Information processing programs, information processing methods, information processing systems, and game devices
The information processing system addresses the inefficiencies in managing borrowed game media by automating the selection process, enhancing player convenience and game execution in online RPGs.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- CYGAMES INC
- Filing Date
- 2025-10-24
- Publication Date
- 2026-06-08
AI Technical Summary
Existing game technologies, such as described in Patent Document 1, lack convenience for players in managing and utilizing borrowed game media, particularly in online RPGs, leading to inefficiencies in game preparation and execution.
An information processing system that allows players to manage owned and borrowed game media through player IDs, enabling automatic selection of compatible game media based on reservation conditions, player preferences, and friend information, ensuring seamless game execution.
Enhances player convenience by automating the selection of compatible game media, reducing manual input and improving the overall gaming experience.
Smart Images

Figure 2026093342000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device.
Background Art
[0002] For example, Patent Document 1 proposes a game in which a player battles an enemy character using a character borrowed from another player.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the technology described in Patent Document 1 has room for improvement from the perspective of improving the convenience of players.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device capable of improving the convenience of players.
Means for Solving the Problems
[0006] To solve the above problems, the information processing program stores a possessed game medium associated with a player ID of a player as a lent game medium associated with the player ID of the player; receives a first input of the player for selecting an organized game medium from the possessed game medium associated with the player ID of the player; receives a second input of the player for specifying reservation organization conditions; A process to store reservation arrangement information, including the game medium and reservation arrangement conditions, linked to the player ID of the aforementioned player, A process for receiving a game selection operation from the player to select the type of game, A process to determine the rental game media associated with each player ID of multiple other players based on predetermined conditions, A process to perform a specific process to identify the rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information from the rental game media determined to be the target, When a rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information is identified, the process of executing the game of the type selected by the game selection operation based on the identified rental game medium and the scheduled game medium, If there are no rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information, the process includes receiving a third input from the player to select one of the rental game media associated with each of the player IDs of multiple other players, A process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the compiled game medium, Have the computer perform this task.
[0007] The aforementioned reservation scheduling conditions include: This includes a game media ID for identifying the aforementioned rental game media, The process that performs the aforementioned specific process is: From the rental game media determined to be the target, a rental game media matching the game media ID included in the reservation arrangement conditions may be identified.
[0008] The aforementioned rental game media is associated with parameter values, The aforementioned reservation scheduling conditions include: The value of the aforementioned parameter is included, The process that performs the aforementioned specific process is: From the rental game media determined to be the target, the rental game media associated with the parameter value that is equal to or greater than the value included in the reservation arrangement conditions may be identified.
[0009] Each of the aforementioned rental game media is associated with an attribute type. The aforementioned reservation scheduling conditions include: The aforementioned attribute types are included, The process that performs the aforementioned specific process is: From the rental game media determined to be the target, a rental game media matching the attribute type included in the reservation arrangement conditions may be identified.
[0010] Information processing programs are The process of managing friend information, including the player IDs of other players, by linking it to the player ID of the player in question, Have the computer perform this task. The process of determining the target of the rental game media associated with the player IDs of multiple other players is as follows: The target may be determined at least based on the friend information associated with the player ID of the aforementioned player.
[0011] Multiple reservation scheduling conditions linked to priority can be set, The specific processing may be executed in order from the reservation scheduling conditions associated with the relatively higher priority.
[0012] To solve the above problems, the information processing method is: An information processing method performed by one or more computers, The aforementioned computer, A process to store owned game media linked to a player's player ID as rented game media linked to the same player ID, A process to receive a first input from the player to select a game medium from the game mediums owned and associated with the player ID of the player, processing for receiving a second input of the player for specifying reservation composition conditions, processing for storing reservation composition information including the composition game medium and the reservation composition conditions, associated with the player ID of the player, processing for receiving a game selection operation of the player for selecting a game type, processing for determining, based on predetermined conditions, the lending game media associated with the respective player IDs of a plurality of other players, processing for executing a specific process for specifying the lending game medium that satisfies the reservation composition conditions included in the reservation composition information, from the lending game media determined to be the target, when the lending game medium that satisfies the reservation composition conditions included in the reservation composition information is specified, processing for executing the game of the type selected by the game selection operation, based on the specified lending game medium and the composition game medium, when there is no lending game medium that satisfies the reservation composition conditions included in the reservation composition information, processing for receiving a third input of the player for selecting any one of the lending game media associated with the respective player IDs of a plurality of other players, processing for executing the game of the type selected by the game selection operation, based on the lending game medium selected based on the third input and the composition game medium, is performed.
[0013] To solve the above problems, an information processing system is, an information processing system including one or more computers, the computer is, processing for storing the owned game medium associated with the player ID of the player as a lending game medium associated with the player ID of the player, processing for receiving a first input of the player for selecting a composition game medium, from the owned game medium associated with the player ID of the player, A process for receiving a second input from the player to specify reservation scheduling conditions, A process to store reservation arrangement information, including the game medium and reservation arrangement conditions, linked to the player ID of the aforementioned player, A process for receiving a game selection operation from the player to select the type of game, A process to determine the rental game media associated with each player ID of multiple other players based on predetermined conditions, A process to perform a specific process to identify the rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information from the rental game media determined to be the target, When a rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information is identified, the process of executing the game of the type selected by the game selection operation based on the identified rental game medium and the scheduled game medium, If there are no rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information, the process includes receiving a third input from the player to select one of the rental game media associated with each of the player IDs of multiple other players, A process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the compiled game medium, To carry out.
[0014] To solve the above problems, the game device is Equipped with one or more computers, The aforementioned computer, A process to store owned game media linked to a player's player ID as rented game media linked to the same player ID, A process to receive a first input from the player to select a game medium from the game mediums owned and associated with the player ID of the player, A process for receiving a second input from the player to specify reservation scheduling conditions, A process to store reservation arrangement information, including the game medium and reservation arrangement conditions, linked to the player ID of the aforementioned player, A process for receiving a game selection operation from the player to select the type of game, A process to determine the rental game media associated with each player ID of multiple other players based on predetermined conditions, A process to perform a specific process to identify the rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information from the rental game media determined to be the target, When a rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information is identified, the process of executing the game of the type selected by the game selection operation based on the identified rental game medium and the scheduled game medium, If there are no rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information, the process includes receiving a third input from the player to select one of the rental game media associated with each of the player IDs of multiple other players, A process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the compiled game medium, To carry out. [Effects of the Invention]
[0015] According to the present invention, it is possible to improve the convenience for the player. [Brief explanation of the drawing]
[0016] [Figure 1] Figure 1 is an explanatory diagram showing the general configuration of the information processing system. [Figure 2] Figure 2A is a diagram illustrating the hardware configuration of the player terminal. Figure 2B is a diagram illustrating the hardware configuration of the server. [Figure 3]Figure 3A shows an example of the My Page screen. Figure 3B shows an example of the Quest List screen. [Figure 4] Figure 4 shows an example of a team formation screen. [Figure 5] Figure 5 shows an example of supporter summon stone information. [Figure 6] Figure 6 is the first diagram showing an example of the automatic selection screen for supporter summon stones. [Figure 7] Figure 7 is the first example showing a Summon Stone Details screen. [Figure 8] Figure 8 is the second diagram showing an example of the automatic selection screen for supporter summon stones. [Figure 9] Figure 9 is the second figure showing an example of the summon stone details screen. [Figure 10] Figure 10 is the third figure, showing an example of the automatic selection screen for supporter summon stones. [Figure 11] Figure 11A shows an example of friend information. Figure 11B shows an example of supporter summon stone list information. [Figure 12] Figure 12A shows an example of the supporter selection screen. Figure 12B shows an example of the registration and organization dialog. [Figure 13] Figure 13 shows an example of a battle screen. [Figure 14] Figure 14 is a functional block diagram of the player terminal. [Figure 15] Figure 15 is a functional block diagram of the server. [Figure 16] Figure 16 is a sequence diagram illustrating the processing of the player terminal and the server. [Figure 17] Figure 17 is a flowchart illustrating the server-side pre-battle processing. [Figure 18] Figure 18 is a flowchart illustrating the pre-battle processing on the terminal side. [Modes for carrying out the invention]
[0017] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0018] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na. The information processing program is the various programs executed by the information processing system S.
[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0020] Server 1000 communicates with multiple player terminals 1. Server 1000 manages the game and stores various information (player information) for each player playing the game. Server 1000 also updates the stored information and controls the game's progress based on the operations input from the player terminals 1.
[0021] Communication base station Na is connected to communication network N. Communication base station Na transmits and receives information wirelessly with player terminal 1. Server 1000 is connected to communication network N. Communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc. Communication network N enables wireless or wired communication between player terminal 1 and server 1000.
[0022] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.
[0023] The game implemented by the information processing system S is, for example, a browser game. In a browser game, the player terminal 1 transmits information based on the player's input operations to the server 1000. The server 1000 controls the game's progress based on the received information and causes the player terminal 1 to receive screen information corresponding to the game's progress. The player terminal 1 displays the game screen on its display based on the received screen information. Note that the game implemented by the information processing system S is not limited to a browser game; it may also be an application game in which at least part of the game's progress control is performed by the player terminal 1.
[0024] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of one or more CPUs (Central Processing Units) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0025] Furthermore, as shown in Figure 2B, the server 1000 is configured to include one or more CPUs 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0026] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, memory unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, memory unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0027] The CPU 10 controls the game's progress by running the program stored in the storage device 12. The storage device 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The storage device 12 is connected to the CPU 10 via the bus 14.
[0028] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0029] The memory unit 18 is composed of ROM or RAM and stores various programs and data. In the player terminal 1, the programs or data stored in the memory unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.
[0030] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs or data received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0031] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0032] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.
[0033] (Game content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be explained using an example. The game of this embodiment is a so-called online RPG (Role-Playing Game), in which multiple players can play the game simultaneously in one game world via a communication network N. Each player is given a main character by the operator. In addition to the main character, players can acquire multiple sub-characters as companions through a lottery or other means. Hereinafter, the main character and the acquired sub-characters will be referred to as companion characters. Players can also possess weapons acquired through a lottery or weapons distributed by the operator. Players can also possess items acquired through a lottery or items distributed by the operator. Specifically, the main character and sub-characters are possessed by linking a character ID that can identify the main character and sub-characters to the player's player ID. Similarly, weapons and items are possessed by linking a weapon ID that can identify weapons and an item ID that can identify items to the player's player ID.
[0034] The game offers various quests. The game progresses as the player accepts a quest, that is, by selecting the type of quest. Each quest involves a battle between the player's allied characters and enemy characters according to the quest's objectives. Winning the battle completes the quest. Note that the number of enemy characters in a battle is not limited to one; there may be multiple enemies. The game content of this embodiment is described in detail below.
[0035] Figure 3A shows an example of the My Page screen. Figure 3B shows an example of the Quest List screen. When player terminal 1 accesses server 1000 and logs in, the game starts. When the game starts, the My Page screen shown in Figure 3A is displayed on the display 26 of player terminal 1. The My Page screen is provided with multiple control sections, such as tabs, that the player can operate. In addition, various screens other than the My Page screen, as described later, are also provided with control sections that the player can operate.
[0036] As shown in Figure 3A, a frame bar 30 is displayed at the bottom of the display 26 on the My Page screen. The frame bar 30 is also displayed when the screen displayed on the display 26 changes to a screen other than the My Page screen. The frame bar 30 has a My Page tab 30a labeled "My Page", a Reload tab 30b labeled "Reload", and a Back tab 30c labeled "Back".
[0037] When the My Page tab 30a is operated, the My Page screen is displayed, and the user can return to the My Page screen from any other screen. When the Reload tab 30b is operated, the screen currently displayed on the display 26 is reloaded and updated. When the Back tab 30c is operated, the user can return to the screen that was displayed immediately before the screen currently displayed on the display 26.
[0038] As shown in Figure 3A, a menu tab 31a labeled "Menu" is displayed in the upper right corner of the My Page screen. When menu tab 31a is operated, a menu screen (not shown) is displayed. The player can make various game-related settings on the menu screen.
[0039] As shown in Figure 3A, the My Page screen displays a Formation tab 32a labeled "Formation", an Enhancement tab 32b labeled "Enhance", a Gacha tab 32c labeled "Gacha", and a Quest tab 32d labeled "Quest".
[0040] When the Enhancement tab 32b is operated, an enhancement screen (not shown) is displayed. On the enhancement screen, players can enhance their owned characters, weapons, and items according to the prescribed rules. By enhancing characters, weapons, and items, players can increase the levels set for those items. Characters, weapons, and items have various parameters, and these parameters increase through enhancement. By increasing the parameters of characters, weapons, and items, players can gain an advantage in battles.
[0041] When the Gacha tab 32c is operated, the Gacha screen (not shown) is displayed. On the Gacha screen, you can spend in-game currency to obtain characters, weapons, and items through a lottery. In addition, when you obtain a specific type of weapon for the first time, you can obtain a sub-character corresponding to that specific type of weapon. The acquired sub-character can be added to your party.
[0042] As shown in Figure 3A, AP (Active Points) are displayed near the quest tab 32d. AP is the points required to complete quests, and players consume AP to complete quests. AP recovers over time or by consuming certain items.
[0043] When the quest tab 32d is operated, the quest list screen shown in Figure 3B is displayed. The quest list screen displays the quest selection tab 33. The quest selection tab 33 displays information about the available quests.
[0044] Quests include main quests related to the progression of the main story, and optional free quests. The quest selection tab 33 displays each available quest. If there are multiple available quests, they are displayed side-by-side at the bottom of the quest list screen. If there are many quests, you can scroll down the quest list screen to view all of them.
[0045] When the formation tab 32a is operated on the My Page screen in Figure 3A, the formation screen is displayed. Figure 4 shows an example of the formation screen. On the formation screen, you can form a party to be used in quest battles. The party consists of main members, who are the starting members in battle, and sub-members, who are substitutes. The main members consist of a total of four characters: the main character and three sub-characters. The sub-members consist of two sub-characters. In battle, if any of the main members become incapacitated, a sub-character from the sub-members will be added to the battle.
[0046] As shown in Figure 4, the main member display section 40 is displayed at the top of the formation screen. The main member display section 40 displays images of the main members and their various stats. In the example shown in Figure 4, the various stats of the main members include the HP (Hit Points) parameter value and the attack power parameter value. In addition, the various stats of the main members may also include rarity, level, defense power, etc.
[0047] In addition, an operation unit display area 50 is displayed below the main member display unit 40. The operation unit display area 50 is provided with a character operation unit 52 labeled "Character", a weapon operation unit 54 labeled "Weapon", and a summon stone operation unit 56 labeled "Summon Stone".
[0048] Furthermore, a team composition display area 60 is displayed below the control panel display area 50. When the character control panel 52 is tapped, the character control panel 52 is highlighted, and the team composition display area 60 accepts modification operations to change the team composition of main members and sub-members. The player can select characters to be included as main members and sub-members by performing modification operations on the various control panels displayed in the team composition display area 60. Hereafter, main members and sub-members will be collectively referred to as members.
[0049] Furthermore, players can equip weapons and other items to party members on the formation screen. When the weapon control unit 54 is tapped, it is highlighted, and the formation display area 60 accepts a change operation to modify the weapons equipped to the members. By performing change operations on the various control units displayed in the formation display area 60, players can select weapons to equip to the members in their party.
[0050] In addition, the party can equip members with summon stones, which are items usable in quests. When the summon stone operation unit 56 is tapped, as shown in Figure 4, the summon stone operation unit 56 is highlighted, and a change operation to change the contents of the summon stones equipped to the members is accepted in the party composition display area 60. In this embodiment, the player can compose a total of six summon stones to equip to the members. Of the six summon stones that the player can compose, some (five in this embodiment) must be selected from the summon stones that the player possesses. Also, of the six summon stones that the player can compose, the other part (one in this embodiment) must be selected from the summon stones that other players have set as supporter summon stones. Details about supporter summon stones will be described later.
[0051] As shown in Figure 4, the formation display area 60 displays five summon stone display slots 62. When a summon stone display slot 62 is tapped, a selection screen (not shown) appears, displaying a list of icons corresponding to the summon stones the player possesses. By tapping any of the icons displayed on this selection screen, the player can select a summon stone.
[0052] When a player selects a summon stone, an image representing the selected summon stone is displayed in the corresponding summon stone display frame 62. Below each summon stone display frame 62, the various stats of the summon stone set in that frame are displayed. In the example shown in Figure 4, the summon stone's stats include HP (Hit Points) and Attack Power. Other stats such as attribute, rarity, level, and defense may also be displayed.
[0053] The party composition, including members, weapons, and summon stones, as described above, is stored as a registered party. Multiple registered parties may be stored.
[0054] In this embodiment, a function is provided for sharing summon stones among players. Players can set a supporter summon stone (loaned game medium) from among the summon stones they own (owned game medium) that other players can use in battle. In other words, players can set a summon stone to lend to other players. In this embodiment, there are six attributes for summon stones: "Fire," "Water," "Earth," "Wind," "Light," and "Dark." There are a total of seven slots for setting supporter summon stones: six slots corresponding to the six attributes mentioned above, and one slot that does not depend on the attribute ("Free"). Up to two summon stones can be set as supporter summon stones in each of these seven slots. Players can change the summon stone set as a supporter summon stone from among the summon stones they own in a menu screen (not shown).
[0055] Figure 5 shows an example of supporter summon stone information. When a player sets a supporter summon stone, the supporter summon stone information stored on server 1000 is updated. As shown in Figure 5, the supporter summon stone information is associated with a player ID used to identify the player. The player ID is used to identify the player and is unique to each player.
[0056] Furthermore, the supporter summon stone information is linked to a summon stone ID that identifies the supporter summon stone set in each slot by the player. In addition, the supporter summon stones set by the player are associated with and stored various stats (HP, attack power, attribute, rarity, level, defense power, etc.) similar to those of the summon stones the player possesses.
[0057] As described above, in this embodiment, one of the six summon stones that a player can assemble must be selected from among the summon stones that other players have set as supporter summon stones. As will be explained in more detail later, in this embodiment, the player can select a supporter summon stone immediately before the start of a battle. For example, if multiple battles are performed consecutively, the player will have to select a supporter summon stone many times, which may reduce the player's convenience.
[0058] In this embodiment, an automatic supporter summon stone selection function is provided. When using the automatic supporter summon stone selection function, the selection of supporter summon stones immediately before the start of battle can be performed automatically. This improves the convenience for the player.
[0059] Returning to Figure 4, at the bottom of the formation display area 60, a supporter auto-selection operation unit 64 labeled "Supporter Auto-Selection" is displayed. When the supporter auto-selection operation unit 64 is tapped, the supporter summon stone auto-selection screen is displayed.
[0060] Figure 6 is the first diagram showing an example of the Supporter Summon Stone Automatic Selection screen. On the Supporter Summon Stone Automatic Selection screen, you can configure the details of the Supporter Summon Stone Automatic Selection function. As shown in Figure 6, an explanatory display section 70 is displayed at the top of the Supporter Summon Stone Automatic Selection screen, which reads, "By setting a summon stone and turning on automatic selection, a supporter summon stone will be automatically selected." The explanatory display section 70 is also provided with an automatic setting operation section 70a. When the automatic setting operation section 70a is tapped, the display mode of the automatic setting operation section 70a switches, and the state of the Supporter Summon Stone Automatic Selection function switches between enabled and disabled. Figure 6 shows the case when the Supporter Summon Stone Automatic Selection function is set to the enabled state.
[0061] Furthermore, three setting frames 74 are displayed at the bottom of the explanatory display section 70. Each setting frame 74 has a predetermined priority. Specifically, the setting frame 74 labeled "Setting 1" has the highest priority, followed by the setting frame 74 labeled "Setting 2," and the setting frame 74 labeled "Setting 3" has the lowest priority.
[0062] In this embodiment, the case where there are three setting frames 74 is shown, but the number of setting frames 74 can be one or more, and may be two or four or more.
[0063] In the example shown in Figure 6, no summon stones are set in the setting slot 74 labeled "Setting 1" and the setting slot 74 labeled "Setting 3". The setting slot 74 that does not have a summon stone set displays an image labeled "Not Set".
[0064] The example shown in Figure 6 illustrates the case where a summon stone is set only in the setting slot 74 labeled "Setting 2". In the setting slot 74 where a summon stone is set, an image of the set summon stone and its various stats are displayed. The example shown in Figure 6 illustrates the case where the rarity (number of stars) and level are displayed as the summon stone's stats.
[0065] Furthermore, as shown in Figure 6, a setting cancellation operation unit 76 is displayed in the setting slot 74 where a summon stone is set. When the setting cancellation operation unit 76 is tapped, the setting of the summon stone for the corresponding setting slot 74 is canceled, and it becomes unset. Note that when using the supporter summon stone automatic selection function, it is not necessary to set a summon stone in all of the setting slots 74; a summon stone may be set in only one of the three setting slots 74 (for example, only the setting slot 74 labeled "Setting 1"). Also, even when not using the supporter summon stone automatic selection function, it may still be possible to set a summon stone in each setting slot 74.
[0066] In this embodiment, each summon stone is associated with multiple level cap increases. Players can increase the level of summon stones according to predetermined rules. However, each level cap increase for summon stones has a set upper limit for the level they can reach. In this embodiment, as the level cap increase increases, the rarity of the summon stone increases, and the upper limit for the level they can reach also increases. Furthermore, when a summon stone's level cap is increased to a predetermined level, new effects are added to the summon stone. In other words, the higher the level cap increase and the higher the level of the summon stone, the more advantageous it is for the player.
[0067] Below the setting frame 74, the summon stone display area 80 is displayed. The summon stone display area 80 displays a list of icons 82 indicating the summon stones that can be set in each setting frame. Icons 82 corresponding to summon stones that are already set in any of the setting frames 74 are displayed in a way that makes them unselectable. Specifically, as shown in Figure 6, an image labeled "Selected" and an image labeled "Setting 2" that identifies the type of setting frame 74 are displayed. Icons 82 corresponding to summon stones that are not yet set in a setting frame 74 are displayed in a way that makes them selectable.
[0068] In this embodiment, the summon stones that can be set in the setting slot 74 are the same for all players, regardless of whether the player actually possesses them or not. However, the types of summon stones that can be set in the setting slot 74 may differ for each player.
[0069] Furthermore, in this embodiment, in addition to the type of summon stone, it is possible to set the upper limit release stage and the lower limit of the level of the summon stone in the setting slot 74.
[0070] The summon stone display area 80 displays a filtering operation section 84 and a detailed operation section 86. When the filtering operation section 84 is tapped, a filtering dialog (not shown) is displayed. In the filtering dialog, it is possible to set filtering conditions according to the summon stone's limit break stage and level. As shown in Figure 6, the contents of the filtering conditions set in the filtering dialog are displayed in the filtering operation section 84.
[0071] Furthermore, when the detailed operation unit 86 is tapped, a detailed dialog (not shown) is displayed. In the detailed dialog, it is possible to set sorting conditions for summon stones and more detailed filtering conditions.
[0072] When filtering or sorting conditions are set in the filtering dialog or details dialog, the icons 82 displayed in the summon stone display area 80 are filtered or sorted according to the settings. This improves the convenience for players when searching for their desired summon stone.
[0073] Additionally, a control panel 88 labeled "Go to Formation TOP" is provided at the bottom of the summon stone display area 80. When the control panel 88 is tapped, the formation screen shown in Figure 4 is displayed.
[0074] The following explains how to set a summon stone in the setting slot 74 labeled "Setting 1". To set a summon stone in any of the setting slots 74, the player taps the setting slot 74 they want to set it in. Figure 6 shows what happens when the setting slot 74 labeled "Setting 1" is tapped. At this time, the tapped setting slot 74, in this case the setting slot 74 labeled "Setting 1", is highlighted.
[0075] Then, when one of the selectable icons 82 displayed in the summon stone display area 80 is tapped, the summon stone details screen corresponding to the tapped icon 82 is displayed.
[0076] Figure 7 is the first diagram showing an example of the summon stone details screen. As shown in Figure 7, the status display section 90 is displayed at the top of the summon stone details screen. The status display section 90 displays the image of the summon stone selected by the player, as well as various stats. In the example shown in Figure 4, the various stats of the summon stone are displayed as HP (Hit Points) parameter value, attack power parameter value, rarity (number of stars), and level. In addition, the detailed information display section 92 is displayed at the bottom of the summon stone details screen. The detailed information display section 92 displays detailed information such as various effects set for the summon stone selected by the player.
[0077] Furthermore, between the status display unit 90 and the detailed information display unit 92, there is a cancel operation unit 94 labeled "Cancel" and a setting operation unit 96 labeled "Set". In addition, below the detailed information display unit 92, there is an operation unit 98 labeled "Return to automatic selection of supporter summon stone".
[0078] When the cancel operation unit 94 or operation unit 98 is tapped, the summon stone details screen is hidden and the supporter summon stone automatic selection screen (Figure 6) is displayed. In this case, the summon stone is not set in the setting slot 74 of "Setting 1" selected by the player.
[0079] Furthermore, when the setting operation unit 96 is tapped, the summon stone selected by the player, that is, the summon stone displayed on the summon stone details screen, is set in the setting slot 74 of "Setting 1" selected by the player. When a summon stone is set in setting slot 74, the summon stone ID for identifying the set summon stone and the values of the various stats of the set summon stone are stored. Then, the summon stone details screen is hidden, and the supporter summon stone automatic selection screen (Figure 8) is displayed.
[0080] Figure 8 is a second diagram showing an example of the automatic supporter summon stone selection screen. As described above, when a new summon stone is set in the setting frame 74 of "Setting 1", an image of the newly set summon stone and various statuses of the set summon stone are displayed in the setting frame 74 of "Setting 1", as shown in Figure 8. In addition, in the summon stone display area 80, icons 82 corresponding to the summon stones set in the setting frames 74 of "Setting 1" and "Setting 2" are displayed in a non-selectable state.
[0081] Next, we will explain the process of changing the summon stone set in the setting frame 74 of "Setting 1". As shown in Figure 8, when the setting frame 74 of "Setting 1" is tapped and selected, and one of the selectable icons 82 displayed in the summon stone display area 80 is tapped, the summon stone details screen (Figure 9) corresponding to the tapped icon 82 will be displayed.
[0082] Figure 9 is a second diagram showing an example of the summon stone details screen. As shown in Figure 9, the status display section 90 of the summon stone details screen displays the image of the summon stone selected by the player, as well as various stats. The detailed information display section 92 of the summon stone details screen displays detailed information such as the various effects set for the summon stone selected by the player. When the setting operation section 96 is tapped, the summon stone selected by the player, that is, the summon stone displayed on the summon stone details screen, is set in the setting frame 74 of "Setting 1" selected by the player. The summon stone details screen is then hidden, and the supporter summon stone automatic selection screen (Figure 10) is displayed.
[0083] Figure 10 is a third diagram showing an example of the automatic supporter summon stone selection screen. As described above, when the summon stone set in the setting frame 74 of "Setting 1" is changed, an image of the newly set summon stone and various statuses of the set summon stone are displayed in the setting frame 74 of "Setting 1," as shown in Figure 10. In addition, in the summon stone display area 80, icons 82 corresponding to the summon stones set in the setting frames 74 of "Setting 1" and "Setting 2" are displayed in a non-selectable state.
[0084] Figure 11A shows an example of friend information. In this embodiment, players can set up friends on the menu screen. In the friend settings, players can register friends with other players. Friend registration is done when a player sends a friend request to another player and the other player accepts the friend request, or when a player accepts a friend request sent from another player.
[0085] Once friend registration is complete, the player IDs of other players who have been added as friends will be linked and stored as part of the friend information stored on server 1000, associated with each player's player ID.
[0086] Figure 11B shows an example of supporter summon stone list information. Server 1000 sets the supporter summon stone list information when a predetermined timing arrives and stores it in association with the player's player ID. The predetermined timing for setting the supporter summon stone list information can be set, for example, at predetermined time intervals (for example, every 2 hours). However, the predetermined timing for setting the supporter summon stone list information can also be set to a predetermined trigger, for example, when the player logs into the game or when the player taps the quest selection tab 33 (Figure 3B).
[0087] As shown in Figure 11B, the supporter summon stone list information has 10 slots, numbered 001 to 010. Each slot stores the player ID of another player who has been designated as the player's supporter, a friend identifier indicating whether or not that other player is registered as a friend of the player, and a summon stone ID to identify the summon stone that that other player has set as their supporter summon stone. In Figure 11B, if "1" is stored as the friend identifier, it indicates that the player is registered as a friend, and if "0" is stored as the friend identifier, it indicates that the player is not registered as a friend.
[0088] In this embodiment, six supporter slots, numbered 001 to 006, are set as friend priority slots. For example, when a predetermined timing arrives for setting the supporter summon stone list information, server 1000 selects six players as supporters by lottery from other players who are friends with the player. Server 1000 also selects four players as supporters by lottery from other players who are not friends with the player. If the number of other players who are friends with the player is less than the number of friend priority slots, all other players who are friends with the player may be selected as supporters without a lottery. The supporter summon stone list information can be set based on predetermined conditions set in advance, and is not limited to the above example.
[0089] The following describes the process leading up to the start of a battle when the automatic selection of supporter summon stones is disabled. When the automatic selection of supporter summon stones is disabled, and any of the quest selection tabs 33 in Figure 3B are operated (game selection operation), the supporter selection screen will be displayed.
[0090] Figure 12A shows an example of the supporter selection screen. As shown in Figure 12A, the top of the supporter selection screen displays display switching tabs 100, each corresponding to the supporter summon stone setting slot, labeled "Fire," "Water," "Earth," "Wind," "Light," "Dark," and "Free." Below the display switching tabs 100, the supporter display area 110 is displayed.
[0091] As shown in Figure 12A, the supporter display area 110 displays a list of selection tabs 112 for each summon stone that other players who have been set as supporters have set as their supporter summon stone. In Figure 12A, the display switching tab 100 labeled "Wind" is selected. In this case, the selection tabs 112 are displayed in a list for each summon stone that other players who have been set as supporters have set as their supporter summon stone in the "Wind" setting slot of the supporter summon stone.
[0092] As shown in Figure 12A, each selection tab 112 displays the player name of the other player set as a supporter, various statuses of that other player, and an image identifying whether or not that other player is registered as a friend. In addition, each selection tab 112 displays an image of the summon stone, various statuses of that summon stone, and detailed information such as the various effects set for that summon stone.
[0093] Furthermore, as shown in Figure 12A, an automatic selection operation unit 114 labeled "Automatic Selection" is provided at the top of the display switching tab 100. When the automatic selection operation unit 114 is tapped, the supporter summon stone automatic selection screen (Figure 6) is displayed, and as described above, it becomes possible to configure settings related to the supporter summon stone automatic selection function.
[0094] In this embodiment, of the six summon stones that a player can assemble, one must be selected from among the summon stones that another player set as a supporter has set as a supporter summon stone. A player can select a supporter summon stone to assemble by tapping one of the selection tabs 112 displayed in the supporter display area 110. When a selection tab 112 is tapped, the registration assembly screen is displayed.
[0095] Figure 12B shows an example of the registered party formation screen. As shown in Figure 12B, the registered party display section 120 is displayed at the top of the registered party formation screen. The registered party display section 120 displays various images representing the registered party that the player has set in advance on the formation screen as described above. The example shown in Figure 12B shows a case where the main members, sub-members, some weapons, and some summon stones of the registered party are displayed. It is also possible to switch to another pre-set registered party on the registered party formation screen. Furthermore, it may be possible to display the formation screen (Figure 4) and edit the contents of the registered party by tapping the registered party display section 120. In this case, an operation section for transitioning from the formation screen to the registered party formation screen may be displayed on the formation screen.
[0096] Furthermore, as shown in Figure 12B, a Supporter Summon Stone Display Unit 122 is displayed below the Registered Party Display Unit 120. The Supporter Summon Stone Display Unit 122 displays detailed information corresponding to the selection tab 112 selected by the player, including the player name of the other player set as a supporter, various stats of that other player, an image identifying whether or not that other player is registered as a friend, an image showing the summon stone, various stats of that summon stone, and various effects set for that summon stone.
[0097] Furthermore, as shown in Figure 12B, the bottom of the registration screen is provided with a cancel operation section 124 labeled "Cancel" and a confirm operation section 126 labeled "OK".
[0098] When the cancel operation unit 124 is tapped, the registration and formation screen is hidden. The player's selection on the selection tab 112 is then canceled, and the supporter selection screen (Figure 12) is displayed.
[0099] Furthermore, when the decision control unit 126 is tapped, it is decided that the battle will start with the formation displayed on the registered formation screen, and the battle screen (Figure 13) is displayed.
[0100] Next, we will explain the process leading up to the start of a battle when the automatic supporter summon stone selection function is enabled. When the automatic supporter summon stone selection function is enabled and any of the quest selection tabs 33 in Figure 3B are operated, an automatic selection process is executed to automatically select a supporter summon stone based on the settings of the automatic supporter summon stone selection function.
[0101] In this embodiment, there are certain usage restrictions when using supporter summon stones. Specifically, for example, a supporter summon stone belonging to another player set as a friend can be used up to 30 times consecutively, and after 30 consecutive uses, it becomes impossible to use for a certain period of time (e.g., 1 hour). Also, a supporter summon stone belonging to another player not set as a friend becomes impossible to use for a certain period of time (e.g., 1 hour) after being used once. Therefore, it is generally preferable to use supporter summon stones belonging to other players set as friends consecutively.
[0102] In the automatic selection process, a supporter summon stone may be automatically selected based on the following decision process performed on server 1000. However, the automatic selection process may also be performed on player terminal 1.
[0103] Decision-making process (1) If the supporter summon stone used in the previous battle belongs to another player who is registered as a friend, and that supporter summon stone meets the settings for the automatic supporter summon stone selection function and can be used consecutively, then the system will decide to use that supporter summon stone.
[0104] Specifically, the conditions for satisfying the settings of the automatic supporter summon stone selection function are when the selected supporter summon stone matches the summon stone ID of the summon stone set in setting slot 74, and the value of the predetermined status of the said supporter summon stone is equal to or greater than the value of the predetermined status of the summon stone set in setting slot 74. In this embodiment, the predetermined status is set to be rarity (number of stars) and level.
[0105] Furthermore, on the Supporter Summon Stone Automatic Selection screen (Figure 10), checkboxes labeled "Include higher values" and "Exact match values only" may be provided for a given status. For example, if the checkbox labeled "Include higher values" is selected, a Supporter Summon Stone should be treated as satisfying the settings of the Supporter Summon Stone Automatic Selection function if it matches the Summon Stone ID of the Summon Stone set in setting slot 74, and the value of the given status of that Supporter Summon Stone is equal to or greater than the value of the given status of the Summon Stone set in setting slot 74. Also, if the checkbox labeled "Exact match values only" is selected, a Supporter Summon Stone should be treated as satisfying the settings of the Supporter Summon Stone Automatic Selection function if it matches the Summon Stone ID of the Summon Stone set in setting slot 74, and the value of the given status of that Supporter Summon Stone matches the value of the given status of the Summon Stone set in setting slot 74.
[0106] Furthermore, on the supporter summon stone automatic selection screen (Figure 10), only the values of the summon stones' predetermined stats may be set in setting slot 74. For example, if the checkbox labeled "Include higher values" is selected, the supporter summon stone's predetermined stat value should be considered as satisfying the settings of the supporter summon stone automatic selection function if it is equal to or greater than the predetermined stat value of the summon stone set in setting slot 74. Also, for example, if the checkbox labeled "Only exact match values" is selected, the supporter summon stone's predetermined stat value should be considered as satisfying the settings of the supporter summon stone automatic selection function if it matches the predetermined stat value of the summon stone set in setting slot 74. In other words, the search conditions in the supporter summon stone automatic selection function do not need to include the summon stone ID.
[0107] Furthermore, in the supporter summon stone automatic selection screen (Figure 10), only the type of summon stone, i.e., the summon stone ID, may be set in setting slot 74. In this case, supporter summon stones with a summon stone ID that matches the summon stone ID set in setting slot 74 should be treated as satisfying the settings of the supporter summon stone automatic selection function. In other words, the search conditions in the supporter summon stone automatic selection function do not need to include the summon stone's predetermined status.
[0108] Furthermore, in the supporter summon stone automatic selection screen (Figure 10), only the attribute of the summon stone may be set in setting slot 74. In this case, supporter summon stones with attributes that match the attribute of the summon stone set in setting slot 74 should be treated as satisfying the settings of the supporter summon stone automatic selection function. In other words, the search conditions in the supporter summon stone automatic selection function do not need to include the summon stone ID or the predetermined status of the summon stone.
[0109] Decision-making process (2) If no supporter summon stone is determined in the decision process (1), the supporter summon stone list information in Figure 11B is referenced, and the supporter summon stones set for each attribute ("Fire", "Water", "Earth", "Wind", "Light", "Dark", "Free") are listed accordingly.
[0110] Decision processing (3) From the summon stones listed in judgment process (2) that have the specified attributes set, a supporter summon stone that satisfies the setting content set in setting slot 74 of "Setting 1" is searched. The specified attribute will be set to the attribute tab of the supporter summon stone selected by the player at the time the selected battle was previously played. If the selected battle has not been played before, the attribute tab of the supporter summon stone selected by the player in the most recent battle may be set to the specified attribute.
[0111] Decision processing (4) If the search in decision process (3) finds a supporter summon stone that matches the settings in setting slot 74, it is decided to use the supporter summon stone with the highest limit break stage among them. In this case, if there are multiple supporter summon stones with the highest level of limit break, the system will prioritize using the supporter summon stone of another player who is registered as a friend. Furthermore, it is necessary to determine whether the predetermined stats of the supporter summon stone determined at this time are the maximum values that can be taken in the game. If the predetermined stats are the maximum values, the subsequent determination process may be omitted.
[0112] Decision processing (5) If the search in judgment process (3) does not find a supporter summon stone that matches the settings in setting slot 74, the search is performed from the list of supporter summon stones set to "Free".
[0113] Decision-making process (6) If the search in judgment process (5) does not find a supporter summon stone that matches the settings in setting slot 74, the search is performed by searching the list of supporter summon stones set for all remaining attributes, starting with "Fire".
[0114] Decision processing (7) If no result is found in the search in judgment process (6), the judgment processes (3) to judgment process (6) are repeated for the summon stone set in setting slot 74 of "Setting 2".
[0115] Decision processing (8) If no result is found in the search in judgment process (7), the judgment processes (3) to judgment process (6) are repeated for the summon stone set in setting slot 74 of "Setting 3".
[0116] In the above decision processes (1) to (8), if a supporter summon stone is automatically determined, the display of the supporter selection screen (Figure 12A) is omitted, and the registered formation screen (Figure 12B) is displayed based on the automatically determined supporter summon stone.
[0117] On the other hand, if a supporter summon stone is not automatically determined in the above determination processes (1) to (8), the supporter selection screen (Figure 12A) is displayed, and the player's tap on the selection tab 112 is accepted. In this embodiment, the supporter summon stone list information used to determine the supporter summon stone in the automatic supporter summon stone selection function and the supporter summon stone list information referenced to display the supporter selection screen (Figure 12A) have the same content. However, the supporter summon stone list information used to determine the supporter summon stone in the automatic supporter summon stone selection function and the supporter summon stone list information referenced to display the supporter selection screen may have different content.
[0118] When the automatic supporter summon stone selection function is enabled, the supporter summon stone can be automatically determined as described above. For example, when performing multiple battles consecutively, the player does not need to select a supporter summon stone each time. This greatly improves the convenience for the player.
[0119] Furthermore, if the player manually selects a supporter summon stone without using the automatic supporter summon stone selection function, the player terminal 1 needs to communicate with the server 1000 to obtain the supporter summon stone list information (Figure 11B) associated with the player ID in order to display the supporter selection screen (Figure 12A). Also, if the player manually selects a supporter summon stone without using the automatic supporter summon stone selection function, the player terminal 1 needs to communicate with the server 1000 to send information to identify the supporter summon stone corresponding to the selection tab 112 selected by the player's input. On the other hand, when using the automatic supporter summon stone selection function of this embodiment, it is possible to omit the display of the supporter selection screen (Figure 12A), thereby reducing the amount of data communication between the player terminal 1 and the server 1000 regarding the selection of a supporter summon stone.
[0120] Furthermore, it becomes possible to prioritize and continuously use the supporter summon stones of other players set as friends in order to fill the 74 setting slots for summon stones. This also reduces the risk of imposing usage restrictions on all supporter summon stones of other players set as friends.
[0121] Furthermore, by prioritizing the search from attribute tabs that make it easier to find summon stones set in setting slot 74, it is possible to reduce the processing load of the search.
[0122] Furthermore, if the automatic supporter summon stone selection function is enabled, and the registered party display unit 120 is tapped to display the formation screen (Figure 4), and then the user transitions back to the registered formation screen from this formation screen, the automatic selection process described above may be executed again. In this case, for example, if the supporter summon stone list information (Figure 11B) has been updated, the automatic selection process will be executed again, which may change the summon stone selected by the automatic supporter summon stone selection function.
[0123] Figure 13 shows an example of a battle screen. As shown in Figure 13, the upper half of the battle screen displays allied characters 151a and enemy characters 151b. At the start of the battle, the main members of the party are displayed as allied characters 151a. Figure 13 also illustrates the case where there is one enemy character 151b.
[0124] Each enemy character 151b, and each individual ally character 151a, has a parameter value (specifically, HP (Hit Points)) related to their life (or stamina) set for them (for example, an HP value). The HP value of enemy character 151b decreases, and when the HP value reaches a predetermined limit (for example, 0), enemy character 151b disappears (is removed from the screen).
[0125] When all enemy characters 151b on the battle screen are eliminated, the battle is won and the quest is cleared. Upon clearing the quest, the player receives a reward. Additionally, if any of the allied characters 151a reach a predetermined HP limit (for example, 0), that character becomes incapacitated. Incapacitated characters are removed from the battle screen, and if there are substitute members, those substitute members appear on the battle screen.
[0126] Furthermore, the determination of whether enemy character 151b survives or disappears may not be limited to its HP value, but may also be based on, for example, an HP percentage (parameter percentage) that represents the ratio of the remaining HP value to the maximum HP value. The HP percentage represents the ratio of remaining HP and may be expressed as a percentage. For example, enemy character 151b may disappear when its HP percentage decreases and reaches a percentage corresponding to a limit value (for example, 0%).
[0127] Furthermore, the parameters related to the enemy character 151b's life are not limited to HP; for example, they could be the damage taken by enemy character 151b. In this case, the determination of whether enemy character 151b survives or disappears may be based on the total damage taken, which is the sum of the damage taken. For example, if the total damage taken by enemy character 151b increases and reaches a predetermined limit (for example, a value corresponding to the maximum HP), enemy character 151b may disappear.
[0128] Furthermore, the determination of whether enemy character 151b survives or is eliminated may be based on the total damage taken ratio, which represents the ratio of the total damage taken to the maximum HP. The total damage taken ratio may be expressed as a percentage. For example, if the total damage taken ratio of enemy character 151b increases and reaches a percentage corresponding to a limit value (e.g., 100%), the enemy character 151b may be eliminated.
[0129] As shown in Figure 13, the battle screen displays a normal attack tab 152 labeled "Attack". The normal attack tab 152 is located, for example, below the screen of an ally character 151a. The normal attack tab 152 accepts input indicating the player's action (for example, an attack).
[0130] Battles are basically turn-based. When the normal attack tab 152 is activated, allied character 151a attacks enemy character 151b, and then enemy character 151b takes an action, completing one turn. When allied character 151a attacks enemy character 151b, enemy character 151b's HP value changes based on that attack.
[0131] When enemy character 151b attacks ally character 151a, ally character 151a's HP value changes based on that attack. After that, no turn passes until the normal attack tab 152 is operated again, and during that time enemy character 151b does not perform any actions.
[0132] Additionally, the lower half of the battle screen displays the ability selection tab 153a, the summon stone selection tab 153b, and the recovery tab 153c labeled "Recovery." The ability selection tab 153a is displayed for each ally character 151a shown in the upper half of the screen. Once the ability selection tab 153a is operated and the type of ability to be activated is determined, the ally character 151a activates the selected ability.
[0133] While the details of the abilities are omitted here, when an ability is activated, the special effects of the activated ability are applied to either enemy character 151b or ally character 151a. Each ability has a set number of turns until it can be activated again after its initial activation.
[0134] When the Summon Stone Selection tab 153b is operated, the type of Summon Stone to be used can be selected. Once the Summon Stone to be used is decided, the summon action is executed. In the summon action, the summon character, which is a character associated with the selected Summon Stone, is summoned, and the summon character attacks the enemy character 151b. Note that the summon action can only be performed once per turn.
[0135] When the recovery tab 153c is operated and the type of recovery item to be used is determined, the HP value of the allied character 151a is restored by the determined recovery item.
[0136] Note that activating abilities, using summon stones, or using healing items does not end a turn. Each turn ends when an attack is performed by operating the Normal Attack tab 152. In other words, players can activate abilities, use summon stones, or use healing items before operating the Normal Attack tab 152. This allows players to perform normal attacks, activate abilities, use summon stones, and use healing items in a single turn.
[0137] As shown in Figure 13, the HP gauge 155 of enemy character 151b is displayed at the top of the battle screen. The HP gauge 155 is an image that shows the HP percentage of enemy character 151b. The HP gauge 155 is displayed as a bar that extends horizontally across the screen. The HP gauge 155 is displayed in a predetermined color. The predetermined color is, for example, red, but it can be set to any color. The left edge of the HP gauge 155 on the screen corresponds to the HP percentage corresponding to the limit value (for example, 0%). In Figure 13, the HP gauge 155 is displayed when the HP percentage is 100%. As the HP percentage decreases, the right edge of the HP gauge 155 on the screen moves to the left side of the screen, and the length of the HP gauge 155 is shortened. By displaying the HP gauge 155 on the battle screen, the player can easily recognize the HP status of enemy character 151b.
[0138] The actions of enemy character 151b are broadly divided into normal actions and special actions. All actions other than special actions are considered normal actions. Special actions have characteristics such as being more powerful, having a wider attack range, or performing more attacks than normal actions.
[0139] Special actions are managed in association with the parameter values (e.g., HP value) or parameter percentages (percentages based on the maximum parameter value; e.g., HP percentage) of the enemy character 151b. Special actions are executed based on the fulfillment of specific conditions. These conditions may include, for example, the operation of the normal attack tab 152 and the enemy character 151b's parameter values or parameter percentages reaching a predetermined specific value.
[0140] Then, during the course of one turn in the battle game, if enemy character 151b's HP reaches 0, the battle game's termination condition is met, and the battle game ends with the player's victory.
[0141] The following describes the processing performed by player terminal 1 and server 1000 to implement the above game, as well as the functional units that carry out each of these processes. Note that the following description will focus specifically on the processing related to the automatic selection of supporter summon stones, while other processes will be omitted.
[0142] (Functional part of player terminal 1) Figure 14 is a functional block diagram of player terminal 1. The storage device 12 of player terminal 1 is provided with a program storage area 12a and a data storage area 12b. When the game starts or the browser is launched, the CPU 10 stores a program (module) that controls the browser in the program storage area 12a.
[0143] The program that controls the browser includes the game execution control program 200. Note that the programs listed in Figure 14 are just examples; many other programs are also included in the browser control system.
[0144] The CPU 10 runs each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by running each program stored in the program storage area 12a, the CPU 10 makes the player terminal 1 (computer) function as a terminal control unit 1A. In other words, the player terminal 1 is an information processing device equipped with a terminal control unit 1A that performs processing of various information processing programs. The terminal control unit 1A includes a game execution control unit 200a.
[0145] Specifically, the CPU 10 runs the game execution control program 200, causing the computer to function as a game execution control unit 200a.
[0146] The data storage area 12b is equipped with a game information storage unit 201 and a player information storage unit 202 as storage units for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 12b is equipped with many other storage units.
[0147] The game information memory unit 201 stores various information related to the game's progress, such as the game's progress status, for each battle.
[0148] The player information storage unit 202 stores various information about the player, such as the player ID.
[0149] The game execution control unit 200a controls the overall progress of the game. For example, the game execution control unit 200a controls the automatic selection function for supporter summon stones. Furthermore, the game execution control unit 200a works in cooperation with the server 1000 to execute and control battles according to player actions or the progress of the game. For example, the game execution control unit 200a displays an image on the display 26 based on information received from the server 1000. In other words, the game execution control unit 200a executes the type of battle selected by the player.
[0150] (Functional unit of Server 1000) Figure 15 is a functional block diagram of server 1000. The storage device 1012 of server 1000 is provided with a program storage area 1012a and a data storage area 1012b. The game execution control program 1200 is stored in the program storage area 1012a. Note that the programs listed in Figure 15 are just examples, and many other programs are stored in the program storage area 1012a.
[0151] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by running each program stored in the program storage area 1012a, the CPU 1010 makes the server 1000 (computer) function as the server control unit 1000A. In other words, the server 1000 is an information processing device equipped with a server control unit 1000A that performs processing of various information processing programs. The server control unit 1000A includes a game execution control unit 1200a.
[0152] Specifically, the CPU 1010 runs the game execution control program 1200, causing the computer to function as a game execution control unit 1200a.
[0153] The data storage area 1012b is equipped with a game information storage unit 1201 and a player information storage unit 1202 as storage units for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 1012b is equipped with many other storage units.
[0154] The game information storage unit 1201 stores various information related to the game's progress, such as the game's progress status, for each battle.
[0155] The player information storage unit 1202 stores various types of information about each player (player ID).
[0156] The game execution control unit 1200a controls the overall progress of the game. For example, the game execution control unit 1200a updates the game information for the entire game based on the reception of various information indicating the player's input operations to the player terminal 1. Also, when the game information for the entire game is updated, the game execution control unit 1200a sends the updated game information to the player terminal 1.
[0157] Furthermore, the game execution control unit 1200a works in cooperation with the game execution control unit 200a of the player terminal 1 to execute and control the battle.
[0158] (Communication processing between player terminal 1 and server 1000) The following describes the communication process between player terminal 1 and server 1000, specifically the process related to the battle mentioned above.
[0159] Figure 16 is a sequence diagram illustrating the processing in player terminal 1 and server 1000. In the following explanation, the processing in player terminal 1 is referred to as step Pn (where n is an arbitrary integer), and the processing in server 1000 is referred to as step Sn (where n is an arbitrary integer).
[0160] As shown in Figure 16, the game execution control unit 200a of the player terminal 1 executes the supporter summon stone setting process (step P1). Specifically, in the supporter summon stone setting process, the game execution control unit 200a accepts an operation to set or change a summon stone to be set as a supporter summon stone from among the summon stones owned by the player on a menu screen (not shown). When an operation to set or change a summon stone to be set as a supporter summon stone is input, the game execution control unit 200a updates the supporter summon stone information (Figure 5). The game execution control unit 200a also sends the updated supporter summon stone information to the server 1000. When the server 1000 receives the supporter summon stone information, it stores the received supporter summon stone information in the player information storage unit 1202, linked to the player's player ID. In other words, it can be said that the owned game medium (summon stone) linked to the player's player ID is stored as a loaned game medium (supporter summon stone) linked to the player's player ID.
[0161] Furthermore, the game execution control unit 200a of the player terminal 1 performs a friend setting process (step P2). Specifically, in the friend setting process, the game execution control unit 200a accepts an operation on a menu screen (not shown) to register the player as a friend with another player.
[0162] Then, when an operation is input to register a friend between the player and another player, the game execution control unit 200a updates the friend information (Figure 11A). The game execution control unit 200a also sends the updated friend information to the server 1000.
[0163] Furthermore, when server 1000 receives friend information, it stores the received friend information in player information storage unit 1202, linking it to the player's player ID. In other words, friend information, including the player IDs of other players, is managed in conjunction with the player's player ID.
[0164] Furthermore, the game execution control unit 200a of player terminal 1 executes the party formation reservation process (step P3). Specifically, in the party formation reservation process, the game execution control unit 200a receives the player's input (first input) on the formation screen (Figure 4) to form a party to be used in battle. That is, the player's first input is received to select a game medium (registered party) to form from the game medium (characters, weapons, summon stones) that the player possesses. The game execution control unit 200a also receives the player's input (second input) on the supporter summon stone automatic selection screen (Figure 6) to determine whether to use the supporter summon stone automatic selection and to select the summon stones to be set in each setting slot 74.
[0165] Setting summon stones in each of the 74 setting slots can be said to be specifying the conditions (reserved formation conditions) for forming a supporter summon stone team. Furthermore, it can be said that a second input from the player is accepted to specify these reserved formation conditions.
[0166] The game execution control unit 200a then generates reservation formation information, which includes information for identifying registered parties and information for identifying summon stones set in each setting slot 74 (summon stone ID), and stores it in the player information storage unit 202. The game execution control unit 200a also transmits the reservation formation information to the server 1000. When the game execution control unit 1200a of the server 1000 receives the reservation formation information, it stores the received reservation formation information in the player information storage unit 1202, linked to the player's player ID. In other words, the game execution control units 200a and 1200a store reservation formation information, including the game medium and reservation formation conditions, linked to the player ID.
[0167] Furthermore, when a predetermined timing is reached, the game execution control unit 1200a of server 1000 executes a supporter summon stone list information setting process (step S1) to set supporter summon stone list information and store it linked to the player's player ID. Specifically, in the supporter summon stone list information setting process, the game execution control unit 1200a refers to friend information (Figure 11A) and selects 6 players as supporters by lottery from other players who are friends with the player. The game execution control unit 1200a also selects 4 players as supporters by lottery from other players who are not friends with the player. Then, based on the supporter summon stone information (Figure 5) linked to the player IDs of the other players selected as supporters, the game execution control unit 1200a generates supporter summon stone list information (Figure 11B) and stores it in the player information storage unit 1202 linked to the player's player ID. Here, the supporter summon stones set in the supporter summon stone list information will be set as search targets in the supporter summon stone automatic selection function. In other words, based on predetermined conditions, the loaned game media (supporter summon stones) associated with each player ID of multiple other players will be determined as search targets. In this embodiment, the supporter summon stone list information will be transmitted to the player terminal 1 in step S2-4, which will be described later. Specifically, the supporter summon stone list information will be transmitted to the player terminal 1 at the time the supporter selection screen (Figure 12A) is displayed on the player terminal 1.
[0168] Furthermore, the game execution control unit 200a of the player terminal 1 receives an operation on the quest selection tab 33 of the quest list screen (Figure 3). When the quest selection tab 33 is operated, it sends battle selection information, which includes information that identifies the type of battle selected, to the server 1000 (step P4). The battle selection information includes the player ID, battle identification information that identifies the type of battle, and so on.
[0169] When server 1000 receives battle selection information from player terminal 1, it performs server-side battle start pre-processing (step S2). Also, the game execution control unit 200a of player terminal 1 performs terminal-side battle start pre-processing (step P5).
[0170] Figure 17 is a flowchart illustrating the server-side pre-battle processing (step S2). The game execution control unit 1200a of server 1000 determines whether the automatic supporter summon stone selection function is enabled for the player ID included in the battle selection information (step S2-1). If the automatic supporter summon stone selection function is enabled (YES in step S2-1), the game execution control unit 1200a proceeds to step S2-2. If the automatic supporter summon stone selection function is disabled (NO in step S2-1), the game execution control unit 1200a proceeds to step S2-4.
[0171] The game execution control unit 1200a executes an automatic selection process that sequentially performs the judgment processes (1) to (8) described above (step S2-2). That is, the game execution control unit 1200a searches for supporter summon stones that satisfy the settings set in setting slot 74, starting with the summon stones set in setting slot 74, which have a relatively higher priority. Then, if the game execution control unit 1200a finds a supporter summon stone that satisfies the settings set in setting slot 74, it decides to use the supporter summon stone with the highest limit break stage among them.
[0172] If the automatic selection process determines a supporter summon stone (YES in step S2-3), the game execution control unit 1200a proceeds to step S2-6. If the automatic selection process does not determine a supporter summon stone (NO in step S2-3), the game execution control unit 1200a proceeds to step S2-4.
[0173] The game execution control unit 1200a refers to the supporter summon stone list information (Figure 11B) and executes a supporter selection screen information generation process (step S2-4) to generate supporter selection screen information that displays the supporter selection screen (Figure 12A). Here, the game execution control unit 1200a causes the player terminal 1 to receive the generated supporter selection screen information. The supporter selection screen information includes the supporter summon stone list information (Figure 11B) set in step S1 above.
[0174] The game execution control unit 1200a then waits until it receives selection operation information from the player terminal 1 based on the player's tap of the selection tab 112 (Figure 12A) (step S2-5). If it receives selection operation information (YES in step S2-5), the game execution control unit 1200a proceeds to step S2-6.
[0175] The game execution control unit 1200a executes a registration formation screen information generation process (step S2-6) to generate registration formation screen information that displays the registration formation screen (Figure 12B) based on the supporter summon stone determined based on the automatic selection process (step S2-2) or the player's manual input (step S2-5), and the registered party that the player has set in advance on the formation screen. Here, the game execution control unit 1200a causes the player terminal 1 to receive the generated registration formation screen information. The registration formation screen information includes information for identifying the supporter summon stone determined based on the automatic selection process (step S2-2) or the player's manual input (step S2-5), and the registered party that the player has set in advance on the formation screen.
[0176] If a supporter summon stone is determined during the automatic selection process (step S2-2), the process in step S2-4 will not be executed, and the process in step S2-6 will be executed instead. Therefore, in this case, the supporter summon stone list information (Figure 11B) will not be sent from server 1000 to player terminal 1.
[0177] Figure 18 is a flowchart illustrating the terminal-side pre-battle processing (step P5). The game execution control unit 200a of player terminal 1 determines whether or not it has received supporter selection screen information from server 1000 (step P5-1). If supporter selection screen information has not been received (NO in step P5-1), the game execution control unit 200a moves to step P5-5.
[0178] If supporter selection screen information is received (YES in step P5-1), the game execution control unit 200a displays the supporter selection screen (Figure 12A) based on the received supporter selection screen information (step P5-2). The game execution control unit 200a also accepts a tap on the selection tab 112 by the player (step P5-3). In other words, the supporter selection screen is displayed when the automatic supporter summon stone selection function is set to disabled, and when the automatic supporter summon stone selection function is set to enabled but no supporter summon stone is automatically selected. To put it another way, if there are no loaner game media (supporter summon stones) that satisfy the conditions for forming a supporter summon stone (reservation formation conditions) set in each setting slot 74, the game execution control unit 200a accepts a tap on the selection tab 112 (third input) on the supporter selection screen (Figure 12A) by the player.
[0179] Then, if the player taps the selection tab 112 (YES in step P5-3), the game execution control unit 200a sends selection operation information to the server 1000 (step P5-4). The selection operation information includes the player's player ID and information to identify the supporter summon stone corresponding to the tapped selection tab 112.
[0180] Furthermore, the game execution control unit 200a determines whether or not it has received registration configuration screen information from the server 1000 (step P5-5). If it has not received registration configuration screen information (NO in step P5-5), the game execution control unit 200a moves the process to step P5-1.
[0181] If registration configuration screen information is received (YES in step P5-5), the game execution control unit 200a displays the registration configuration screen (Figure 12B) based on the received registration configuration screen information (step P5-6).
[0182] Returning to Figure 16, when the game execution control unit 200a of the player terminal 1 receives an operation (battle start operation) from the decision operation unit 126 on the registration formation screen (Figure 12B), it sends battle start request information to the server 1000 (step P6). The battle start request information includes the player ID, formation information showing the party formation details, and battle identification information identifying the type of battle.
[0183] When the game execution control unit 1200a of server 1000 receives battle start request information, it executes a start setting process to perform various start settings related to the battle (step S3). For example, the game execution control unit 1200a sets the enemy character 151b in the battle identified by the battle identification information of the battle start request information, sets the initial HP value of the enemy character 151b, and sets the special actions of the enemy character 151b.
[0184] Next, the game execution control unit 1200a executes a battle screen information generation process to generate battle screen information for displaying the battle screen (step S4). Here, the game execution control unit 1200a causes the player terminal 1 to receive the generated battle screen information.
[0185] The game execution control unit 200a of the player terminal 1 performs a battle screen display process to display the battle screen on the display 26 based on the received battle screen information (step P7). Subsequently, the game execution control unit 200a of the player terminal 1 performs a terminal-side battle execution process to execute the battle by communicating with the server 1000 based on the player's input operations on the battle screen (step P8).
[0186] Furthermore, the game execution control unit 1200a of the server 1000 performs server-side battle execution processing to execute a battle based on the operation information received from the player terminal 1 (step S5).
[0187] Then, when the battle termination conditions are met, the game execution control unit 1200a of server 1000 performs a battle game termination process to end the battle (step S6). At this time, the game execution control unit 1200a receives battle game termination information to the player terminal 1. The game execution control unit 1200a also updates the player information based on the game result information of the completed battle. The game execution control unit 200a of player terminal 1 performs a battle game termination process to end the battle based on the received battle game termination information (step P9).
[0188] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.
[0189] In the above embodiment, the case where the player terminal 1 is a smartphone was described as an example. However, the player terminal 1 is not limited to a smartphone; it may be any computer, such as a personal computer.
[0190] Furthermore, the game content in the above embodiment is merely an example. Also, the game genre to which the above technical matters can be applied is not particularly limited. For example, the above technical matters can be applied to any game genre, such as RPGs, action games, puzzle games, simulation games, and sports games.
[0191] In any case, the information processing system S (game device G) may consist of one or more computers, and the computers may perform the following processes.
[0192] (Processes performed by a computer) A process to store a game medium owned by a player (for example, a summon stone in the above embodiment) linked to the player's player ID as a loaned game medium (for example, a supporter summon stone in the above embodiment) linked to the player's player ID (for example, step P1 in the above embodiment). A process to receive a first input from the player to select a game medium to be assembled from the game mediums owned by the player (for example, characters, weapons, and summon stones in the above embodiment) linked to the player's player ID (for example, step P3 in the above embodiment). A process to receive a second input from the player to specify the reservation configuration conditions (in the above embodiment, for example, the type and status of the summon stone set in each setting slot 74) (in the above embodiment, for example, step P3). A process to store reservation arrangement information, including the game medium and reservation arrangement conditions, linked to the player's player ID (step P3 in the above embodiment as an example). A process to accept the player's game selection operation to select the type of game (in the above embodiment, step P4 is an example). Based on predetermined conditions, the process determines the target to be a rental game medium associated with the respective player ID of multiple other players (in the above embodiment, for example, a supporter summon stone set as the search target by being set in the supporter summon stone list information) (in the above embodiment, for example, step S1). A process to identify rental game media that satisfy the reservation scheduling conditions included in the reservation scheduling information from the rental game media that have been determined to be the target (in the above embodiment, step S2-2 is an example). When a rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information is identified (for example, YES in step S2-3 in the above embodiment), a process is performed to execute a game of the type selected by the game selection operation based on the identified rental game medium and the scheduled game medium (for example, in the above embodiment, steps S2-6, P5-5, P5-6, P6-P8, S3-S5). If there are no rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information (for example, NO in step S2-3 in the above embodiment), a process is performed to accept a third input from the player to select one of the rental game media associated with each player ID of multiple other players (for example, tapping the selection tab 112 in the above embodiment) (for example, steps S2-4, S2-5, P5-1 to P5-3 in the above embodiment). Based on the third input, the loaned game medium and the compiled game medium, the process of executing the type of game selected by the game selection operation (in the above embodiment, for example, steps S2-5, S2-6, P5-5, P5-6, P6-P8, S3-S5).
[0193] The reservation configuration conditions may include a game media ID for identifying the rental game media. The process that performs the specific processing may identify a rental game medium from the rental game mediums that have been determined as the target, and that matches the game medium ID included in the reservation arrangement conditions (in the above embodiment, step S2-2 is an example).
[0194] The rental game media may be associated with parameter values (for example, rarity (number of stars) and level in the above embodiment). The reservation scheduling conditions may include parameter values. The process that performs the specific processing may identify rental game media from the rental game media that have been determined as the target, and which are associated with parameter values that are equal to or greater than the values included in the reservation arrangement conditions (in the above embodiment, step S2-2 is an example).
[0195] Rental game media may be associated with attribute types. The reservation scheduling criteria may include attribute types. The process that performs the specific processing may identify rental game media from the rental game media determined as the target that match the attribute type included in the reservation arrangement conditions (in the above embodiment, step S2-2 is an example).
[0196] The information processing program may cause the computer to perform a process (in the above embodiment, step P2 as an example) of managing friend information, including the player IDs of other players, in association with the player ID of the player. The process of determining which rental game media to target, which are linked to the player IDs of multiple other players, may be based at least on the friend information linked to the player's player ID.
[0197] It may be possible to set multiple reservation scheduling conditions linked to priority (in the above embodiment, as an example, the priority of setting frame 74 labeled "Setting 1" is set to the highest, followed by the setting frame 74 labeled "Setting 2" which has the next highest priority, and the setting frame 74 labeled "Setting 3" which has the lowest priority). The specific processes may be executed in order from the reservation scheduling conditions that are associated with relatively higher priority (in the above embodiment, step S2-2 is an example).
[0198] In the above embodiment, the information processing system S (game device G), which is a client-server system, performs each of the above information processing tasks. However, the functions of the server 1000 in the above embodiment may be provided by the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided by the server 1000. In other words, each of the above processing tasks may be performed by either the player terminal 1 or the server 1000. Specifically, for example, in the above embodiment, the case in which each of the processes in step S2 (server-side pre-battle start processing) is executed by the server 1000 is shown, but each of the processes in step S2 (server-side pre-battle start processing) may also be executed by the player terminal 1. By doing so, it is possible to improve the ease of use for the player in the pre-battle start processing (steps S2, P5).
[0199] Furthermore, the program in the above embodiment may be stored in a computer-readable non-temporary storage medium and provided as a storage medium. It may also be provided as a game terminal device or information processing system including this storage medium. Moreover, the above embodiment may also be an information processing method that implements each function and the steps shown in the flowchart. [Explanation of symbols]
[0200] 1 Player terminal 1000 Servers G Game Device S Information Processing System
Claims
1. A process to store owned game media linked to a player's player ID as borrowed game media linked to the same player ID, A process to receive a first input from the player to select a game medium from the game mediums owned and associated with the player ID of the player, A process for receiving a second input from the player to specify reservation scheduling conditions, A process to store reservation arrangement information, including the game medium and reservation arrangement conditions, linked to the player ID of the aforementioned player, A process for receiving a game selection operation from the player to select the type of game, A process to determine the rental game media associated with each player ID of multiple other players based on predetermined conditions, A process to perform a specific process to identify the rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information from the rental game media determined to be the target, When a rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information is identified, the process of executing the game of the type selected by the game selection operation based on the identified rental game medium and the scheduled game medium, If there are no rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information, the process includes receiving a third input from the player to select one of the rental game media associated with each of the player IDs of multiple other players, A process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the compiled game medium, To have the computer perform the task. Information processing program.
2. The aforementioned reservation scheduling conditions include: This includes a game media ID for identifying the aforementioned rental game media, The process that performs the aforementioned specific process is: From the rental game media determined to be the target, identify the rental game media that matches the game media ID included in the reservation arrangement conditions. The information processing program according to claim 1.
3. The aforementioned rental game media is associated with parameter values, The aforementioned reservation scheduling conditions include: The value of the aforementioned parameter is included, The process that performs the aforementioned specific process is: From the rental game media determined to be the target, identify the rental game media to which the parameter value included in the reservation arrangement conditions is equal to or greater than the value. The information processing program according to claim 1 or 2.
4. Each of the aforementioned rental game media is associated with an attribute type. The aforementioned reservation scheduling conditions include: The aforementioned attribute types are included, The process that performs the aforementioned specific process is: From the rental game media determined to be the target, identify the rental game media that matches the attribute type included in the reservation arrangement conditions. The information processing program according to claim 1 or 2.
5. The process of managing friend information, including the player IDs of other players, by linking it to the player ID of the player in question, Have the computer perform this task. The process of determining the target of the rental game media associated with the player IDs of multiple other players is as follows: The target is determined based at least on the friend information associated with the player ID of the aforementioned player. The information processing program according to claim 1 or 2.
6. Multiple reservation scheduling conditions linked to priority can be set, The specific processes are executed in order from the reservation scheduling conditions associated with the relatively higher priority. The information processing program according to claim 1 or 2.
7. An information processing method performed by one or more computers, The aforementioned computer, A process to store owned game media linked to a player's player ID as borrowed game media linked to the same player ID, A process to receive a first input from the player to select a game medium from the game mediums owned and associated with the player ID of the player, A process for receiving a second input from the player to specify reservation scheduling conditions, A process to store reservation arrangement information, including the game medium and reservation arrangement conditions, linked to the player ID of the aforementioned player, A process for receiving a game selection operation from the player to select the type of game, A process to determine the rental game media associated with each player ID of multiple other players based on predetermined conditions, A process to perform a specific process to identify the rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information from the rental game media determined to be the target, When a rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information is identified, the process of executing the game of the type selected by the game selection operation based on the identified rental game medium and the scheduled game medium, If there are no rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information, the process includes receiving a third input from the player to select one of the rental game media associated with each of the player IDs of multiple other players, A process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the compiled game medium, An information processing method for carrying out the task.
8. An information processing system comprising one or more computers, The aforementioned computer, A process to store owned game media linked to a player's player ID as borrowed game media linked to the same player ID, A process to receive a first input from the player to select a game medium from the game mediums owned and associated with the player ID of the player, A process for receiving a second input from the player to specify reservation scheduling conditions, A process to store reservation arrangement information, including the game medium and reservation arrangement conditions, linked to the player ID of the aforementioned player, A process for receiving a game selection operation from the player to select the type of game, A process to determine the rental game media associated with each player ID of multiple other players based on predetermined conditions, A process to perform a specific process to identify the rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information from the rental game media determined to be the target, When a rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information is identified, the process of executing the game of the type selected by the game selection operation based on the identified rental game medium and the scheduled game medium, If there are no rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information, the process includes receiving a third input from the player to select one of the rental game media associated with each of the player IDs of multiple other players, A process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the compiled game medium, An information processing system that carries out the following.
9. Equipped with one or more computers, The aforementioned computer, A process to store owned game media linked to a player's player ID as borrowed game media linked to the same player ID, A process to receive a first input from the player to select a game medium from the game mediums owned and associated with the player ID of the player, A process for receiving a second input from the player to specify reservation scheduling conditions, A process to store reservation arrangement information, including the game medium and reservation arrangement conditions, linked to the player ID of the aforementioned player, A process for receiving a game selection operation from the player to select the type of game, A process to determine the rental game media associated with each player ID of multiple other players based on predetermined conditions, A process to perform a specific process to identify the rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information from the rental game media determined to be the target, When a rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information is identified, the process of executing the game of the type selected by the game selection operation based on the identified rental game medium and the scheduled game medium, If there are no rental game media that satisfy the reservation arrangement conditions included in the reservation arrangement information, the process includes receiving a third input from the player to select one of the rental game media associated with each of the player IDs of multiple other players, A process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the compiled game medium, A game device that performs the following actions.