Information processing program, information processing method, and information processing device

JP7635281B2Active Publication Date: 2025-02-25CYGAMES INC
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Patent Information

Application Number
JP2023022133
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-02-16
Publication Date
2025-02-25
Estimated Expiration
2038-09-27

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、育成ゲームにおいて、群における組み合わせ内容に基づいて、パラメータの変化以外の事象に影響を与えることが可能となる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

In a breeding game, events other than parameter changes are influenced based on the combinations in the group. [Solution] The information processing program implements on a computer a group generation function that generates a media group containing at least one game medium to which a character attribute has been assigned, a game control function that controls a training game to change character parameters, and a lottery function that determines the content of the event to occur by lottery when the occurrence of an event in the training game is determined based on predetermined conditions, and increases the probability of an event occurring corresponding to the character attribute assigned to the game medium included in the media group and the probability of an event occurring corresponding to the game medium in the lottery compared to the probability of occurrence when the game medium is not included in the media group.
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Description

[Technical field]

[0001] The present invention relates to an information processing program, Information Processing Method And the present invention relates to an information processing device. [Background technology]

[0002] Among games provided on electronic devices such as smartphones and computer game machines, there are known training games in which a character is trained and the parameters of the character are changed. In the training games, a player can change the parameters of the character to be trained by having the character to be trained perform predetermined training sessions or compete against other characters.

[0003] As an example, Patent Document 1 describes how a group (party) is formed by combining a plurality of characters, and characters included in the group are trained while the characters influence each other. According to the technology described in Patent Document 1, a player can train characters in various ways while taking into account the influence between the characters. Therefore, the technology described in Patent Document 1 can improve the interest of the training game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2013-144010 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in a general technique such as that disclosed in Patent Document 1, the combination contents in the group are merely related to the amount of change in the parameters, and have little relevance to other events in the breeding game. In this regard, if it were possible to affect events other than parameter changes based on the combination contents in the group, the entertainment value of the breeding game could be further increased.

[0006] The present invention has been made in consideration of the above circumstances, and aims to affect events other than parameter changes in a breeding game based on the combination contents in a group. [Means for solving the problem]

[0007] In order to achieve the above object, an information processing program according to one aspect of the present invention comprises: a group generation function for generating a group of media including at least one game medium to which a character attribute is assigned; A game control function for controlling a training game for changing parameters of a character; a lottery function for determining the content of the event to be generated by lottery when it is determined based on a predetermined condition that an event will occur in the training game, and for increasing, in the lottery, the probability of an event occurring corresponding to a character attribute assigned to a game medium included in the media group and the probability of an event occurring corresponding to the game medium, compared to the probability of occurrence when the game medium is not included in the media group; Implement this on a computer. Effect of the Invention

[0008] According to the present invention, in a breeding game, it is possible to affect events other than parameter changes based on the combination contents in a group. [Brief description of the drawings]

[0009] [Figure 1] 1 is a block diagram showing an overall configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing the hardware configuration of a server and a player terminal according to the embodiment of the present invention. [Diagram 3]3 is a functional block diagram showing a functional configuration for executing an event management process, among the functional configurations of the server and the player terminal of FIG. 2. FIG. [Figure 4] 11 is a conceptual diagram for explaining fluctuations in the occurrence probability of an event corresponding to a character attribute in the event management process. FIG. [Diagram 5] 4 is a sequence diagram illustrating the flow of an event management process executed by the server and player terminals of FIG. 2 having the functional configuration of FIG. 3. [Figure 6] FIG. 13 is a schematic diagram showing an example of a display of a deck generation screen in a training game operated by the event management process. [Figure 7] 13 is a schematic diagram showing an example of a display of a selection screen for characters to be raised in a raising game operated by the event management process; FIG. [Figure 8] FIG. 13 is a schematic diagram showing an example of a display of a deck generation screen in a training game operated by the event management process. [Figure 9] 13 is a schematic diagram showing an example of a selection screen display for selecting cards owned by other players to include in a deck in a training game operated by event management processing; FIG. [Figure 10] 13 is a schematic diagram showing an example of a selection screen for selecting a command for executing training in a training game operated by the event management process; FIG. [Figure 11] 13 is a schematic diagram showing an example of a selection screen display for selecting a training to be performed after a training command is selected in a training game operated by an event management process. FIG. [Figure 12] 13 is a schematic diagram showing an example of a selection screen display for selecting the allocation of training points in a training game operated by the event management process; FIG. [Figure 13] 13 is a schematic diagram showing a display example of a presentation performed upon an event that occurs in a training game operated by event management processing; FIG. [Figure 14] 13 is a schematic diagram showing a display example when training points are acquired in an event that occurs in a training game operated by event management processing. FIG. [Figure 15]FIG. 11 is a functional block diagram showing a functional configuration for executing an event management process, among functional configurations of an information processing device in a modified example of an embodiment of the present invention. [Figure 16] 16 is a sequence diagram illustrating the flow of an event management process executed by an information processing device having the functional configuration of FIG. 15. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [Outline of this embodiment] In this embodiment, a training game is executed to change the parameters of a character to be trained (hereinafter referred to as a "trained character"). In addition, in executing this training game, this embodiment has the player select game media (hereinafter referred to as a "card") to which character attributes are assigned, and generates a group of media (hereinafter referred to as a "deck") including the selected cards.

[0011] In this embodiment, at a predetermined timing in the training game, whether or not to generate an event is determined by lottery (hereinafter referred to as "event generation lottery"). Furthermore, in this embodiment, when the occurrence of an event is determined by this event occurrence lottery, the content of the event to be generated is determined by further lottery (hereinafter referred to as "event content lottery").

[0012] In this case, the present embodiment varies the occurrence probability of various events based on what cards are included in the deck in the event content lottery. For example, the occurrence probability of an event corresponding to the character attribute given to a card included in the deck and the occurrence probability of an event corresponding to this card are increased to be higher than the occurrence probability when this card is not included in the deck. In addition, this embodiment further varies the probability of an event occurring according to the number of cards contained in a deck. For example, if a deck contains multiple copies of the same card, the probability of the event occurring is increased compared to when the deck contains a single copy of that card. Also, the more cards contained in a deck, the more the probability of the event occurring is increased.

[0013] In this manner, in this embodiment, the combination contents in the deck not only affect general events such as the amount of change in parameters, but also affect the occurrence of events within the training game. Therefore, from the player's point of view, there is room for various ingenuity in order to cause a desired event to occur. Therefore, according to this embodiment, it is possible to further increase the interest of the training game for the player. From the player's perspective, it is meaningful to have a variety of cards in order to create a desired deck, and it is also meaningful to have multiple copies of the same card. Therefore, according to this embodiment, it is possible to motivate the player to possess more cards.

[0014] [Overall system configuration] The overall configuration of this embodiment will be described with reference to Fig. 1. Fig. 1 is a block diagram showing the overall configuration of an information processing system S according to this embodiment. As shown in FIG. 1, the information processing system S includes a server 1, n player terminals 2 (n is an arbitrary integer value equal to or greater than 1), and a network 5.

[0015] The information processing system S is a so-called client-server system. The information processing system S is realized by communicating between n player terminals 2, which are clients, and a server 1 via a network 5.

[0016] The server 1 is realized by, for example, a server device. The player terminal 2 is realized by, for example, a smartphone, a game machine, or a personal computer. The network 5 is realized by, for example, a network such as a LAN (Local Area Network), the Internet, or a mobile phone network, or a network that combines these.

[0017] In the figure, player terminal 2a, player terminal 2b, and player terminal 2n are illustrated as n player terminals 2. However, in the following description, when the n player terminals 2 are not distinguished from one another, some of the reference numerals will be omitted and they will simply be referred to as "player terminals 2."

[0018] [Hardware configuration] Next, the hardware configuration of this embodiment will be described with reference to Fig. 2. Fig. 2 is a block diagram showing the hardware configuration of the server 1 and the hardware configuration of the player terminal 2 according to the embodiment of the present invention. Note that in the figure, the reference symbols corresponding to the hardware of the server 1 are written without parentheses, and the reference symbols corresponding to the hardware of the player terminal 2 are written with parentheses.

[0019] First, a description will be given of the hardware configuration of the server 1. As shown in Fig. 2, the server 1 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an input unit 16, an output unit 17, a storage unit 18, a communication unit 19, and a drive 20.

[0020] The CPU 11 executes various processes according to a program recorded in the ROM 12 or a program loaded from the storage unit 18 into the RAM 13 .

[0021] The RAM 13 also stores data and the like necessary for the CPU 11 to execute various processes.

[0022] The CPU 11, the ROM 12, and the RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An input unit 16, an output unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0023] The input unit 16 is composed of various buttons, a touch panel, a microphone, etc., and inputs various information in response to instructions from an administrator of the server 1. The input unit 16 may be realized by an input device such as a keyboard or a mouse that is independent of a main body that houses the other parts of the server 1.

[0024] The output unit 17 outputs image data and music data to a display, a speaker, etc. The image data and music data output by the output unit 17 are output from the display, the speaker, etc. in such a way that the player can recognize them as images and music.

[0025] The storage unit 18 is configured with a semiconductor memory such as a dynamic random access memory (DRAM), and stores various data.

[0026] The communication unit 19 realizes communication with other devices. For example, the communication unit 19 communicates with the player terminal 2 via the network 5.

[0027] The drive 20 is provided as needed. Removable media 100, which may be a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is loaded into the drive 20 as needed. Programs for executing a game and various data such as image data are stored in the removable media 100. The programs and various data such as image data read from the removable media 100 by the drive 20 are installed in the storage unit 18 as needed.

[0028] Next, the hardware configuration of the player terminal 2 will be described. As shown in Fig. 2, the player terminal 2 includes a CPU 21, a ROM 22, a RAM 23, a bus 24, an input / output interface 25, an input unit 26, an output unit 27, a storage unit 28, a communication unit 29, and a drive 30. Each of these units has the same function as each unit of the same name, but with different reference numbers, included in the above-mentioned server 1. Therefore, duplicated descriptions will be omitted. When the player terminal 2 is configured as a portable device, the hardware included in the player terminal 2, the display and the speaker, and the battery that supplies power to these may be realized as an integrated device.

[0029] [Functional configuration] Next, the functional configuration of the server 1 and the functional configuration of the player terminal 2 will be described with reference to FIG. FIG. 3 is a functional block diagram showing the functional configuration for executing the event management process, among the functional configurations of the server 1 and the functional configurations of the player terminals 2 shown in FIG. 1 and FIG. Here, the event management process refers to a series of processes for managing the occurrence of events based on the contents of cards contained in the deck when the training game is being played.

[0030] First, the functional configuration of the player terminal 2 will be described. When the event management process is executed, a game operation execution unit 211 and a player selection notification unit 212 function in the CPU 21, as shown in Fig. 3. These functional blocks transmit and receive information to and from each other as necessary. In addition, in one area of ​​the storage unit 28, a game operation data storage unit 281 is set.

[0031] The game operation execution unit 211 executes processing for operating a game. The game operation execution unit 211 operates the game based on game software contained in the game operation data storage unit 281 described later, the operation content related to the game by the player inputted from the input unit 26, and control instructions from the game operation control unit 111 described later.

[0032] Furthermore, the game operation executing unit 211 performs control processing to generate images for the game from image data contained in a game operation data storage unit 281 described below in association with the operation of the game, and to display the generated images on a display connected to the output unit 17. Similarly, the game operation executing unit 211 performs control processing to generate music and sounds for the game from music data and audio data contained in a game operation data storage unit 281 described below in association with the operation of the game, and to output the generated music and audio from a speaker connected to the output unit 17.

[0033] In this embodiment, predetermined parameters in the game operated by the game operation executing unit 211 are managed by the server 1. For example, the parameters managed by the server 1 correspond to information on which character the player possesses, parameters of the characters possessed by the player, information on which cards the player possesses, past game results, and the amount of in-game currency possessed in the game.

[0034] Therefore, when a process that involves a change in these predetermined parameters (for example, a process that involves an increase or decrease in the value of a parameter, or a process that changes a flag indicating the state of a parameter) occurs in the game, the game operation executing unit 211 updates the parameters managed by the server 1 by communicating with the server 1. Then, the game operation executing unit 211 receives the updated parameters from the server 1, and continues the game operation according to the updated parameters.

[0035] For example, character training in a training game, a lottery for a player to acquire a character or a card, etc., involve changes in predetermined parameters. Therefore, when character training in a training game, a lottery for a player to acquire a character or a card, etc., occurs, the game operation execution unit 211 updates the parameters by communicating with the server 1.

[0036] In this embodiment, it is assumed that the game operation execution unit 211 operates a training game for changing the parameters of a character as a game. More specifically, it is assumed that the character is treated as a racehorse, and a training game for improving the ability of the character in racing is operated.

[0037] However, without being limited thereto, the game operation execution unit 211 may operate a game other than a training game. For example, a game may be operated in which a character trained in a training game competes against other characters, or cooperates with other characters to achieve a predetermined objective. For example, a game may be operated in which a character trained as a racehorse races against other characters. In this case, the other characters may be NPCs (Non Player Characters). Also, they may be characters owned by other players using other player terminals 2. In other words, it may be a so-called multi-play game.

[0038] The player selection notification unit 212 notifies the server 1 of the selection made by the player. For example, the player selection notification unit 212 accepts a selection of a character to be trained in a training game, a selection of cards for generating a deck, and a selection of a command to be executed in the training game based on an operation by the player inputted from the input unit 26. Then, the player selection notification unit 212 transmits the accepted selection made by the player to the server 1, thereby notifying the server 1 of the selection made by the player.

[0039] The communication with the server 1 by the game operation executing unit 211 and the player selection notifying unit 212 is performed using the communication unit 29. As described above with reference to Fig. 1, a network 5 for realizing communication exists between the player terminal 2 and the server 1, but this network 5 is not shown in Fig. 3.

[0040] The game operation data storage unit 281 stores various data required for the game operation execution unit 211 to operate a game (here, a training game). The various data for operating a game include, for example, game software, which is a program for executing a game, and image data, music data, and audio data for generating images and sounds for the game. Furthermore, in the case where at least a part of the characters and background in a game is displayed in three-dimensional computer graphics, the game operation data storage unit 281 also stores polygon data, texture data, and the like for realizing a display using three-dimensional computer graphics.

[0041] Incidentally, these various data for operating the game may be stored only in the game operation data storage unit 281 of the storage unit 28, or may be read out from the removable medium 100 by the drive 20 as appropriate. Furthermore, these various data may be appropriately transmitted from the server 1 or other devices such as a server (not shown) to the player terminal 2 by communication via the communication unit 29. In other words, these various data may be appropriately downloaded as necessary when the game is installed or when the game is updated.

[0042] Next, the functional configuration of the server 1 will be described. When the event management process is executed, as shown in Fig. 3, a game operation control unit 111, a deck generation unit 112, a training game control unit 113, and an event selection unit 114 function in the CPU 11. These functional blocks transmit and receive information to and from each other as necessary. In addition, a terminal management data storage unit 181 is set in one area of ​​the storage unit 18.

[0043] The game operation control unit 111 controls the execution of processing for operating the game performed by the game operation execution unit 211. The game operation control unit 111 outputs the player's selection notified by the player selection notification unit 212 to the deck generation unit 112, the training game control unit 113, and the event lottery unit 114 described below. The game operation control unit 111 also acquires the results of processing related to the training game performed by the deck generation unit 112, the training game control unit 113, and the event lottery unit 114 described below based on the player's selection. Then, the game operation control unit 111 transmits control instructions based on the acquired processing results to the game operation execution unit 211 via the communication unit 29.

[0044] The control instructions include, for example, parameter variations based on the training results in the training game, whether an event occurs, and the contents of the event that occurs. Based on such control instructions, the game operation execution unit 211 generates images and sounds corresponding to the progress of the training game, and outputs the generated images and sounds from the output unit 27. In this manner, in this embodiment, the player terminal 2 and the server 1 cooperate with each other to realize the operation of the training game.

[0045] Here, an event occurring in a training game is one of the effects in the training game. For example, an event is an effect in which communication such as a conversation between characters is displayed using images (still images or videos) of characters to be trained or characters corresponding to the event, and text or sounds (music or voice) corresponding to these characters. A change value is set for the training points etc. to be given to the character to be trained, and when an event occurs, the training points etc. of the character to be trained change based on this change value. Specific display examples for events and training points will be explained in detail in the section below titled "Display Examples in Training Games."

[0046] The deck generation unit 112 generates a deck when the training game is executed. The deck generation unit 112 generates a deck based on the content of the selection of cards by the player obtained via the game operation control unit 111. A deck can include a predetermined number of cards. For example, if the predetermined number is set to 4, a deck can include up to four cards. In this case, the player selects any number of cards from the cards he or she owns, ranging from 1 to 4. Then, the deck generation unit 112 generates a deck from this selected number of cards, ranging from 1 to 4.

[0047] Note that the deck may further include cards owned by other players. For example, in addition to the four cards owned by the player, the deck may further include one card owned by another player. In this case, the other player may be given, for example, in-game currency as compensation for using the card. Furthermore, since the cards included in the deck correspond to characters that support the character to be trained, cards that have been given the character attributes of the character to be trained may not be included in the deck.

[0048] When the deck generation unit 112 generates a deck, it outputs information indicating the contents of the generated deck, such as identification information for identifying cards included in the deck, to the training game control unit 113 and the event lottery unit 114 described below. The deck may be generated each time the training game is played, or instead of creating a deck each time, a deck that has been created once may be selected when playing the training game.

[0049] The training game control unit 113 performs processing related to the training game. For example, the training game control unit 113 performs processing such as updating the parameters of the characters to be trained based on the selection of the characters to be trained by the player acquired from the game operation control unit 111 and the contents of the selection of commands in the training game. Furthermore, the training game control unit 113 performs processing such as updating the parameters of the characters to be trained in response to the contents of an event that has occurred based on the results of a lottery by the event lottery unit 114 described below.

[0050] Furthermore, the training game control unit 113 also performs a process (hereinafter referred to as an "acquisition process") for the player to acquire a character or card to be trained in the training game. For example, the training game control unit 113 determines the amount of in-game currency to be consumed in the acquisition process based on the selection content of the player acquired from the game operation control unit 111. Then, the training game control unit 113 performs the acquisition process (for example, lottery or purchase) by consuming the in-game currency by the determined amount. This acquisition process is performed based on a predetermined rule. For example, it is performed based on the processing result of an arithmetic process based on a predetermined function. Then, the training game control unit 113 grants the character or card to the player to be trained based on the result of the acquisition process. As described above, in this embodiment, since it is possible to include multiple identical cards in a deck, the same player may possess multiple identical cards.

[0051] The in-game currency can be increased, for example, by the payment of a price by the player. In this case, the payment of a price by the player is realized by a cash settlement using a credit card or a settlement using electronic money. In addition to this, the in-game currency may be increased by other methods. For example, the in-game currency may be increased by communication between players in the training game, or by the achievement of a predetermined event in the training game.

[0052] Then, the training game control unit 113 updates the information stored in the terminal management data storage unit 181 (described later) based on the results of these processes. In this embodiment, since at least a part of the processing related to the training game is performed by the server, it is possible to reduce the processing in the player terminal 2. Also, it is possible to prevent tampering with the processing related to the training game in the player terminal 2.

[0053] The event lottery section 114 performs the event occurrence lottery and the event content lottery described above. The event occurrence lottery is executed at a first predetermined timing in the training game. For example, assume that in the training game, multiple practices are performed in one turn. In this case, the start of one turn, after each of the multiple practices is performed, and the end of one turn can be set as the first predetermined timing. Here, the probability of an event occurring in the event occurrence lottery can be set arbitrarily taking into consideration the content of the training game, etc. For example, it can be set to a probability of 35%. When it is determined in the event occurrence lottery that an event will occur, the event lottery unit 114 performs an event content lottery to determine the content of the event to occur.

[0054] As described above, the event selection unit 114 varies the occurrence probability of various events in this event content selection based on what cards are included in the deck. For example, the event occurrence probability corresponding to the character attribute given to a card included in the deck and the occurrence probability of an event corresponding to this card are increased to be higher than the occurrence probability when this card is not included in the deck. In addition, in this embodiment, the probability of an event occurring is further varied according to the number of cards contained in the deck. For example, when a deck contains multiple copies of the same card, the probability of the event occurring is increased compared to when the deck contains a single copy of that card. Also, the probability of the event occurring is increased as the number of cards contained increases.

[0055] Here, as a premise for the explanation, the event lottery unit 114 performs two lotteries in the event content lottery. Specifically, first, the event lottery unit 114 performs a lottery (hereinafter referred to as a "first event content lottery") to determine which event corresponding to which character will be generated. Next, the event lottery unit 114 performs a lottery (hereinafter referred to as a "second event content lottery") to determine which event will be generated from among a plurality of events corresponding to the character determined by the first event content lottery. In this way, the event lottery unit 114 determines the content of the event to be generated.

[0056] First, in the first event content lottery, the event selection unit 114 varies the occurrence probability of an event corresponding to a character attribute. This will be described with reference to Fig. 4. Fig. 4 is a conceptual diagram for explaining the variation in the occurrence probability of an event corresponding to a character attribute. For example, as shown in FIG. 4(a), if the deck does not contain any cards to which the first character is assigned as a character attribute, the occurrence probability of the event corresponding to the first character is not zero, but is low, for example, 1% as shown in the example. In contrast, as shown in Fig. 4(b), when a deck contains one card with the first character as a character attribute, the probability of an event corresponding to the first character occurring is higher than when no card is contained in the deck. For example, the probability is 10% as shown in the example in the figure. Furthermore, as shown in Fig. 4(c), when a deck contains four cards to which the first character is assigned as a character attribute, the probability of an event corresponding to the first character occurring is higher than when a deck contains only one card, for example, 40% as shown in the example.

[0057] In this way, when a deck contains multiple cards with the first character as a character attribute, the probability of an event corresponding to the first character occurring increases based on the increase in the event occurrence probability when there is only one card and the number of cards contained in the deck. For example, when there is one or more cards, the probability is higher than the probability when there is no card multiplied by the number of cards contained. Therefore, for example, a player who wants an event corresponding to a first character to occur will try to include as many cards in the deck as possible that have the first character as a character attribute. In this way, by varying the occurrence probability based on the cards included in the deck, it is possible to further increase the interest of the player. It is also possible to motivate the player to possess more cards.

[0058] Furthermore, in this embodiment, all events to which character attributes have been imparted can occur regardless of whether or not a deck contains a card to which a character attribute has been imparted. In other words, the occurrence probability of all events to which character attributes have been imparted is preset to be non-zero.

[0059] Specifically, a default value for calculating the occurrence probability of each event is set for each event as a positive value greater than 0. In this case, since the default value itself does not represent a probability, the sum of the default values ​​for each event does not have to be 100.

[0060] Then, as described above, based on the contents of the cards included in the deck, only the default values ​​of the events corresponding to a specified character and the events corresponding to a specified card are increased, and then a first event content lottery and a second event content lottery are conducted based on the default values ​​of each event.

[0061] In this way, by setting the default value for calculating the occurrence probability of each event as a positive value greater than 0 for each event, it is possible to generate an event for a character who has not yet obtained a card with that character attribute, or an event for a character whose deck does not include a card with that character attribute. This makes it possible to make the player interested in that character. Therefore, the player can be given the goal of wanting to newly acquire a card with the character attribute of the character he is interested in, or the goal of wanting to acquire more cards. From this perspective as well, it is possible to further increase the player's interest.

[0062] Next, in the second event content lottery, the occurrence probability of an event corresponding to a card is changed. Here, a card is associated with an event of a character corresponding to the character attribute given to the card. This associated event is an event of a character corresponding to the character attribute given to the card, and may be an event specific to the card. This creates a meaning for the player to obtain a card in order to cause the unique event, which is a rare event, to occur. Therefore, by associating a unique event, it is possible to motivate the player to possess more cards.

[0063] Therefore, when a card with a character attribute for a character for which an event is determined to occur by the first event content lottery is included in the deck, the occurrence probability of the event corresponding to this card is changed. For example, when it is determined by the first event content lottery that an event of a first character will occur, and a card with the character attribute of this first character is included in the deck, the probability of the event corresponding to this card occurring is increased. Also, when the deck contains multiple copies of the same card, the probability of the event occurring corresponding to this card is further increased based on the increase in the event occurrence probability when there is only one card and the number of cards included in the deck. For example, when one or more copies are included, the probability is set to be higher than the value obtained by multiplying the probability when there is no card by the number of cards included.

[0064] Therefore, players who want events corresponding to cards to occur will try to include as many of the same cards in their decks as possible. By varying the probability of occurrence in this way, it is possible to further increase the interest of players. It is also possible to motivate players to possess more cards.

[0065] As described above, in the first event content lottery or the second event content lottery, if the probability of an event corresponding to a specified character or the probability of an event corresponding to a specified card is increased based on the contents of the cards contained in the deck, it is necessary to decrease the probability of other events occurring.

[0066] For example, in the first event content lottery, the sum of the default values ​​of the events corresponding to character A is "3", the sum of the default values ​​of the events corresponding to character B is "80", the sum of the default values ​​of the events corresponding to character C is "80", the sum of the default values ​​of the events corresponding to character D is "120", the sum of the default values ​​of the events corresponding to character E is "20", and the sum of the default values ​​of all the events is 303. In this case, if the probability of the occurrence of the event corresponding to character A is calculated as a percentage, it is approximately 1%, as shown in the following <Formula 1>.

[0067] <Formula 1> 3÷(3+80+80+120+20)×100[%]=0.99[%]

[0068] In contrast, for example, if a deck contains two cards with the character attribute of character A, the sum of the default values ​​for calculating the occurrence probability of an event corresponding to character A is set to, for example, "75." In this case, if the occurrence probability of an event corresponding to character A is calculated as a percentage, it becomes 20[%] as shown in the following <Formula 2>, and the occurrence probability of events corresponding to other characters decreases. For example, the occurrence probability of an event corresponding to character B decreases from approximately 26[%] to approximately 21[%].

[0069] <Formula 2> 75÷(75+80+80+120+20)×100[%]=20[%]

[0070] Similarly, the second event content lottery is also conducted based on the default values ​​of the events corresponding to the characters determined in the first event content lottery.

[0071] The event selection unit 114 may calculate the occurrence probability of each event as a percentage based on the ratio of the sum of the respective preset values ​​of each event. Then, the first event content selection unit 114 may perform the first event content selection unit 114 and the second event content selection unit 114 based on the occurrence probability of each event calculated as a percentage.

[0072] In this way, in the first event content lottery and the second event content lottery, it is possible to increase the probability of an event corresponding to a specified character or an event corresponding to a specified card occurring, while decreasing the probability of other events occurring, based on the contents of the cards contained in the deck.

[0073] As an exception to the calculation of the probability of occurrence of the above-mentioned events, events of characters to be trained may not occur at all, regardless of the contents of the cards included in the deck. This is because the events that occur in the event lottery are preferably events corresponding to the characters that support the characters to be trained. In this case, the default value for calculating the probability of occurrence of events of characters to be trained may be fixed to zero.

[0074] Then, the event lottery unit 114 outputs the lottery results of each lottery performed at the first predetermined timing to the game operation control unit 111 and the training game control unit 113. This lottery result includes information indicating whether or not it has been determined in the event occurrence lottery that an event will occur, and, if it has been determined that an event will occur, information indicating which event has been determined in the event content lottery that will occur.

[0075] When the training game control unit 113 determines that an event will occur based on the lottery result output from the event lottery unit 114, it causes the event determined to occur at the second predetermined timing in the training game to occur and updates the character parameters according to the content of the event. Furthermore, when the game operation control unit 111 determines that an event will occur based on the lottery result output from the event lottery unit 114, it controls the game operation execution unit 211 to cause the event determined to occur at the second predetermined timing in the training game to occur.

[0076] Here, the second predetermined timing, which is the timing at which an event occurs, may be a timing later than the first predetermined timing. For example, as described above, if the start of one turn, the end of each of the multiple exercises, and the end of one turn are set as the first predetermined timing, the second predetermined timing may be any of the start of one turn, the end of each of the multiple exercises, and the end of one turn, similar to the first predetermined timing, and may be a timing several times (for example, two) later than the first predetermined timing.

[0077] In this way, by setting the second predetermined timing to be later than the first predetermined timing, the server 1 and the player terminals 2 can perform pre-processing for generating an event during that time. For example, processing such as pre-reading image and sound data for generating an event into a main storage device or the like can be performed. This makes it possible to smoothly generate an event without causing a waiting time for the player.

[0078] The terminal management data storage unit 181 stores management data related to the player terminal 2. As described above in the explanation of the game operation execution unit 211, the management data related to the player terminal 2 is a predetermined parameter in the game operated by the game operation execution unit 211. For example, information on which character the player possesses, parameters of the characters possessed by the player, information on which card the player possesses, past game results, parameters corresponding to the amount of in-game currency possessed in the game, etc. are stored as management data. Note that when multiple player terminals 2 are connected to the server 1, the management data is managed for each player terminal 2 or for each player based on the identification information of the player terminal 2, the identification information of the player, etc.

[0079] [Event management process behavior] Above, we have explained the functional blocks of the player terminal 2 and the server 1. Next, we will explain the operations in the event management process executed by the player terminal 2 and the server 1 with reference to Fig. 5. Here, Fig. 5 is a sequence diagram explaining the flow of the event management process.

[0080] The event management process is executed, for example, when a player performs an operation to request execution of a training game. Although not specifically mentioned in the following explanation of the event management process, the premise of the event management process is that each functional block such as the game operation execution unit 211 of the player terminal 2, the game operation control unit 111 of the server 1, and the training game control unit 113 appropriately performs arithmetic processing and communication required to execute the training game.

[0081] In step S11, the player selection notification unit 212 accepts a selection of cards for generating a deck from the player. In step S12, the player selection notification unit 212 notifies the server 1 of the player's selection by transmitting the accepted player's selection (i.e., the selection of cards for generating a deck) to the server 1.

[0082] In step S21, the deck generation unit 112 generates a deck based on the player's selection notified in step S12 (i.e., the selection of cards for generating the deck). Then, the deck generation unit 112 outputs the contents of the generated deck to the event lottery unit 114, etc.

[0083] In step S22, the event lottery unit 114 determines whether or not a first predetermined timing has arrived. If the first predetermined timing has not arrived, the result of step S22 is No, and the determination of step S22 is repeated. On the other hand, if the first predetermined timing has arrived, the result of step S22 is Yes, and the process proceeds to step S23.

[0084] In step S23, the event lottery section 114 performs an event occurrence lottery. In step S24, the event selection unit 114 determines whether or not the event occurrence selection has determined that the event will occur. If it has been determined that the event will occur, the result of step S24 is Yes, and the process proceeds to step S25. On the other hand, if it has been determined that the event will not occur, the result of step S24 is No, and the process proceeds to step S26.

[0085] In step S25, the event selection unit 114 performs a first event content selection and a second event content selection to determine which event will occur. In step S26, the event lottery unit 114 notifies the game operation execution unit 211 of the player terminal 2 of the lottery results of the event occurrence lottery and the event content lottery via the game operation control unit 111. This lottery result includes information indicating whether or not it has been determined in the event occurrence lottery that an event will occur, and, if it has been determined that an event will occur, information indicating which event has been determined in the event content lottery that will occur.

[0086] In step S27, the event lottery unit 114 determines whether the training game has ended. If the training game has not ended, the result of step S27 is No, and the process is repeated from step S22. On the other hand, if the training game has ended, the result of step S27 is Yes, and the process ends.

[0087] In step S13, the game operation executing unit 211 determines whether or not there is an event that has been determined to occur based on the result of the lottery by the event lottery unit 114 and has not yet occurred. If there is no event that has not yet occurred, the result in step S13 is No, and the process proceeds to step S16. If there is an event that has not yet occurred, the result in step S13 is Yes, and the process proceeds to step S14.

[0088] In step S14, the game operation executing unit 211 determines whether or not the second predetermined timing has arrived. If the second predetermined timing has not arrived, the result of step S14 is No, and the process proceeds to step S16. On the other hand, if the second predetermined timing has arrived, the result of step S14 is Yes, and the process proceeds to step S15.

[0089] In step S15, the game operation executing unit 211 generates an event that has not yet occurred and that should occur at the second predetermined timing that has arrived. In step S16, the game operation execution unit 211 determines whether the training game has ended. If the training game has not ended, the result of step S16 is No, and the process is repeated from step S13. On the other hand, if the training game has ended, the result of step S16 is Yes, and the process ends.

[0090] The player terminals 2 and the server 1 described above cooperate with each other to execute the event management process. In this case, in this embodiment, as described above, the probability of occurrence of various events is varied based on what cards are contained in the deck in the event content lottery.

[0091] Therefore, from the player's point of view, there is room for various ingenuity in order to cause a desired event to occur. Therefore, according to this embodiment, it is possible to further increase the interest of the training game for the player. From the player's perspective, it is meaningful to have a variety of cards in order to create a desired deck, and it is also meaningful to have multiple copies of the same card. Therefore, according to this embodiment, it is possible to motivate the player to possess more cards.

[0092] [Example of display in a training game] Next, the transition of displays in the training game operated by the event management process will be described with reference to Fig. 6 to Fig. 14. Here, Fig. 6 to Fig. 14 are schematic diagrams showing display examples in the training game operated by the event management process.

[0093] FIG. 6 is a schematic diagram showing a display example of a deck generation screen in a training game operated by the event management process, and is displayed in response to the selection operation of cards to be included in the player's deck in step S11 of FIG. In this display example, the character to be trained that is currently selected by the player is displayed as shown in display 51. In addition, the name of the character to be trained, the rarity of the character to be trained, and the parameters of the character to be trained are displayed as shown in display 52. ​​These parameters are parameters to be trained in the training game, and for example, parameters related to the character's races, such as speed, stamina, power, tenacity, and intelligence, are displayed.

[0094] In addition, the character's race distance suitability and specific running styles in horse racing, such as leading, overtaking, and closing in, are also displayed. The player can check the character's parameters by referring to display 52. ​​Furthermore, as shown in display 53, images corresponding to cards included in the deck (for example, images of characters corresponding to character attributes given to the cards) are displayed. Furthermore, as shown in display 54, the remaining slots for cards that can be included in the deck are displayed. The display example of FIG. 6 shows that the deck can contain four cards and that one card is currently included.

[0095] FIG. 7 is a schematic diagram showing an example of the display of a selection screen for characters to be trained in a training game operated by event management processing. For example, by performing a specified operation on the display screen of FIG. 6, the display screen of FIG. 6 is transitioned to the screen of FIG.

[0096] In this display example, similarly to FIG. 6, displays 51 and 52 are displayed. Also, as shown by display 55, a list of characters owned by the player and currently selectable as characters to be developed is displayed. In this list, for example, images of the characters' faces and the rarity of the characters are displayed. The player can select a character to be developed by referring to display 55. Then, the player can determine the character to be developed by pressing a determination button shown by display 56. In this case, the player may be allowed to narrow down the characters by rarity or search.

[0097] FIG. 8 is a schematic diagram showing a display example of a deck generation screen in a training game operated by the event management process, and is displayed in response to the selection operation of cards to be included in the player's deck in step S11 of FIG.

[0098] In this display example, similarly to FIG. 6 and the like, display 51 and display 52 are displayed. Also, as shown as display 57, the remaining slots of cards that can be included in a deck, which are slots for cards possessed by other players, are displayed. A player can generate a deck by adding cards possessed by other players to these slots. Cards possessed by other players change dynamically based on the operations of other players, and new cards may or may not be selectable, so for example, it is recommended to display a screen like that of FIG. 8 immediately before the start of the training game.

[0099] FIG. 9 is a schematic diagram showing an example of a selection screen for selecting cards owned by other players to include in a deck in a training game that operates using event management processing; for example, by performing a specified operation on the display screen of FIG. 8, the display screen of FIG. 8 is transitioned to the selection screen of FIG.

[0100] In this display example, as shown by display 58, a list of cards owned by other players that are selectable for inclusion in a deck is displayed. In this list, for example, images of the character's face corresponding to the cards owned by other players, the character's level, and the last login time of other players are displayed. By referring to display 58, the player can select a card owned by another player. Then, the player can transition to the screen of FIG. 8 by pressing a close button shown by display 59.

[0101] FIG. 10 is a schematic diagram showing a display example of a selection screen for selecting a command for executing training in a training game operated by the event management process, and is displayed when a training command is selected in the training game, for example.

[0102] In this display example, display 51 is displayed, similar to Fig. 6 etc. Also, as shown as display 62, an image of a character corresponding to the character attribute given to a card included in the deck is displayed. The player can play the training game together with his / her favorite character that he / she selected when creating the deck. Furthermore, as shown by display 63, parameters of the character to be trained in the training game, such as speed, stamina, power, tenacity, and intelligence, are displayed. Furthermore, as shown by display 61, the physical strength of the character to be trained and a bond value indicating the degree of the bond between the character to be trained and the player are displayed. The physical strength of the character decreases when the character to be trained trains and is restored when the character to be trained rests. The bond value will be described in detail in the section entitled "Second Modified Example" below.

[0103] Furthermore, as shown by display 64, buttons for selecting a command for training are displayed. In the training game, a predetermined number of turns is set. By pressing these buttons, the player selects a command such as going out, resting, and training for each turn. Depending on the selected command, training points for training the character to be trained or skills are imparted. The training points and skills imparted may differ depending on the cards included in the deck. Also, the parameters of the character to be trained are increased by allocating the imparted training points to the parameters of the character to be trained with a command called growth.

[0104] For example, when a button corresponding to a go out command is pressed, the character to be trained goes out. As a result, the stamina parameter and motivation parameter are randomly recovered. When a button corresponding to a training command is pressed, the character to be trained consumes the stamina parameter and trains. This allows the character to be trained to gain training points. The training points gained vary based on the motivation parameter. When a button corresponding to a rest command is pressed, the character to be trained takes a rest. This allows the character to recover stamina. When a training command is selected when stamina is low, training points may be reduced.

[0105] FIG. 11 is a schematic diagram showing an example of a selection screen for selecting the training to be performed after selecting a training command in a training game that operates using event management processing. For example, when a training command is selected in display 64 of FIG. 11, the display screen transitions from that of FIG. 10 and is displayed.

[0106] In this display example, display 51 is displayed as in FIG. 6 and the like. Also, displays 61 and 62 are displayed as in FIG. 10. Furthermore, a button for selecting the training to be performed is displayed as shown in display 67. The training points and skills to be granted vary depending on the training to be performed. The player selects the training to be performed so as to obtain the desired training points and skills. Also, as shown in display 65, training points increase as the training is performed. Furthermore, as shown in display 66, a friendship value indicating the degree of friendship between the character to be trained and other characters is displayed. The friendship value will be described in detail in the section entitled <Second Modification> below.

[0107] FIG. 12 is a schematic diagram showing an example of a selection screen for selecting the allocation of training points in a training game that operates using event management processing. For example, when the growth command is selected in display 64 of FIG. 11, the display screen transitions from that of FIG. 10 and is displayed.

[0108] In this display example, as shown in display 68, the training points given to the character to be trained and a list of parameters to be trained are displayed. The player refers to this display 68 and selects the parameters to be increased in exchange for decreasing the training points. For example, in the example of FIG. 12, 20 training points are given to speed, 8 training points to technical ability, and 5 training points to mental strength. In this case, if the player selects the speed parameter, for example, the speed parameter can be increased by 1 in exchange for decreasing 4 speed points and 2 technical ability points.

[0109] This allocation can be performed by pressing an allocation amount increase / decrease button shown as display 69. The player can also execute the allocation by pressing an OK button shown as display 71. Furthermore, the player can transition to the screen of Fig. 10 without executing the allocation by pressing a reset button shown as display 71.

[0110] FIG. 13 is a schematic diagram showing an example of the display of a presentation performed in response to an event that occurs in a training game that operates using event management processing, and is displayed, for example, when it is determined in step S14 of FIG. 4 that the second predetermined timing has arrived (Yes in step S14) and step S15 is executed.

[0111] In this display example, display 51 is displayed, similarly to FIG. 6 and the like. Also, as shown as display 72, an image of a character corresponding to an event is displayed. Furthermore, as shown as display 73, text corresponding to a conversation exchanged between the characters is displayed. This display example produces communication such as a conversation between the characters. By appreciating the communication between the character to be trained and the character corresponding to the event in this way, the player can deepen his or her attachment to each character. As described above, an event has a change value set for the training points etc. to be given to the character to be trained, and when the event occurs, the training points etc. of the character to be trained change based on this change value. In other words, the player can earn training points as the event occurs.

[0112] Figure 14 is a schematic diagram showing a display example when training points are earned in an event that occurs in a training game that operates using this event management processing. For example, the display example in Figure 14 transitions and is displayed after communication such as a conversation between characters is depicted.

[0113] In this display example, display 51 and display 72 are displayed, similar to Fig. 14. Furthermore, display 61 and display 65 are displayed, similar to Fig. 11. As shown by display 65, as an event occurs, the training points of the character to be trained increase. Although FIG. 14 illustrates only the increase in the training points, other changes may occur with the occurrence of an event. For example, the parameters of the character to be trained and the friendship value with the character corresponding to the event may change based on the rate of change with the occurrence of an event. Furthermore, a predetermined skill may be linked to the event, and the skill may be imparted to the character to be trained when the event occurs. Furthermore, a choice may be linked to the event, and the choice may be displayed at a predetermined timing when the event occurs, and the content of the conversation, the training points that can be acquired, etc. may change based on the player's choice. The player terminal 2 and the server 1 transition the screens as in the display examples described above, so that the training game can progress based on the player's selection.

[0114] Although the embodiment of the present invention has been described above, this embodiment is merely an example and does not limit the technical scope of the present invention. The present invention can take various other embodiments, and further, various modifications such as omissions and substitutions can be made without departing from the gist of the present invention. These embodiments and their modifications are included in the scope and gist of the invention described in this specification, etc., and are included in the scope of the invention described in the claims and their equivalents. For example, the embodiment of the present invention may be modified as follows.

[0115] <First Modification> The above-described embodiment is a client-server system, in which the player terminal 2 and the server 1 cooperate to execute the event management process. However, the present embodiment is not limited to this, and the event management process may be executed by a single device. This modified example will be described with reference to Figs. 15 and 16. In the description of this modification and the other modifications below, the contents that overlap with the description of the above embodiment will not be explained again, and only the contents specific to each modification will be explained in detail.

[0116] [Hardware configuration] The hardware configuration of the information processing device 3 that realizes this modification will be described. The information processing device 3 includes a CPU 31, a ROM 32, a RAM 33, a bus 34, an input / output interface 35, an input unit 36, an output unit 37, a storage unit 38, a communication unit 39, and a drive 40. Each of these pieces of hardware has the same functions as the hardware of the same name, but with different reference numbers, that is included in the server 1 and the player terminal 2, as described with reference to FIG. 2. Therefore, illustrations and overlapping descriptions will be omitted. Note that in this modification, the communication unit 39 is not essential, and therefore the communication unit 39 may be omitted. The information processing device 3 can be realized by, for example, a stationary game machine, a portable game machine, a personal computer, or the like.

[0117] [Functional configuration] The functional configuration of the information processing device 3 will be described with reference to FIG. FIG. 3 is a functional block diagram showing a functional configuration for executing an event management process, among the functional configurations of the information processing device 3. As shown in FIG. When the event management process is executed, as shown in FIG. 16, in the CPU 31, a game operation control unit 311, a deck generation unit 312, a training game control unit 313, an event lottery unit 314, and a game operation execution unit 315 function. In addition, in one area of ​​the storage unit 28, a terminal management data storage unit 381 and a game operation data storage unit 382 are set.

[0118] Each of these functional blocks has the same function as each of the functional blocks with the same names but different reference numerals that are provided in the above-mentioned server 1 and player terminal 2. Therefore, duplicated explanations will be omitted. However, one difference is that this modified example does not have a functional block equivalent to the player selection notification unit 212 because it is not necessary to perform notification between devices.

[0119] [Event management process behavior] The functional blocks of the information processing device 3 have been described above. Next, the operation of the event management process executed by the information processing device 3 will be described with reference to Fig. 16. Here, Fig. 16 is a sequence diagram illustrating the flow of the event management process in this modified example. The event management process is executed, for example, when a player performs an operation to request execution of a training game. Although not specifically mentioned in the following explanation of the event management process, the event management process is premised on the assumption that each functional block, such as the game operation control unit 311, the training game control unit 313, and the game operation execution unit 315, appropriately performs arithmetic processing and communication required to execute the training game.

[0120] In step S31 (corresponding to step S11 in FIG. 5), the game operation control unit 311 accepts a selection of cards for creating a deck from the player. In step S32 (corresponding to step S21 in FIG. 5), deck creation unit 312 creates a deck based on the player's selection notified in step S31 (i.e., the selection of cards for creating a deck). Deck creation unit 312 then outputs the contents of the created deck to event selection unit 314, etc.

[0121] In step S33 (corresponding to step S22 in FIG. 5), the event lottery unit 314 determines whether or not a first predetermined timing has arrived. If the first predetermined timing has not arrived, the result of step S33 is No, and the process proceeds to step S37. On the other hand, if the first predetermined timing has arrived, the result of step S33 is Yes, and the process proceeds to step S34.

[0122] In step S34 (corresponding to step S23 in FIG. 5), the event lottery section 314 performs an event occurrence lottery. In step S35 (corresponding to step S24 in FIG. 5), the event selection unit 314 determines whether or not the event occurrence selection has determined that the event will occur. If it has been determined that the event will occur, the result of step S35 is Yes, and the process proceeds to step S36. On the other hand, if it has been determined that the event will not occur, the result of step S35 is No, and the process proceeds to step S37.

[0123] In step S36 (corresponding to step S25 in FIG. 5), the event selection unit 314 performs a first event content selection and a second event content selection to determine which event will occur.

[0124] In step S37 (corresponding to step S13 in FIG. 5), the game operation executing unit 315 determines whether or not there is an event that has been determined to occur based on the result of the lottery by the event lottery unit 314 and has not yet occurred. If there is no event that has not yet occurred, the result in step S37 is No, and the process proceeds to step S40. If there is an event that has not yet occurred, the result in step S37 is Yes, and the process proceeds to step S38.

[0125] In step S38 (corresponding to step S14 in FIG. 5), the game operation executing unit 315 determines whether or not the second predetermined timing has arrived. If the second predetermined timing has not arrived, the result of step S38 is No, and the process proceeds to step S40. On the other hand, if the second predetermined timing has arrived, the result of step S38 is Yes, and the process proceeds to step S39.

[0126] In step S39 (corresponding to step S15 in FIG. 5), the game operation executing unit 315 generates an event that has not yet occurred and that should occur at the second predetermined timing that has arrived.

[0127] In step S40 (corresponding to step S16 in FIG. 5), the game operation execution unit 315 determines whether or not the training game has ended. If the training game has not ended, the result of step S40 is No, and the process is repeated from step S33. On the other hand, if the training game has ended, the result of step S40 is Yes, and the process ends.

[0128] Through the operations described above, the event management process can be executed by the information processing device 3 alone. The effect of the event management process in this modification is similar to the effect of the event management process in the above-described embodiment.

[0129] <Second Modification> In the above embodiment, the probability of an event occurring is changed based on the contents of the cards included in the deck. However, the present invention is not limited to this, and the event occurrence and the probability of an event occurring may be changed based on other factors.

[0130] For example, an event associated with a character to be trained may occur. In this case, a default value for calculating the probability of an event occurring in the first event content lottery is also determined for the event corresponding to the character to be trained. Then, as described above with reference to <Formula 1> and <Formula 2>, the probability of each event occurring may be calculated as a percentage based on the ratio of the default values ​​of each event. Then, the first event content lottery and the second event content lottery may be performed based on the probability of each event occurring calculated as a percentage.

[0131] In this case, multiple types of events linked to the character to be raised may be prepared. For example, an event that occurs randomly with a certain probability regardless of any particular condition, and a specific event that occurs with a certain probability on the condition that the bond value described above with reference to FIG. 10 is equal to or greater than a predetermined value may be prepared. Here, the bond value may be increased, for example, by the occurrence of a predetermined event that increases the bond value, or by a request system. Here, the request system is a system that randomly specifies a command that the character to be raised wishes to execute when selecting a command in the training game. When the request system is executed, a lottery process is performed prior to displaying a command selection screen in the training game, and a command that the character to be raised wishes to execute is determined from among selectable commands. Then, on the command selection screen, which command is displayed so that the player can identify which command the character to be raised wishes to execute. Then, when the player selects a command that the character to be raised wishes to execute, the bond value increases.

[0132] In addition, multiple types of events for characters corresponding to card attributes may be prepared. For example, for one character, an event may be prepared that occurs randomly with a certain probability regardless of conditions, and a specific event may be prepared that occurs with a certain probability on the condition that the friendship value described above with reference to FIG. 11 is equal to or greater than a predetermined value. As described above, the friendship value is a value indicating the degree of friendship between the character to be trained and another character. For example, the friendship value is increased when the character to be trained and another character train together. In this case, the other characters to be trained together with the character to be trained may be selected randomly from all characters, or may be selected from among the characters corresponding to the character attributes given to the cards included in the deck. In this case, as in the event content lottery, the probability that the character corresponding to the character attributes given to the cards included in the deck is selected may be increased compared to the probability that other characters are selected. Also, as in the event content lottery, when the deck contains multiple cards to which the character attributes of the same character are given, the probability that this character is selected may be increased based on the amount of increase in the selection probability when there is only one card and the number of cards included in the deck.

[0133] This makes it meaningful for the player to obtain as many cards with the character attributes of the character as possible in order to trigger a rare event that occurs only when the friendship value is equal to or greater than a predetermined value. This makes it possible to motivate the player to possess as many cards as possible.

[0134] In this case, the characters to be trained together may be selected based on the type of training. For example, in the example of FIG. 11, the player selects "grass" training, and two characters are associated with the grass training. When the player selects grass training, these two characters and the character to be trained will train together. This not only increases the training points of the character to be trained, as in normal training, but also increases the friendship value between the character to be trained and the character with whom it trained. The friendship value may be increased under other conditions than by performing joint training in this manner. For example, the friendship value may be increased when a predetermined event occurs.

[0135] <Third modified example> In the above embodiment, the raising game control unit 113 determines whether or not an event occurs on the condition that it performs an event occurrence lottery. However, the present invention is not limited to this, and may determine whether or not an event occurs on the condition that it occurs on other conditions. For example, the raising game control unit 113 may determine whether or not an event occurs on the condition that a parameter of a character to be raised reaches a predetermined value, that a player inputs a predetermined action, or that a raising game reaches a predetermined number of turns.

[0136] <Fourth modified example> In the above-described embodiment, a deck is generated using "cards" as game media. However, the present invention is not limited to this, and a deck may be generated using something other than cards as game media. For example, a deck may be generated using a "character" possessed by a player or an "item (e.g., an item equipped or used by a character)" as game media. In this case, as with cards, there may be unique events corresponding to the characters and items used as game media. Also, as with cards, character attributes may be assigned to the items used as game media. In this case, as described above with reference to FIG. 8, a deck may be generated using characters and items owned by other players as game media.

[0137] <Fifth modified example> In the above embodiment, the event lottery unit 114 performs two lotteries in the event content lottery to determine the content of the event to be generated. Specifically, the event lottery unit 114 performs a first event content lottery to determine which character an event corresponding to will be generated, and a second event content lottery to determine which event will be generated from among a plurality of events corresponding to the character determined by the first event content lottery. The event content lottery may be performed by other lottery methods. For example, instead of determining the content of the event to be generated by two lotteries as in the above embodiment, the content of the event to be generated may be determined by one lottery.

[0138] When determining the content of an event to be generated by a single lottery in this way, the event lottery unit 114 manages data in a structure in which each event is linked to one of the characters. Even in this case, as in the above embodiment, all events to which character attributes have been imparted can occur regardless of whether or not a deck contains a card to which a character attribute has been imparted. In other words, the occurrence probability of all events to which character attributes have been imparted is preset to be non-zero.

[0139] For this reason, similarly to the above-described embodiment, a preset value for calculating the occurrence probability of each event is set for each event as a positive value greater than 0. In this case, since the preset value itself does not represent a probability, the sum of the preset values ​​for each event does not have to be 100.

[0140] Then, in the event content lottery, the event lottery unit 114 increases the occurrence probability of an event corresponding to the character attributes assigned to the cards included in the deck, and the occurrence probability of an event corresponding to the cards included in the deck, as in the above-described embodiment.

[0141] For example, in the case where data is managed in a structure in which a first event is linked to a second character, if a deck contains a card with the character attribute of the second character, the occurrence probability of the first event linked to this second character is increased. Also, if a deck contains a card with the first event as the event corresponding to the card, the occurrence probability of this first event is increased. If a deck contains both a "card with the character attribute of the second character" and a "card with the first event as the event corresponding to the card", the occurrence probability of the first event is further increased.

[0142] Also, similar to the above-described embodiment, if a deck contains multiple cards with character attributes of the same character, the probability of an event corresponding to that character occurring will be increased based on the amount of increase in the event occurrence probability when there is only one card and the number of cards contained in the deck. Furthermore, similar to the above-described embodiment, when a deck contains multiple copies of the same card, the probability of the event corresponding to that card occurring is further increased based on the amount of increase in the probability of the event occurring when there is only one card and the number of cards contained in the deck. In this way, the event selection unit 114 increases the probability of an event occurring based on the cards included in the deck, and then determines the content of the event to be generated in a single selection. This makes it possible to realize the event content selection in a single selection.

[0143] The above describes the embodiment of the present invention and its modified examples. Note that the present invention is not limited to the above embodiment and modified examples, and the present invention includes modifications and improvements within the scope of achieving the object of the present invention. In other words, the present invention can be widely applied to a variety of games.

[0144] For example, in the above-mentioned embodiment, the server 1 and the player terminal 2 to which the present invention is applied are described as server devices, game machines, and smartphones, but are not limited thereto. The present invention can be applied to electronic devices in general that have information processing functions.

[0145] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configuration shown in Fig. 3 is merely an example and is not particularly limited. In other words, it is sufficient that the server 1 and the player terminal 2 are provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not particularly limited to the example in Fig. 3.

[0146] The functional configurations of the server 1 and the player terminals 2 may be realized by a single device, or the functions of the server 1 may be distributed among a plurality of server devices and realized by a plurality of devices. Furthermore, one functional block may be configured as a single piece of hardware, a single piece of software, or a combination of both.

[0147] The functional configuration in this embodiment is realized by a processor that executes arithmetic processing, and processors that can be used in this embodiment include those that are composed of various types of processing devices alone, such as single processors, multiprocessors, and multicore processors, as well as those that combine these various types of processing devices with processing circuits such as ASICs (Application Specific Integrated Circuits) and FPGAs (Field-Programmable Gate Arrays).

[0148] When the series of processes is executed by software, the program constituting the software is installed into a computer or the like from a network or a recording medium. The computer may be a computer built into dedicated hardware, or may be a computer capable of executing various functions by installing various programs, such as a general-purpose personal computer.

[0149] The recording medium including such a program may be constituted not only by the removable medium 100 in FIG. 2 that is distributed separately from the device main body in order to provide the player with the program, but also by a recording medium provided to the player in a state in which it is pre-installed in the device main body. The removable medium 100 may be constituted, for example, by a magnetic disk (including a floppy disk), an optical disk, or a magneto-optical disk. The optical disk may be constituted, for example, by a CD-ROM (Compact Disk-Read Only Memory), a DVD (Digital Versatile Disk), a Blu-ray (registered trademark) Disc, or the like. The magneto-optical disk may be constituted, for example, by an MD (Mini-Disk) or the like. The recording medium provided to the player in a state in which it is pre-installed in the device main body may be constituted, for example, by the ROM 12 in FIG. 2 in which the program is recorded, the ROM 22 in FIG. 2, the memory unit 18 in FIG. 2, or a semiconductor memory included in the memory unit 28 in FIG. 2.

[0150] In this specification, the steps described in the program recorded on the recording medium include not only processes performed in chronological order, but also processes that are not necessarily performed in chronological order but are performed in parallel or individually. Furthermore, the steps performed by the program recorded on the recording medium may be performed in any order without departing from the spirit of the present invention. [Explanation of symbols]

[0151] 1···Server, 2··Player terminal, 3··Information processing device, 5··Network, 11, 21, 31··CPU, 12, 22, 32··ROM, 13, 23, 33··RAM, 14, 24, 34··Bus, 15, 25, 35··I / O interface, 16, 26, 36··Input section, 17, 27, 37··Output section, 18, 28, 38··Memory section, 19, 29, 39··Communication section, 20, 30, 4 0···Drive, 100···Removable media, 111, 311···Game operation control unit, 112, 312···Deck generation unit, 113, 313···Training game control unit, 114, 314···Event lottery unit, 181, 381···Terminal management data storage unit, 211, 315···Game operation execution unit, 212···Player selection notification unit, 281, 382···Game operation data storage unit, S···Information processing system

Claims

1. a group generation function for generating a group of media including at least one game medium to which a character attribute is assigned; a game control function for controlling a game to change a parameter of a character to be raised and a first parameter indicating a degree of relationship between the character to be raised and a first character; A lottery function for determining the occurrence and content of an event in the game; This is realized on a computer. The game control function includes: Accepting a training selected by a player from a plurality of trainings which give different points to the character to be trained; performing character selection for selecting one or more of the first characters on the condition that the training selected by the player is a training session in which the character to be trained and the first character are trained together; In the character selection, a probability that a character corresponding to a character attribute assigned to the game media included in the media group is selected as the first character is increased to be higher than a probability that another character is selected as the first character, and the probability that the other character is selected as the first character is set to a positive value greater than 0; The first parameter is increased when the training target character and the first character train together; providing the points capable of changing the parameters of the character to be trained in accordance with the training; The lottery function generates an event with a certain probability when the first parameter is equal to or greater than a predetermined value.

2. 2. The information processing program according to claim 1, wherein in the character selection, when the medium group includes multiple game media to which the same character's character attributes are assigned, the probability of that character being selected is set higher than when only one game media is included.

3. The lottery function includes: managing the event in association with the character attribute; a probability of an event corresponding to the character attribute assigned to the game media not included in the media group is set to a positive value greater than 0; 3. The information processing program according to claim 1, wherein the content of the event is determined based on the probability.

4. 1. A computer-implemented information processing method, comprising: a group generating step of generating a group of media including at least one game medium to which a character attribute is assigned; a game control step of controlling a game for changing a parameter of a character to be raised and a first parameter indicating a degree of relationship between the character to be raised and a first character; a lottery step for lottery-drawing the occurrence and contents of an event in the game; Including, The game control step includes: Accepting a training selected by a player from a plurality of trainings which give different points to the character to be trained; performing character selection for selecting one or more of the first characters on the condition that the training selected by the player is a training session in which the character to be trained and the first character are trained together; In the character selection, a probability that a character corresponding to a character attribute assigned to the game media included in the media group is selected as the first character is increased to be higher than a probability that another character is selected as the first character, and the probability that the other character is selected as the first character is set to a positive value greater than 0; The first parameter is increased when the training target character and the first character train together; providing the points capable of changing the parameters of the character to be trained in accordance with the training; The information processing method, wherein the lottery step generates an event with a certain probability when the first parameter is equal to or greater than a predetermined value.

5. a receiving means for receiving a selection from a player of at least one game medium to be included in a media group, the game medium being assigned a character attribute; a group generation means for generating a medium group including the game media selected by the player and accepted by the acceptance means; a game control means for controlling a game to change a parameter of a character to be raised and a first parameter indicating a degree of relationship between the character to be raised and a first character; A lottery means for performing a lottery regarding the occurrence and content of an event in the game; Equipped with The game control means includes: Accepting a training selected by a player from a plurality of trainings which give different points to the character to be trained; performing character selection for selecting one or more of the first characters on the condition that the training selected by the player is a training session in which the character to be trained and the first character are trained together; In the character selection, a probability that a character corresponding to a character attribute assigned to the game media included in the media group is selected as the first character is increased to be higher than a probability that another character is selected as the first character, and the probability that the other character is selected as the first character is set to a positive value greater than 0; The first parameter is increased when the training target character and the first character train together; providing the points capable of changing the parameters of the character to be trained in accordance with the training; The lottery means generates an event with a certain probability when the first parameter is equal to or greater than a predetermined value.

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