Program, game progress method, and game server

The program enhances game progression by allowing players to select and register recommended formations, addressing the frustration of repetitive battles and improving engagement by making task progression more accessible.

JP7649402B1Active Publication Date: 2025-03-19CYGAMES INC
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Patent Information

Application Number
JP2024068654
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-19
Publication Date
2025-03-19
Estimated Expiration
2044-04-19

AI Technical Summary

Technical Problem

Existing game progression systems often frustrate new players by requiring them to repeatedly battle until a certain number of defeats is reached, leading to boredom and disengagement.

Method used

A program that determines recommended formation information for achieving unachieved tasks in a game, allowing players to select and register this information in a formation registration table, enabling them to progress through tasks using either the recommended or registered formations.

Benefits of technology

This solution improves the convenience of player formation operations by allowing players to choose whether to use recommended formations, thereby reducing frustration and increasing engagement by making task progression more accessible.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a program enabling a player to progress through uncompleted tasks and complete the tasks. [Solution] The game server 1 is equipped with a recommended formation determination unit 32a that determines recommended formation information in which game media that can be used to complete an uncompleted task is organized in correspondence with at least one of the uncompleted tasks among the multiple tasks of the game and parameters; a screen creation unit 32b that creates a game screen including a registration selection unit that selects registration of the recommended formation information in the formation registration table T2 and a registration non-selection unit; a formation registration unit 32c that registers the recommended formation information in the formation registration table T2 when an operation input is made to progress the uncompleted task and a selection input is made by the registration selection unit; and a task progress unit 32d that progresses the uncompleted task using the recommended formation information when it is selected to register the recommended formation information, and progresses the uncompleted task using the formation information registered in the formation registration table T2 when a selection input is made by the registration non-selection unit.
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Description

[Technical field]

[0001] The present invention relates to a program, a game progression method, and a game server. [Background technology]

[0002] There are games in which progress is made by accomplishing multiple tasks. A player playing such a game for the first time may be unfamiliar with the characters used in the game, the weapons equipped by the characters, and the types and effects of summon stones that summon special characters (e.g., summoned beasts), and may get stuck in the game. Also, a player who is unable to clear various tasks (also called missions) in the game does not know how to deal with them, and therefore cannot clear the tasks no matter how many times he or she attempts them. As a result, the player becomes bored with the game itself and stops playing the game.

[0003] Therefore, measures have been taken to allow players to continue playing the game without becoming bored. As an example of such measures, a function is provided in the game where the game program recommends to the player how to organize items such as weapons and summon stones for summoning special characters. The player can then use the recommended item organization.

[0004] Patent document 1 discloses a program for causing a computer to execute an execution process for playing a competitive game using a deck composed of a plurality of first game elements, and a recommended deck presentation process for presenting a recommended deck for use in the competitive game, on condition that a player has reached a predetermined number of losses in the competitive game. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2021-137444 A Summary of the Invention [Problem to be solved by the invention]

[0006] However, in the conventional function of recommending a formation, the player must always use the recommended formation. However, even if the player has an attachment to a particular character or item, there is a desire to organize the character or item and challenge the task. This desire could not be realized with the conventional function of recommending a formation.

[0007] In addition, in the technology disclosed in Patent Document 1, a recommended deck is presented on the condition that a player has lost a certain number of battles in a battle game. Therefore, the player must repeat battles until the player has lost a certain number of battles, which can easily make the player bored with the game.

[0008] The present invention has been made in consideration of the above circumstances, and has an object to improve the convenience of organization operations by the player. [Means for solving the problem]

[0009] The program according to the present invention includes a step of determining recommended organization information in which game contents that can be used to accomplish an unaccomplished task are organized in correspondence with at least one of an unaccomplished task among a plurality of tasks of the game and the parameter, in order to change a parameter associated with a player ID of a player who plays the game that progresses by accomplishing a plurality of tasks; , usable in quests related to multiple outstanding tasks, and / or usable in quests unrelated to outstanding tasks The computer is caused to execute the steps of: creating a game screen including a registration selection section for selecting registration of recommended formation information in the formation registration table and a registration non-selection section for not selecting registration of the recommended formation information in the formation registration table; registering the recommended formation information in the formation registration table when an operational input for progressing an unaccomplished task is performed and a selection input is made by the registration selection section; progressing the unaccomplished task using the recommended formation information when registration of the recommended formation information is selected, and progressing the unaccomplished task using the formation information registered in the formation registration table when a selection input is made by the registration non-selection section. Effect of the Invention

[0010] According to the present invention, the recommended formation information is determined before the task progresses, and the player selects whether or not to register it in the formation registration table, thereby improving the convenience of the formation operation by the player. Problems, configurations and effects other than those described above will become apparent from the following description of the embodiments. [Brief description of the drawings]

[0011] [Figure 1] 1 is an overall configuration diagram showing an overview of a game system according to an embodiment of the present invention; [Diagram 2] 1 is a block diagram showing an example of the hardware configuration of a game system according to an embodiment of the present invention. [Diagram 3] 1 is a block diagram showing an example of a functional configuration of a game system according to an embodiment of the present invention. [Figure 4] FIG. 13 is a diagram showing an example of a configuration of a level rank table according to an embodiment of the present invention. [Diagram 5] FIG. 2 is a diagram showing an example of the configuration of a formation registration table according to an embodiment of the present invention. [Figure 6] FIG. 13 is a diagram showing an example of the configuration of a task reward table according to an embodiment of the present invention. [Figure 7] A figure showing the transition of each screen selected before starting special training in one embodiment of the present invention. [Figure 8] FIG. 13 is a diagram showing a display example of an attribute change screen according to an embodiment of the present invention. [Figure 9] 13 is a flowchart illustrating an example of a formation selection process according to an embodiment of the present invention. [Figure 10] 10 is a flowchart illustrating an example of a mission start process according to an embodiment of the present invention. [Figure 11] 13 is a flowchart showing an example of a recommended formation display process according to one embodiment of the present invention. [Figure 12]13 is a flowchart illustrating an example of a quest start process according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] Hereinafter, an embodiment of the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same functions or configurations are designated by the same reference numerals, and redundant description will be omitted.

[0013] <Definition of terms> First, definitions of terms commonly used in this specification will be explained. The terms explained below are those used in the game to which the present invention is applied.

[0014] (game) First, the game will be described. A game is a game in which a predetermined effect can be obtained by executing a game program on various information processing terminals. A game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining multiple data. Usually, a game can be progressed by a player, who is a natural person, performing various operations. However, it is also possible for the game to progress automatically by the player giving predetermined instructions.

[0015] (Game media) In games, various elements are assigned an identification ID. An element that is assigned an identification ID and managed by the identification ID is called a "game medium." Game medium is often used in the internal processing of a game. For this reason, unlike objects that are displayed on a screen, game mediums can be displayed on the screen or not.

[0016] For example, game media are assumed to include in-game characters, items (equipment items, consumable items, character costumes, etc.), cards, elements drawn in a lottery game, etc. Items used as game media in this embodiment are at least one of equipment items equipped by characters and summoning items (e.g., summon stones) for summoning special characters (e.g., summoned beasts) used in the game. In addition, game media are assumed to include items having one or more of the uses and actions listed below. For example, there are items that change (strengthen or weaken) other game media, items that change (strengthen or weaken) some parameter, items that can be paid for by consuming game media, items that are the subject of organization by the player and have an effect in the game, etc.

[0017] (Object) In a game, a screen is displayed on the display device of the terminal on which the player plays the game. Various computer graphics images (hereinafter abbreviated as "images") are displayed as objects on the screen. Here, objects are broadly divided into two-dimensional images and three-dimensional images. An object in a two-dimensional image is an image configured by two-dimensional computer graphics, such as an illustrated image of the game medium (characters, items, etc.) or an image of a user interface (buttons, virtual pads, etc.). Similarly, an object in a three-dimensional image is an image configured by three-dimensional computer graphics, such as a character, item, background, etc.

[0018] (attribute) An attribute is data used to classify game media, and is a part of data commonly assigned to multiple game media or multiple objects. For example, an attribute may be data for distinguishing a certain character, or data for determining the rarity of a certain item. Attributes are often displayed on the screen when playing a game. However, attributes may be used only in the internal processing of a program and may not be displayed on the screen.

[0019] (currency) Games use currency to be exchanged for items and the like. This currency can be either paid currency that has value in the real world or parameters that are used only within the game. Paid currency includes, for example, cash, electronic money, in-game currency that is purchased for a fee, etc. Parameters that are used only within the game include in-game currency that is provided free of charge within the game. Furthermore, in-game currency also includes, for example, free currency that is consumed in a lottery process described below. Note that points and the like used in games may also be used in the same sense as currency.

[0020] (Reward) A player can obtain a reward by playing a game. Rewards are broadly divided into those that are given to a player ID that is assigned to identify the player, and those that are not given to a player ID. Rewards given to a player ID include, for example, items, and rewards such as items are used to change predetermined parameters (experience points, stamina, lottery rights, etc.) or to progress in the game. Other examples of rewards include the release of playable quests, the ability to acquire character skills or abilities, and the ability to view music videos. Rewards that are not given to a player ID include, for example, the display of a reward image or reward video, the occurrence of an event specific to the game, and the like.

[0021] (Lottery process) In games, a lottery process may be conducted to award a reward to a player. The lottery process is a process that determines the result probabilistically by using software random numbers generated within the game. In software random numbers, if the seed value is the same, the same value is generated. In the lottery process, the result may be determined by using a pseudo-random number sequence created in advance instead of software random numbers. The lottery process is broadly divided into a process in which a reward is determined by a lottery process by consuming a specified amount (so-called gacha processing) and other processes.

[0022] The process of determining a reward by lottery processing by consuming a specified amount of money includes non-restoration lottery (processing in which the lottery probability is fixed or the lottery probability varies) and restoration lottery (processing in which the number of items is announced and the desired item can be obtained by repeating the lottery). Other processes include lottery processing for game rewards, matching processing in games in which characters fight each other, calculation processing of damage when an attack is made, and action decision processing for NPCs (Non Player Characters: characters not operated by the player).

[0023] (Game Effects) In games, there are effects (called "game effects") associated with game media or objects, etc. Examples of game effects include character skills, abilities, special abilities, etc. Game effects have some effect on the progress of the game, and are defined by any combination of activation conditions for activating the game effect, targets to which the game effect applies, and the effect amount of the game effect.

[0024] [One embodiment] <Example of overall game system configuration> First, an example of the configuration of a game system according to an embodiment of the present invention will be described. This game system is configured by combining a game server that distributes games with an information processing terminal. The games distributed by the game server include programs and data related to the games.

[0025] <Game System Overview> FIG. 1 is an overall configuration diagram showing an overview of a game system 10 according to an embodiment. The game system 10 includes a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and the PC 2B can be connected to the game server 1 via a network N such as the Internet. In the following description, the smartphone 2A and the PC 2B are collectively referred to as an information processing terminal 2. As the information processing terminal 2, for example, a dedicated game terminal may be used.

[0026] The game server 1 is an example of a first information processing device constituting the game system 10. The game server 1 manages game programs and data, and distributes the game programs and data to the information processing terminal 2 based on a data acquisition request from an authenticated information processing terminal 2.

[0027] The information processing terminal 2 processes the game program and data received from the game server 1. The program according to this embodiment controls the display form of text, images, and the like displayed on the output device 27 (an example of a display unit) in accordance with the progress of the game, based on instructions input via the input device 26 (an example of an input unit).

[0028] The smartphone 2A uses a touch panel display device in which the input device 26 and the output device 27 are integrated. The smartphone 2A may be a tablet terminal. In addition, the input device 26 and the output device 27 are separate in the PC 2B. Note that the PC 2B may be a desktop PC to which the input device 26 and the output device 27 are separately connected.

[0029] The information processing terminal 2 is an example of a second information processing device constituting the game system 10. The information processing terminal 2 is capable of storing data including a program that is the basis of a game downloaded from the game server 1 in a storage device 22 shown in FIG. 2, which will be described later.

[0030] The information processing terminal 2 is also capable of reading data including a program that is the basis of a game from a memory, an optical disk, etc. The information processing terminal 2 then executes the program read from the storage device 22 to present a game. When the processing results of a game processed by the game server 1 are distributed to the information processing terminal 2, the information processing terminal 2 can display the processing results using, for example, an Internet browser, or allow a player to progress through the game.

[0031] The information processing terminal 2 selects a program based on an operation signal input from the input device 26 by an operation performed by the player, and outputs a video signal matching the screen of the output device 27 to the output device 27. The output device 27 displays a video based on the video signal. The operation signal input from the input device 26 is, for example, a signal corresponding to each of the operation sticks and operation buttons of a controller. The player can input instructions and control characters through the input device 26.

[0032] The information processing terminal 2 stores the game program and data downloaded from the game server 1 in a storage device 22 shown in Fig. 2 described later. The information processing terminal 2 also performs processes such as reading game data from the storage device 22 and executing the program, drawing a screen in accordance with an operation signal input from the input device 26, and displaying a screen by the output device 27. For example, the information processing terminal 2 displays a screen on which various scenes including characters are drawn, on the output device 27, in accordance with an operation by a player via the input device 26.

[0033] The operations on the characters input from the input device 26 include, for example, various command inputs such as the organization of characters for the quests the player will challenge and instructions on items to be equipped to the characters. The operations on the characters also include command inputs such as responses to conversations uttered by the characters. Another example of an operation performed from the input device 26 is a tap operation in which the screen of the output device 27 is touched with a finger or a pen. The characters and scenes displayed on the output device 27 change depending on the operations performed on the input device 26.

[0034] <Example of hardware configuration for game system> Next, an example of the hardware configuration of the game system 10 according to an embodiment will be described. FIG. 2 is a block diagram showing an example of the hardware configuration of the game system 10. As shown in FIG.

[0035] (Game server configuration example) The game server 1 is an example of a calculator that operates as a computer capable of executing various programs. The game server 1 includes a processing device 11, a storage device 12, and a network interface 14, all of which are connected to a bus 13.

[0036] The processing device 11 is configured with at least one of, for example, a central processing unit (CPU), a microprocessor unit (MPU), a graphics processing unit (GPU), and a field programmable gate array (FPGA). The processing device 11 reads out program code of software that realizes each function according to the present embodiment from the storage device 12, loads the program code into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing device 11 performs, for example, arithmetic processing of a game and processing required for drawing objects on the screen of the information processing terminal 2.

[0037] The storage device 12 is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM may be an optical disk, a magneto-optical disk, a DVD (Digital Versatile Disc)-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM (Static Random Access Memory), a DRAM (Dynamic Random Access Memory), or the like. Variables, parameters, etc. generated during the arithmetic processing of the processing device 11 are temporarily written to the storage device 12, and these variables, parameters, etc. are read out by the processing device 11 as appropriate.

[0038] The storage device 12 is composed of at least one of, for example, a hard disk drive (HDD), a solid state drive (SSD), and a flash memory. The storage device 12 stores the OS (operating system) of the game server 1, various parameters, and programs for operating the game server 1. As described above, the storage device 12 stores programs and data necessary for the processing device 11 to operate, and is used as an example of a computer-readable non-transitory storage medium that stores a program executed by the game server 1.

[0039] For example, a network interface card (NIC) or the like is used as the network interface 14. The network interface 14 is capable of transmitting and receiving various data to and from the information processing terminal 2 via a dedicated line or the like connected to a terminal of the NIC and via the network N.

[0040] (Example of information processing terminal configuration) The information processing terminal 2 is an example of a calculator that operates as a computer capable of executing various programs. The information processing terminal 2 includes a processing device 21, a storage device 22, and a network interface 24, all of which are connected to a bus 23.

[0041] The processing device 21 is composed of at least one of a CPU, an MPU, a GPU, and an FPGA, for example. The processing device 21 reads out program code of software for realizing each function according to the present embodiment from the storage device 22, loads it into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing device 21, for example, performs arithmetic processing of the game and performs processing required for drawing objects on the screen of the information processing terminal 2. The processing device 21 also performs processing such as processing of the OS of the information processing terminal 2 and management of input / output of data performed in each unit in the information processing terminal 2. When processing information related to the game, the processing device 21 can output not only image signals but also audio signals, actuator operation signals, and the like to the output device 27 through the input / output interface 25.

[0042] The storage device 22 is composed of, for example, a ROM and a RAM. The ROM may be an optical disk, a magneto-optical disk, a DVD-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM, a DRAM, or the like. Variables, parameters, and the like generated during the arithmetic processing of the processing device 21 are temporarily written to the storage device 22, and these variables, parameters, and the like are read out by the processing device 21 as appropriate. The processing device 11 also performs processing required to draw, for example, two-dimensional or three-dimensional objects constituting a character or background on the screen of the output device 27.

[0043] The storage device 22 is composed of at least one of, for example, an HDD, an SSD, and a flash memory. In addition to the OS and various parameters of the information processing terminal 2, the storage device 22 stores programs for functioning the information processing terminal 2, game programs, and the like. As described above, the storage device 22 stores programs and data necessary for the operation of the processing device 21, and is used as an example of a computer-readable non-transitory storage medium that stores a program executed by the information processing terminal 2.

[0044] For example, a NIC or the like is used as the network interface 24. The network interface 24 is capable of transmitting and receiving various data to and from the game server 1 and communicating with other information processing terminals 2 via a dedicated line or the like connected to a terminal of the NIC and via the network N.

[0045] The input / output interface 25 converts an operation signal received from the input device 26 into data of a predetermined format, and passes the converted data to the processing device 21. The input / output interface 25 also converts screen data drawn by the processing device 21 into a video signal, and outputs it to the output device 27.

[0046] The input device 26 is a device that accepts input instructions or various information from the player. As the input device 26, for example, there is a pointing device that can input coordinate information of a position specified by the player. This pointing device is a mouse, a touch panel device, etc. The touch panel device is configured by combining the input device 26 and the output device 27. The input device 26 may also be a game controller, a keyboard, a microphone, a GPS (Global Positioning System) device, or various sensors. As the various sensors, for example, an acceleration sensor (six-axis sensor, gyro sensor, etc.), an optical sensor (camera, etc.), a pressure sensor (pressure-sensitive touch sensor, etc.), an air pressure sensor, etc. are assumed.

[0047] The output device 27 is a device that outputs information processed by the processing device 21. Examples of the output device 27 include a display device (display device, touch panel device, etc.), an audio device (speaker, headphones, etc.), and an actuator (vibration device, haptic feedback, etc.). When the output device 27 is a display device, an image based on an image signal received from the input / output interface 25 is displayed on the display device. When the output device 27 is an audio device, sounds such as BGM (Back Ground Music), sound effects, and character voices are emitted. When the output device 27 is an actuator, it vibrates or provides haptic feedback according to the game scene.

[0048] <Example of game system functional configuration> Next, an example of the functional configuration of the game system 10 will be described with reference to FIG. 3 is a block diagram showing an example of a functional configuration of the game system 10. In FIG. 3, the communication network N is omitted.

[0049] (Example of game server functional configuration) The game server 1 includes a communication unit 31, a game processing unit 32, and a storage unit 33.

[0050] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, the communication unit 31 outputs the data acquisition request to the game processing unit 32 and transmits game data processed by the game processing unit 32 to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing device 11, the network interface 14, etc. shown in FIG. 2.

[0051] The game processing unit 32 selects and reads out data of the game to be used in the information processing terminal 2 from the storage unit 33, based on a data acquisition request input from the communication unit 31. Then, the game processing unit 32 outputs the read-out game data to the communication unit 31. Note that the game processing unit 32 can also perform processing based on the read-out game data, and then output data of the processing result via the communication unit 31. The functions of the game processing unit 32 are realized by the processing device 11 and the storage device 12 shown in FIG. 2.

[0052] The game processing unit 32 has a recommended formation determination unit 32a, a game screen creation unit 32b, a formation registration unit 32c, and a task progress unit 32d. The game according to this embodiment progresses by the player's operation via the input unit 42 of the information processing terminal 2 to accomplish a plurality of tasks.

[0053] The recommended formation determination unit 32a determines recommended formation information in which game media that can be used to accomplish an unaccomplished task is organized in correspondence with at least one of the parameters and an unaccomplished task among a plurality of tasks of the game in order to change a parameter associated with the player ID of the player who plays the game. By accomplishing a task, the player can obtain a reward defined in a task reward table T3 in FIG. 6, which will be described later. Tasks include, for example, making a character a friend or clearing a quest. By accomplishing a task, the player's rank, which indicates the player's strength, increases, and the player can challenge a new quest.

[0054] In this embodiment, the parameters correspond to the ranks shown in a level rank table T1 in FIG. 4, which will be described later. However, the parameters also include the player's rank (not shown) in addition to the ranks. Furthermore, an unaccomplished task is a task that the player has not yet achieved. Examples of such unaccomplished tasks include (1) having the player play a quest, (2) having the player acquire game content, (3) having the player change parameters of the game content, and (4) having the player change parameters (e.g., rank) of a player ID associated with the player.

[0055] In this game, a rank is set for each attribute. In this embodiment, the player can increase the rank by performing "special training" prepared in the game. By clearing the tasks required in the special training, the player can increase the rank of that attribute, for example, from 1st dan to 2nd dan.

[0056] Furthermore, the recommended formation determination unit 32a can determine the recommended formation information based on one of the multiple tasks set based on the player's selection. This allows the player to select a task that he or she wishes to achieve with priority, and progress through the task using the recommended formation information determined based on this task.

[0057] The recommended formation information is shown by an image of a character on a recommended formation screen 52 in FIG. 7, which will be described later, but may be text information. The recommended formation information may also be notified to the player by voice. The recommended formation information is fixed information that is held by the game system 10 and does not change for each player, so the recommended formation determination unit 32a determines the recommended formation information based on the fixed information. For example, for the first stage of a fire attribute, a combination of game media that is best is predetermined.

[0058] However, the recommended formation information may be information determined by a combination of various logics, and may be information determined by the recommended formation determination unit 32a using a recommended formation determination function (not shown). The recommended formation determination unit 32a performs the following processing using a combination of logics that determines the recommended formation information, and the recommended formation determination function. For example, the recommended formation determination unit 32a may determine a recommended formation based on game media owned by the player. For example, the recommended formation determination unit 32a may determine a recommended formation from game media owned by the player as follows. (1) The recommended composition determination unit 32a preferentially determines game media with an attribute corresponding to the attribute of a task. For example, the recommended composition determination unit 32a is assumed to determine game media with a fire attribute corresponding to a task with a fire attribute, or to determine game media with a water attribute that is advantageous to the fire attribute. (2) The recommended formation determination unit 32a prioritizes characters determined in descending order of predetermined parameters, such as level, hit points, attack power, fighting power, and rarity. (3) The recommended organization determination unit 32a determines a specific predetermined game medium as a priority, or excludes the specific predetermined game medium as a priority.

[0059] The game screen creation unit 32b creates a game screen including a registration selection section in which registration of recommended formation information in the formation registration table T2 in Fig. 5 corresponding to the player ID is selected, and a registration non-selection section in which registration of recommended formation information in the formation registration table T2 is not selected. The registration selection section is represented by a formation registration button 52c or a registration button 54d in Fig. 7 described below. The registration non-selection section is represented by a button labeled "Challenge without registration button 52b" in Fig. 7. In addition to these, the game screen creation unit 32b creates various game screens used in the game.

[0060] When the player performs an operation input to progress an uncompleted task and the registration selection unit performs a selection input, the formation registration unit 32c registers the recommended formation information in the formation registration table T2. Since the formation registration table T2 is a storage area corresponding to a player ID, the recommended formation information is stored and read for each player.

[0061] When it is selected to register the recommended formation information, the task progress unit 32d progresses the uncompleted task using the recommended formation information. On the other hand, when a selection input is made by the registration non-selection unit, the task progress unit 32d progresses the uncompleted task using the formation information registered in the formation registration table T2.

[0062] When a selection input is made by the registration selection unit, two types of processing are expected when progressing with an uncompleted task. The first processing is processing in which the task progress unit 32d progresses with the task using the recommended formation information registered in the formation registration table T2. The second processing is processing in which the recommended formation information is registered in the formation registration table T2, but in the quest in which the task progress unit 32d is currently progressing, the task progresses using the recommended formation information before it was registered in the formation registration table T2. For example, the second processing uses recommended formation information that is displayed as recommended formation information at the start of the first quest but is not registered in the formation registration table T2.

[0063] The storage unit 33 stores game data. The function of the storage unit 33 is realized by the storage device 12 shown in FIG. 2. The storage unit 33 also stores data of players who play the game. The player data is used for player authentication processing and the like. The storage unit 33 configures a level rank table T1, a formation registration table T2, and a task reward table T3 shown in FIGS. 4 to 6, which will be described later.

[0064] (Example of functional configuration of information processing terminal) The information processing terminal 2 includes a communication unit 41 , an input unit 42 , an input receiving unit 43 , a drawing unit 44 , an image output unit 45 , an output unit 46 , and a storage unit 47 .

[0065] The communication unit 41 transmits data etc. requested by the game played by the player as a data acquisition request to the game server 1. Then, the communication unit 41 writes the game data distributed from the game server 1 to the storage unit 47. The function of the communication unit 41 is realized by the processing device 21 and the network interface 24 shown in FIG. 2.

[0066] The input unit 42 outputs an operation signal generated based on an operation input by the player to the input receiving unit 43. An operation input by the player is, for example, an operation of tapping on the screen of the input device 26, an operation of specifying a specific icon on the screen with the input device 26, etc. The function of the input unit 42 is realized by the input device 26 shown in Fig. 2. In the following description, the operation performed by the input unit 42 is assumed to be a tap. An operation by clicking can be read as an operation by tapping.

[0067] The input receiving unit 43 receives an operation signal from the input unit 42. For example, the input receiving unit 43 receives an input to an instruction icon displayed on the screen as the operation signal. The function of the input receiving unit 43 is realized by the input / output interface 25 shown in FIG.

[0068] The drawing unit 44 draws an image to be displayed on the output unit 46, based on the operation signal received by the input receiving unit 43. The drawn image includes, for example, text, as well as two-dimensional or three-dimensional images of objects including a player character operated by a player and other characters.

[0069] The image output unit 45 outputs the image drawn by the drawing unit 44 to the output unit 46. For example, images of each screen shown in Fig. 7 and Fig. 9 described later are output to the output unit 46. The function of the image output unit 45 is realized by the input / output interface 25 shown in Fig. 2.

[0070] The output unit 46 displays the image output by the image output unit 45. The function of the output unit 46 is realized by the output device 27 shown in FIG.

[0071] The storage unit 47 stores game data received by the communication unit 41 from the game server 1. The function of the storage unit 47 is realized by the storage device 22 shown in FIG.

[0072] Next, examples of the configurations of various tables used in the game processing unit 32 will be described with reference to FIGS.

[0073] FIG. 4 is a diagram showing an example of the configuration of the level rank table T1. The level rank table T1 is a table in which player levels and ranks, which are examples of parameters that indicate the strength of a player, are registered. This level rank table T1 has items such as player ID, player level, and rank for each attribute.

[0074] The player ID item stores a player ID for uniquely identifying a player. The player level item stores a player level that indicates the strength of the player. The player level increases based on the progress of the game. As the player level increases, the game media associated with the player ID acquires various abilities and becomes stronger. In addition, when the player level reaches a predetermined value or higher, the player becomes able to play quests that are associated with the player level.

[0075] The attribute rank item stores the rank acquired for each attribute unique to the character. An attribute is one of the parameters linked to the game medium. Examples of attributes include fire, water, earth, wind, light, and darkness. Each attribute has an advantage or disadvantage relative to other attributes. For example, the water attribute is advantageous against the fire attribute, the fire attribute is advantageous against the wind attribute, the wind attribute is advantageous against the earth attribute, and the earth attribute is advantageous against the water attribute. In addition, the light attribute and the darkness attribute are both favored by the player's attributes. If the player's character has an attribute superior to the enemy character that is the target of the attack, the damage inflicted on the enemy character during the player's attack increases. On the other hand, if the player's character has an attribute inferior to the enemy character, the damage inflicted on the enemy character decreases.

[0076] In this embodiment, a player's rank is set for each attribute. The rank is set separately from the player level and indicates the strength of the player. The rank indicates, for example, seven stages of strength from first rank to seventh rank. The rank can take a different value for each attribute. For example, the rank of the fire attribute may be first rank, and the rank of the water attribute may be second rank. The player may continue special training for the attribute for which he / she wants to obtain a higher rank, while the other attributes may remain at first rank. Alternatively, the special training for obtaining the next rank may be allowed only after all attributes have reached the same rank.

[0077] Note that the ranks of all attributes do not have to be 7 levels, and each attribute may have a different range of ranks (for example, fire attribute up to 5 levels, water attribute up to 6 levels). Furthermore, ranks may be numbers representing the level of the game medium (character level, item level, etc.) or the level of the player, in addition to attributes.

[0078] FIG. 5 is a diagram showing an example of the configuration of the composition registration table T2. The composition registration table T2 is a table in which composition information of game media linked to parameters for each attribute is registered. The composition information of game media in the composition registration table T2 is linked to a rank for each attribute in the level rank table T1 using the player ID in the level rank table T1 shown in Fig. 4 as a key. This composition registration table T2 has the following items: player ID, player level, and composition information.

[0079] The player ID item and the player level item have the same contents as those in the level rank table T1 of FIG. 4, and therefore a description thereof will be omitted.

[0080] The organization information item indicates the organization of the game media registered by the player. In the organization information item, for example, I1, I2, etc. are registered as game media identifiers for identifying the game media.

[0081] The organization information item has main and sub items that indicate the type of game media being organized. For example, game media include weapons, armor, and costumes equipped by a character, as well as summon stones that enable the character to summon summoned beasts. The main summon stone is equipped by the character controlled by the player, and can obtain effects that are unique to the summon stone. For example, a summon stone equipped as the main summon stone can obtain the effect of increasing the attack power of all attributes by 30%.

[0082] Sub-summon stones do not provide the same special effects as main summon stones, but some summon stones can provide special effects when equipped as sub-summon stones. For example, a summon stone equipped as a sub-summon stone can increase your attack chance by 5%.

[0083] When the recommended formation created by the above-mentioned recommended formation determination unit 32a is selected to be registered by a selection input, the recommended formation is registered in the formation registration table T2. For example, "I1, I3, I5, I10, I20, I21" representing the recommended formation is registered in association with the player ID of the player whose player ID is "PL1". The recommended formation information registered in the formation registration table T2 can also be used for other quests that are uncompleted tasks. Even if a task has already been completed, the recommended formation information registered in the formation registration table T2 can also be used when re-challenging the task in order to gain experience points to increase the player level. Furthermore, the player can use the recommended formation information registered in the formation registration table T2 for quests that are not related to the task.

[0084] FIG. 6 is a diagram showing an example of the configuration of the task reward table T3. The task reward table T3 manages rewards according to the progress of a task. When an uncompleted task is completed, the task progress unit 32d grants a reward to the player based on the task reward table T3, which manages rewards according to the progress of the uncompleted task. The task reward table T3 has items for tasks and rewards for each attribute in addition to rank.

[0085] The rank item stores the rank. The task items store tasks that the player must progress through for each rank. For example, messages displayed in the task display section 51d in FIG. 7, which will be described later, are stored in the task items. For example, tasks for the player to obtain the first rank of the fire attribute include "experiencing the difference in combat power due to the formation," "recruiting character A," and "obtaining job "A." When the player completes all the tasks, he or she obtains the first rank of the fire attribute.

[0086] The reward item stores a reward that the player can acquire by completing a task. If the player can complete a task, the player can acquire game media such as points or items that can be consumed in the game as a reward.

[0087] The tasks and reward items are set for each rank and for each attribute. The higher the rank, the more difficult the tasks become to complete. However, for lower ranks such as beginner level, tasks are set that are easy to complete even for players with low levels.

[0088] Next, an example of a game screen displayed on the output device 27 of the information processing terminal 2 will be described with reference to FIGS.

[0089] Fig. 7 is a diagram showing the transition of each screen selected before the start of special training. Each of the screens 51 to 55 shown in Fig. 7 is an example of a game screen created by the game screen creation unit 32b. Each of the screens 51 to 55 transitions to the next screen by pressing a button or the like indicated by the start point of the arrow in the figure.

[0090] The special training selection screen 51 is a screen for the player to select the start of special training according to this embodiment. The special training selection screen 51 includes attributes, parameters associated with the attributes, and a challenge button 51c (an example of a progress selection section) for selecting progress of uncompleted tasks according to the attributes and parameters. This special training selection screen 51 includes an attribute change button 51a, a current status display section 51b, a challenge button 51c, a task display section 51d, a quest information display section 51e, a special training status display section 51f, a game media display section 51g, and a formation registration button 51h.

[0091] The attribute change button 51a is a button for the player to input an instruction to change the attribute for carrying out special training. When the attribute change button 51a is pressed, the attribute can be changed on an attribute change screen 61 shown in FIG. 8, which will be described later.

[0092] The current status display section 51b displays the currently set attribute, rank, and progress of special training as the current status. The progress of special training is the number of tasks that the player has completed among the tasks shown in the columns of the task reward table T3. For example, the progress of special training is shown by the number of colorless star marks that have changed to colored star marks. The current status display section 51b shows, for example, that the special training for the fire attribute and the first rank has been half-completed.

[0093] The challenge button 51c is a button for the player to input an instruction to start special training. When the challenge button 51c is pressed, a recommended formation screen 52 is displayed.

[0094] The task display section 51d displays a sentence explaining the conditions under which the character can complete the task. By checking the content of the task displayed in the task display section 51d, the player can understand the next task to be completed and progress with the task.

[0095] The quest information display section 51e displays information about the quests that the character must attempt. The quest information includes, for example, the difficulty level of the quest and the points used to attempt the quest. The difficulty level of the quest includes, for example, NORMAL, HARD, and VERY HARD.

[0096] The special training status display section 51f displays the status at the time of conducting the special training. In Fig. 7, the status displayed in the special training status display section 51f is the same as the current status displayed in the current status display section 51b, but when an attribute change is made, a status different from the current status is displayed. For example, a status of fire attribute, first stage is changed and displayed as earth attribute, first stage.

[0097] The special training selection screen 51 also includes information on game media that can be acquired by accomplishing unachieved tasks, and information indicating whether the game media has been acquired or not. The game media display unit 51g displays a list of images or text of game media (e.g., weapons) that can be organized by the player by accomplishing the first level of special training. Game media acquired by the player during special training is displayed with "Acquired," indicating that it has been acquired. Meanwhile, game media not acquired by the player is displayed with "Not yet," indicating that it has not been acquired. The "Not yet" display of a game medium changes to "Acquired" when the player acquires the game medium or completes a task to acquire it.

[0098] The formation registration button 51h is a button that allows the player to input an instruction to register the game media in the formation, and has only the function of formation registration. When the formation registration button 51h is pressed, a formation registration instruction screen 54 is displayed as indicated by the arrow. When the cancel button 54c is pressed, the formation is not registered, and the screen returns to the special training screen 51. On the other hand, when the registration button 54d is pressed, the formation registration screen 55 is displayed, and the player is notified that the formation has been registered in the formation registration table T2. When the OK button 55a is pressed, the screen returns to the special training screen 51. Thus, regardless of whether the cancel button 54c or the registration button 54d is pressed, the quest will not start.

[0099] Next, a display example of the recommended formation screen 52 will be described. The recommended formation screen 52 is transitioned to and displayed when the challenge button 51c on the special training selection screen 51 is pressed. The recommended formation screen 52 includes a recommended formation display section 52a, a challenge without registration button 52b, and a formation registration button 52c.

[0100] The recommended formation display unit 52a displays the recommended formation created by the recommended formation determination unit 32a. For example, a recommended formation for six characters (A to F) based on the characters, weapons, and summon stones already acquired by the player is displayed. The recommended formation display unit 52a also displays "ability 1" as the name of the ability used in the recommended formation. An ability is, for example, a technique with an effect different from a normal attack, such as recovery or special attack that a character can use during battle. The recommended formation determination unit 32a can determine the ability linked to the parameter used to accomplish the unaccomplished task from a plurality of abilities to determine the recommended formation information.

[0101] The recommended formation may be displayed in a location other than the recommended formation screen 52. For example, the recommended formation may be displayed near the challenge button 51c on the special training selection screen 51, or may be displayed at the bottom of the special training selection screen 51.

[0102] Below the recommended formation display section 52a, the necessary conditions for accomplishing the task are displayed. By reading the necessary conditions, the player can understand how to accomplish the task.

[0103] The "Challenge without Registration" button 52b is a button for the player to input an instruction not to use the recommended formation. When the "Challenge without Registration" button 52b is pressed, a special training quest is started as indicated by the arrow with an existing registered formation registered in the formation registration table T2.

[0104] The formation registration button 52c is a button that allows the player to input an instruction to register a recommended formation to a registered formation. In the figure, "Register formation" is displayed. When the formation registration button 52c is pressed, a registered formation display screen 53 is displayed.

[0105] Next, a display example of the registered formation display screen 53 will be described. The registered formation display screen 53 is displayed when the formation registration button 52c on the recommended formation screen 52 is pressed. The registered formation display screen 53 is a screen that displays registered formations that have been registered in the formation registration table T2. The registered formation display screen 53 includes a registered formation display section 53a, a cancel button 53b, and a formation registration button 53c.

[0106] The registered formation display section 53a displays the registered formations registered in the formation registration table T2. The registered formations are displayed by selecting set buttons shown as Set A, Set B, and Extra, for example. The player can select the registered formation to be updated with the recommended formation. The player can also give the registered formation any name. In this example, "Registered Formation 1" is displayed as the default. The registered formation display section 53a in FIG. 7 displays six characters (G to L) and information on ability 2 that can be used with this formation. Note that the six characters (G to L) displayed in the registered formation display section 53a are different from the six characters (A to F) displayed in the recommended formation display section 52a, but the same characters may be displayed depending on the registered formation.

[0107] The cancel button 53b is a button that allows the player to input an instruction to cancel the operation on the registered formation display screen 53. When the cancel button 53b is pressed, the screen returns to the recommended formation screen 52, as indicated by the arrow.

[0108] The formation registration button 53c is a button that allows the player to input instructions for registering a recommended formation. In the figure, "Register to this formation" is displayed. "This formation" is, for example, the registered formation shown in Set A, which is six characters (G to L). When the formation registration button 53c is pressed, a formation registration instruction screen 54 is displayed, as indicated by the arrow.

[0109] Next, there will be described a display example of the formation registration instruction screen 54. The formation registration instruction screen 54 includes a currently registered formation content display section 54a, a newly registered formation content display section 54b, a cancel button 54c, and a registration button 54d.

[0110] The currently registered formation content display section 54a displays the currently registered formation content. In Fig. 7, a registered formation 1 is displayed in the registered formation display section 53a of the registered formation display screen 53.

[0111] The new registration formation content display section 54b displays the formation content that the player will newly register. In Fig. 7, the recommended formation displayed in the recommended formation display section 52a of the recommended formation screen 52 is displayed.

[0112] The cancel button 54c is a button for the player to input an instruction to cancel the operation on the formation registration instruction screen 54. When the cancel button 53b is pressed, the screen returns to the registered formation display screen 53, as indicated by the arrow.

[0113] The registration button 54d is a button that allows the player to input an instruction to newly register the recommended formation in the formation registration table T2. When the registration button 54d is pressed, a formation registration screen 55 is displayed, as indicated by the arrow. In addition, the formation currently registered in the formation registration table T2 (registered formation 1) is overwritten and updated with the recommended formation.

[0114] The formation registration screen 55 displays that the recommended formation has been newly registered in the formation registration table T2. The formation registration screen 55 includes an OK button 55a. When the OK button 55a is pressed, the quest set as an unaccomplished task is started with the formation registered in the formation registration table T2.

[0115] Fig. 8 is a diagram showing a display example of an attribute change screen 61. The attribute change screen 61 is displayed when the attribute change button 51a in Fig. 7 is pressed. The attribute change screen 61 includes attributes, ranks (an example of parameters), and attribute buttons 61 (an example of an attribute change selection section) for selecting attribute change. For example, the attribute change screen 61 has six attribute buttons 61a, one for each attribute.

[0116] The attribute button 61a displays the type of attribute and the rank the player has achieved with that attribute. For attributes for which special training is currently being performed, a tag 61b reading "In Progress" is displayed on the attribute button 61a. When the player wishes to change the ongoing fire attribute, for example, he or she presses the attribute button 61a displaying the earth attribute.

[0117] The close button 61c is a button for the player to input an instruction to close the attribute change screen 61. When the close button 61c is pressed, the attribute for which special training is performed is not changed, and the screen returns to the special training selection screen 51 of FIG.

[0118] The change button 61d is a button for the player to input an instruction to confirm the change of the attribute for which special training is to be performed. When the player presses the attribute button 61a for an attribute different from the attribute in progress and then presses the change button 61d, the attribute for which special training is to be performed is changed and the screen returns to the special training selection screen 51 in Fig. 7. Therefore, by changing the attribute through the selection input using the attribute button 61, the task progress unit 32d can progress the uncompleted task linked to the changed attribute.

[0119] Next, an example of the game processing (game progression method) performed by the game processing unit 32 will be described. FIG. 9 is a flowchart showing an example of the formation selection process.

[0120] First, the recommended formation determination unit 32a judges whether or not the player has achieved a predetermined goal (S1). The predetermined goal may be, for example, that the player has completed the main quest up to the nth chapter, or that the player level has reached a predetermined value.

[0121] If the player has not achieved the predetermined goal (NO in S1), this process ends. On the other hand, if the player has achieved the predetermined goal (YES in S1), the game screen creation unit 32b creates a special training selection screen 51 shown in Fig. 7. The special training selection screen 51 is displayed on the output device 27 of the information processing terminal 2 (S2).

[0122] The game processing unit 32 determines whether or not the challenge button 51c has been pressed on the information processing terminal 2 (S3). If the challenge button 51c has not been pressed (NO in S3), the game processing unit 32 waits until the challenge button 51c is pressed. If the challenge button 51c has been pressed (YES in S3), the game processing unit 32 receives execution information from the information processing terminal 2 (S4). Thereafter, a mission start process is performed (S5), and this process ends.

[0123] Here, the execution required information will be explained. When the player presses the challenge button 51c in a state where the screen has transitioned to the special training selection screen 51, the game processing unit 32 receives necessary execution information as information required for determining the subsequent branch. The necessary execution information is, for example, information for displaying a recommended formation on the information processing terminal 2, screen transition information such as a quest ID, and the like. The necessary execution information is managed in association with the task in which the player is progressing. For this reason, the necessary execution information is further associated with the task reward table T3. Therefore, when the player changes the attribute in which the player is progressing or the task in which the player is progressing is updated, the necessary execution information is also updated to the corresponding information.

[0124] The breakdown of the information required for execution is as follows: (1) Information on whether to display the recommended lineup (sample party ID) If there is a sample party ID, when the player presses the challenge button 51c, the information processing terminal 2 passes the sample party ID to the game server 1. After that, the information processing terminal 2 receives detailed information on the recommended formation from the game server 1. (2) Information required to start the quest (including quest ID) When the game processing unit 32 receives the information necessary to start a quest, the task progression unit 32d proceeds to quest start processing. (3) Page transition information When the game processing unit 32 receives the page transition information, the game screen creation unit 32b creates various game screens for transitioning to various screens (item enhancement screen, shop screen, etc.), and transitions the game screen. (4) Information required to acquire characters When acquiring a specific character is set as a task, the task progression section 32d acquires the character from a character acquisition execution screen (not shown) based on the information necessary for acquiring the character.

[0125] Based on information indicating that the challenge button 51c has been pressed by the player, communication is performed from the information processing terminal 2 to the game server 1 to execute processing according to the content of the processing. The game server 1 obtains the execution necessary information in one reception, and based on this execution necessary information, executes screen displays and screen transitions, such as the recommended formation and quest screen, to be displayed on the information processing terminal 2, separately.

[0126] Next, the mission start process in step S5 shown in FIG. 9 will be described. 10 is a flowchart showing an example of a mission start process. When the game processing unit 32 receives the execution necessary information, the mission start process is performed.

[0127] First, the recommended formation determination unit 32a determines a recommended formation and judges whether or not to display the recommended formation based on the execution required information (S11). If the recommended formation is to be displayed (YES in S11), a recommended formation display process is performed (S12). Note that if there is no recommended formation that can be created, the recommended formation is not displayed (NO in S11), and the process proceeds to step S13.

[0128] Here, the recommended formation display process in step S12 will be described. 11 is a flowchart showing an example of the recommended formation display process. For example, this process is performed after the challenge button 51c on the special training selection screen 51 in FIG.

[0129] First, the recommended formation determination unit 32a determines a recommended formation, and the game screen creation unit 32b creates a recommended formation screen 52 (see FIG. 7) that suggests to the player a recommended formation according to the player's task achievement status or player level. This recommended formation screen 52 is displayed on the output device 27 of the information processing terminal 2 (S21).

[0130] Next, the formation registration unit 32c determines whether or not a recommended formation has been registered by the player (S22). In this process, the formation registration unit 32c determines whether or not the player has operated the input device 26 on the formation registration instruction screen 54 of FIG. 7 to register a recommended formation.

[0131] When the player performs an operation to register a recommended formation (YES in S22), the formation registration unit 32c registers the recommended formation in the formation registration table T2 (S23) and returns to the mission start processing. On the other hand, when the player does not perform an operation to register a recommended formation (NO in S22), the formation registration unit 32c returns to the mission start processing without performing an operation on the formation registration table T2.

[0132] Returning to the explanation of Figure 10. After the NO determination in step S11 or step S12, the game processing unit 32 determines whether or not a page transition has been performed by the player based on the execution required information (S13). If the execution required information includes a page transition (YES in S13), the game processing unit 32 executes the page transition of the game screen (S14) and returns to the formation selection process of FIG.

[0133] If the execution required information does not include a page transition (NO in S13), the game processing unit 32 determines whether or not a quest is set in the execution required information (S15). If a quest is set in the execution required information (YES in S15), the game processing unit 32 performs a quest start process (S16).

[0134] Here, the quest start process in step S16 will be described. 12 is a flow chart showing an example of a quest start process. For example, this process is performed after the OK button 55a on the formation registration screen 55 in FIG.

[0135] First, the task progress unit 32d determines whether or not a recommended formation has been registered in the formation registration table T2 (S31). For example, a flag is set for the recommended formation registered in the formation registration table T2, so the task progress unit 32d can determine whether or not a recommended formation has been registered based on the presence or absence of a flag.

[0136] If a recommended formation has been registered in the formation registration table T2 (YES in S31), the task progress unit 32d starts the quest with the recommended formation (S32), and returns to the mission start processing of Fig. 10. Note that the task progress unit 32d can use the recommended formation registered in the formation registration table T2 as a registered formation in other quests as well.

[0137] On the other hand, if no recommended formation is registered in the formation registration table T2 (NO in S31), the task progress unit 32d starts the quest with the registered formation registered in the formation registration table T2 (S33), and returns to the mission start processing. When recommended formation information is not registered in this way, the registered formation registered in the formation registration table T2 is read out, and the quest is started. Note that before the quest starts, a selection screen may be displayed that allows the player to select a registered formation read out from the formation registration table T2. In this case, the quest is started after the player selects a registered formation.

[0138] Returning to the explanation of Figure 10. After the NO determination in step S15, the game processing unit 32 determines whether the execution necessary information includes information necessary for acquiring a character based on the execution necessary information (S17). If the execution necessary information includes information necessary for acquiring a character (YES in S17), the task progress unit 32d executes character acquisition processing (S18) and returns to the formation selection processing of FIG.

[0139] On the other hand, if the execution necessary information does not include information necessary to acquire a character (NO in S17), the task progression unit 32d does not perform any processing and returns to the formation selection processing in FIG.

[0140] In the game system 10 according to the embodiment described above, a recommended formation appropriate for a player who is unfamiliar with games to accomplish a quest that is part of a task is created according to the game media owned by the player before the task progresses, and the recommended formation is shown to the player. The player can select whether or not to select a recommended formation and register it in the formation registration table T2 before the start of the quest. If the player selects and registers a recommended formation, the quest starts with the recommended formation. Therefore, even a beginner player who does not know the formation appropriate for the progress of the quest is more likely to clear the quest, and is more likely to be motivated to continue playing the game. In addition, the number of taps required to display the recommended formation is reduced compared to the conventional method, improving the convenience of the formation operation by the player.

[0141] A player who is shown a recommended formation is either one who is setting a beginner's mission as a goal or one who is a low-ranked player. Since a formation suitable for such a player is recommended, the player can easily progress through a quest using the recommended formation.

[0142] Furthermore, the player can start another quest by using the recommended formation registered in formation registration table T2 for that quest. This increases the player's motivation to try other quests using the recommended formation registered when clearing a difficult quest, and also increases the chances of clearing the other quests.

[0143] Furthermore, the player can choose whether or not to register a recommended formation in formation registration table T2 before starting a quest. If the player wants to prioritize raising the rank of a specific character, he or she can decide not to register a recommended formation. In this case, the player can start the quest using a formation that he or she has created and saved in advance.

[0144] In addition, a rank is set for each attribute, and tasks are provided to raise the rank. By raising the rank, the effect of the attribute linked to the rank can be increased. Therefore, when a player progresses through tasks, the player can efficiently complete the tasks by using a character with a high-ranking attribute.

[0145] Furthermore, the recommended formation is created in accordance with the player's unachieved tasks or player level, and game content that cannot be organized is not displayed in the recommended formation, so the player does not feel stressed by not being able to register a recommended formation.

[0146] The present invention is not limited to the above-described embodiment, and various other applications and modifications are possible without departing from the gist of the present invention as set forth in the claims. For example, the above-mentioned embodiment describes the system configuration in detail and specifically in order to explain the present invention in an easily understandable manner, and is not necessarily limited to a system having all of the described configurations. In addition, it is also possible to add, delete, or replace part of the configuration of the present embodiment with other configurations. In addition, the control lines and information lines shown are those that are considered necessary for the explanation, and not all control lines and information lines in the product are necessarily shown. In reality, it can be considered that almost all components are connected to each other.

[0147] In the above-described embodiment, the game server 1 mainly performs game processing in a server-client system, but each functional unit of the game processing unit 32 may be located in either the game server 1 or the information processing terminal 2. In addition, the information processing terminal 2, which is configured not to communicate with the game server 1, may contain a program capable of executing all functions necessary for game processing. [Explanation of symbols]

[0148] 1...game server, 2...information processing terminal, 10...game system, 32...game processing unit, 32a...recommended formation determination unit, 32b...game screen creation unit, 32c...formation registration unit, 32d...task progress unit, 42...input unit, 46...output unit, 51...special training selection screen, 54...formation registration instruction screen, 61...attribute change screen, T1...level rank table, T2...formation registration table, T3...task reward table

Claims

1. determining recommended composition information in which game contents that can be used to complete a task are organized in correspondence with at least one of an uncompleted task among a plurality of tasks of a game and the parameter, in order to change a parameter associated with a player ID of a player playing the game that progresses by completing the tasks; a step of creating a game screen including a registration selection section for selecting registration of the recommended formation information in a formation registration table that corresponds to the player ID and that is usable in quests related to the plurality of uncompleted tasks and / or that is usable in quests unrelated to the uncompleted tasks, and a registration non-selection section for selecting not to register the recommended formation information in the formation registration table; a step of registering the recommended formation information in the formation registration table when an operation input for progressing the unachieved task is performed and a selection input is performed by the registration selection unit; a step of progressing the unachieved task using the recommended formation information when a selection is made to register the recommended formation information, and progressing the unachieved task using formation information already registered in the formation registration table when a selection input is made by the registration non-selection unit; A program for a computer to execute.

2. The game screen includes an attribute, the parameter associated with the attribute, and a progress selection section for selecting progress of the uncompleted task according to the attribute and the parameter. The program according to claim 1.

3. In the organization registration table, organization information of the game contents linked to the parameters is registered for each of the attributes. The program according to claim 2.

4. The game screen includes information on the game medium that can be acquired by accomplishing the unaccomplished task, and information indicating whether the game medium has been acquired or not. The program according to claim 3.

5. the game screen includes the attribute, the parameter, and an attribute change selection section for selecting a change of the attribute, The attribute is changed by the selection input by the attribute change selection unit, and the uncompleted task associated with the changed attribute is progressed. The program according to claim 3.

6. determining an ability linked to the parameter used to accomplish the unaccomplished task from among a plurality of the abilities to determine the recommended formation information; The program according to claim 4.

7. The recommended formation information registered in the formation registration table is also used for other unachieved tasks. The program according to claim 3.

8. and when the uncompleted task is completed, a reward is awarded based on a task reward table in which rewards according to the progress of the uncompleted task are managed. The program according to claim 3.

9. determining recommended organization information in which game media that can be used to accomplish a task that is not yet accomplished is organized in correspondence with at least one of an unaccomplished task among the multiple tasks of the game and the parameter, in order to change a parameter associated with a player ID of a player who plays the game that progresses by accomplishing a plurality of tasks; creating a game screen including a registration selection section for selecting registration of the recommended formation information in a formation registration table that corresponds to the player ID and that is usable in quests related to the plurality of uncompleted tasks and / or that is usable in quests unrelated to the uncompleted tasks, and a registration non-selection section for selecting not to register the recommended formation information in the formation registration table; a step of registering the recommended formation information in the formation registration table when an operation input for progressing the unachieved task is performed and a selection input is performed by the registration selection unit; and when a selection is made to register the recommended formation information, progressing the unachieved task using the recommended formation information, and when a selection input is made by the registration non-selection unit, progressing the unachieved task using formation information already registered in the formation registration table. How to progress through the game.

10. a recommended composition determination unit that determines recommended composition information in which game contents that can be used to complete a task that is not yet completed among a plurality of tasks of the game are organized in correspondence with at least one of the parameters and an uncompleted task among the plurality of tasks of the game, in order to change a parameter associated with a player ID of a player playing the game that progresses by completing the task; a screen creation unit that creates a game screen including: a registration selection unit that selects registration of the recommended formation information in a formation registration table that corresponds to the player ID and that is usable in quests related to the plurality of uncompleted tasks and / or that is usable in quests unrelated to the uncompleted tasks; and a registration non-selection unit that does not select registration of the recommended formation information in the formation registration table; a formation registration unit that registers the recommended formation information in the formation registration table when an operation input for progressing the unachieved task is performed and a selection input is performed by the registration selection unit; a task progress unit which, when a selection is made to register the recommended formation information, progresses the unachieved task using the recommended formation information, and, when a selection input is made by the registration non-selection unit, progresses the unachieved task using formation information already registered in the formation registration table. Game server.

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