the effects that are maintained even if Character Card 30 is disposed of are not limited to those described above. For example, an effect that is activated by owning Character Card 30 (for example, depending on the number acquired) and is maintained even if Character Card 30 is disposed of may be a predetermined effect that is advantageous for progressing in the game (for example, an effect related to strengthening characters or parties), such as an effect that increases a predetermined parameter of a character. Also, an effect that is activated by owning Character Card 30 and is maintained even if Character Card 30 is disposed of may be an effect that increases the probability of obtaining an advantageous result for the user in a predetermined lottery (so-called gacha) related to the granting of objects to the user (for example, the probability of being granted a rare item).
[0123] As described above, in this embodiment, when a user owns multiple objects of the same type (specifically, character cards 30), the game control unit 113 changes the parameters associated with those objects (specifically, the numerical values associated with the character cards 30, the color of the pedestal 40 on which the character cards 30 are displayed, etc.).
[0124] Next, an example of the process for acquiring character card 30 will be explained with reference to the flowchart shown in Figure 6.
[0125] The game control unit 113 grants a character card 30 to the user at a predetermined trigger (step S101). Specifically, the game control unit 113 increases the number of the specific character card 30 owned by the user by 1, and also increases the cumulative number of the specific character card 30 acquired by the user to date by 1. The number of the specific character card 30 owned and the cumulative number acquired are stored in the storage unit 120 and the storage unit 220.
[0126] Furthermore, the game control unit 113 changes the number of character cards 30 that can be placed in the virtual space and the placement method based on the cumulative number of character cards 30 acquired by the user (step S102). Specifically, the game control unit 113 determines the number of a particular character card 30 that can be placed in the virtual space based on the cumulative number of that particular character card 30 acquired. The game control unit 113 also determines the grade of the pedestal 40 when a particular character card 30 is placed in the virtual space based on the cumulative number of that particular character card 30 acquired. In other words, the game control unit 113 controls the number of usable objects based on the cumulative number of that particular object acquired. The game control unit 113 also controls the grade of a predetermined object based on the cumulative number of that particular object acquired. The game control unit 113 also controls the appearance of a predetermined object based on the cumulative number of that particular object acquired.
[0127] Next, we will explain an example of the process for disposing of character cards 30, referring to the flowchart shown in Figure 7. Here, we will explain using the example of a case where character cards 30 to be disposed of by the first user are transferred to the second user.
[0128] The game control unit 113 of the first user's terminal device 10 determines whether the first user possesses a predetermined number or more (specifically, two or more) of a particular character card 30 that the first user intends to dispose of (step S201). In other words, the game control unit 113 determines whether the number of the first user's possessions of the particular character card 30 stored in the storage unit 120 is predetermined or not.
[0129] If the number of the first user possesses the specific character card 30 is less than a predetermined number (NO in step S201), the game control unit 113 does not permit the first user to dispose of the specific character card 30.
[0130] On the other hand, if the number of the first user owning the specific character card 30 is greater than or equal to a predetermined number (YES in step S201), the game control unit 113 permits the first user to dispose of the specific character card 30 and requests the game control unit 212 of the server 20 to execute the processing related to the disposal of the specific character card 30 based on the operation by the first user to dispose of the specific character card 30 (step S202). In other words, if the number of the first user owning the specific character card 30 is greater than or equal to a predetermined number, the game control unit 113 requests the server 20 to execute the processing related to the disposal of the specific character card 30 based on the operation by the first user to select the specific character card 30 as the character card 30 to be disposed of.
[0131] The processing in step S201 may be performed before an operation related to the disposal of a specific character card 30 is performed, or it may be performed based on the fact that such an operation has been performed. In the former case, "not allowing the disposal of a specific character card 30" may include preventing the specific character card 30 from being displayed in the list of character cards 30 that can be disposed of on the screen where the character card 30 to be disposed of can be selected, or preventing the display of a UI that accepts an operation related to the disposal of the specific character card 30. In the latter case, "not allowing the disposal of a specific character card 30" may include, when the first user selects the specific character card 30 as a character card 30 to be disposed of, not requesting the game control unit 212 to perform the disposal process, and displaying a notification on the display unit 18 that disposal is not possible (for example, that disposal is not possible because the number of the specific character card 30 owned is less than a predetermined number). In other words, the game control unit 113 controls whether or not a user possesses a predetermined number or more of a particular character card 30, and whether or not the operation to dispose of that particular character card 30 is permitted. However, this control may prevent the operation from being performed at all, or it may disregard the operation if it is performed.
[0132] Based on a request from the game control unit 113, the game control unit 212 of server 20 determines by lottery from among several candidates (in other words, users) who will receive (in other words, transfer) the specific character card 30 that the first user is disposing of (in other words, give to) (step S203).
[0133] Next, the game control unit 212 releases the first state in which the first user is associated with the specific character card 30, and associates the specific character card 30 with the second user (step S204). In other words, the game control unit 212 decreases the number of the specific character card 30 owned by the first user stored in the memory unit 220 by 1, and increases the number of the specific character card 30 owned by the second user by 1. In other words, the game control unit 212 decreases the number of the specific character card 30 owned by the first user stored in the memory unit 120 of the first user's terminal device 10 by 1, and increases the number of the specific character card 30 owned by the second user stored in the memory unit 120 of the second user's terminal device 10 by 1. In other words, the game control unit 212 transfers the specific character card 30 to the opponent determined by lottery.
[0134] Next, the game control unit 212 notifies the terminal device 10 of the first user and the terminal device 10 of the second user that the first state in which the first user and the specific character card 30 are associated has been released, and the specific character card 30 has been associated with the second user (step S205).
[0135] Furthermore, the game control unit 113 of the second user's terminal device 10 grants the second user the specific character card in accordance with the processing in step S204 (for example, based on the notification in step S205) (step S206). Specifically, the game control unit 113 increases the number of the specific character cards 30 owned by the second user by 1. The game control unit 113 also increases the cumulative number of the specific character cards 30 acquired by the second user to date by 1.
[0136] Furthermore, the game control unit 113 of the first user's terminal device 10 disposes of the specific character card owned by the first user in conjunction with the processing in step S204 (step S207). Specifically, the game control unit 113 decreases the number of the specific character card 30 owned by the first user by 1. At this time, the game control unit 113 does not change the cumulative number of the specific character card 30 acquired by the first user up to that point. Note that the processing in step S207 may be executed based on the notification from the game control unit 212 of the server 20 to the game control unit 113 of the first user's terminal device 10 that the processing in steps S203 and S204 has been executed (for example, based on the notification in step S205). Alternatively, the processing in step S206 may be executed in parallel with the processing in steps S203 and S204 (for example, triggered by the operation by the first user to dispose of the specific character card 30).
[0137] With this configuration, even if the first user disposes of a specific object (specifically, a specific character card 30), the game control unit 113 of the first user's terminal device 10 can continue to provide the first user with at least some of the effects that the specific object has on the first user. In addition, the game control unit 113 of the second user's terminal device 10 can provide the second user with the effects of acquiring the specific object.
[0138] Furthermore, the process of activating (in other words, changing or maintaining) a predetermined effect according to the cumulative number of acquisitions of a specific object does not necessarily have to involve storing the cumulative number of acquisitions itself in a predetermined memory unit and executing the process by referring to the stored cumulative number of acquisitions. For example, in this embodiment, the grade of the pedestal 40 changes according to the cumulative number of acquisitions of the corresponding character card 30. However, by storing the current grade of the pedestal 40 in a predetermined memory unit, increasing the grade each time the user acquires the corresponding character card 30, and not changing the grade even if the user disposes of the corresponding character card 30, it is possible to achieve a change in the grade of the pedestal 40 according to the cumulative number of acquisitions of the character card 30 without storing the cumulative number of acquisitions itself in any memory unit. Furthermore, for example, the number of a particular character card 30 that can be placed in the virtual space changes according to the cumulative number of acquisitions of that particular character card 30. However, by preparing a predetermined level or other parameter for determining the number of a particular character card 30 that can be placed in the virtual space, and by causing the predetermined level to increase as the user acquires that particular character card 30, it is possible to control the number of placements according to the cumulative number of acquisitions of the character card 30 without storing the cumulative number of acquisitions itself in any memory unit.
[0139] The configuration according to this embodiment may be applied to any game, including, for example, action games, shooting games, role-playing games, adventure games, card games, racing games, puzzle games, music games, and simulation games. Furthermore, the configuration according to this embodiment may be applied to games that allow for competitive or cooperative play between users (in other words, multiplayer games). Additionally, the configuration according to this embodiment may be applied to services other than games (in other words, applications).
[0140] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. The present invention is also applicable to services other than games. Within the scope of the invention, the components can be freely combined, any component can be modified, or any component can be omitted. Also, the processing flow described herein is merely an example, and the order and configuration of each process may differ. In addition, some processes shown in the flowchart may not exist. In other words, the processing flow and specific decision processes may differ from those exemplified herein.
[0141] <Note> The configuration of this embodiment may be used, for example, to improve the entertainment value of a service. The matters described in the above embodiments may also be described as follows.
[0142] (Note 1) Computers, Even if a first state in which a first user and a specific object are associated is released, and the specific object becomes associated with a second user as a result of the release of the first state, the effect maintenance means (e.g., game control unit 113) will continue to maintain at least some of the effects that the specific object had on the first user in the first state for the first user. program. With this configuration, even if the association between the first user and a specific object is broken and that specific object is associated with the second user, the effects of that specific object are maintained for the first user. Therefore, even after the user to whom the specific object is associated changes from the first user to the second user, the first user can still benefit from that specific object. Consequently, when the user to whom a specific object is associated changes from the first user to the second user, an unprecedented user experience can be realized, improving the appeal of the service.
[0143] (Note 2) When the aforementioned specific object is associated with the second user, it also grants the second user some of the aforementioned effects. The program described in Appendix 1. With this configuration, when the user associated with a particular object changes from the first user to the second user, the same effect can be applied to both the first and second users. Therefore, it is possible to provide the desired effect to the second user without causing the first user to lose the desired effect, thereby improving the appeal of the service.
[0144] (Note 3) Computers, If the first user owns fewer than a predetermined number of the specific objects, the first user is not permitted to release the first state by an operation to release the first state, and if the first user owns a predetermined number of the specific objects, the first user is permitted to release the first state by an operation to release the first state, acting as an authorization means (e.g., game control unit 113). The predetermined number is 2 or more. The program described in Appendix 1. This configuration allows the first user to maintain some specific objects while simultaneously enabling them to disassociate some of multiple specific objects.
[0145] (Note 4) Computers, The second user who associates the aforementioned specific object is determined by lottery from among multiple users, without requiring the first user to specify the user to associate. This determination means (in other words, the association means (e.g., the game control unit 212)) is made to function as such. The program described in Appendix 1. This configuration prevents a specific object, whose association with the first user is undone, from being associated with only a limited number of other users. Therefore, for example, it can be made easier to distribute a particular object.
[0146] (Note 5) Computers, The second user who associates the specific object is determined by lottery from among multiple users who own a predetermined object corresponding to the specific object (in other words, the association means (e.g., the game control unit 212)) The program described in Appendix 1. With this configuration, the users to whom a particular object can be associated can be limited to those who possess the corresponding object, ensuring that the specific object is associated with users who are most likely to benefit from such association.
[0147] (Note 6) Computers, When the second user associated with the aforementioned specific object is determined by lottery from among multiple users, the system functions as a means of providing information about the second user to the first user. The program described in Appendix 4 or 5. With this configuration, the first user can obtain information about which user an object previously associated with them is now associated with, if that object is then associated with another user not specified by the first user.
[0148] (Note 7) Computers, When the second user associated with the aforementioned specific object is determined by lottery from among multiple users, the system functions as a means of providing information about the first user to the second user. The program described in Appendix 4 or 5. With this configuration, when a specific object that was associated with the first user is associated with a user determined by lottery, the user determined by lottery can obtain information about which user the specific object associated with them was originally associated with.
[0149] (Note 8) Association means (e.g., game control unit 212) that releases a first state in which a first user and a specific object are associated, and associates the specific object with a second user, Even if the association means releases the first state and associates the specific object with the second user, the system includes an effect maintenance means (e.g., a game control unit 113) that continues to maintain for the first user at least some of the effects that the specific object had on the first user in the first state. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved.
[0150] Furthermore, the problem-solving means configured in the above-mentioned program (for example, the configurations described in the appendix) can be adapted to devices, systems, methods, media, etc., as appropriate. [Explanation of symbols]
[0151] 1 Information processing system, 2 Network, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / Output IF, 16 Touchscreen, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / Output IF, 30 Character card, 40 Base, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game control unit, 120 Memory unit, 210 Control unit, 211 Transmit / receive unit, 212 Game control unit, 213 Data management unit, 214 Synchronization processing unit, 220 Memory unit
Claims
1. Computers, With respect to a specific object owned by the first user in the game, the control means functions to transfer the specific object owned by the first user to the second user by decreasing the number of the specific object owned by the first user stored in the storage means and increasing the number of the specific object owned by the second user stored in the storage means. The control means can transfer the specific object owned by the first user to the second user if the second user owns a predetermined object corresponding to the specific object. program.
2. The system includes a control means that controls the transfer of a specific object owned by a first user to a second user by decreasing the number of such specific objects owned by the first user stored in the storage means, and increasing the number of such specific objects owned by a second user stored in the storage means. The control means can transfer the specific object owned by the first user to the second user if the second user owns a predetermined object corresponding to the specific object. Information processing system.