A game system, game processing method, and game program that use characters to advance the game.
Patent Information
- Application Number
- JP2025059748
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-31
- Publication Date
- 2026-10-14
AI Technical Summary
【0009】 本発明の実施形態によれば、ゲームアイテムが上限まで強化された場合に、ユーザによる他のゲームアイテムの使用を促進することができる。
Smart Images

Figure 2026166662000001_ABST
Abstract
Description
Technical Field
[0001] The disclosure of the present specification mainly relates to a game system, a game processing method, and a game program that progress a game using characters.
Background Art
[0002] Many games use various game items such as weapons and armor. Game items are enhanced as the game progresses. As described in Japanese Patent Laid-Open No. 2016-106762, game items may be enhanced by synthesis with other game items. When a game item is enhanced, parameters such as attack power set for the enhanced game item are changed. A user can progress the game advantageously by using the enhanced game item.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In order to maintain game balance, an upper limit is set for the enhancement of game items. When one game item is enhanced to the upper limit, the user can enhance other game items.
[0005] However, once a game item is upgraded to its maximum level, it tends to be used continuously. This often leads to a tendency for only the first game item to be upgraded to its maximum level to be used among multiple game items. If the use of the fully upgraded game item continues and other items are not used, the unused game items and the game assets prepared in relation to them become wasted. Furthermore, if only the first game item to be upgraded to its maximum level is used, the user's game experience becomes limited.
[0006] One of the objectives of the various inventions described herein is to encourage the use of other game items by the user when a game item has been upgraded to its maximum level.
[0007] The various inventions disclosed herein may solve or alleviate, in place of or in addition to, the above-mentioned problems, at least some of the problems described in the "Modes for Carrying Out the Invention" herein or the problems that can be understood from the description of the "Modes for Carrying Out the Invention". If the effects and benefits of embodiments of the present invention are described herein, the problems of the invention corresponding to those embodiments can be understood based on the description of those effects and benefits. [Means for solving the problem]
[0008] The inventions described herein or that can be understood from herein are collectively referred to as "the present invention." One aspect of the present invention relates to a game system comprising a storage for storing a plurality of game items associated with a user, and one or more processors. The one or more processors enhance a first game item in response to the fulfillment of a first enhancement condition, determine whether the enhancement of the first game item has reached its upper limit in response to the enhancement of the first game item, and enhance a second game item from the plurality of game items that is different from the first game item in response to the determination that the enhancement of the first game item has reached its upper limit. [Effects of the Invention]
[0009] According to embodiments of the present invention, when a game item has been enhanced to its maximum level, it is possible to encourage the user to use other game items. [Brief explanation of the drawing]
[0010] [Figure 1] This is a block diagram schematically showing the architecture of game system 1 according to one embodiment of the present invention. [Figure 2] This is a schematic diagram illustrating the game items used in Game System 1. [Figure 3] This is a schematic diagram illustrating the enhancement of game items. Figure 3 shows an example where the enhancement of game item A1 has not reached its maximum limit. [Figure 4] This is a schematic diagram illustrating the enhancement of game items. Figure 4 shows an example where enhancement has reached its limit. [Figure 5] This is a schematic diagram illustrating how to change the game items equipped by a character. [Figure 6] This is a schematic diagram illustrating the enhancement of other game items. Figure 6 shows an example where game item A2 has reached its enhancement limit. [Figure 7] This is a block diagram showing the servers that can be installed in Game System 1. [Figure 8] This diagram illustrates the user management data stored in game system 1. [Figure 9] This diagram illustrates the game media management data stored in game system 1. [Figure 10] This block diagram shows the user device provided in Game System 1. [Figure 11] This diagram illustrates the equipment management data stored in game system 1. [Figure 12]This is a diagram illustrating item management data stored in the game system 1. [Figure 13] This is a flowchart illustrating the flow of processing for enhancing game items in one embodiment of the present invention. [Mode for Carrying Out the Invention]
[0011] Hereinafter, various embodiments of the present invention will be described with appropriate reference to the drawings. Note that components common to a plurality of drawings are denoted by the same reference numerals throughout the plurality of drawings. The embodiments of the present invention described below do not necessarily limit the invention described in the claims. In addition, all the elements described in the following embodiments are not necessarily essential to the solution means of the invention.
[0012] 1 Outline of Game System 1 First, the outline of the game system 1 according to one embodiment of the present invention will be described with reference to FIG. 1 and FIG. 2.
[0013] First, the architecture of the game system 1 to which the present invention is applied will be described with reference to FIG. 1. FIG. 1 is a block diagram schematically showing the game system to which the present invention is applied. As shown in FIG. 1, the game system 1 includes a user device 10 and a server 20. The game system 1 may include a storage 30. Although one user device 10 is shown in FIG. 1 for the sake of simplicity of illustration, the game system 1 can include a plurality of user devices. The user device 10, the server 20, and the storage 30 are communicably connected to each other via a network 5. The network 5 may be a single network, or may be configured by connecting a plurality of networks. The network 5 is, for example, the Internet, a mobile communication network, and a combination thereof. The network 5 may be any network that enables communication between electronic devices.
[0014] The user device 10 implements various functions related to a game by executing an instruction set included in a computer program. The server 20 can provide various services related to the game to the user device 10. The user device 10 and the server 20 can implement various functions of the game by cooperating with each other as necessary.
[0015] The game system 1 shown in Figure 1 is an example of a system to which the present invention can be applied. Not all the constituent elements of the game system 1 shown in Figure 1 are necessarily required to implement the present invention. For example, the user device 10 may provide the game in a standalone manner. In this case, the server 20 is not an essential configuration of the game system 1.
[0016] 2 Outline of the Game Provided by Game System 1 The game system 1 can provide games of various genres. In the game provided by the game system 1, a user can progress the game by operating one or a plurality of characters. In this specification, a character operated by a user may be referred to as the "user character" of that user. The game provided by the game system 1 can include a plurality of game parts. The game parts of the game provided by the game system 1 may include a battle game part in which a user party composed of a plurality of user characters battles against enemy characters, an exploration part in which a user character is operated to explore the inside of a game field, and other game parts besides these.
[0017] In the game provided by the game system 1, a user can obtain various game items and possess the obtained items. The user can equip one or a plurality of game items among the possessed game items to their own user character.
[0018] Users can obtain game items in various ways. For example, users can obtain game items using gacha (loot boxes). Users may also receive game items from other users. In the game, new game items may be granted to users when their experience points or level reach a predetermined value, when they defeat a specific enemy character, when they complete a specific quest, or when other item acquisition conditions are met. Users may discover and obtain game items placed in the game space by exploring the game space with their user character. Users may also purchase game items. Some game items may be owned by the user from the start of the game. The methods or routes of obtaining game items are not limited to those expressly described herein. Users may also obtain game items by methods not expressly described herein.
[0019] Game items owned by a user can be classified into several item groups. These item groups may include, for example, weapons, armor, magic, tool items, special effect items, styles, or other game item groups. Each item group may contain one or more game items. For example, the item group "Weapons" may contain multiple game items such as "Swords," "Spears," "Bows," and "Guns." The item group "Armor" may contain multiple game items such as "Shields," "Helmets," and "Garments." Different game items belonging to a style may have different abilities, skills, status caps, or other attributes. When a user character equips a game item belonging to a style, the attributes set for that game item may be applied to the user character. "Styles" are used, for example, in "Romancing SaGa Re;Universe," operated by Square Enix and Akatsuki Games, and in other games.
[0020] Referring to Figure 2, the game items used in the game provided by Game System 1 will be further explained. In the example shown in Figure 2, it is assumed that game items A1-A4, B1-B2, C1-C3, and D1-D2 are owned by the user. As will be described later, game items owned by the user are stored in storage in association with the user's account information. The user can select game items from their owned game items to equip to their user character UC1, and equip the selected game items to their user character (for example, user character UC1). In the example in Figure 2, game items A1, B2, and C1 are equipped to user character UC1. In this specification, items equipped to a user character may be collectively referred to as "equipped items." Also, game items owned by the user that are not equipped to a user character may be collectively referred to as "unequipped items."
[0021] In the example shown in Figure 2, the game items owned by the user are classified into four item groups: A through D. Game items A1 through A4 each belong to item group A. Item group A is, for example, the "Weapons" item group. Multiple game items related to weapons are classified into the Weapons item group. A user can own multiple game items belonging to each item group. In the example shown in Figure 2, the user owns game items A1 through A4, which belong to the Weapons item group. Game items A1 through A4 are, for example, "Sword A," "Spear B," "Bow A," and "Gun C."
[0022] In the game provided by Game System 1, a user character may equip only one item from each item group at a time. For example, even if a user owns multiple game items belonging to the "weapon" item group, their user character may only equip one of those items as a weapon at a time. In the example shown in Figure 2, user character UC1 is equipped with game item A1, which belongs to item group A, so until game item A1 is unequipped, UC1 cannot equip any other game items belonging to item group A.
[0023] In another embodiment, a user character may equip two or more game items simultaneously for each item group.
[0024] Each game item has one or more item parameters associated with it. For example, game item A1, which represents "Sword A," may have level, attack power, speed, durability, item ability, and other item parameters associated with game item A1. The item parameters set for game item A1 are not limited to those specified herein. Other game items have item parameters associated with those other game items. For example, game item A2 may have item parameters associated with game item A2. Some of the item parameters set for game item A1 may be the same as those set for game item A2. For example, level, attack power, speed, and durability are general parameters that represent the properties of a weapon, and therefore may be set for both game item A1 and game item A2. Some of the item parameters set for game item A1 may differ from those set for game item A2. For example, the ability set for game item A1 may differ from the ability set for game item A2, as it reflects the individuality of game item A1. For example, the ability assigned to game item A1 might be one that increases fire-element attack power, while the ability assigned to game item A2 might be one that increases ice-element attack power. The item parameters of game items change as the game progresses.
[0025] Each game item may have attributes associated with it. These attributes are indicators that represent the characteristics and properties of a particular game item. Item attributes differ from item parameters in that they do not change frequently as the game progresses. An example of an attribute assigned to a game item is rarity.
[0026] In a game provided by Game System 1, a user may have access to multiple user characters. The user may progress through the game using a user character selected from among the multiple user characters. At least some of the multiple game items owned by the user may be associated with one of the user characters available to the user. If a user item is associated with a user character, that user item may be equipped to that user character, but may not be equipped to other user characters. For example, in the example shown in Figure 2, suppose game items A1 to A4 are all associated with user character UC1. In this case, user character UC1 can equip all of game items A1 to A4. On the other hand, user characters other than user character UC1 used by the user may be set not to be able to equip game items A1 to A4. In this way, by associating a user item with a user character, that user item can be made an item exclusive to that user character.
[0027] 3. Strengthening game items Game items owned by a user are strengthened when the strengthening conditions are met. Strengthening conditions may include, for example, the game item being combined with other game items, the use of strengthening items to strengthen the game item, parameters such as experience points that change as the game progresses reaching a predetermined threshold, and other conditions. For example, the strengthening conditions for game item A1 may be met when game item A1 owned by a user is combined with other game items owned by the user.
[0028] In one embodiment, individual enhancement conditions are set for each game item. In another embodiment, enhancement conditions common to multiple game items or to all game items are set.
[0029] The enhancement conditions applicable to a game item may include the user character associated with that game item winning a battle, the user character associated with that game item completing a quest, the user character associated with that game item achieving a mission, and the occurrence of other events.
[0030] When a game item is strengthened due to fulfilling its enhancement conditions, the strengthened item provides a more advantageous effect to the user who possesses it than the unenhanced item. For example, when a game item is strengthened, one or more item parameters set for that item can be changed to enhance the item's capabilities. In one example, the item's capabilities can be enhanced by increasing the current value of an item parameter that indicates the item's performance, such as attack power, or by increasing the upper limit of that item parameter. More specifically, the current value of the attack power set for the game item can be increased in response to the strengthening. In this case, the user character equipped with the strengthened (increased attack power) game item will be able to inflict greater damage on enemy characters through attacks. In another example, the upper limit of the level set for a game item may be increased in response to its strengthening. Increasing the level limit can increase the number of times the item can level up in the future.
[0031] To maintain game balance, unlimited enhancement of game items is required. Whether a game item has reached its maximum enhancement level is determined according to the upper limit criteria. For example, one of the upper limit criteria for a game item might be that one of its item parameters has reached its maximum value. For instance, if the level of a game item reaches its maximum value, it is determined that the enhancement of that item has reached its limit. Alternatively, each game item may have an upper limit on the number of enhancements it can undergo, and when the number of enhancements for a particular game item reaches this limit, it is determined that the enhancement of that item has reached its limit. For example, if the upper limit for the number of enhancements for game item A1 is set at 10, then when the 10th enhancement of game item A1 is performed, it is determined that the enhancement of game item A1 has reached its limit. Upper limit criteria may be set individually for each game item. Or, upper limit criteria may be set for multiple or all game items in common.
[0032] Further specific examples of game item enhancement will be explained with reference to Figures 3 through 6. For the sake of brevity, Figures 3 through 6 only show game items A1 through A4 belonging to item group A, out of the various game items owned by the user. The explanation of enhancement for game items belonging to item group A, as given with reference to Figures 3 through 6, also applies to game items belonging to other item groups. In the examples shown in Figures 3 through 6, it is assumed that the user owns game items A1 through A4 of item group A, and that initially, the user character UC1 is equipped with game item A1. As will be explained in more detail later, the game items equipped by user character UC1 may change depending on user actions or other in-game events.
[0033] As mentioned above, each game item may have multiple item parameters. Figures 3 to 6 show gauges indicating the upper limit and current value of attack power, which is one of the multiple item parameters set for each game item. Specifically, for each of game items A1 to A4, gauges G1 to G4 are shown, each indicating the current value of one item parameter set for that item. In Figures 3 to 6, gauges G1 to G4 are assumed to indicate the upper limit and current value of attack power set for each of game items A1 to A4. For example, in Figure 3, gauge G1 indicates that the current value of attack power for game item A1 is 50% of the upper limit represented by the length of gauge G1. Gauge G2 indicates that the current value of attack power for game item A2 is 25% of its upper limit. Gauges G3 and G4 indicate that the current values of attack power for game items A3 and A4 are 5% of their respective upper limits. For a given game item, an attack power of 5% of its maximum value may mean that the game item is in its initial state and has never been enhanced since it was obtained. The maximum attack power values of each game item may be different from each other. In the illustrated example, since the length of gauge G1 is equal to the length of gauge G2, the maximum attack power value of game item A1 is equal to the maximum attack power value of game item A2. On the other hand, since the length of gauge G1 is longer than the length of gauge G3, the maximum attack power value of game item A1 is greater than the maximum attack power value of game item A3.
[0034] Game items A1 to A4 may have item parameters other than attack power, and these item parameters may also be updated when enhancement conditions are met. However, in Figures 3 to 6, for the sake of brevity, the gauges indicating item parameters other than attack power are omitted.
[0035] In the examples shown in Figures 3 to 6, it is assumed that the enhancement of game item A1 is determined to have reached its limit when the current value of the attack power of game item A1 reaches the upper limit of its attack power. As described above, various conditions can be used as upper limit determination conditions in the present invention. Determination based on the upper limit and current value of attack power is one example of various upper limit determination conditions applicable to the present invention.
[0036] First, referring to Figure 3, we will explain the enhancement of an equipment item (game item A1) when the enhancement conditions are met. When the enhancement conditions for game item A1 shown in Figure 3(a) are met, the current value of the attack power set for game item A1 changes, as shown in Figure 3(b). Specifically, when the enhancement conditions for game item A1 are met, the current value of its attack power increases. The enhancement conditions for determining whether or not to enhance game item A1 are an example of the "first enhancement condition" in the claims. The current value of the attack power of game item A1 after it has been enhanced is shown in Figure 3(b). In Figure 3(b), gauge G1 indicates that the attack power of game item A1 is at 75% of its upper limit. In other words, in the example shown in Figure 3, in response to the fulfillment of the enhancement conditions for game item A1, the current value of the attack power of game item A1 increases by 25%, from 50% to 75% of its upper limit. The amount of change in an item parameter due to the fulfillment of enhancement conditions can be arbitrarily set, taking into consideration the nature of the parameter, game balance, and / or other factors.
[0037] Depending on whether the enhancement conditions are met, the maximum value of the attack power may be changed instead of the current value of the attack power (for example, it may be increased). Depending on whether the enhancement conditions are met, both the current value and the maximum value of the attack power may be changed. Depending on whether the enhancement conditions for game item A1 are met, item parameters other than attack power may be changed. For example, depending on whether the enhancement conditions for game item A1 are met, the current value, the maximum value, or both of the level of game item A1 may be increased.
[0038] Even though the current attack power of game item A1 increases to the value shown in Figure 3(b) in response to the fulfillment of the enhancement conditions for game item A1, the current attack power of game item A1 has not reached its upper limit. In this case, only game item A1 is enhanced when the enhancement conditions for game item A1 are fulfilled. In other words, in the example shown in Figure 3, when the enhancement conditions for game item A1 are fulfilled, the item parameters of game item A1 are changed, but the item parameters of other game items (for example, game items A2 to A4) are not changed. Therefore, as shown in Figures 3 and 3(b), the current attack power of game item A1, represented by gauge G1, has increased, but the current attack power of game items A2 to A4, represented by gauges G2 to G4, has not increased.
[0039] In the example shown in Figure 3, the enhancement conditions may be met for game items A2, A3, or A4. If the enhancement conditions are met for game item A2, game item A2 will be enhanced, but the other game items (for example, game items A1, A3, and A4) will not be enhanced.
[0040] Next, referring to Figure 4, we will explain the enhancement of each game item when game item A1 is enhanced to its maximum level due to the fulfillment of the enhancement conditions. In the embodiment shown in Figure 4, when the enhancement conditions for game item A1 are met in Figure 4(a), the attack power of game item A1 increases until it reaches its upper limit, as shown by gauge G1 in Figure 4(b). This means that the enhancement of game item A1 has reached its maximum level. In other words, in the example shown in Figure 4, it is determined that the enhancement of game item A1 has reached its maximum level in accordance with the fulfillment of the enhancement conditions for game item A1. In other words, in the example shown in Figure 4, it is determined that the upper limit determination condition has been met for game item A1. When the enhancement of game item A1 owned by the user reaches its maximum level, other game items owned by the user (for example, game items A2 to A4) are also enhanced, as shown in Figure 4(b). In the example shown in Figure 4(b), in accordance with the enhancement of game item A1 reaching its maximum level, the current value of the attack power of game item A2 has increased by 25%, as shown by gauge G2. Similarly, the current attack power of game item A3 has increased by 20%, as indicated by gauge G3, and the current attack power of game item A4 has increased by 7.5%, as indicated by gauge G4. Although not shown in the diagram, when the enhancement of game item A1 reaches its limit, game items belonging to item groups other than item group A may also be enhanced. For example, when the enhancement of game item A1 reaches its limit, some or all of game items B1 and B2 belonging to item group B, game items C1, C2 and C3 belonging to item group C, and game items AD1 and D2 belonging to item group D may be enhanced.
[0041] In the example shown in Figure 4, the upper limit condition is determined to be met when the attack power of game item A1 increases to its upper limit, and the attack power of game items other than game item A1 is increased in response to this condition being met. In other words, the item parameter used to determine whether or not the upper limit condition is met (the attack power of game item A1) is the same type of parameter as the item parameters that change when the upper limit condition is met (the attack power of game items A2 to A4). In another embodiment, when the upper limit condition is determined to be met when the attack power of game item A1 increases to its upper limit, the item parameters other than the attack power of game items other than game item A1 may be increased. In other words, the item parameter used to determine whether or not the upper limit condition is met for a certain game item (the attack power of game item A1) may be a different type of parameter than the item parameters of other game items that change when the upper limit condition is met. For example, the upper limit determination condition may be determined to be met when the level of game item A1 increases to its upper limit, and in this case, the item parameters (e.g., attack power, defense power) of game items other than game item A1 may be increased in response to the fulfillment of the said upper limit determination condition.
[0042] Thus, in one embodiment of the present invention, when the enhancement of one game item owned by a user (for example, game item A1) reaches its maximum level in accordance with the fulfillment of enhancement conditions, other game items owned by the user (for example, game items A2 to A4) are enhanced. Therefore, when the enhancement of one game item owned by a user reaches its maximum level, the difference in the progress of enhancement between that item and other game items owned by the user is mitigated. Conventionally, when the enhancement of a certain game item reached its maximum level, the difference in the progress of enhancement between the enhanced game item and the other game items was large, so the game item that reached its maximum level was used continuously, and other game items were less likely to be used. In contrast, in one embodiment of the present invention, when the enhancement of one game item owned by a user reaches its maximum level, other game items owned by the user are also enhanced, thereby mitigating the unfavorable situations in the game that may arise from using those other game items. Therefore, when the enhancement of one game item owned by a user reaches its maximum level, the use of other game items owned by the user is encouraged. In the example shown in Figure 4, when the enhancement of game item A1 reaches its limit, the user character UC1 is prompted to change the equipped item from game item A1 to one of the other game items belonging to item group A (i.e., one of game items A2 to A4).
[0043] When only one game item per item group can be equipped by a user character, there is a particular tendency for that one game item to be strengthened intensively, and once that game item's strengthening reaches its limit, the user character will continue to equip that game item that has been strengthened to its limit. According to one aspect of the present invention, when the strengthening of equipped game item A1 reaches its limit, unequipped game items are also strengthened, thereby promoting the equipping of game items other than game item A1, which has reached its limit, to the user character.
[0044] After game item A1 has been upgraded to its maximum level, the user can select one of game items A2 to A4 as a new equipped item for user character UC1. For example, if the user selects game item A2 as the equipped item, as shown in Figure 5, game item A1 will be unequipped and game item A2 will be equipped to user character UC1.
[0045] When the user character UC1's equipped item changes from game item A1 to game item A2, the current attack power of game item A2 is increased compared to the current attack power of game item A2 before game item A1 was upgraded to its maximum level, as shown by gauge G2 in Figure 5(b). The current attack power of game item A2 before game item A1 was upgraded to its maximum level is shown by gauge G2 in Figure 4(a). Therefore, the user can use game item A2, which is stronger than game item A1 was before it was upgraded to its maximum level, as a new equipped item.
[0046] If the enhancement limit for game item A1 is reached, all other game items owned by the user may be enhanced, or only some of the game items owned by the user may be enhanced. For example, if the enhancement limit for game item A1 is reached, all of game items A2-A4, B1-B2, C1-C3, and D1-D2 may be enhanced, or only some of game items A2-A4, B1-B2, C1-C3, and D1-D2 may be enhanced.
[0047] In one embodiment, when the enhancement of game item A1 reaches its maximum level, all game items belonging to the same item group (i.e., item group A) as game item A1 (i.e., game items A2-A4) may be enhanced. When the enhancement of game item A1 reaches its maximum level, enhancing other game items belonging to the same item group A as game item A allows for an improvement in the item parameters of game items belonging to item group A without affecting the item parameters of game items belonging to item groups other than item group A. When the enhancement of game item A1 reaches its maximum level, the candidates to equip to user character UC1 in place of game item A1 are game items A2-A4, which belong to the same item group as game item A1. When the enhancement of game item A1 reaches its maximum level, enhancing game items A2-A4, which belong to the same item group A as game item A1, and not updating game items belonging to other item groups allows for the saving of computational and memory resources required to update item parameters, while promoting the use of game items other than game item A1, which has reached its maximum enhancement level. Furthermore, since enhancing one game item to its maximum level also enhances other game items, it is possible to motivate the user to enhance game items that have not yet reached their maximum level to that level.
[0048] In one embodiment, when the enhancement of game item A1 reaches its limit, the item parameters of other game items in the item group may be changed by the same amount or percentage. According to this embodiment, it is not necessary to calculate or store the amount of change in item parameters for each game item, thus saving computing and memory resources.
[0049] In another embodiment, when the enhancement of game item A1 reaches its maximum level, the item parameters of other game items belonging to the same item group A as game item A can be changed by different amounts or rates of change depending on the individuality of each game item. For example, when the enhancement of game item A1 reaches its maximum level, the amount of change in the item parameters of each game item can be calculated according to the attributes set for each game item belonging to item group A, and the item parameters of each game item can be changed by this calculated amount. The attribute used to calculate the amount of change in item parameters is, for example, rarity. For example, when the enhancement of game item A1 reaches its maximum level, the game parameters of game items belonging to item group A can be changed by an amount corresponding to the rarity set for each game item.
[0050] In one example, the game parameters set for game items with relatively high rarity can be changed by a larger amount or percentage than the game parameters set for game items with relatively low rarity. For example, when the enhancement of game item A1 reaches its limit, the game parameters of game items A2 to A4, which belong to the same item group A as game item A1, can be changed so that the higher the rarity of game items A2 to A4, the larger the amount or percentage of change. As a result, when game item A1 is enhanced to its limit, other game items owned by the user that have higher rarity will be significantly enhanced compared to game items with lower rarity, thus encouraging the use of game items with high rarity. And by encouraging users to use game items with high rarity, a richer gaming experience can be provided to the user.
[0051] In one embodiment, when the enhancement of game item A1 reaches its limit, the amount of change in the item parameters of other game items is changed by an amount calculated according to the attributes set for each game item belonging to item group A, thereby individually enhancing each game item according to the attributes set for each game item. This makes it possible to provide diverse user experiences that correspond to the individuality of each game item.
[0052] In one embodiment, when the enhancement level of a game item A1 owned by a user reaches its maximum, a game item to be enhanced is selected from among several other game items owned by the user based on the attributes set for game item A1. For example, when the enhancement level of a game item A1 owned by a user reaches its maximum, a game item owned by the user with a rarity equal to or higher than the rarity set for game item A1 can be selected as an item to be enhanced. If an item to be enhanced is selected, the user can enhance that item from their owned game items, and do not need to enhance the game items that were not selected. This can encourage the use of high-rarity game items when game item A1 has been enhanced to its maximum level.
[0053] The enhancement of game items may be achieved in ways other than by changing their parameters. For example, a game item can be enhanced by making abilities or skills that were unusable before the enhancement usable after the enhancement.
[0054] Next, referring to Figure 6, we will explain the strengthening of each game item when game item A2 is strengthened to its maximum level after game item A1 has been strengthened to its maximum level. In Figure 6(a), when the strengthening conditions for game item A2 are met once or multiple times, the attack power of game item A2 reaches its maximum value, as shown by gauge G2 in Figure 6(b), and thus the strengthening of game item A2 reaches its maximum level. The strengthening conditions for determining whether or not to strengthen game item A2 are an example of the "second strengthening condition" in the claims. When the strengthening of game item A2 reaches its maximum level, as shown in Figure 6(b), other game items owned by the user (i.e., game items A1, A3, and A4) that have not yet reached their strengthening maximum level (i.e., game items A3 and A4) are strengthened. On the other hand, for game item A1, which has already been strengthened to its maximum level when game item A2 reaches its maximum level, no further strengthening corresponding to game item A2 reaching its maximum level is performed. In other words, when the enhancement level of game item A2 owned by the user reaches its maximum, an incomplete game item owned by that user that has not yet reached its enhancement limit is selected, and enhancement is performed on this incomplete game item. In the example shown in Figure 6, game items A3 and A4 are the incomplete game items. Therefore, in the example shown in Figure 6, when the enhancement level of game item A2 reaches its maximum, game items A3 and A4 are enhanced, but game item A1, which is not an incomplete game item, is not enhanced.
[0055] If, upon reaching the maximum enhancement level of game item A2, game item A1 is further enhanced (it is already at its maximum enhancement level), game item A1 will become too advanced compared to other game items, making it even more likely to be preferred by users. As a result, game items other than game item A1, especially game items A3 and A4, will be less likely to be used by users. By enhancing only incomplete game items that have not reached their enhancement limit upon reaching the maximum enhancement level of game item A2, the game items owned by the user can be enhanced in a balanced manner. By enhancing the game items owned by the user in a balanced manner, the use of game items other than those that have reached their enhancement limit can be further promoted. Furthermore, further enhancing game item A1, which is already at its maximum enhancement level, may cause the game balance to be disrupted. By enhancing only incomplete game items that have not reached their enhancement limit, the game balance can be maintained.
[0056] Next, with reference to Figures 7 to 12, the game system 1 to which the present invention is applied will be described in more detail.
[0057] 4 Server 20 First, with reference to Figure 7, we will describe the server 20 provided in the game system 1.
[0058] 4-1 Server 20 Configuration The server 20 includes a processor 21, memory 22, user interface 23, communication interface 24, and storage 25.
[0059] The processor 21 is an arithmetic unit that loads the operating system and various other programs from storage 25 or other storage into memory 22 and executes the instructions contained in the loaded programs. The processor 21 may be, for example, a CPU, MPU, DSP, GPU, various other arithmetic units, or a combination thereof. The processor 21 may also be implemented by an integrated circuit such as an ASIC, PLD, FPGA, or MCU.
[0060] Memory 22 is used to store instructions executed by the processor 21 and various other data. Memory 22 is a main memory that the processor 21 can access at high speed. Memory 22 is composed of RAM such as DRAM or SRAM.
[0061] The user interface 23 includes an input interface for receiving input from a user or operator, and an output interface for outputting various information under the control of the processor 21. The input interface is a keyboard, a pointing device such as a mouse, a touch panel, or any other information input device capable of receiving user input. The output interface is, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, a display panel, or any other information output device capable of outputting the calculation results of the processor 11.
[0062] The communication interface 24 is implemented as hardware, firmware, or communication software such as a TCP / IP driver or a PPP driver, or a combination thereof. The server 20 can send and receive data with other information devices, including the user device 10, via the communication interface 14.
[0063] Storage 25 is an external storage device accessed by the processor 21. Storage 25 is, for example, a magnetic disk, an optical disk, a semiconductor memory, or any other storage device capable of storing data.
[0064] 4-2 Data stored on the server The storage 25 stores user management data 25a, game media management data 25b, and other data necessary for providing the game.
[0065] User management data 25a will be explained with reference to Figure 8. User management data 25a is a dataset in which various data about users who play games provided by game system 1 are structurally stored. User management data 25a may include user account information, user parameters including various parameters set for the user, owned game media information about the game media owned by the user, and various other data about the user.
[0066] Account information includes, for example, a user ID that identifies a user. Account information may also include a username. In game system 1, the user ID uniquely identifies a user. The username indicates the name of the user used in the game.
[0067] A user's user parameters may include their rank, experience points, points earned, and other user parameters associated with that user that change as a result of the user playing the game. A user's rank is a parameter indicating their proficiency in the game. The rank may increase as the user plays the game.
[0068] User-owned game media information is information about the game media owned by the user in the game. Game media is electronic data used in the game. Game media may include, for example, characters, cards, game items (including the aforementioned game items A1-A4, B1-B2, C1-C3, D1-D2), points, in-service currency (or in-game currency), tokens (e.g., Non-Fungible Tokens (NFTs)), tickets, characters, avatars, and other electronic data used in the game. Game media may be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or gifted by the user within the game. Game media may also be used in ways other than those described above. Owned game media information may include a game media ID that identifies the game media owned by the user in the game. When game media is acquired by the user, the game media ID that identifies the game media is stored as owned game media information, associated with the user's user ID. Hereinafter, unless otherwise specified, game media "owned" by a user refers to game media associated with the user's user ID. Furthermore, "granting" a game medium to a user means associating that game medium with the user's user ID as a game medium "owned" by that user. Furthermore, "discarding" a game medium owned by a user means dissolving the association between the user's user ID and that game medium. Furthermore, "consuming" a game medium owned by a user means generating an in-game effect in response to dissolving the association between the user ID and the owned game medium. Furthermore, "selling" a game medium owned by a user means dissolving the association between the user's user ID and that game medium, and associating that user ID with other game mediums (e.g., virtual currency or items). Furthermore, "transferring" a game medium owned by user A to user B means dissolving the association between user A's user ID and that game medium, and associating that game medium with user B's user ID. Furthermore, "creating" a game medium means defining or determining at least a part of the information related to the game medium.
[0069] User management data 25a may include friend information. Friend information for a given user indicates the user IDs of users who are friends with that user. For example, if user A is friends with users B and C, user A's friend information includes the user IDs of users B and C. Users who are friends can cooperate to play games together.
[0070] Some of the data stored as user management data 25a is updated as the game progresses. For example, a user's rank increases as the user plays the game. Some of the data stored as user management data 25a is not updated as the game progresses. For example, a user ID remains unchanged even as the game progresses.
[0071] The game media management data 25b will be explained with reference to Figure 9. The game media management data 25b is a dataset in which various data related to the game medium, such as characters and game items used by the user in the game provided by the game system 1, are structurally stored. The game media management data 25b includes data related to game items. The game media management data 25b includes game media identification information, game media name (item name, etc.), and game media information for various game items.
[0072] The game medium identification information for a game item is, for example, an item ID that identifies the game item in question. The game medium identification information may also include an item name that indicates the name of each game item.
[0073] The game item's game medium information includes various details that describe the item's characteristics. These include, for example, rarity, cost, attack power, defense power, and game function information. Rarity indicates the scarcity (rarity value) of a user character. In other words, the rarity associated with a particular user character represents how difficult it is to acquire that character.
[0074] Cost is a parameter used to determine which game items can be equipped to a user character. For example, a user character has a set upper limit on the total cost of the game items they can equip. The user can select game items to equip their character so that the total cost does not exceed this upper limit.
[0075] The attack power of a game item is a parameter that contributes to the amount of damage dealt to enemy characters by attacks from the user character equipped with that game item. The higher the attack power value, the greater the amount of damage dealt to enemy characters. The defense power of a game item is a parameter that contributes to the amount of damage taken by the user character equipped with that game item from attacks received from enemy characters. The higher the defense power value, the greater the amount of damage taken from attacks by enemy characters.
[0076] Game media management data may include data about the user character. Game media information about the user character may include life points. Life points are a parameter used to determine the user's win or loss in the versus game part. In the versus game part, the user's life points decrease when the user's character is attacked by an enemy character. Life points may be restored to the upper limit or below by using recovery items. If the life points of all characters in the user's deck reach zero, the user may be determined to have lost in that versus game part.
[0077] At least a portion of the user management data 25a and game media management data 25b may be referenced by the user device 10 as needed. At least a portion of the user management data 25a and game media management data 25b may be stored in the user device 10 as needed.
[0078] 4-3 Functions of Server 20 The processor 21 of the server 20 functions as a game control unit 21a by executing instruction sets included in programs stored in the storage 25 and other instruction sets as needed. The game control unit 21a can control the progress of the game by processing requests and notifications from the user device 10 based on predetermined game logic and by providing various game data for running the game to the user device 10.
[0079] 5. User device 10 Next, with reference to Figure 10, the user device 10 provided in the game system 1 will be described.
[0080] 5-1 Configuration of User Device 10 User device 10 is a smartphone, personal computer (PC), mobile phone, tablet device, personal computer, e-book reader, wearable computer, game console, head-mounted display, or any other information processing device. User device 10 is intended to be used by a game player (user). The first user can input data into user device 10 and play the game through the video and audio output from user device 10.
[0081] User device 10 includes a processor 11, memory 12, user interface 13, communication interface 14, and storage 15. The description of the processor 21, memory 22, user interface 23, communication interface 24, and storage 25 of server 20 also applies to the processor 11, memory 12, user interface 13, communication interface 14, and storage 15 of user device 10.
[0082] 5-2 Data held in user device 10 Storage 15 stores game applications 15a for providing various game functions, equipment management data 15b, item management data 15c, and various other data.
[0083] Instructions included in the game application 15a can be executed by the processor 11. Details of the functions realized by executing the game application 15a will be described later. The game application 15a may be downloaded to the user device 10 from, for example, an application distribution platform (not shown). The user device 10 can, if necessary, obtain data from the server 20 to advance the game part and store the obtained data in the storage 15.
[0084] The equipment management data 15b will be explained with reference to Figure 11. The equipment management data 15b is a dataset in which data about equipment items equipped by user characters is structurally stored. In one embodiment, the equipment management data 15b includes character identification information that identifies user characters, and equipment item information that identifies equipment items equipped to each user character.
[0085] Character identification information is data used to identify the user character that a user uses to play the game, such as a character ID that identifies the user character. Character identification information may also include the character name.
[0086] Equipment item information is data used to identify equipment items equipped to a user character, such as an item ID that identifies an equipment item. By storing item IDs in association with character IDs, it is possible to manage which equipment items are equipped to the user character identified by the character ID. Multiple item IDs can be stored in association with a single character ID. In the example explained with reference to Figure 2, user character UC1 is equipped with three game items, namely game items A1, B2, and C1. In this case, the item IDs that identify game items A1, B2, and C1 are stored in association with the character ID that identifies user character UC1.
[0087] The item management data 15c will be explained with reference to Figure 12. The item management data 15c is a dataset in which data about each game item owned by the user of the user device 10 is structurally stored. The item management data 15c includes various data about the game items owned by the user. The item management data 15c includes item identification information and item information for the game items owned by the user.
[0088] Item identification information is an item ID that identifies each game item owned by the user. Item identification information may also include an item name that indicates the name of each game item.
[0089] Item information includes various details that describe the characteristics of the game item identified by the item identification information. For example, item information may include the upper limit of an item parameter set for a game item owned by the user, the current value of that item parameter, and its attributes. Item parameters may include the level, attack power, defense power, speed, durability, item ability, and various other parameters related to the game item. Item attributes include the rarity of the game item.
[0090] The upper limit of an item parameter indicates the upper limit set for that game parameter. For example, the upper limit of an item parameter's level may be set to 100. The upper limit of an item parameter set for a game item may increase in accordance with the enhancement of that item parameter. For example, if the upper limit of a game item's level was set to 100 before enhancement, the upper limit of that game item's level can be increased to 120 in accordance with the enhancement of that game item. If the upper limit or current value of an item parameter changes, the item information will be updated with the changed upper limit or current value of the item parameter.
[0091] At least a portion of the equipment management data 15b and the item management data 15c may be stored in the server 20 as needed.
[0092] 5-3 Functions of User Device 10 The processor 11 of the user device 10 functions as a game progression unit 11a, an upper limit determination unit 11b, an item enhancement unit 11c, and an equipment change unit 11d by executing the instruction set included in the game application 15a and other instruction sets as needed.
[0093] 5-3-1 Game Progression Section 11a The game progress unit 11a advances the game according to the command set included in the game application 15a, and, if necessary, based on user input via the user interface 13 of the user device 10 (e.g., a GUI displayed on the physical buttons or touch panel of the game console). The game progress unit 11a can also advance the game in cooperation with the server 20. User inputs include, for example, inputs to specify the movement of the user character within the game field, inputs to change game settings, inputs to instruct the enhancement of game items, inputs to select equipped items, and various other inputs related to the progress of the game.
[0094] The game progress unit 11a can generate requests related to game progress based on the command set included in the game application 15a and user input, and send the generated requests to the server 20. The game progress unit 11a can also receive various game data related to game progress from the server 20 and advance the game based on that game data. The game progress unit 11a can display images corresponding to the game progress on the user interface 13 (for example, a display).
[0095] The game progress unit 11a may retrieve data necessary for game progression from the various data stored in the server 20's storage 25 and store the retrieved data in storage 15. When necessary for game processing, the game progress unit 11a can read data from storage 15 as appropriate and perform calculations using the retrieved data.
[0096] The game progress unit 11a determines whether the enhancement conditions for a game item owned by the user have been met as the game progresses, and if the enhancement conditions have been met, it performs a process to enhance the game item. The enhancement conditions for a game item are, for example, that the game item has been combined with another game item. Based on the user's operation of the user interface 13, when the game progress unit 11a receives an instruction from the user to combine one game item owned by the user with another game item owned by the user, it enhances the game item by increasing the item parameters set for that game item. If the game parameters of a game item change in response to the enhancement conditions being met, the game progress unit 11a updates the item management data 15c so that the change in the game parameters is reflected.
[0097] Another example of an equipment item enhancement condition is the use of enhancement items to enhance game items. When the game progress unit 11a receives an instruction from the user to use an enhancement item for one of the game items owned by the user, it enhances the equipment item by increasing the item parameters set for that game item. The game progress unit 11a may determine whether or not to enhance a game item owned by the user according to enhancement conditions other than those mentioned above, and may enhance the game item according to the result of that determination.
[0098] The enhancement of game items owned by a user is achieved, for example, by increasing the current value or upper limit of the item parameters set for that game item. In one embodiment, when the enhancement conditions for a game item are met, at least one of the current value and upper limit of one or more item parameters set for that game item is increased. Item parameters may include, for example, level, attack power, defense power, speed, durability, and item ability. The game progress unit 11a calculates the amount or percentage of change of the item parameters according to predetermined game logic and changes the item parameters according to the calculated amount or percentage of change.
[0099] The specific processes for strengthening game items have already been explained with reference to Figures 3 and 6. The process for strengthening game item A1, as explained with reference to Figure 3, and the process for strengthening game item A2, as explained with reference to Figure 6, can be executed by the game progression unit 11a.
[0100] 5-3-2 Upper limit reaching determination unit 11b The upper limit determination unit 11b determines, when a game item is enhanced, whether the enhancement of the game item has reached its upper limit according to the upper limit determination condition. As described above, the upper limit determination condition for a game item may be that one of the item parameters set for that game item has reached its upper limit value. Alternatively, the upper limit determination condition may be that the number of times a game item has been enhanced has reached the upper limit set for that game item. Other conditions may also be used as upper limit determination conditions.
[0101] 5-3-3 Item Enhancement Section 11c When the Upper Limit Reaching Determination Unit 11b determines that the enhancement of a game item has reached its upper limit, the Item Enhancement Unit 11c determines that the enhancement of one game item owned by the user has reached its upper limit, and performs an item enhancement process to enhance other game items owned by that user. For example, when the Item Enhancement Unit 11c determines that the enhancement of one game item owned by the user has reached its upper limit, it enhances the other game item owned by the user by increasing the item parameters set for that other game item.
[0102] The process for strengthening other game items when the upper limit determination conditions are met has already been explained with reference to Figure 4. The process for strengthening other game items such as game items A2 to A4, as explained with reference to Figure 4, can be executed by the item strengthening unit 11c.
[0103] 5-3-4 Equipment Change Section 11d When the user device 10 selects one of the unequipped items and is instructed to equip that selected unequipped item to the user character, the equipment change unit 11d equips the selected unequipped item to the user character. For example, if game item A1 is equipped to user character UC1, and the user device 10 is instructed to change the equipped item from game item A1 to game item A2, the equipped item equipped by user character UC1 will change from game item A1 to game item A2, as shown in Figure 5. When the equipped item is changed, the equipment change unit 11d updates the equipment management data 15b to reflect that change.
[0104] 6. Processing Flow Next, referring to Figure 13, we will explain the process of strengthening other game items owned by the user when the strengthening of a game item owned by the user reaches its limit. Various processes for advancing the game are implemented in parallel with the process of strengthening game items shown in Figure 13. In other words, the process of strengthening game items shown in Figure 13 can be performed in parallel with other processes for advancing the game. In the process shown in Figure 13, as shown in Figure 2, it is assumed that the user is playing the game using user character UC1, and that this user character UC1 is initially equipped with game item A1.
[0105] In step S11, the user can advance the game using user character UC1. Various game actions are performed during the course of this game. Game actions are various actions related to the progress of the game. Game actions may include user character UC1 exploring the game field, user character UC1 engaging in combat with other characters, game item A1 being combined with other game items based on user instructions, enhancement items being used to strengthen game item A1 based on user instructions, and various other game-related actions.
[0106] In step S12, it is determined whether the enhancement conditions have been met by the execution of the game action in step S11. If the enhancement conditions are met for a game item owned by the user, the game item is enhanced in step S13. For example, if the enhancement conditions are met for game item A1 owned by the user, game item A1 is enhanced. When game item A1 is enhanced, for example, the item parameters set for game item A1 change. If the enhancement conditions are met for any game item other than game item A1 (for example, any of game items A2 to A4, or any of game items B1 or B2), the game item whose enhancement conditions have been met is enhanced. If the enhancement conditions are not met for any of the game items owned by the user, the process returns to step S11. In step S11, another game action is executed. Then, in step S12, it is determined again whether the enhancement conditions have been met by this other game action. Steps S11 and S12 are repeated until the enhancement conditions are met. In the following, we assume that game item A1 was enhanced in step S13.
[0107] If a game item owned by the user (for example, game item A1) is enhanced in step S13, the process proceeds to step S14. In step S14, it is determined, according to the upper limit determination conditions, whether the enhancement of game item A1 performed in step S13 has reached its upper limit. The determination in step S14 is performed, for example, by the upper limit reach determination unit 11b. The upper limit determination conditions are that one of the item parameters set for the game item has reached its upper limit, the number of times a game item has been enhanced has reached the upper limit set for that game item, or other conditions.
[0108] In step S14, if it is determined that the enhancement of game item A1 owned by the user has reached its limit, in step S15, the enhancement of game items other than game item A1 owned by the user will be performed. In step S15, all of the game items owned by the user other than game item A1 may be enhanced, or only some of them may be enhanced.
[0109] As described above, when a user's game item A1 reaches its enhancement limit, other game items owned by that user will also be enhanced, thus mitigating the difference in enhancement progress between the game item that has reached its enhancement limit and the other game items. In this way, by enhancing other game items when one game item reaches its enhancement limit, the disadvantages of using other game items to progress in the game can be mitigated. Therefore, when a user's game item reaches its enhancement limit, it can be encouraged to use other game items.
[0110] In one embodiment of the present invention, milestones may be set for strengthening game items before reaching their upper limit. When a game item owned by a user is strengthened to the point where the milestone condition is met, other game items owned by that user may be strengthened. The milestone condition may be a relaxation of the upper limit determination condition. For example, a milestone condition for a game item might be that one of the item parameters set for that game item reaches a certain percentage of its upper limit (e.g., 50%, 75%, 80%). For example, when the level set for a game item reaches half of its upper limit, it is determined that the strengthening of that game item has met the milestone condition. In another embodiment, an upper limit on the number of strengthenings may be set for each game item, and when the number of strengthenings for a game item reaches half of that upper limit, it is determined that the strengthening of that game item has met the milestone condition. For example, if the upper limit on the number of strengthenings for game item A1 is set to 10, when the 5th strengthening of game item A1 is performed, it is determined that the strengthening of game item A1 has met the milestone condition. Milestone conditions may be set individually for each game item. Milestone conditions may be set that are common to multiple or all game items.
[0111] When a milestone condition is met for one game item owned by a user, other game items owned by that user can be enhanced. The enhancement of other game items when a milestone condition is met may be smaller than the enhancement of the same game item when an upper limit condition is met. For example, if the current attack power of another game item owned by the user (e.g., game item A2) increases by 25% when the upper limit condition is met for game item A1 owned by the user, then when the milestone condition for game item A1 is met, the current attack power of the other game item owned by the user (e.g., game item A2) may increase by 10%, which is less than the 25% increase when the upper limit condition is met. The difference between the increase or percentage increase in the item parameters of another game item when an upper limit condition is met for one game item and the increase or percentage increase in the item parameters of another game item when a milestone condition is met for one game item can be arbitrarily determined, as long as the latter is smaller than the former.
[0112] 7. Notes The game system 1 shown in Figure 1 is an example of a system to which the present invention can be applied, and the game system to which the present invention can be applied is not limited to that shown in Figure 1. The game system 1 to which the present invention can be applied may not include some of the components shown in the figure. For example, the game system 1 may not include storage 30. The game system 1 may include components that are not shown. Although only one user device 10 is shown in Figure 1 for the sake of simplicity, the game system 1 may include any number of user devices 10, two or more. The game system 1 may include a cloud environment for distributing the processing that would otherwise be performed by the user devices 10 or the server 20.
[0113] In game system 1, there are no particular restrictions on the location of data storage. For example, various types of data that can be stored in storage 15 may be stored in a physically separate storage (e.g., storage 30) or a database server. In this specification, the data described as being stored in storage 15 may be stored in a single storage or distributed across multiple storages. Furthermore, in this specification and the claims, the term "storage" may refer to either a single storage or a collection of multiple storages, to the extent permitted by the context. The above description of data that can be stored in storage 15 also applies to data stored in storage 25 as far as possible.
[0114] The embodiments of the present invention are not limited to those described above, and various modifications are possible without departing from the spirit of the invention. For example, some or all of the functions performed by processor 11 and processor 21 may be implemented by processors not specified herein, without departing from the spirit of the invention. In Figure 1, processor 11 is shown as a single component, but processor 11 may be a collection of multiple physically separate processors. The same applies to processor 21. In this specification, programs or instructions contained in programs described as being performed by processor 11 and processor 21 may be executed by a single processor or may be executed in a distributed manner by multiple processors. Furthermore, programs or instructions contained in programs performed by processor 11 and processor 21 may be executed by one or more virtual processors.
[0115] Programs executed on processor 11 and / or processor 21 may be stored on various types of non-transitory computer-readable media other than those shown in the diagram. Non-transitory computer-readable media include various types of tangible storage media. Examples of non-transitory computer-readable media include magnetic recording media (e.g., flexible disks, magnetic tapes, hard disk drives), magneto-optical recording media (e.g., magneto-optical disks), Compact Disc Read Only Memory (CD-ROM), CD-R, CD-R / W, and semiconductor memory (e.g., mask ROM, programmable ROM (PROM), erasable PROM (EPROM), flash ROM, random access memory (RAM)).
[0116] The functions realized by the components described herein may be implemented in a circuit or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), CPUs (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to realize the functions described herein. A processor is considered a circuit or processing circuitry, including transistors and other circuits. A processor may be a programmed processor that executes a program stored in memory.
[0117] In this specification, circuitry, unit, and means are hardware programmed to perform or execute the functions described herein. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to perform or execute the functions described herein. If such hardware is a processor that is considered to be a type of circuitry, such circuitry, means, or unit is a combination of hardware and software used to constitute such hardware and / or processor.
[0118] Even if it is stated that the processes and procedures described herein are performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, multiple software programs, multiple components, and / or multiple modules. Similarly, even if it is stated that the data, tables, or databases described herein are stored in a single memory, such data, tables, or databases may be stored in multiple memories on a single device or distributed across multiple devices. Furthermore, the software and hardware elements described herein can also be implemented by integrating them into fewer components or by decomposing them into more components.
[0119] In the processing procedures described herein, particularly those described using flowcharts or sequence diagrams, it is possible to omit some of the steps constituting the processing procedure, add steps not explicitly stated as constituting the processing procedure, and / or change the order of such steps. Processing procedures with such omissions, additions, or changes in order are also included within the scope of the present invention, as long as they do not depart from the spirit of the invention.
[0120] The designations such as "First," "Second," and "Third" in this specification and the claims are used to identify components and do not necessarily limit their number, order, or content. Furthermore, the numbers used to identify components are used context by context, and a number used in one context does not necessarily indicate the same component in another context. Moreover, this does not prevent a component identified by one number from also performing the function of a component identified by another number.
[0121] 8. Addendum This specification also discloses the technologies described in the following sections: [Note 1] A storage device that remembers multiple game items associated with a user, One or more processors, Equipped with, The one or more processors described above are: In response to the fulfillment of the first enhancement condition, the first game item among the multiple game items is enhanced. In response to the enhancement of the first game item, it is determined whether the enhancement of the first game item has reached its upper limit. In response to the determination that the enhancement of the first game item has reached its limit, enhance a second game item from among the multiple game items that is different from the first game item. Game system. [Note 2] In response to the determination that the enhancement of the first game item has reached its limit, enhance all game items other than the first game item among the multiple game items. The game system described in Appendix 1. [Note 3] The second game item is enhanced in accordance with the fulfillment of the second enhancement condition. In response to the enhancement of the second game item, it is determined whether the enhancement of the second game item has reached its upper limit. In response to the determination that the enhancement of the second game item has reached its limit, the third game item, which is different from the first and second game items among the multiple game items, is enhanced. The game system is as described in Appendix 2. [Note 4] When the number of times the first enhancement condition set for the first game item is met reaches the maximum number of times set for the first game item, it is determined that the enhancement of the first game item has reached its limit. The game system described in any one of the items in Appendix 1 to Appendix 3. [Note 5] Each of the aforementioned game items has item parameters set for it. The one or more processors enhance the first game item by changing the item parameters set for the first game item, and enhance the second game item by changing the item parameters set for the second game item. The game system described in any one of the items from Appendix 1 to Appendix 4. [Note 6] Each of the aforementioned game items has a rarity assigned to it. When it is determined that the enhancement of the first game item has reached its limit, the item parameters set for the second game item are changed by an amount corresponding to the rarity set for the first game item, thereby enhancing the second game item. The game system described in Appendix 5. [Note 7] Each of the aforementioned game items has a rarity assigned to it. In response to the determination that the enhancement of the first game item has reached its limit, enhance one or more of the multiple game items that have a rarity equal to or higher than the rarity of the first game item. The game system described in any one of the items from Appendix 1 to Appendix 6. [Note 8] In the aforementioned game, the game character used by the user is capable of equipping only one of the multiple game items. The game system described in any one of the items from Appendix 1 to Appendix 7. [Note 9] A game processing method in which one or more computer processors perform game processing by executing computer-readable instructions, When the first enhancement condition is met, the first of several game items will be enhanced. A step of determining whether the enhancement of the first game item has reached its upper limit in response to the enhancement of the first game item, In response to the determination that the enhancement of the first game item has reached its limit, the process includes enhancing a second game item from among the plurality of game items that is different from the first game item, A game processing method comprising the following features. [Note 10] One or more computer processors, When the first enhancement condition is met, the first of several game items will be enhanced. A step of determining whether the enhancement of the first game item has reached its upper limit in response to the enhancement of the first game item, In response to the determination that the enhancement of the first game item has reached its limit, the process includes enhancing a second game item from among the plurality of game items that is different from the first game item, A program that executes the command. [Explanation of symbols]
[0122] 1. Game System 10 User devices 11a Game Management Section 11b Upper limit reaching determination section 11c Item Enhancement Section 11d Equipment Changes 15 Storage 15a Game applications 15b Equipment Management Data 15c Item Management Data 20 servers
Claims
1. Storage that remembers multiple game items associated with a user, One or more processors, Equipped with, The one or more processors described above are: In response to the fulfillment of the first enhancement condition, the first game item among the multiple game items is enhanced. In response to the enhancement of the first game item, it is determined whether the enhancement of the first game item has reached its upper limit. In response to the determination that the enhancement of the first game item has reached its limit, the second game item, which is different from the first game item among the plurality of game items, is enhanced. Game system.
2. In response to the determination that the enhancement of the first game item has reached its limit, all other game items among the plurality of game items are enhanced. The game system according to claim 1.
3. The second game item is enhanced in accordance with the fulfillment of the second enhancement condition. In response to the enhancement of the second game item, it is determined whether the enhancement of the second game item has reached its upper limit. In response to the determination that the enhancement of the second game item has reached its limit, the third game item, which is different from the first and second game items among the plurality of game items, is enhanced. The game system according to claim 2.
4. When the number of times the first enhancement condition set for the first game item is met reaches the maximum number of times set for the first game item, it is determined that the enhancement of the first game item has reached its limit. The game system according to claim 1.
5. Each of the aforementioned game items has item parameters set for it. The one or more processors enhance the first game item by changing the item parameters set for the first game item, and enhance the second game item by changing the item parameters set for the second game item. The game system according to claim 1.
6. Each of the aforementioned game items has a rarity assigned to it. When it is determined that the enhancement of the first game item has reached its limit, the item parameters set for the second game item are changed by an amount corresponding to the rarity set for the first game item, thereby enhancing the second game item. The game system according to claim 5.
7. Each of the aforementioned game items has a rarity assigned to it. In response to the determination that the enhancement of the first game item has reached its limit, enhance one or more of the multiple game items that have a rarity equal to or higher than the rarity of the first game item. The game system according to claim 1.
8. In the aforementioned game, the game character used by the user is capable of equipping only one of the multiple game items. The game system according to claim 1.
9. A game processing method in which one or more computer processors perform game processing by executing computer-readable instructions, When the first enhancement condition is met, the first game item among multiple game items will be enhanced. A step of determining whether the enhancement of the first game item has reached its upper limit in response to the enhancement of the first game item, In response to the determination that the enhancement of the first game item has reached its limit, the process includes enhancing a second game item, which is different from the first game item, among the plurality of game items, A game processing method comprising the following features.
10. One or more computer processors, When the first enhancement condition is met, the first game item among multiple game items will be enhanced. A step of determining whether the enhancement of the first game item has reached its upper limit in response to the enhancement of the first game item, In response to the determination that the enhancement of the first game item has reached its limit, the process includes enhancing a second game item, which is different from the first game item, among the plurality of game items, A program that executes the command.
Citation Information
Patent Citations
Program and game device
JP2016106762A