Information processing program, information processing method, and information processing system
The information processing system addresses the issue of increasing character strengthening complexity by linking game elements to player media, maintaining player motivation through simplified resource acquisition and gameplay tasks.
Patent Information
- Application Number
- JP2024012263
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-01-30
- Publication Date
- 2025-03-26
- Estimated Expiration
- 2044-01-30
AI Technical Summary
As games progress, the number of characters that need strengthening increases, leading to a rise in the number of parameters and game contents to be acquired, which can decrease player motivation.
An information processing system that links game elements to player-owned media, using a reference medium to determine the number of elements to link, potentially consuming fewer consumable media and ensuring elements are of the same type and condition, thereby reducing the burden on players.
This system helps maintain player motivation by simplifying character strengthening processes, reducing the need for excessive resource collection and gameplay tasks.
Smart Images

Figure 0007651743000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] For example, Patent Document 1 and Non-Patent Document 1 disclose a game in which the level of a character that the player has set in a frame can be automatically raised to the same level as a character of a predetermined rank among the characters that the player has manually trained. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7298766 [Non-patent literature]
[0004] [Non-Patent Document 1] How to use the Nike Synchro Device NIKKE https: / / gamewith.jp / nikke / article / show / 369927 Summary of the Invention [Problem to be solved by the invention]
[0005] In the above-mentioned games, the number of characters that the player needs to strengthen tends to increase as the game progresses. Therefore, when trying to strengthen many characters, for example, the number of parameters to be acquired (experience points, etc.) and the number of game contents to be collected (items for strengthening characters, equipment, etc.) tend to increase. In such a case, the number of in-game tasks to acquire parameters such as experience points and the number of in-game tasks to collect game contents such as items and equipment for strengthening characters increase, which may decrease the player's motivation to play.
[0006] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that are capable of suppressing a decline in a player's motivation to play. [Means for solving the problem]
[0007] In order to solve the above problem, an information processing program includes: A process of linking game elements to game media owned by a player; determining at least one of the game media owned by a player as a reference game medium; Based on the game elements linked to the reference game content, the number of linked game elements in the game medium is smaller than that in the reference game medium; A process of linking the game elements to a predetermined game medium; The computer is made to carry out the above steps.
[0008] The process of linking the game elements to the game media owned by a player includes: Consuming consumable game media associated with the player; The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: The consumable game media associated with a player does not need to be consumed.
[0009] The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: This may include linking the same number of game elements to the specified game medium as the game elements linked to the reference game medium.
[0010] The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: A case where the game element is of the same type as the game element linked to the reference game medium and has the same predetermined condition as the game element linked to the reference game medium, and is linked to the predetermined game medium; A case where the game element, which is a different type from the game element linked to the reference game medium and has the same predetermined condition as the game element linked to the reference game medium, is linked to the predetermined game medium; Including, The predetermined condition is: The parameter may include at least one of a parameter indicating the strength, a parameter indicating the rarity, and a location where the game element can be obtained within the game.
[0014] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process of linking game elements to game media owned by a player; determining at least one of the game media owned by a player as a reference game medium; Based on the game elements linked to the reference game content, the number of linked game elements in the game medium is smaller than that in the reference game medium; A process of linking the game elements to a predetermined game medium; Includes.
[0016] In order to solve the above problem, an information processing system includes: An information processing system comprising one or more computers, The computer, A process of linking game elements to game media owned by a player; determining at least one of the game media owned by a player as a reference game medium; Based on the game elements linked to the reference game content, the number of linked game elements in the game medium is smaller than that in the reference game medium; A process of linking the game elements to a predetermined game medium; Carry out the following. Effect of the Invention
[0018] According to the present invention, it is possible to suppress the risk of a player's motivation to play decreasing. [Brief description of the drawings]
[0019] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a first diagram illustrating an example of an ally character confirmation screen, and Fig. 3C is a first diagram illustrating an example of an ally character detail screen. [Figure 4] Fig. 4A is a second diagram for explaining an example of an ally character detail screen. Fig. 4B is a third diagram for explaining an example of an ally character detail screen. Fig. 4C is a fourth diagram for explaining an example of an ally character detail screen. [Diagram 5] FIG. 5 is a fifth diagram illustrating an example of the ally character detail screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 6B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 6C is a diagram illustrating an example of a party selection screen. [Figure 7] Fig. 7A is a diagram for explaining an example of a battle screen, Fig. 7B is a diagram for explaining an example of a result screen, and Fig. 7C is a diagram for explaining an example of a report screen. [Figure 8] FIG. 8 is a diagram for explaining the priority in the synchro equipment function and the synchro equipment strengthening function. [Figure 9] FIG. 9 is a diagram for explaining the training ball ID database. [Figure 10] FIG. 10 is a first diagram illustrating the ally character database. [Figure 11] FIG. 11 is a second diagram illustrating the ally character database. [Figure 12] FIG. 12 is a third diagram illustrating the ally character database. [Figure 13] Fig. 13A is a second diagram for explaining an example of an ally character confirmation screen. Fig. 13B is a first diagram for explaining an example of an ally character detail screen for which the synchro function can be used. Fig. 13C is a second diagram for explaining an example of an ally character detail screen for which the synchro function can be used. [Figure 14] Fig. 14A is a diagram illustrating an example of a rank-up confirmation pop-up, and Fig. 14B is a diagram illustrating an example of a free rank-up completion pop-up. [Figure 15] Fig. 15A is a diagram illustrating an example of a free equipment completion pop-up, and Fig. 15B is a diagram illustrating an example of a free reinforcement completion pop-up. [Figure 16] Fig. 16A is a second diagram illustrating an example of an ally character detail screen on which the synchro function can be used, and Fig. 16B is a first diagram illustrating an example of a free level enhancement completion pop-up. [Figure 17] Fig. 17A is a diagram illustrating an example of a training ball list pop-up, and Fig. 17B is a diagram illustrating an example of a rank-up confirmation pop-up. [Figure 18] Fig. 18A is a first diagram illustrating an example of an ally character detail screen after a player acquires a training ball, and Fig. 18B is a diagram illustrating an example of a free equipment completion pop-up. [Figure 19] Fig. 19A is a second diagram illustrating an example of an ally character detail screen after acquiring a training ball, and Fig. 19B is a second diagram illustrating an example of a free level strengthening completion pop-up. [Figure 20] FIG. 20 is a diagram illustrating an example of the reinforcement screen. [Figure 21] FIG. 21 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 22]FIG. 22 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Diagram 23] FIG. 23 is a flowchart illustrating the synchronization management process in the server. [Figure 24] FIG. 24 is a flowchart illustrating the ally character detail screen processing in the player terminal. [Diagram 25] FIG. 25 is a flowchart illustrating the parameter change process in the server. [Figure 26] FIG. 26 is a flowchart illustrating a synchronization management process in a player terminal according to a modified example. [Figure 27] FIG. 27 is a diagram illustrating an ally character database according to a modified example. [Figure 28] FIG. 28 is a flowchart illustrating a parameter change process in a server according to a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0020] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0021] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.
[0022] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0023] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various types of information (player information) for each player ID for identifying a player who plays a game.
[0024] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0025] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.
[0026] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0027] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0028] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.
[0029] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0030] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0031] The storage unit 18 is configured with a ROM or a RAM, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 by the CPU 10.
[0032] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0033] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0034] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0035] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which an ally character fights against an enemy character. Specifically, in the game of this embodiment, a plurality of ally characters are provided. A player selects a plurality of ally characters (here, five) from the provided ally characters to organize a party. In addition, a player can play a plurality of types of battle games with different enemy characters and difficulty levels. In a battle game, the objective is for the ally characters organized into a party to defeat (clear) the enemy character and acquire a reward.
[0036] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of an ally character confirmation screen. FIG. 3C is a first diagram illustrating an example of an ally character detail screen. FIG. 4A is a second diagram illustrating an example of an ally character detail screen. FIG. 4B is a third diagram illustrating an example of an ally character detail screen. FIG. 4C is a fourth diagram illustrating an example of an ally character detail screen. FIG. 5 is a fifth diagram illustrating an example of an ally character detail screen. A game screen is displayed on the display 26 of the player terminal 1. In this embodiment, the game screen is broadly divided into a normal screen and a battle screen.
[0037] The normal screen is a screen that is mainly used by the player to confirm various settings and information. On the other hand, the battle screen is a screen that is displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, an ally character confirmation screen shown in FIG. 3B, a quest screen (see FIG. 6A), a shop screen (not shown), a guild screen (not shown), a gacha screen (not shown), and a menu screen (not shown).
[0038] On the normal screen, as shown in FIG. 3A, for example, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 is provided with a plurality of operation sections that the player can operate (tap). The menu bar 30 is provided with a home screen selection operation section 30a marked "HOME" and an ally character confirmation screen selection operation section 30b marked "CHARACTER" and a quest screen selection operation section 30c marked "QUEST" and a gacha screen selection operation section 30d marked "GACHA" and a menu screen selection operation section 30e marked "MENU".
[0039] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on the display 26. Similarly, when the quest screen selection operation unit 30c is tapped, the quest screen shown in FIG. 6A is displayed on the display 26. When the gacha screen selection operation unit 30d is tapped, a gacha screen (not shown) is displayed on the display 26. When the menu screen selection operation unit 30e is tapped, the menu screen is displayed on the display 26. Although detailed explanations are omitted, the game settings and various information can be confirmed on the menu screen.
[0040] In the menu bar 30, the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be easily identified.
[0041] 3A corresponds to an initial screen, and has at its upper portion a header display area 31. In the header display area 31, level information 31a indicating a player level linked (associated) with a player ID, a stamina display bar 31b indicating the stamina of the player linked with the player ID, and the amounts of the first currency and the second currency owned linked with the player ID are displayed.
[0042] Stamina is a parameter necessary for playing a battle game. In this embodiment, multiple types of battle games are provided, and each battle game is set with a stamina consumption value necessary for playing, a number of challenges per day, etc. When playing a battle game in which a stamina consumption value necessary for playing is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.
[0043] Although a detailed explanation will be omitted, when a player clears a battle game, the player can acquire a predetermined value as player experience points. Each time the player experience points reach a certain value, the player level increases. A management upper limit is set for the player level, and even if player experience points are acquired, the player level will not increase beyond the set management upper limit. The management upper limit is set by the operator, and increases at a predetermined timing.
[0044] In addition, an upper limit of stamina is set for each player level, and as the player level increases, the upper limit of stamina also increases. Stamina is restored by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 31b displays the current remaining amount of stamina relative to the upper limit of stamina so that the player can visually grasp the remaining amount.
[0045] The first currency and the second currency are currencies that can only be used within the game. For example, when a battle game is cleared, a predetermined amount of the first currency can be acquired according to the battle game that has been cleared. The second currency can be acquired free of charge or for a fee. The first currency and the second currency can be acquired in various ways, but a detailed explanation will be omitted.
[0046] In the ally character confirmation screen shown in FIG. 3B, images of all ally characters corresponding to the ally character IDs linked to the player ID are displayed. In other words, all ally characters owned by the player are displayed in the ally character confirmation screen. The player can check all ally characters by performing a slide operation on the ally character confirmation screen.
[0047] The ally character ID is used to identify an ally character, and a different ID is assigned to each ally character. When a player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is linked to the player ID of the player.
[0048] At the right end of the ally character confirmation screen, a collective strengthening screen selection operation section 32 labeled “Collective Strengthening” is displayed. When the collective strengthening screen selection operation section 32 is tapped, a collective strengthening screen shown in FIG. 20, which will be described later, is displayed on the display 26.
[0049] Various parameters such as stars (rarity), experience points, character level, skill level, equipment rank, type of each equipped equipment, and equipment strengthening stage of each equipped equipment are stored in association with each ally character. The experience points increase when a player wins a battle game described later or when a predetermined item is used. The character level is set corresponding to the experience points, and increases each time the experience points reach a predetermined value. The player level is set as the upper limit of the character level. Therefore, the character level can increase up to the player level. In this embodiment, the character level can be increased by consuming items such as in-game currency and experience point materials owned by the player, i.e., for a fee.
[0050] In addition, base values of combat power such as life points, attack power, and defense power are set for ally characters based on stars (rarity) and character level. The higher the combat power of an ally character, the more advantageously the player can progress in the battle game. Furthermore, the base values set for an ally character increase as the number of stars (rarity) increases and as the character level increases.
[0051] Each ally character is set with four skills that are executed (activated) in the battle game. A skill level is set for each skill, and the higher the skill level, the greater the effect of the skill. The character level is set as the upper limit for skill level. Therefore, the skill level can be increased up to the character level.
[0052] Furthermore, friendly characters can be equipped (set) with weapons and armor. Each piece of equipment has a character level at which it can be equipped. Also, each piece of equipment has an additional value set for attack power, defense power, etc. When friendly characters are equipped with equipment, the additional value of each piece of equipment is added to the above base value, and the combat power of the friendly characters can be increased.
[0053] Specifically, when an image of an ally character displayed on the ally character confirmation screen shown in Fig. 3B is tapped, as shown in Fig. 3C, an ally character detail screen corresponding to the tapped ally character is displayed on the display 26. The ally character detail screen is provided with an enhancement item selection operation section 35, an enhancement item display area 36, an enhancement detail display area 37, and an automatic enhancement operation section 38.
[0054] The strengthening item selection operation section 35 is provided with a plurality of operation sections that can be operated (tapped) by the player. The strengthening item selection operation section 35 is provided with an equipment selection operation section 35a, a level strengthening selection operation section 35b, a skill strengthening selection operation section 35c, and a star strengthening selection operation section 35d. When any one of the strengthening item selection operation sections 35 is selected, the selected operation section is highlighted.
[0055] In the enhancement item display area 36, an enhancement item corresponding to a selected operation section among the enhancement item selection operation sections 35 is displayed.
[0056] When the equipment selection operation unit 35a of the strengthening item selection operation unit 35 is tapped, equipment is displayed in each of six frames (upper right frame, middle right frame, lower right frame, upper left frame, middle left frame, and lower left frame) surrounding the image of the ally character in the strengthening item display area 36. Here, of the six equipment items, those that are not equipped by the ally character are displayed in gray, as shown by hatching in the figure, and those that are equipped by the ally character are displayed in color.
[0057] Furthermore, among the equipment not equipped by friendly characters (the equipment in the upper right and lower right in the illustration), if the character already owns the equipment (including cases where it can be created), a "+" mark is displayed, as in the equipment in the upper right in the illustration. On the other hand, if the character does not own the equipment (including cases where it cannot be created), it is displayed as "Available," as in the equipment in the lower right in the illustration. Note that equipment that has not yet been implemented in the game, such as the equipment in the upper left in the illustration, is displayed with a "?".
[0058] In addition, an equipment rank (RANK15 in the figure) indicating the rank of the equipment to be equipped is set for the ally character. When all (six) pieces of equipment of the next lower rank are equipped, the equipment rank can be increased. When the rank-up is possible, the rank-up operation unit 39 is enabled, and when the rank-up operation unit 39 is tapped, the equipment rank is increased by one, and the equipment of the increased equipment rank is displayed in the reinforcement item display area 36. That is, in this embodiment, the equipment rank can be increased by consuming items such as various equipment and in-game currency owned by the player, that is, for a fee. Also, when the progress status (equipment status of equipment) associated with the ally character owned by the player satisfies a specific condition (all six pieces of equipment are equipped), it can be said that the value of the parameter (equipment rank) associated with the ally character is changed (ranked up). Note that when the rank-up is executed, the six frames corresponding to the rank after the rank-up are not equipped with equipment. Once all six slots corresponding to the new rank are filled with equipment, it becomes possible to increase the rank even further.
[0059] When an equipment item in the enhancement item display area 36 is tapped, the status of the equipment item operated is displayed in the enhancement detail display area 37. Also displayed in the enhancement detail display area 37 are an acquisition method operation section 37a for displaying how to acquire the equipment item, and an equipment operation section 37b for equipping the equipment item. Although a detailed explanation will be omitted, when the acquisition method operation section 37a is tapped, the method for acquiring the equipment item is displayed on the display 26. Also, when the equipment operation section 37b is tapped while the equipment item is in possession, the equipment item is equipped.
[0060] When the equipment is equipped, an enhancement operation section 37c is displayed in place of the equipment operation section 37b in the enhancement detail display area 37, as shown in FIG. 4A.
[0061] In this embodiment, each piece of equipment has five equipment strengthening stages. When an ally character is initially equipped with an equipment, the strengthening stage of the equipment is the first stage. Although a detailed explanation is omitted, when the strengthening operation unit 37c is tapped, a screen for selecting an item for strengthening the equipment is displayed. When an item is selected on the screen and a decision operation unit (not shown) is tapped, the selected item is consumed to strengthen the equipment up to the fifth stage. That is, in this embodiment, the equipment strengthening stage of the equipment equipped to the ally character can be increased by consuming a predetermined item such as in-game currency owned by the player, in other words, for a fee.
[0062] In addition, each piece of equipment has an additional value set corresponding to the equipment strengthening stage. When the equipment strengthening stage of the equipment equipped to an ally character increases, the additional value corresponding to the equipment strengthening stage is added to the above-mentioned base value, thereby increasing the combat power of the ally character.
[0063] In addition, when the Level strengthening selection operation unit 35b of the strengthening item selection operation unit 35 is tapped, the character level and the experience points required to increase the character level by 1 are displayed around the image of the ally character in the strengthening item display area 36, as shown in Figure 4B.
[0064] Further, in the strengthening detail display area 37, a plurality of item display sections 37d for increasing experience points are displayed. In the item display section 37d, the name of the item, the description of the item, and a use operation section 37e for using the item are displayed. When the use operation section 37e is tapped, the experience point of the ally character increases by the experience point corresponding to the item. Note that if the player does not own the item displayed in the item display section 37d, the use operation section 37e for the item does not accept the operation of the player.
[0065] When the skill enhancement selection operation section 35c of the enhancement item selection operation section 35 is tapped, as shown in FIG. 4C, an image of an ally character is displayed in the enhancement item display area 36. Furthermore, a plurality of skill display sections 37f are displayed in the enhancement detail display area 37. The skill display section 37f displays the name of the skill, the skill level, and an enhancement operation section 37g for increasing the skill level. When the enhancement operation section 37g is tapped, a first currency corresponding to the skill level is consumed, and the skill level is increased by 1. Note that when the player does not possess the first currency corresponding to the skill level, and when the skill level has reached the character level, the enhancement operation section 37g does not accept the player's operation.
[0066] When the star enhancement selection operation unit 35d of the enhancement item selection operation unit 35 is tapped, as shown in Fig. 5, an image of an ally character and the star (rarity) of the ally character are displayed in the enhancement item display area 36. Furthermore, items required to increase (increase) the star are displayed in the enhancement detail display area 37. Furthermore, the enhancement detail display area 37 displays the number of items owned by the player relative to the number of items required (required number) to increase the star, for example, 50 / 100.
[0067] The strengthening detail display area 37 is also provided with an acquisition method operation section 37a that displays how to acquire the item, and a blooming operation section 37h for increasing the number of stars. When the acquisition method operation section 37a is operated, the method for acquiring the item is displayed on the display 26. When the number of items owned by the player reaches the required number and the blooming operation section 37h is tapped, the star of the ally character increases by one. When the number of items required for increasing the number of stars does not reach the required number, the blooming operation section 37h is displayed in gray, as shown by hatching in FIG. 5, and does not accept any operation by the player.
[0068] When the automatic strengthening operation section 38 on the ally character details screen is tapped, the character level, skill level, and equipment rank of the ally character are increased as much as possible.
[0069] Fig. 6A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 6B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 6C is a diagram illustrating an example of a party selection screen.
[0070] When the quest screen selection operation unit 30c is tapped on the home screen shown in Fig. 3A, the quest screen shown in Fig. 6A is displayed on the display 26. Note that in this embodiment, two types of battle games, normal quests and hard quests, are described as examples, but other types of battle games (such as guild battles) may be provided.
[0071] Note that some types of battle games have unlocking conditions. Examples of unlocking conditions include a player level being equal to or higher than a predetermined value, clearing other predetermined battle games, etc. Each battle game type includes multiple battle games (hierarchies). Each of these battle games also has an unlocking condition. When an unlocking condition is met, the game unlocking information included in the player information is updated.
[0072] The quest screen is provided with a normal quest selection operation section 41a for selecting a normal quest, and a hard quest selection operation section 41b for selecting a hard quest. On the quest screen, either the normal quest selection operation section 41a or the hard quest selection operation section 41b is always selected, and the normal quest selection operation section 41a is selected as the initial state. The following describes the case where the normal quest selection operation section 41a is selected, but the same applies when the hard quest selection operation section 41b is selected.
[0073] When the normal quest selection operation section 41a is selected, a quest operation section 42 for selecting one of a plurality of battle games (hierarchies) belonging to normal quests is displayed on the quest screen.
[0074] The quest operation unit 42 also displays clear information for each battle game. The clear information is shown by, for example, three stars. When a battle game is cleared, stars are acquired according to the number of ally characters whose life points are 0 at the time of clearing. For example, if there are no ally characters whose life points are 0, three stars are acquired, if there is one ally character whose life points are 0, two stars are acquired, and if there are two or more ally characters whose life points are 0, one star is acquired.
[0075] In the example of Fig. 6A, three stars are obtained in the battle game "21-1", two stars are obtained in the battle game "21-2", and two stars are obtained in the battle game "21-3". In addition, no stars are obtained in the battle game "21-4", and it is notified that this battle game has not been cleared.
[0076] In addition, the unlocking condition for quests (normal quests, hard quests) is set to be clearing the previous battle game. For example, in the example of FIG. 6A, the battle game "21-4" is unlocked because the battle games up to "21-3" have been cleared, but the battle games after that ("21-5" and after, not shown) are not unlocked.
[0077] For example, when the quest operation unit 42 of the battle game "21-1" is operated (tapped) on the quest screen, a quest selection screen shown in FIG. 6B is displayed on the display 26. The quest selection screen displays enemy characters appearing in the battle game and items (rewards) that can be acquired in the battle game. The quest selection screen also displays the stamina before and after the battle game is executed and the remaining number of challenges. The remaining number of challenges indicates the number of challenges that can be made in one day, and the normal quest battle game is set to infinite. In this embodiment, the stamina consumed in the normal quest battle game is set to 10. However, the stamina consumed in the normal quest battle game may be different for each battle game.
[0078] The quest selection screen also displays a cancel operation section 43 and a challenge operation section 44 marked "challenge" for challenging the battle game.
[0079] When the cancel operation unit 43 is operated (tapped), the quest screen shown in FIG. 6A is displayed on the display 26, and the challenge to the selected battle game "21-1" is canceled.
[0080] On the other hand, when the challenge operation unit 44 is operated (tapped), a party selection screen shown in Fig. 6C is displayed on the display 26. All ally characters owned by the player are displayed on the party selection screen. In addition, a selected ally character display area 46 that displays the selected ally character is displayed below the party selection screen.
[0081] Also displayed on the party selection screen are a cancel operation section 43 and a battle start operation section 47 labeled "Start battle."
[0082] On the party selection screen, when the player operates (tap) a displayed ally character, the operated ally character is displayed in the selected ally character display area 46. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among a plurality of ally character IDs linked to the player ID.
[0083] Then, when an ally character (ally character ID) is selected and the battle start operation unit 47 is operated (tapped), the battle game begins.
[0084] Fig. 7A is a diagram illustrating an example of a battle screen. Fig. 7B is a diagram illustrating an example of a result screen. Fig. 7C is a diagram illustrating an example of a report screen. When the battle start operation unit 47 is operated (tapped) on the party selection screen shown in Fig. 6C, a battle game is started.
[0085] During a battle game, a battle screen is displayed as shown in Fig. 7A. On the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters act under computer control, and can inflict damage on enemy characters or receive damage from enemy characters. The enemy characters act under computer control, and can inflict damage on ally characters or receive damage from ally characters.
[0086] When damage points are given to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are given to an ally character, the damage points are subtracted from the ally character's life points. When all enemy characters' life points reach 0, the player wins (clears the game), and when all ally characters' life points reach 0 (lose), the player loses.
[0087] Here, as shown in FIG. 7A, an ally character display area 48 is provided at the bottom of the battle screen. In the ally character display area 48, life points 48a and a skill gauge 48b for each ally character are displayed. The skill gauge 48b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the skill gauge 48b reaches a predetermined maximum value, the ally character can use a skill. A skill may inflict more damage points on an enemy character than a normal attack, recover the life points of an ally character, or impart a special effect to an enemy character.
[0088] Here, there are two patterns of the method of using the skill. One is a method in which the player operates (tap) the ally character whose skill gauge 48b displayed in the ally character display area 48 has reached its maximum value. The other is a method in which the ally character uses a skill by computer control when the skill gauge 48b has reached its maximum value in the auto state. Note that an auto selection operation unit 49 is displayed on the battle screen, and it is possible to switch between the auto state and the manual state according to the operation of the auto selection operation unit 49. When the auto selection operation unit 49 is operated in the manual state, the state becomes the auto state in which the skill is used automatically. Also, when the auto selection operation unit 49 is operated in the auto state, the state becomes the manual state in which the skill is used manually. Note that even in the auto state, when the skill gauge 48b has reached its maximum value and the skill is not being used by computer control, if the player operates (tap) the ally character, the skill can be used.
[0089] Then, when the battle game ends normally (normal end), as shown in Fig. 7B, a result screen is shown on the display 26. Fig. 7B shows, as an example, the result screen when the battle game is cleared.
[0090] At least a portion of the game result information of the battle game is displayed on the result screen. Also displayed on the result screen are a report display operation section 50 marked "REPORT" and a termination operation section 51 marked "CLOSE".
[0091] The game result information includes the ally character ID (party) of the ally character, the enemy character ID of the enemy character, the remaining status of the ally character and the enemy character at the end of the battle (whether or not the life points are 0 at the end of the battle game), the damage points given (total value), whether the state is manual or automatic, the battle log ID, the type of the battle game (normal quest, hard quest, etc.), information linked to each type of battle game (clear information, battle game tier, etc.), the given item information, the given first currency, etc. Also, the battle log ID is uniquely given for each battle game. Also, the information linked to each type of battle game has different contents for each type of battle game. Also, when a battle game is cleared, the server 1000 determines by lottery whether or not to give to the player each item preset for the cleared battle game. Then, the item to be given to the player is added to the game result information and displayed on the result screen.
[0092] When the end operation unit 51 is operated (tapped) on the result screen, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen is a part of the battle screen. The normal screen to which the result screen switches may be the screen that was displayed immediately before switching to the battle screen, or may be a specified screen such as the home screen. In this way, the battle game ends with the display of the result screen ending.
[0093] When the report display operation unit 50 is operated (tapped) on the result screen, the report screen shown in Fig. 7C is displayed on the display 26. The report screen displays the damage points (total value) inflicted by the ally characters and enemy characters. In addition, the report screen displays an end operation unit 51.
[0094] When the end operation unit 51 is operated (tapped), the result screen shown in FIG. 7B is displayed on the display 26.
[0095] 6B also has a ticket display area 45. The number of tickets owned by the player (the number of tickets linked to the player ID) is displayed in the ticket display area 45. The ticket display area 45 also has a ticket use challenge operation unit 45a, a minus operation unit 45b, and a plus operation unit 45c. The ticket use challenge operation unit 45a, the minus operation unit 45b, and the plus operation unit 45c are only valid for battle games in which three stars have been acquired as clear information, and cannot be operated in battle games in which three stars have not been acquired as clear information.
[0096] When the ticket use challenge operation section 45a, the minus operation section 45b, and the plus operation section 45c are enabled, each time the plus operation section 45c is operated (tapped), the characters written on the ticket use challenge operation section 45a are increased by one, such as "Use 2 tickets," "Use 3 tickets," etc. Also, each time the minus operation section 45b is operated (tapped), the characters written on the ticket use challenge operation section 45a are decreased by one, such as "Use 2 tickets," "Use 1 ticket," etc.
[0097] For example, when the text written on the ticket use challenge operation section 45a is "Use 5 tickets," when the ticket use challenge operation section 45a is operated (tapped), 5 tickets and 50 stamina are consumed, the creation of a party on the party selection screen shown in Fig. 6C and the execution of a battle game on the battle screen shown in Fig. 7A are omitted (skipped), and it is treated as if all (5) battle games have been cleared, and a result screen such as that shown in Fig. 7B is displayed. On this result screen, the items acquired in the 5 battle games are displayed together.
[0098] In this way, by consuming tickets, the battle games for which the player has earned three stars as clear information are skipped, and the battle games are treated as cleared. This allows the player to collect items in a shorter time.
[0099] In this embodiment, when a predetermined condition is met, the parameters of the ally character (game object) can be changed to a specified value free of charge. The predetermined condition is, for example, when a synchronization function, which will be described in detail later, is used, or when a training ball (game item) is used as an item.
[0100] In this embodiment, the synchro functions include a synchro level function, a synchro rank function, a synchro equipment function, and a synchro equipment strengthening function.
[0101] Specifically, the synchro level function is a function that allows the character level and skill level of an ally character to be increased (changed) to a synchro level (reference value) free of charge. In determining the synchro level, in this embodiment, the ranking is determined based on the character level value of the ally character owned by the player. Then, the character level of the ally character corresponding to a predetermined ranking (in this embodiment, the top 20th place) is set as the synchro level. However, the ranking may be determined based on the skill level value of the ally character owned by the player, and the skill level of the ally character corresponding to the predetermined ranking may be set as the synchro level. Alternatively, the smaller value of the character level and skill level of the ally character owned by the player may be set as the synchro level determination level, the ranking may be determined based on the synchro level determination level of each ally character, and the synchro level determination level of the ally character corresponding to the predetermined ranking may be set as the synchro level.
[0102] In this embodiment, if there are multiple ally characters with character level values that fall within the top 20, the ally character IDs are rearranged in ascending order to determine the ally character that will be used as the reference value for the synchronization level. However, if there are multiple ally characters with character level values that fall within the top 20, the ally character with the smallest ally character ID value may be treated as the ally character that will be used as the reference value for the synchronization level. Alternatively, if there are multiple ally characters with character level values that fall within the top 20, the ally character with the largest ally character ID value may be treated as the ally character that will be used as the reference value for the synchronization level.
[0103] The sync rank function is a function that allows the equipment rank of an ally character to be increased (changed) to the sync rank (reference value) free of charge. In this embodiment, when determining the sync rank, the ranking is determined based on the equipment rank value of the ally character owned by the player. Then, the equipment rank of the ally character that corresponds to a predetermined ranking (in this embodiment, the top 20) is set as the sync rank.
[0104] In this embodiment, if there are multiple ally characters with equipment rank values that fall in the top 20, the ally character IDs are rearranged in ascending order to determine the ally character that will be used as the reference value for the synchronization rank. However, if there are multiple ally characters with equipment rank values that fall in the top 20, the ally character with the smallest ally character ID value may be treated as the ally character that will be used as the reference value for the synchronization rank. Alternatively, if there are multiple ally characters with equipment rank values that fall in the top 20, the ally character with the largest ally character ID value may be treated as the ally character that will be used as the reference value for the synchronization rank.
[0105] The sync equipment function is a function that allows an ally character whose equipment rank is equal to or lower than the sync rank to equip equipment up to the sync equipment number (reference value) free of charge for the number of pieces of equipment (hereinafter referred to as the equipment number) equipped at the sync rank. In other words, for an ally character whose equipment rank is lower than the sync rank, if the equipment rank is raised to the sync rank using the sync rank function, the ally character can equip equipment up to the sync equipment number (reference value) free of charge using the sync equipment function. However, for an ally character whose equipment rank is lower than the sync rank, it may be possible to equip all six pieces of equipment free of charge at an equipment rank lower than the sync rank.
[0106] In other words, the value of the parameter (equipment rank) linked to the ally character that is the target of using the sync rank function is changed based on the value of the parameter (equipment rank) linked to the reference ally character of the sync rank.
[0107] 8 is a diagram for explaining the priority in the synchronous equipment function and the synchronous equipment strengthening function. In this embodiment, a priority is set to the frame in which equipment is equipped using the synchronous equipment function. Specifically, when the synchronous equipment function is used at the synchronous rank for an ally character that can use the synchronous equipment function, the priority is set so that the lower right is given the highest priority, as shown in FIG.
[0108] For example, when the number of synchro equipment is "1", the use of the synchro equipment function allows equipment to be equipped in the lower right frame. Also, when the number of synchro equipment is "2", the use of the synchro equipment function allows equipment to be equipped in the lower right and center right frames. However, for example, when only the upper left frame is already equipped with equipment, and the number of synchro equipment is "2", the use of the synchro equipment function allows equipment to be equipped only in the lower right frame. In other words, until the number of equipment of the ally character to which the synchro equipment function is used reaches the synchro equipment number, new equipment can be equipped free of charge in the frame specified according to the above priority. Note that when the synchro equipment function is used, it may be possible to equip equipment to any number of players, that is, equipment less than the synchro equipment number, without equipping equipment up to the synchro equipment number.
[0109] In this embodiment, when the synchronous equipment function is used, it is possible to equip the ally character of the target using the synchronous equipment function with the same number of equipment items as the equipment items equipped on the ally character of the reference number of synchronous equipment. In other words, it can be said that the progress status linked to the ally character of the target using the synchronous equipment function is updated (the number of equipment items equipped is updated) based on the progress status (equipment status of equipment items) linked to the ally character of the reference number of synchronous equipment. It can also be said that the progress status (equipment status of equipment items) has multiple stages (from a stage where no equipment items are equipped to a stage where six equipment items are equipped). And, it can be said that the synchronous equipment function updates the stage (equipment number) of the progress status linked to the ally character of the target using the synchronous equipment function to the same stage (same number of equipment items) as the stage (synchronous equipment number) of the progress status linked to the ally character of the reference number of synchronous equipment.
[0110] In addition, when the Synchro Equipment function is used, the equipment equipped to the ally character that is the standard for the Synchro Equipment number and the equipment equipped by the Synchro Equipment function to the ally character that is the target of using the Synchro Equipment function may be of the same type or different types.
[0111] In this embodiment, the equipment that can be equipped to a certain equipment rank, or the various equipment and various material items required to equip the equipment, satisfy a predetermined condition that has been determined in advance. Specifically, the predetermined condition includes that the equipment, or the various equipment and various material items required to equip the equipment, are obtained from a common place. The obtaining place includes the type (e.g., level or difficulty) of the battle game in which the equipment, or the various equipment and various material items required to equip the equipment, can be obtained. The obtaining place may also include an in-game shop where the equipment can be purchased by consuming in-game currency, gacha, etc. The predetermined condition may also include the rank or rarity of the equipment, or the various equipment and various material items required to equip the equipment, or the progress of the game, etc.
[0112] In this embodiment, when determining the number of synchro equipments, the ranking is determined based on the equipment rank value of the ally character owned by the player and the number of equipment items (number of equipment) equipped. Specifically, first, the ally characters owned by the player are sorted in descending order of the equipment rank value of the ally characters. After that, for the ally characters with the same equipment rank, the ally characters are sorted in descending order of the number of equipments. Then, the ranking is determined based on the sorting result. That is, for the ally characters with the same equipment rank, the ranking is determined so that the more the number of equipments, the higher the ranking. In other words, the ranking is determined using two elements, the equipment rank value and the number of equipments, and the result of sorting in descending order with the equipment rank value being given priority is determined as the ranking. Then, the ally characters corresponding to a predetermined ranking (in this embodiment, the top 20th place) are treated as the ally characters that are the reference value of the number of synchro equipments.
[0113] In this embodiment, if there are multiple ally characters with the reference value for the number of synchro equipment, the ally character IDs are sorted in ascending order, and the ally character with the largest ally character ID value is determined as the ally character that will be the reference value for the number of synchro equipment. However, if there are multiple ally characters with the reference value for the number of synchro equipment, the ally character with the smallest ally character ID value may be treated as the ally character that will be the reference value for the number of synchro equipment. Alternatively, if there are multiple ally characters with the reference value for the number of synchro equipment, the ally character with the largest ally character ID value may be treated as the ally character that will be the reference value for the number of synchro equipment.
[0114] The number of equipment of the ally character that is the reference value of the number of synchro equipment is set as the number of synchro equipment. Also, among the ally characters whose equipment rank is synchro rank, the synchro equipment function is available for the ally characters whose equipment number is less than the number of synchro equipment (reference value) and for all ally characters whose equipment rank is less than synchro rank.
[0115] The sync equipment strengthening function is a function that allows an ally character whose equipment rank is equal to or lower than the sync rank to increase (change) the equipment strengthening level of the equipment to the maximum free of charge within the range of the sync equipment strengthening number (reference value). That is, for an ally character whose equipment rank is sync rank, the equipment strengthening level of the equipment can be increased to the maximum free of charge within the range of the sync equipment strengthening number (reference value) using the sync equipment strengthening function. Also, for an ally character whose equipment rank is lower than the sync rank, after using the above sync rank function and sync equipment function, the equipment strengthening level of the equipment can be increased to the maximum free of charge within the range of the sync equipment strengthening number (reference value). However, for an ally character whose equipment rank is lower than the sync rank, the equipment strengthening level of all equipment in the six slots may be increased to the maximum free of charge at an equipment rank lower than the sync rank.
[0116] In this embodiment, a priority is set to the slots for strengthening equipment using the Synchro Equipment Strengthening Function. Specifically, when using the Synchro Equipment Strengthening Function for an ally character that can use the Synchro Equipment Strengthening Function, the priority is set to give the highest priority to the bottom right slot, as shown in FIG. 8.
[0117] For example, when the sync equipment strengthening number is "1", the equipment strengthening level of the equipment in the lower right frame can be increased to the maximum free of charge by using the sync equipment strengthening function. However, when the sync equipment strengthening number is "1", and no equipment is equipped in the lower right frame, and equipment is equipped in a frame other than the lower right frame, the equipment strengthening level of the equipment equipped in the frame specified according to the above priority can be increased to the maximum free of charge. In other words, until the maximum strengthening number of the ally character to which the sync equipment strengthening function is used reaches the sync equipment strengthening number, the equipment strengthening level of the equipment equipped in the frame specified according to the above priority can be increased to the maximum free of charge. Note that, when the sync equipment strengthening function is used, it may be possible to stop the equipment strengthening level at any intermediate stage of the player, i.e., at 4 stages or less, without strengthening the equipment strengthening level to the maximum.
[0118] In determining the number of synchro equipment reinforcements, in this embodiment, the ranking is determined based on the value of the equipment rank of the ally character owned by the player and the value of the number of pieces of equipment whose equipment reinforcement stage of the equipped equipment has been reinforced to the maximum (hereinafter referred to as the maximum reinforcement number). Specifically, first, the ally characters owned by the player are sorted in descending order of the equipment rank value. After that, for the ally characters of the same equipment rank, the ally characters are sorted in descending order of the maximum reinforcement number. Then, the ranking is determined based on the sorting result. That is, for the ally characters of the same equipment rank, the ranking is determined so that the higher the maximum reinforcement number, the higher the ranking. In other words, the ranking is determined using two elements, the value of the equipment rank and the value of the maximum reinforcement number, and the result of sorting in descending order with the value of the equipment rank being given priority is determined as the ranking. Then, the ally characters corresponding to a predetermined ranking (in this embodiment, the top 20th place) are treated as ally characters that are used as the reference value of the synchro equipment reinforcement number.
[0119] In this embodiment, if there are multiple ally characters with the reference value of the synchronous equipment enhancement number, the ally character IDs are sorted in ascending order to determine the ally character that will be the reference value of the synchronous equipment enhancement number. However, if there are multiple ally characters with the reference value of the synchronous equipment enhancement number, the ally character with the smallest ally character ID value may be treated as the ally character that will be the reference value of the synchronous equipment enhancement number. Alternatively, if there are multiple ally characters with the reference value of the synchronous equipment enhancement number, the ally character with the largest ally character ID value may be treated as the ally character that will be the reference value of the synchronous equipment enhancement number.
[0120] The maximum enhancement number of the ally character, which is the reference value of the sync equipment enhancement number, is set as the sync equipment enhancement number. Also, the sync equipment enhancement function is available for all ally characters whose equipment rank is sync rank and whose maximum enhancement number is less than the sync equipment enhancement number (reference value) and all ally characters whose equipment rank is less than sync rank.
[0121] In addition, in this embodiment, the case where the lower right frame has the highest priority and the upper left frame has the lowest priority is shown, but the priority set for each frame may be preset and is not limited to the above example. Alternatively, without setting a priority for each frame, the target frame may be determined by lottery when the synchronous equipment function or the synchronous equipment strengthening function is used.
[0122] In addition, in this embodiment, the case has been described in which the priority set for each slot is common to both the synchro equipment function and the synchro equipment enhancing function, but the priority set for each slot may be different.
[0123] For example, when the sync equipment strengthening number is "1", the equipment strengthening level of the equipment in the lower right frame can be increased to the maximum free of charge by using the sync equipment strengthening function. However, when the sync equipment strengthening number is "1", and no equipment is equipped in the lower right frame, and equipment is equipped in a frame other than the lower right frame, the equipment strengthening level of the equipment equipped in the frame specified according to the above priority can be increased to the maximum free of charge. In other words, until the maximum strengthening number of the ally character to which the sync equipment strengthening function is used reaches the sync equipment strengthening number, the equipment strengthening level of the equipment equipped in the frame specified according to the above priority can be increased to the maximum free of charge. Note that, when the sync equipment strengthening function is used, it may be possible to stop the equipment strengthening level at any intermediate stage of the player, i.e., at 4 stages or less, without strengthening the equipment strengthening level to the maximum.
[0124] In addition, in the game of this embodiment, a training ball is provided as an item. The training ball is distributed by the operator, or can be acquired by the player when a predetermined battle game or event is cleared, for example.
[0125] By consuming the training ball, it becomes possible to use the training ball function. By using the training ball function, it becomes possible to increase (change) the parameters of the ally character, for example, the character level, skill level, and equipment rank, free of charge. As will be described in detail later, a training ball ID is set in advance in the training ball, and it becomes possible to increase the character level, skill level, and equipment rank based on the set training ball ID free of charge. In order to use the training ball function, it is necessary to consume (use) the training ball, but after the training ball is consumed, it becomes possible to increase the character level to a predetermined level without consuming items such as in-game currency and experience value materials owned by the player. Similarly, after the training ball is consumed, it becomes possible to increase the character level to a predetermined level without consuming items such as various equipment and in-game currency owned by the player.
[0126] FIG. 9 is a diagram for explaining the training ball ID database. The training ball ID database shown in FIG. 9 is stored in the player terminal 1 and the server 1000. In the training ball ID database, the values (default values) of parameters that can be increased free of charge are set for each training ball ID. A training ball is given to a player with one of the training ball IDs linked to it. For example, when the training ball ID is 1, the character level (skill level) can be increased to 100 and the equipment rank can be increased to 10 free of charge.
[0127] FIG. 10 is a first diagram for explaining the ally character database. FIG. 11 is a second diagram for explaining the ally character database. FIG. 12 is a third diagram for explaining the ally character database. The player terminal 1 and the server 1000 store the ally character data shown in FIG. 10, FIG. 11, and FIG. 12. The ally character database stores various information linked to a player ID and to an ally character owned by the player.
[0128] As shown in Fig. 10, the ally character database stores, for each ally character ID of an ally character owned by a player, a training ball ID associated with the ally character if the ally character is associated with the training ball ID. Fig. 10 shows a case where a training ball with a training ball ID of 3 is associated with an ally character with an ally character ID of 50.
[0129] Also, as shown in FIG. 11, the ally character database stores, for each ally character ID of an ally character owned by the player, the character level value, information on whether or not to use the synchro level as a reference value, and information on whether or not the synchro level function can be used.
[0130] In the case shown in FIG. 11, the character level value (150) corresponding to the top 20th place is set as the synchronization level. Note that FIG. 11 shows a case where the character level of ally characters with ally character ID values of "1" to "20" is 150. In this case, in this embodiment, ally characters with ally character ID values of "1" to "20" are sorted in ascending order of ally character ID, and the 20th ally character is determined as the ally character to be used as the reference value of the synchronization level. In other words, the information to be used as the reference value of the synchronization level is linked to the ally character with the ally character ID value of "20".
[0131] 11, information indicating that the synchro level function is available is linked to the ally character ID of an ally character whose character level is below the synchro level. When the character level of an ally character is increased to the synchro level free of charge using the synchro level function, the information indicating that the synchro level function is available and linked to the ally character ID is deleted.
[0132] Also, as shown in Fig. 12, the ally character database stores the equipment rank value and the equipment status of the equipment for each ally character ID of the ally character owned by the player. In this embodiment, as shown in Fig. 12, information indicating whether or not the equipment corresponding to each of the six frames is equipped is stored as the equipment status of the equipment. Also, as shown in Fig. 12, information indicating the strengthening stage of each piece of equipment equipped to the ally character is stored.
[0133] As shown in FIG. 12, the ally character database stores information on whether or not to use the ally character ID of the ally character owned by the player as the reference value of the synchro rank and information on whether or not the synchro rank function can be used. Note that FIG. 12 shows a case where the equipment rank value of the ally character IDs of the ally characters "1" to "19", "21", and "22" is "15", and the equipment rank value of the ally characters of the other ally character IDs is less than "15". In this case, in this embodiment, the ally characters with the ally character IDs of "1" to "19", "21", and "22" are sorted in ascending order of the ally character IDs, and the 20th ally character is determined as the ally character to be used as the reference value of the synchro rank. That is, the information on the reference value of the synchro rank is linked to the ally character with the ally character ID value of "21".
[0134] 12, information indicating that the synchro rank function is available is linked to the ally character ID of an ally character whose equipment rank is less than the synchro rank. Note that when the synchro rank function is used to increase the equipment rank of an ally character to the synchro rank free of charge, the information indicating that the synchro rank function is available and linked to the ally character ID is deleted.
[0135] As shown in FIG. 12, the ally character database stores information on whether the ally character ID of the ally character owned by the player is set as the reference value for the number of synchro equipment and information on whether the synchro equipment function is available. Note that FIG. 12 shows a case where the equipment rank value of the ally character ID values of "1" to "19", "21", and "22" is "15", and the equipment rank value of the ally character IDs of the other ally characters is less than "15". In the case shown in FIG. 12, the number of equipment of the ally character ID values of "1" to "19" is "6", that is, all six frames are equipped with equipment. In the case shown in FIG. 12, the number of equipment of the ally character ID value of "21" is "5", that is, five frames are equipped with equipment. In the example shown in FIG. 12, the ally character with the ally character ID value "22" has "3" pieces of equipment, that is, the ally character is equipped with equipment in three slots.
[0136] Therefore, in the case shown in Fig. 12, the ally character ID of the ally character that is in the top 20 based on the equipment rank value and the number of pieces of equipment owned by the player is "21." Therefore, as shown in Fig. 12, information that is the reference value for the number of synchro equipment pieces is linked to the ally character with the ally character ID value of "21."
[0137] As shown in Fig. 12, information indicating that the synchro equipment function can be used is linked to all ally characters whose equipment rank is less than the synchro rank. Information indicating that the synchro equipment function can be used is also linked to the ally character IDs (e.g., ally character ID "22" in Fig. 12) of ally characters whose equipment rank is synchro rank and whose number of pieces of equipment is less than the synchro equipment number (reference value). Then, when the number of pieces of equipment of an ally character is increased to the synchro equipment number free of charge using the synchro equipment function, the information indicating that the synchro equipment function linked to the ally character ID can be used is deleted.
[0138] As shown in FIG. 12, the ally character database stores information on whether the ally character ID of the ally character owned by the player is set as the reference value of the number of synchronous equipment reinforcements and information on whether the synchronous equipment reinforcement function is available. Note that FIG. 12 shows a case where the equipment rank value of the ally character ID values of "1" to "19", "21", and "22" is "15", and the equipment rank value of the ally character IDs of the other ally characters is less than "15". In the case shown in FIG. 12, the maximum reinforcement number of the ally characters with the ally character ID values of "1" to "19" is "6", that is, the equipment reinforcement stages of the equipment of the six frames are reinforced to the maximum. In the case shown in FIG. 12, the maximum reinforcement number of the ally character with the ally character ID value of "21" is "3", that is, the equipment reinforcement stages of the equipment of the three frames are reinforced to the maximum. In the example shown in FIG. 12, the maximum reinforcement number of the ally character with the ally character ID value "22" is "1", that is, the equipment reinforcement stage of one equipment slot is reinforced to the maximum.
[0139] Therefore, in the case shown in Fig. 12, the ally character ID of the ally character that is in the top 20 based on the equipment rank value and the maximum reinforcement number value of the ally character owned by the player is "21." Therefore, as shown in Fig. 12, information that is the reference value of the number of Synchro Equipment reinforcements is linked to the ally character with the ally character ID value of "21."
[0140] As shown in Fig. 12, information indicating that the sync equipment strengthening function is available is linked to all ally characters whose equipment rank is less than the sync rank. Information indicating that the sync equipment strengthening function is available is also linked to the ally character IDs (e.g., ally character ID "22" in Fig. 12) of ally characters whose equipment rank is sync rank and whose maximum strengthening number is less than the sync equipment strengthening number (reference value). Then, when the sync equipment strengthening function is used to increase the maximum strengthening number of an ally character to the sync equipment strengthening number free of charge, the information indicating that the sync equipment strengthening function linked to the ally character ID is available is deleted.
[0141] In addition, when a specific sync function is used, if other sync functions than the specific sync function are still available for the ally character, the information indicating that other sync functions linked to the ally character ID are available is not deleted.
[0142] In the example shown in FIG. 12, the ally character with the ally character ID "21" is determined to be the reference value for the sync rank, number of sync equipment, and number of sync equipment enhancements. However, the ally characters that are the reference values for the sync level, sync rank, number of sync equipment, and number of sync equipment enhancements may be different from one another, or at least some of them may be the same. In addition, for ally characters that are linked to a training ball ID, regardless of whether the training ball function is used or not, various parameters may be treated as having been increased to the upper limit by the training ball function, and may be applied to the calculation of the reference value of each synchronization function.
[0143] In this embodiment, when both the information indicating that the sync function can be used and the training ball ID are linked to the ally character ID, the player can arbitrarily select which function to use. However, when both the information indicating that the sync function can be used and the training ball ID are linked to the ally character ID, the training ball function may be preferentially used. Also, when both the information indicating that the sync function can be used and the training ball ID are linked to the ally character ID, the sync function may be preferentially used. Alternatively, when both the information indicating that the sync function can be used and the training ball ID are linked to the ally character ID, the function with the higher value of the parameter that can be increased free of charge (character level or equipment rank) may be preferentially used.
[0144] FIG. 13A is a second diagram for explaining an example of an ally character confirmation screen. FIG. 13B is a first diagram for explaining an example of an ally character detail screen in which the sync function can be used. FIG. 13C is a second diagram for explaining an example of an ally character detail screen in which the sync function can be used. When information indicating that the sync function can be used is linked to an ally character ID in the ally character database, a sync band 34 marked "sync" is superimposed on the image of the ally character corresponding to the ally character ID, as shown in FIG. 13A. This notifies the ally character in which the sync band 34 is displayed that the sync function can be used.
[0145] In FIG. 13A, when an image of an ally character displaying a synchronization band 34 is tapped, an ally character detail screen corresponding to the tapped ally character is displayed on the display 26, as shown in FIG. 13B or FIG. 13C.
[0146] Fig. 13B shows a case where an unequipped piece of equipment is selected. In this case, as shown in Fig. 13B, the acquisition method operation section 37a is hidden in the reinforcement details display area 37. Also, the sync band 34 is displayed superimposed on the equipment operation section 37b. Furthermore, the sync band 34 is also displayed superimposed on the automatic reinforcement operation section 38 and the rank-up operation section 39.
[0147] Fig. 13C shows a case where an already equipped piece of equipment is selected. In this case, as shown in Fig. 13C, an enhancing operation section 37c is displayed in place of the equipment operation section 37b in the enhancement detail display area 37. In addition, the synchronization band 34 is displayed superimposed on the enhancing operation section 37c.
[0148] Also, when the player owns a training ball and certain usage conditions are met, a training ball icon 54 functioning as an operation unit is displayed in the center of the ally character details screen as shown in Figures 13B and 13C. Note that the usage conditions include, for example, clearing normal quest "2-5" and not using other training balls on that ally character.
[0149] Fig. 14A is a diagram illustrating an example of a rank-up confirmation pop-up 56. When the rank-up operation unit 39 in which the synchronization band 34 is displayed in Fig. 13B is tapped, the rank-up confirmation pop-up 56 shown in Fig. 14A is displayed on the display 26.
[0150] The rank-up confirmation pop-up 56 is provided with a pull-down type equipment rank selection operation section 56a for selecting which equipment rank to select. The player operates the equipment rank selection operation section 56a to select the desired equipment rank. The equipment rank selection operation section 56a displays a pull-down list of selectable equipment ranks up to the synchro rank as candidates. As shown in FIG. 14A, the rank-up confirmation pop-up 56 is provided with a maximum strengthening operation section 56b marked "maximum strengthening." When the maximum strengthening operation section 56b is tapped, the synchro rank is automatically selected in the equipment rank selection operation section 56a.
[0151] 14A, a decision operation section 56c and a cancellation operation section 56d are displayed in the rank-up confirmation pop-up 56. As shown in FIG 14A, a synchronization band 34 is displayed superimposed on the decision operation section 56c.
[0152] When the cancel operation section 56d is tapped, the rank up confirmation pop-up 56 is hidden. On the other hand, when the decision operation section 56c is tapped, the sync rank function is used, and the equipment rank of the ally character is raised to the equipment rank selected in the equipment rank selection operation section 56a free of charge. Specifically, for example, if the equipment rank selected in the equipment rank selection operation section 56a is "2", the equipment rank is raised to "2" (it is treated as if all equipment of "RANK1" is equipped). At this time, the character level is also raised to 3, which is necessary to equip all equipment of "RANK1".
[0153] Fig. 14B is a diagram illustrating an example of a free rank-up completion pop-up 58. When the synchro rank function is used and the equipment rank of an ally character is increased, as shown in Fig. 14B, a free rank-up completion pop-up 58 is displayed on the display 26. The free rank-up completion pop-up 58 displays text that notifies the player that the equipment rank has been increased free of charge.
[0154] FIG. 15A is a diagram for explaining an example of a free equipment completion pop-up 59. When the equipment operation section 37b on which the synchro band 34 is superimposed is tapped, the synchro equipment function is used, and the equipment is equipped free of charge according to the above-mentioned priority within the range of the synchro equipment number. When the synchro equipment function is used and the equipment is equipped free of charge, as shown in FIG. 15A, a free equipment completion pop-up 59 is displayed on the display 26. The free equipment completion pop-up 59 displays a character notifying the player that the equipment that can be equipped free of charge has been equipped. Note that, when the equipment operation section 37b on which the synchro band 34 is superimposed is tapped, a predetermined pop-up display (not shown) may be displayed on the display 26 to allow the player to select the number of equipment to be equipped using the synchro equipment function. In this case, the synchro equipment function is used according to the selection made by the player in the predetermined pop-up display (not shown).
[0155] FIG. 15B is a diagram illustrating an example of a free reinforcement completion pop-up 60. When the reinforcement operation section 37c on which the synchro band 34 is superimposed is tapped, the synchro equipment reinforcement function is used, and the equipment reinforcement stage of the equipment is reinforced to the maximum free of charge according to the above-mentioned priority within the range of the synchro equipment reinforcement number. When the synchro equipment reinforcement function is used and the equipment reinforcement stage of the equipment is reinforced to the maximum free of charge, as shown in FIG. 15B, a free reinforcement completion pop-up 60 is displayed on the display 26. The free reinforcement completion pop-up 60 displays a character that notifies the player that the equipment reinforcement stage of the equipment has been reinforced to the maximum free of charge. Note that when the reinforcement operation section 37c on which the synchro band 34 is superimposed is tapped, a predetermined pop-up display (not shown) may be displayed on the display 26 to allow the player to select the number of equipment items for which the synchro equipment reinforcement function is to be used and the equipment reinforcement stage to be increased. In this case, the synchro equipment reinforcement function is used according to the selection content of the player in the predetermined pop-up display (not shown).
[0156] In this embodiment, it is possible to further increase the various parameters of an ally character whose various parameters (character level, skill level, equipment rank, number of pieces of equipment, equipment strengthening stage) have been increased using the synchronization function, for a fee, that is, by consuming items such as various pieces of equipment and in-game currency owned by the player. Also, in this embodiment, when the various parameters of an ally character are increased using the synchronization function, it is not possible to restore the various parameters of the ally character to the parameters before the use of the synchronization function. However, when the various parameters of an ally character are increased using the synchronization function, it may be possible to restore the various parameters of the ally character to the parameters before the use of the synchronization rank function.
[0157] FIG. 16A is a second diagram for explaining an example of an ally character detail screen in which the synchro function can be used. FIG. 16B is a first diagram for explaining an example of a free Lv strengthening completion pop-up 62. When the Lv strengthening selection operation section 35b is tapped on the ally character detail screen shown in FIG. 13B, the ally character detail screen shown in FIG. 16A is displayed on the display 26. In this case, as shown in FIG. 16A, the strengthening detail display area 37 displays a free level-up display section 61 above the item display section 37d. The free level-up display section 61 is provided with a pull-down level selection operation section 61a for selecting how high the character level should be raised to, and a strengthening operation section 61b in which the synchro band 34 is displayed superimposed. The player operates the level selection operation section 61a to select a desired character level. In addition, the level selection operation section 61a displays a pull-down display of selectable character levels up to the synchro level as candidates.
[0158] Then, when the strengthening operation section 61b is tapped, the character level is raised to the character level displayed in the level selection operation section 61a. After that, when the character level becomes the synchro level, a free Lv strengthening completion pop-up 62 is displayed on the display 26 as shown in FIG. 16B. The free Lv strengthening completion pop-up 62 displays a character notifying the player that the character level has been raised to the character level that can be raised free of charge. Note that, until the character level of the ally character is raised to the character level that can be raised free of charge, the use operation section 37e of the item display section 37d does not accept the player's operation, as shown by hatching in the figure. Note that, in this embodiment, the character level of the ally character whose character level has been raised to the synchro level using the synchro function can be further raised for a fee, that is, by consuming items such as in-game currency and experience value materials owned by the player.
[0159] In addition, skill level can be raised to the same level as character level for free by using the sync level function, but since the method for raising skill level is the same as for character level, explanation will be omitted.
[0160] Furthermore, when the automatic strengthening operation section 38 with the sync belt 34 superimposed thereon is tapped, the character level and skill level of the ally character rise to the sync level. Furthermore, the equipment rank of the ally character rises to the sync rank. Furthermore, the equipment is equipped free of charge up to the sync equipment number. Furthermore, the equipment strengthening stage of the equipment is strengthened free of charge up to the maximum within the range of the sync equipment strengthening number. In other words, when the automatic strengthening operation section 38 with the sync belt 34 superimposed thereon is tapped, all available sync functions are used. As a result, the character level, skill level, equipment rank, equipment number, and maximum strengthening number of the ally character are raised free of charge as much as they can be raised.
[0161] Fig. 17A is a diagram illustrating an example of a training ball list pop-up 55. Fig. 17B is a diagram illustrating an example of a rank-up confirmation pop-up 56. Fig. 18A is a first diagram illustrating an example of an ally character detail screen after acquiring a training ball. Fig. 18B is a diagram illustrating an example of a free equipment completion pop-up 59.
[0162] When the player owns a training ball and meets certain usage conditions, a training ball icon 54 functioning as an operation unit is displayed in the center of the ally character details screen as shown in Fig. 13B. Note that the usage conditions include, for example, clearing normal quest "2-5" and not using other training balls on the ally character.
[0163] When the training ball icon 54 is tapped, a training ball list pop-up 55 shown in FIG. 17A is displayed on the display 26. Images of the training balls owned by the player and a use operation section 55a for using each training ball are displayed on the training ball list pop-up 55. When an image of a training ball is pressed and held, the character level and equipment rank that can be increased free of charge by the training ball are displayed on the display 26. An end operation section 51 is also displayed on the training ball list pop-up 55, and when the end operation section 51 is tapped, the training ball list pop-up 55 is hidden.
[0164] When the use operation section 55a corresponding to the available training orbs is operated, the rank up confirmation pop-up 56 shown in Fig. 17B is displayed on the display 26. In the following, an example will be described in which the character level of an ally character is 1, the equipment rank is 1, and when a training orb is used, the equipment rank can be increased to 10 and the character level to 100 free of charge.
[0165] The rank-up confirmation pop-up 56 shown in FIG. 17B differs from the rank-up confirmation pop-up 56 shown in FIG. 14A described above in that a training ball band 57 labeled "Training Ball" is displayed superimposed on the decision operation section 56c.
[0166] When the cancel operation section 56d is tapped in the rank-up confirmation pop-up 56 shown in FIG. 17B, the use of the training orb is cancelled and the rank-up confirmation pop-up 56 is hidden. When the decision operation section 56c is tapped in the rank-up confirmation pop-up 56 shown in FIG. 17B, the training orb is used and the equipment rank of the ally character is raised to, for example, "RANK2" (it is treated as if all "RANK1" equipment items are equipped). At this time, if the character level has not yet reached the level required to equip "RANK1" equipment items, it is raised to the minimum level required to equip them (here, level 3).
[0167] 18A, the ally character details screen displays that the equipment rank has become RANK2. Also, the acquisition method operation section 37a is hidden in the strengthening details display area 37. Also, the training orb belt 57 is displayed superimposed on the equipment operation section 37b.
[0168] Furthermore, the training ball belt 57 is displayed superimposed on the automatic strengthening operation section 38 and the rank-up operation section 39. When the equipment operation section 37b on which the training ball belt 57 is superimposed is tapped, the equipment displayed in the strengthening detail display area 37 is equipped to the ally character free of charge (without consuming the equipment owned by the player). When the rank-up operation section 39 on which the training ball belt 57 is superimposed is tapped, the equipment rank is increased by 1 free of charge. When the automatic strengthening operation section 38 on which the training ball belt 57 is superimposed is tapped, the character level, skill level, and equipment rank of the ally character are increased as much as possible free of charge.
[0169] Then, when the equipment rank becomes RANK10 and all of the RANK10 equipment items are equipped free of charge, as shown in Fig. 18B, a free equipment completion pop-up 59 is displayed on the display 26. The free equipment completion pop-up 59 displays text informing the player that all of the equipment items that can be equipped free of charge have been equipped.
[0170] Fig. 19A is a second diagram illustrating an example of the ally character detail screen after acquiring the training orb, and Fig. 19B is a diagram illustrating an example of a free level strengthening completion pop-up 62.
[0171] When the Lv strengthening selection operation section 35b is tapped on the ally character details screen shown in FIG. 18A, the ally character details screen shown in FIG. 19A is displayed on the display 26. As shown in FIG. 19A, in the strengthening details display area 37 of the ally character details screen, a free level-up display section 61 is displayed above the item display section 37d. The free level-up display section 61 is provided with a pull-down level selection operation section 61a for selecting the level to which the character level is to be increased. The player operates the level selection operation section 61a to select the desired character level. The level selection operation section 61a displays, in a pull-down manner, candidates for the character level that can be increased at the present time based on the player level and the character level that can be increased by the used training ball.
[0172] When the strengthening operation section 61b is tapped, the character level is raised to the character level displayed in the level selection operation section 61a. After that, when the character level reaches 100, a free level strengthening completion pop-up 62 is displayed on the display 26 as shown in FIG. 19B. The free level strengthening completion pop-up 62 displays text informing the player that the character level has been raised to a level that can be raised free of charge. Note that, until the character level of the ally character has been raised to a level that can be raised free of charge, the use operation section 37e of the item display section 37d does not accept any operation by the player, as shown by hatching in the figure.
[0173] Skill level can be increased to the same level as character level for free by using training orbs, but since the method for increasing skill level is the same as for character level, explanation will be omitted.
[0174] Furthermore, once all of the parameters associated with a training ball ID have been increased free of charge, that training ball ID will be deleted from the ally character database.
[0175] FIG. 20 is a diagram for explaining an example of the collective strengthening screen. When the collective strengthening screen selection operation unit 32 on the ally character confirmation screen of FIG. 13B is tapped, the collective strengthening screen is displayed on the display 26. On the collective strengthening screen, images corresponding to ally characters whose character level, skill level, equipment rank, number of equipment, and equipment strengthening stage can be increased among the ally characters corresponding to the ally character IDs linked to the player ID are displayed. Note that the player can check all of the ally characters whose character level, skill level, equipment rank, number of equipment, and equipment strengthening stage can be increased by performing a slide operation on the collective strengthening screen.
[0176] In addition, in the ally character database, when information indicating that at least one of the sync functions is available is linked to an ally character ID, the sync band 34 is displayed superimposed on the image of the ally character corresponding to the ally character ID, as shown in FIG. 20. This notifies the ally character on which the sync band 34 is displayed that at least one of the sync functions is available. The display mode of the sync band 34 may be different depending on the type of available sync function. Also, based on the player's operation on the collective strengthening screen, the parameter to be increased may be selected, and the ally characters capable of increasing the selected parameter may be narrowed down and displayed. In this case, the sync band 34 is displayed superimposed on the ally character that can use the sync function corresponding to the parameter selected by the player.
[0177] As shown in FIG. 20, the collectively enhanced screen also displays a decision operation section 70a and a cancel operation section 70b.
[0178] In Fig. 20, the player can select one or more ally characters by tapping the image of the ally character. Then, when the decision operation unit 70a is operated with one or more ally characters selected, if the synchronization function is available for the selected ally character, all available synchronization functions are used to increase various parameters. On the other hand, if the synchronization function is not available for the selected ally character, the character level, skill level, and equipment rank are increased as much as possible for a fee.
[0179] As described above, in the information processing system S, it is possible to increase various parameters of all ally characters owned by the player who do not meet the standards for each sync function (sync level, sync rank, number of sync equipment, number of sync equipment reinforcements) free of charge, within the range of the standard for each sync function, based on the player's operation. This makes it possible to reduce the risk of an increase in the burden on the player when the player tries to train many of the ally characters he owns. Therefore, it is possible to reduce the risk of the player's motivation to play decreasing due to an increase in the burden on the player.
[0180] Furthermore, since the synchronization functions are used based on the player's operation, it is possible to reduce the processing load on the player terminal 1 and the server 1000. Furthermore, it is possible to raise the parameters to any level designated by the player within the range of the standard of each synchronization function based on the player's operation. In other words, it is possible to stop various parameters at a predetermined value designated by the player without raising them to the standard of each synchronization function. This makes it possible to improve the strategic nature of the game.
[0181] For example, if the character level of an ally character is set to automatically synchronize with the sync level, then each time the reference value of the sync level is updated (increased), it is necessary to execute a process to synchronize the character level of the ally character that is to be enhanced for free to the sync level.Similarly, if the equipment rank of an ally character is set to automatically synchronize with the sync rank, then each time the reference value of the sync rank is updated (increased), it is necessary to execute a process to synchronize the equipment rank of the ally character that is to be enhanced for free to the sync rank.
[0182] In this embodiment, various parameters are updated for the ally characters that are the targets of using each synchronization function based on the player's operation. This makes it possible to reduce the processing load on the player terminal 1 and the server 1000, since it is not necessary to execute the synchronization process described above every time the reference value of each synchronization function is updated (increased).
[0183] In the case of a managed game, the types of ally characters that a player can own tend to increase due to character releases accompanying the long-term management. Therefore, when a synchronization process is executed, the number of ally characters to be synchronized becomes huge, and there is a concern that the processing load on the player terminal 1 and the server 1000 increases. In this way, when the number of ally characters owned by a player becomes huge, there is a concern that the processing load will increase if the synchronization process is executed automatically. However, according to this embodiment, each synchronization function is used based on the player's operation, so it is possible to suppress the risk of an increase in the processing load on the player terminal 1 and the server 1000 when the synchronization function is used.
[0184] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 1000. Note that, here, a basic communication processing for progressing the game and an example of a main communication processing related to free increase of parameters will be described, and a description of other processing will be omitted.
[0185] (Functional configuration of player terminal 1) 21 is a diagram for explaining the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0186] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, and a display control program 82. Note that the programs listed in Fig. 21 are just examples, and the terminal-side game control program includes many other programs.
[0187] The data storage area 12b is provided with a game information storage area 90 and a player information storage area 91 as storage areas for storing data. Note that the above-mentioned storage areas are merely examples, and the data storage area 12b is provided with many other storage areas.
[0188] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a.
[0189] Specifically, the CPU 10 runs a game execution control program 80, causing the computer to function as a game execution control unit 80a. Similarly, the CPU 10 runs a battle game execution program 81 and a display control program 82, causing them to function as a battle game execution unit 81a and a display control unit 82a, respectively.
[0190] The game execution control unit 80a controls the progress of the entire game. For example, when logging in, the game execution control unit 80a transmits login information to the server 1000. The game execution control unit 80a also controls the transition of the normal screen. When the game information of the entire game is updated, the game execution control unit 80a receives the game information from the server 1000 and stores it in the game information storage unit 90.
[0191] The battle game executing unit 81a is responsible for control for executing the battle game. For example, the battle game executing unit 81a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.
[0192] The display control unit 82a generates a screen to be displayed on the display 26, and causes the display 26 to display the generated screen.
[0193] (Functional configuration of server 1000) 22 is a diagram for explaining the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0194] The server-side game control program includes a game execution control program 1080, a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084. Note that the programs listed in Fig. 22 are just examples, and the server-side game control program includes many other programs.
[0195] The data memory area 1012b is provided with a game information memory area 1090 and a player information memory area 1091 as memory areas for storing data. Note that the above-mentioned memory areas are merely examples, and the data memory area 1012b is provided with many other memory areas.
[0196] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a.
[0197] Specifically, the CPU 1010 runs a game execution control program 1080, causing the computer to function as a game execution control unit 1080a. Similarly, the CPU 1010 runs a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084, causing them to function as a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a, respectively.
[0198] The game execution control unit 1080a controls the progress of the entire game. For example, when the game execution control unit 1080a receives login information from the player terminal 1, it enables the player terminal 1 to acquire the player information stored in the player information storage unit 1091. The player information includes the above-mentioned ally character database. Furthermore, when the game information of the entire game is updated, the game execution control unit 1080a reads the updated game information from the game information storage unit 1090 and enables the player terminal 1 to acquire it.
[0199] The battle game executing unit 1081a is responsible for control for executing the battle game.
[0200] When a training ball is used, the training ball management unit 1082a updates the ally character database and stores the training ball ID in association with the ally character ID of the ally character.
[0201] When an operation to change (increase) a parameter is performed via the ally character detail screen or the collective strengthening screen, the parameter change unit 1083a changes (increases) the parameter in accordance with the operation.
[0202] The synchronization function management unit 1084a determines the ranking based on the character level value of the ally characters owned by the player, and determines the character level value corresponding to a predetermined ranking (in this embodiment, the top 20th) as the synchronization level. Then, the ally character database is updated, and the ally character ID of the ally character with the determined synchronization level is associated with information to be used as the reference value of the synchronization level and stored.
[0203] Furthermore, the synchronization function management unit 1084a updates the ally character database to associate and store information indicating that the synchronization level function is available with the ally character IDs of ally characters whose character levels are below the synchronization level.
[0204] The synchronization function management unit 1084a also determines the ranking based on the equipment rank value of the ally character owned by the player, and determines the equipment rank value corresponding to a predetermined ranking (top 20 in this embodiment) as the synchronization rank. Then, the ally character database is updated, and the ally character ID of the ally character of the determined synchronization rank is associated with information to be used as the reference value of the synchronization rank and stored.
[0205] Furthermore, the synchronization function management unit 1084a updates the ally character database to associate and store information indicating that the synchronization rank function is available with the ally character IDs of ally characters whose equipment rank is less than the synchronization rank.
[0206] The sync function management unit 1084a also determines the ranking of the ally characters owned by the player based on the equipment rank value and the number of pieces of equipment, and determines the number of pieces of equipment corresponding to a predetermined ranking (top 20 in this embodiment) as the number of sync equipment. It then updates the ally character database and stores information that is the reference value of the number of sync equipment in association with the ally character ID of the ally character with the determined number of sync equipment.
[0207] The synchro function management unit 1084a also updates the ally character database to associate and store information indicating that the synchro equipment function is available with the ally character IDs of ally characters whose equipment rank is synchro rank and whose number of pieces of equipment is less than the synchro equipment number.The synchro function management unit 1084a also updates the ally character database to associate and store information indicating that the synchro equipment function is available with all ally character IDs whose equipment rank is less than synchro rank.
[0208] The sync function management unit 1084a also determines the ranking of the ally characters owned by the player based on their equipment rank values and their maximum reinforcement numbers, and determines the maximum reinforcement number value corresponding to a predetermined ranking (top 20 in this embodiment) as the sync equipment reinforcement number. It then updates the ally character database and stores information that is the reference value of the sync equipment reinforcement number in association with the ally character ID of the ally character with the determined sync equipment reinforcement number.
[0209] The sync function management unit 1084a also updates the ally character database to associate and store information indicating that the sync equipment strengthening function is available with the ally character IDs of ally characters whose equipment rank is sync rank and whose maximum strengthening number is less than the sync equipment strengthening number. The sync function management unit 1084a also updates the ally character database to associate and store information indicating that the sync equipment strengthening function is available with all ally character IDs whose equipment rank is less than sync rank.
[0210] (Specific Processing in Player Terminal 1 and Server 1000) FIG. 23 is a flowchart for explaining the synchronization management process in the server 1000. The synchronization management process is executed in the server 1000 at a predetermined opportunity set in advance. The predetermined opportunity may be, for example, the timing when the player starts a game application in the player terminal 1 and transmits login information to the server 1000. The predetermined opportunity may be, for example, the timing when an ally character confirmation screen is displayed in the player terminal 1. The predetermined opportunity may be, for example, the timing when an ally character detail screen is displayed in the player terminal 1. The predetermined opportunity may be, for example, the timing when a strengthening screen is displayed collectively in the player terminal 1. The predetermined opportunity may be, for example, the timing when a screen transition is performed in the player terminal 1. The predetermined opportunity may be, for example, the timing when an operation is performed in the player terminal 1 to change (strengthen) various parameters of an ally character.
[0211] When the synchronization management process is executed, the synchronization function management unit 1084a determines the ranking based on the character level values of the ally characters owned by the player (S1-1).The synchronization function management unit 1084a then sets the character level value corresponding to a predetermined ranking (in this embodiment, the top 20) among the determined rankings as the synchronization level (S1-2).
[0212] The synchronization function management unit 1084a also determines the ranking based on the equipment rank values of the ally characters owned by the player (S1-3).The synchronization function management unit 1084a then sets the equipment rank value that corresponds to a predetermined ranking (in this embodiment, the top 20) from among the determined rankings as the synchronization rank (S1-4).
[0213] The synchronization function management unit 1084a also determines the ranking based on the equipment rank value and the number of pieces of equipment of the ally character owned by the player (S1-5).The synchronization function management unit 1084a then sets the number of pieces of equipment that corresponds to a predetermined ranking (in this embodiment, the top 20) among the determined rankings as the number of pieces of synchronization equipment (S1-6).
[0214] The synchronization function management unit 1084a also determines the ranking based on the equipment rank value and the maximum reinforcement number value of the ally character owned by the player (S1-7).The synchronization function management unit 1084a then sets the maximum reinforcement number value corresponding to a predetermined ranking (in this embodiment, the top 20) among the determined rankings as the synchronization equipment reinforcement number (S1-8).
[0215] The synchronization function management unit 1084a updates the ally character database based on the settings made in steps S1-2, S1-4, S1-6, and S1-8 (S1-9). Specifically, the synchronization function management unit 1084a stores, for each ally character ID, information on whether or not to set the synchronization level as a reference value and information on whether or not the synchronization level function is available, in association with each other. Also, the synchronization function management unit 1084a stores, for each ally character ID, information on whether or not to set the synchronization rank as a reference value and information on whether or not the synchronization rank function is available, in association with each other. The synchronization function management unit 1084a stores, for each ally character ID, information on whether or not to set the synchronization equipment number as a reference value and information on whether or not the synchronization equipment function is available, in association with each other. The synchronization function management unit 1084a stores, for each ally character ID, information on whether or not to set the synchronization equipment reinforcement number as a reference value and information on whether or not the synchronization equipment reinforcement function is available, in association with each other.
[0216] Furthermore, the synchronization function management unit 1084a sets the ally character database updated in step S1-9 above so that it can be acquired by the player terminal 1 (S1-10).
[0217] As described above, in this embodiment, the processes of steps S1-3, S1-5, and S1-7 are performed separately to determine a ranking based on the equipment rank value, a ranking based on the equipment rank value and the number of equipment, and a ranking based on the equipment rank value and the maximum number of reinforcements. However, at least two of the processes of steps S1-3, S1-5, and S1-7 may be performed as one process. For example, the ranking based on the equipment rank value and the number of equipment determined in step S1-5 may be applied to the ranking based on the equipment rank value determined in step S1-3, and the synchro rank may be set in step S1-4. Also, for example, the ranking based on the equipment rank value and the number of equipment determined in step S1-7 may be applied to the ranking based on the equipment rank value determined in step S1-3, and the synchro rank may be set in step S1-4.
[0218] Fig. 24 is a flowchart explaining ally character detail screen processing in the player terminal 1. When the ally character detail screen is displayed on the display 26, the ally character detail screen processing shown in Fig. 24 is executed. In the ally character detail screen processing, when a training ball is used via the training ball list pop-up 55 shown in Fig. 17A and an equipment rank is determined via the rank-up confirmation pop-up 56 shown in Fig. 17B and the decision operation unit 56c is operated (YES in P1-1), the game execution control unit 80a transmits training ball use information including a training ball ID linked to the used training ball, the ally character for which the training ball was used, and the determined equipment rank to the server 1000 (P1-2).
[0219] In addition, if a training ball ID is linked to an ally character to be displayed on the ally character detail screen based on the ally character database (YES in P1-3), the display control unit 82a displays on the display 26 an ally character detail screen on which a training ball band 57 as shown in Figures 18A and 19A is displayed (P1-4).
[0220] Furthermore, if information indicating that each synchronization function can be used is linked to an ally character displayed on the ally character detail screen based on the ally character database (YES in P1-5), the display control unit 82a displays on the display 26 an ally character detail screen on which a synchronization band 34 as shown in Figures 13B, 13C, and 16A is displayed (P1-6).
[0221] Furthermore, when an operation to change a parameter is performed (YES in P1-7), the game execution control unit 80a transmits parameter change information indicating the parameter to be changed to the server 1000 (P1-8). Note that the parameter change information may include information such as the ally character ID of the ally character whose parameter is to be changed, information indicating the type of parameter to be changed, information indicating the value of the parameter after the change, information indicating whether or not the synchronization function is being used, and information indicating whether or not the training ball function is being used.
[0222] In addition, when the ally character database is changed (YES in P1-9), the display control unit 82a updates and displays the ally character detail screen based on the changed ally character database, and displays various pop-ups shown in Figures 14B, 15A, 15B, 16B, 18B, and 19B (P1-10).
[0223] 25 is a flowchart explaining the parameter change process in the server 1000. When the training ball management unit 1082a receives training ball use information (YES in S2-1), it updates the ally character database by linking the training ball ID to the ally character ID and storing them based on the training ball use information (S2-3). In addition, the training ball management unit 1082a sets the updated ally character database so that it can be acquired by the player terminal 1 (S2-5).
[0224] Furthermore, when the parameter change unit 1083a receives parameter change information (YES in S2-7) and the synchronization function is used (YES in S2-9), it executes a parameter change process (S2-11) that changes various parameters of the ally character (character level, skill level, equipment rank, number of pieces of equipment, equipment strengthening level) free of charge, and updates the ally character database. At this time, the parameter change unit 1083a changes various parameters of the ally character free of charge to the parameter values specified by the player based on the received parameter change information.
[0225] In addition, when the various parameters of an ally character have been increased free of charge up to the standards for each sync function, the sync function management unit 1084a deletes the information corresponding to the sync function that was used from the information indicating that the sync function linked to that ally character ID can be used.
[0226] Specifically, when the synchro level function is used and the character level of the ally character is raised to the synchro level free of charge, the synchro function management unit 1084a deletes information indicating that the synchro level function linked to the ally character ID is available. Also, when the synchro rank function is used and the equipment rank of the ally character is raised to the synchro rank free of charge, the synchro function management unit 1084a deletes information indicating that the synchro rank function linked to the ally character ID is available. Also, when the synchro equipment function is used and the equipment number of the ally character is raised to the synchro equipment number free of charge, the synchro function management unit 1084a deletes information indicating that the synchro equipment function linked to the ally character ID is available. Also, when the synchro equipment strengthening function is used and the maximum strengthening number of the ally character is raised to the synchro equipment strengthening number free of charge, the synchro function management unit 1084a deletes information indicating that the synchro equipment strengthening function linked to the ally character ID is available.
[0227] Furthermore, when the training ball function is used (YES in S2-13), the parameter change unit 1083a executes a parameter change process (S2-15) for changing the parameters of the character level or equipment rank of the ally character free of charge, and updates the ally character database. At this time, the parameter change unit 1083a changes the parameters of the character level or equipment rank of the ally character free of charge to the character level or equipment rank specified by the player based on the received parameter change information. Furthermore, when the training ball management unit 1082a has finished increasing all the parameters associated with the training ball ID free of charge, it deletes the training ball ID from the ally character database.
[0228] Also, when the synchronization function and the training ball function are not used (YES in S2-17), the parameter change unit 1083a executes a parameter change process (S2-19) for changing the parameters of the ally character for a fee, and updates the ally character database. That is, the character level is increased by consuming items such as in-game currency and experience value materials owned by the player. Alternatively, the equipment rank is increased by consuming items such as various equipment and in-game currency owned by the player. Alternatively, the equipment is equipped by consuming items such as various equipment, various material items, and in-game currency owned by the player. Alternatively, the equipment strengthening stage of the equipment is increased by consuming items such as in-game currency owned by the player.
[0229] Furthermore, the parameter change unit 1083a sets the ally character database updated in the above steps S2-11, S2-15, and S2-19 so that it can be acquired by the player terminal 1 (S2-21).
[0230] As described above, the player terminal 1 is provided with a game execution control program 80, a battle game execution program 81, and a display control program 82. The player terminal 1 also functions as a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a. The server 1000 is provided with a game execution control program 1080, a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084. The server 1000 also functions as a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a. However, some or all of these programs and function units may be provided in one or both of the player terminal 1 and the server 1000.
[0231] In the above embodiment, the division of the processes between the player terminal 1 and the server 1000 is merely an example. For example, each process described above may be executed by at least one of the player terminal 1 and the server 1000, or by both, and the execution timing and the device that executes the process are not particularly limited.
[0232] Furthermore, the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example. It goes without saying that the processing of the player terminal 1 and the server 1000 can be designed appropriately without departing from the scope of the present invention.
[0233] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0234] (Processing performed by a computer) A process of linking a game element (equipment, for example, in the above embodiment) to a game medium owned by a player (ally character, for example, in the above embodiment) (step S2-19, for example, in the above embodiment). A process of determining at least one game medium from among the game media owned by the player as a reference game medium (in the above embodiment, as an example, an ally character that serves as the reference value for the number of Synchro Equipment) (in the above embodiment, as an example, steps S1-6 and S1-9). A process of linking game elements to a specific game medium owned by a player other than the reference game medium (in the above embodiment, as an example, an ally character that can use the Synchro Equipment function) based on the game elements linked to the reference game medium (in the above embodiment, as an example, step S2-11).
[0235] In the above embodiment, the game element to be linked to the ally character is equipment, but the content of the game element is not limited to this. For example, in addition to various items and equipment, parameter improvement abilities (abilities, skills, etc.) and additional action abilities (abilities, skills, etc.) that can be attached to and detached from the ally character may be used as the game element. For example, the parameter improvement ability may be determined as a rate at which a predetermined parameter (e.g., HP) of the ally character increases (e.g., HP increases by 10%). For example, the parameter improvement ability may be determined as a numerical value at which a predetermined parameter (e.g., attack power) of the ally character increases (e.g., attack power is increased by +5). For example, the additional action ability may be determined as a type of skill or ability that the ally character can use in the game.
[0236] The process of linking game elements to game media owned by the player (in the above embodiment, as an example, step S2-19) may include consuming consumable game media linked to the player (in the above embodiment, as an example, items such as various equipment, various material items, in-game currency, etc. owned by the player). The process of linking a game element to a specific game medium based on the game element linked to the reference game medium (in the above embodiment, step S2-11 as an example) does not have to consume the consumable game medium linked to the player. In the above embodiment, the case where the consumption game medium is not consumed when the synchronization function is used is described, but the present invention is not limited to this. For example, the consumption amount of the consumption game medium may be less than that when the synchronization function is not used. In addition, the consumption game medium consumed when the synchronization function is used may be less difficult to obtain than the consumption game medium consumed when the synchronization function is not used.
[0237] The process of linking game elements to a specific game medium based on game elements linked to a reference game medium (in the above embodiment, as an example, step S2-11) may include linking the same number of game elements to the specific game medium as the game elements linked to the reference game medium.
[0238] The process of linking a game element to a specific game medium based on the game element linked to the reference game medium (in the above embodiment, as an example, step S2-11) may include a case in which a game element of the same type as the game element linked to the reference game medium and having the same specified conditions as the game element linked to the reference game medium is linked to the specific game medium, and a case in which a game element of a different type than the game element linked to the reference game medium and having the same specified conditions as the game element linked to the reference game medium is linked to the specific game medium. The predetermined condition may include at least one of a parameter indicating the strength (e.g., rank), a parameter indicating the rarity (e.g., rarity), and a place where the game element is obtained within the game. The place where the game element is obtained may include a type of battle game (such as a level or difficulty) where the game element can be obtained, an in-game shop where the game element can be purchased, a gacha, etc.
[0239] When the progress status (in the above embodiment, as an example, the equipment status of equipment) linked to the game medium owned by the player (in the above embodiment, as an example, an ally character) satisfies a specific condition (in the above embodiment, as an example, all six pieces of equipment are equipped), a process of changing the value of a specific parameter (in the above embodiment, as an example, the equipment rank) linked to the game medium (in the above embodiment, as an example, step S2-19). A process of determining at least one game medium from among the game media owned by the player as a reference game medium (in the above embodiment, as an example, an ally character that serves as the reference value for the number of Synchro Equipment) (in the above embodiment, as an example, steps S1-6 and S1-9). A process of updating the progress status linked to a specific game medium other than the reference game medium owned by the player based on the progress status linked to the reference game medium (in the above embodiment, as an example, updating the number of pieces of equipment), and changing the value of a specific parameter linked to the specific game medium based on the value of a specific parameter linked to the reference game medium (in the above embodiment, as an example, step S2-11).
[0240] When the progress status linked to the game medium owned by the player satisfies a specific condition, the process of changing the value of a specific parameter linked to the game medium (in the above embodiment, as an example, step S2-19) may include consuming consumable game medium linked to the player (in the above embodiment, as an example, items such as various equipment, various material items, in-game currency, etc. owned by the player). The process of updating the progress status linked to a specific game medium based on the progress status linked to a reference game medium and changing the value of a specific parameter linked to the specific game medium based on the value of a specific parameter linked to the reference game medium (in the above embodiment, as an example, step S2-11) does not require consuming consumable game medium linked to the player.
[0241] The progress status may have a plurality of stages (in the above embodiment, as an example, from a stage where no equipment is equipped to a stage where six equipment items are equipped). The process of updating the progress status linked to a specific game medium based on the progress status linked to a reference game medium and changing the value of a specific parameter linked to the specific game medium based on the value of a specific parameter linked to the reference game medium (in the above embodiment, as an example, step S2-11) may include updating the stage of the progress status linked to the specific game medium to the same stage (same number of equipment) as the stage of the progress status linked to the reference game medium (in the above embodiment, as an example, the number of synchro equipment).
[0242] In the above embodiment, the multiple stages of the progress status are described as having stages from no equipment to six equipment, but the present invention is not limited to this. For example, the relationship between experience points and levels may be applied to the relationship between the progress status and multiple stages. In other words, in the case where the level increases when the experience points reach a specified number, the multiple stages can be said to be the numerical values of experience points from 0 to the specified number and up to the next level.
[0243] In the above embodiment, the case where the information on whether or not to set the reference value of the synchro level and the information on whether or not the synchro level function can be used for each ally character ID are linked to the character database and stored is shown, but these pieces of information do not have to be linked to the character database. In addition, in the above embodiment, the case where the information on whether or not to set the reference value of the synchro rank and the information on whether or not the synchro rank function can be used are linked to the character database and stored is shown, but these pieces of information do not have to be linked to the character database and stored. In addition, in the above embodiment, the case where the information on whether or not to set the reference value of the synchro equipment number and the information on whether or not the synchro equipment function can be used are linked to the character database and stored is shown, but these pieces of information do not have to be linked to the character database and stored. In addition, in the above embodiment, the case where the information on whether or not to set the reference value of the synchro equipment reinforcement number and the information on whether or not the synchro equipment reinforcement function can be used for each ally character ID are linked to the character database and stored is shown, but these pieces of information do not have to be linked to the character database and stored.
[0244] For example, when the server 1000 receives parameter change information from the player terminal 1, the server 1000 may derive a reference value for each synchronization function by referring to the character database. The server 1000 may update the various parameters of allied characters whose parameters are below the reference value for each synchronization function free of charge, and update the various parameters of allied characters whose parameters are equal to or above the reference value for each synchronization function for a fee. The server 1000 may also check whether there are any problems with the update contents of the various parameters, and update the various parameters if there are no problems.
[0245] Furthermore, the player terminal 1 may derive a reference value corresponding to each synchronization function by referring to the latest character database acquired from the server 1000. Furthermore, when the character database is updated in the server 1000, the player terminal 1 may acquire the updated character database and derive a reference value corresponding to each synchronization function by referring to the acquired latest character database. Then, the player terminal 1 may display an ally character confirmation screen, an ally character detail screen, a collective strengthening screen, etc., based on the derived reference value corresponding to each synchronization function.
[0246] Furthermore, when the player performs an operation to change the character level of an ally character, the player terminal 1 may transmit to the server 1000 parameter change information including information that can identify whether the character level of the ally character is less than the synchro level or equal to or greater than the synchro level. Furthermore, when the player performs an operation to change the equipment rank of an ally character, the player terminal 1 may transmit to the server 1000 parameter change information including information that can identify whether the equipment rank of the ally character is less than the synchro rank or equal to or greater than the synchro rank. Furthermore, when the player performs an operation to equip an equipment item on an ally character, the player terminal 1 may transmit to the server 1000 parameter change information including information that can identify whether the equipment number of the ally character is less than the synchro equipment number or equal to or greater than the synchro equipment number. Furthermore, when the player performs an operation to change the equipment enhancement stage of the equipment of the ally character, the player terminal 1 may transmit to the server 1000 parameter change information including information that can identify whether the maximum enhancement number of the ally character is less than the synchro equipment enhancement number or equal to or greater than the synchro equipment enhancement number.
[0247] In addition, in the above embodiment, a case has been shown in which a character level can be increased by consuming items (consumable game media) such as in-game currency and experience point materials owned by the player, but a character level may also be increased based on experience points accumulated by winning a battle game.
[0248] In the above embodiment, the ranking is determined based on the character level value of the ally character owned by the player, and the character level value corresponding to a predetermined ranking (top 20th place) is set as the reference value of the synchro level, but this is not limited to the above. For example, the character level of the ally character with the lowest character level value among the ally characters set by the player in a predetermined frame may be set as the reference value of the synchro level. Alternatively, the character level of any ally character specified by the player may be set as the reference value of the synchro level.
[0249] In the above embodiment, the ranking is determined based on the equipment rank value of the ally character owned by the player, and the equipment rank value corresponding to a predetermined ranking (top 20th place) is set as the reference value of the synchronization rank, but this is not limited to the above. For example, the equipment rank of the ally character with the lowest equipment rank value among the ally characters set by the player in a predetermined frame may be set as the reference value of the synchronization rank. Alternatively, the equipment rank of any ally character specified by the player may be set as the reference value of the synchronization rank.
[0250] In the above embodiment, the ranking is determined based on the equipment rank and the number of equipment of the ally character owned by the player, and the number of equipment corresponding to a predetermined ranking (top 20) is set as the reference value of the number of synchronous equipment, but this is not limited to the above. For example, the number of equipment of the ally character with the lowest ranking based on the equipment rank and the number of equipment among the ally characters set by the player in a predetermined frame may be set as the reference value of the number of synchronous equipment. Alternatively, the number of equipment of any ally character specified by the player may be set as the reference value of the number of synchronous equipment.
[0251] In the above embodiment, the ranking is determined based on the equipment rank and the value of the maximum reinforcement number of the ally character owned by the player, and the value of the maximum reinforcement number corresponding to a predetermined ranking (top 20th place) is set as the reference value of the number of reinforcements for the synchronous equipment, but this is not limited to the above. For example, the maximum reinforcement number of the ally character with the lowest ranking based on the equipment rank and the value of the maximum reinforcement number among the ally characters set by the player in a predetermined frame may be set as the reference value of the number of reinforcements for the synchronous equipment. Alternatively, the maximum reinforcement number of any ally character specified by the player may be set as the reference value of the number of reinforcements for the synchronous equipment.
[0252] In the above embodiment, the case where the sync function is enabled for the character level, skill level, equipment rank, number of equipment, and equipment strengthening stage is described, but the targets for which the sync function is enabled are not limited to these. For example, the rank and rarity of an ally character may be the target of the sync function. The level and rank of a specific skill of an ally character may be the target of the sync function. The number of weapons and armor that can be equipped to an ally character, or the number of skills that an ally character can acquire may be the target of the sync function. The level, rank, and rarity of equipment such as weapons and armor owned by the player may be the target of the sync function. The level, rank, and rarity of synthesis materials owned by the player may be the target of the sync function.
[0253] In the above embodiment, the case was shown where all ally characters owned by the player who do not meet the reference value for each sync function can use each sync function, but a limit may be placed on the number of ally characters that can use the sync function (for example, up to 10). Alternatively, an item that allows the sync function to be used may be provided separately, and only ally characters that use the item may be allowed to use the sync function.
[0254] In the above embodiment, the case where the use of each sync function makes it possible to change (increase) various parameters to the same value as the reference value of each sync function has been described, but the present invention is not limited to this. For example, the use of each sync function may make it possible to change (increase) various parameters to a value in a predetermined range set based on the reference value of each sync function. The predetermined range may be a value in a range including the reference value. For example, the predetermined range may be any value within a range of ±X from the reference value, that is, from a value obtained by subtracting the value X from the reference value to a value obtained by adding the value X to the reference value. Also, for example, the predetermined range may be any value within a range of ±Y% from the reference value, that is, from a value Y% smaller than the reference value to a value Y% larger than the reference value.
[0255] In addition, in this embodiment, the predetermined ranking value for determining the synchro level, the predetermined ranking value for determining the synchro rank, and the predetermined ranking value for determining the number of synchro equipment are all set to a common value (in this embodiment, the top 20), but this is not limited to this. In other words, in this embodiment, the predetermined ranking value for determining the synchro level, the predetermined ranking value for determining the synchro rank, and the predetermined ranking value for determining the number of synchro equipment may be at least partially different.
[0256] Also, upper limits of various parameters may be set according to the type of ally character. Then, when the reference value of each sync function is higher than the set upper limit value of the various parameters, the sync function may be used to change the various parameters free of charge within the range of the set upper limit value of the various parameters. Alternatively, when the reference value of each sync function is higher than the set upper limit value of the various parameters, the sync function may be used to change the various parameters free of charge within the range of the reference value of each sync function beyond the set upper limit value of the various parameters.
[0257] <Modification> The modified examples will be described in detail below. Note that each configuration in the modified examples may be combined with each configuration in the above embodiment. In the following, the description of the same configuration as in the above embodiment will be omitted, and the configuration different from the above embodiment will be described in detail.
[0258] In the above embodiment, a case has been shown in which the reference value of each sync function is determined in the server 1000 and the ally character database is updated. In contrast, in the modified example, a reference value of each sync function is determined in the player terminal 1 and the ally character database is updated. Also, in the above embodiment, a case has been shown in which information used as the reference value of each sync function is stored in association with the ally character ID of an ally character. In contrast, in the modified example, the information used as the reference value of each sync function is not stored in association with the ally character ID of an ally character, but the reference value of each sync function itself is stored.
[0259] FIG. 26 is a flowchart for explaining the synchronization management process in the player terminal 1 according to the modified example. The synchronization management process according to the modified example is executed at a predetermined opportunity set in advance at the player terminal 1. The predetermined opportunity may be, for example, the timing when the player starts up a game application at the player terminal 1. The predetermined opportunity may be, for example, the timing when an ally character confirmation screen is displayed at the player terminal 1. The predetermined opportunity may be, for example, the timing when an ally character detail screen is displayed at the player terminal 1. The predetermined opportunity may be, for example, the timing when a strengthening screen is displayed collectively at the player terminal 1. The predetermined opportunity may be, for example, the timing when a screen transition is performed at the player terminal 1. The predetermined opportunity may be, for example, the timing when an operation is performed at the player terminal 1 to change (strengthen) various parameters of an ally character.
[0260] When the synchro management process according to the modified example is executed, the game execution control unit 80a of the player terminal 1 determines a ranking based on the character level values of the ally characters owned by the player (P2-1).Then, the game execution control unit 80a sets the character level value corresponding to a predetermined ranking (top 20th in the modified example) among the determined rankings as the synchro level (P2-2).
[0261] The game execution control unit 80a also determines the ranking based on the equipment rank values of the ally characters owned by the player (P2-3).Then, the game execution control unit 80a sets the equipment rank value corresponding to a predetermined ranking (in the modified example, the top 20th place) from among the determined rankings as the synchronization rank (P2-4).
[0262] The game execution control unit 80a also determines the ranking based on the equipment rank value and the number of pieces of equipment of the ally character owned by the player (P2-5).Then, the game execution control unit 80a sets the number of pieces of equipment corresponding to a predetermined ranking (top 20 in the modified example) among the determined rankings as the number of synchro equipment (P2-6).
[0263] The game execution control unit 80a also determines the ranking based on the equipment rank value and the maximum reinforcement number value of the ally character owned by the player (P2-7).Then, the game execution control unit 80a sets the maximum reinforcement number value corresponding to a predetermined ranking (in the modified example, the top 20th place) among the determined rankings as the Synchro Equipment reinforcement number (P2-8).
[0264] The game execution control unit 80a updates the ally character database based on the settings made in steps P2-2, P2-4, P2-6, and P2-8 (P2-9). The game execution control unit 80a stores information on whether the synchro level function is available for each ally character ID in association with each other. The game execution control unit 80a also stores information on whether the synchro rank function is available for each ally character ID in association with each other. The game execution control unit 80a also stores information on whether the synchro equipment function is available for each ally character ID in association with each other. The game execution control unit 80a also stores information on whether the synchro equipment strengthening function is available for each ally character ID in association with each other.
[0265] FIG. 27 is a diagram for explaining the ally character database according to the modified example. As shown in FIG. 27, the ally character database according to the modified example stores the reference value of each synchronization function. The game execution control unit 80a updates the ally character database based on the value of the synchronization level determined in the above step P2-2. The game execution control unit 80a also updates the ally character database based on the value of the synchronization rank determined in the above step P2-4. The game execution control unit 80a also updates the ally character database based on the value of the number of synchronization equipment determined in the above step P2-6. The game execution control unit 80a also updates the ally character database based on the value of the number of synchronization equipment enhancements determined in the above step P2-8.
[0266] In the modified example, the above steps P2-3, P2-5, and P2-7 are executed separately to determine the ranking based on the equipment rank value, the ranking based on the equipment rank value and the number of equipment, and the ranking based on the equipment rank value and the maximum reinforcement number. However, at least two of the above steps P2-3, P2-5, and P2-7 may be executed as one process. For example, the ranking based on the equipment rank value and the number of equipment determined in step P2-5 may be applied to the ranking based on the equipment rank value determined in step P2-3, and the synchronization rank may be set in step P2-4. Also, for example, the ranking based on the equipment rank value and the number of equipment determined in step P2-7 may be applied to the ranking based on the equipment rank value determined in step P2-3, and the synchronization rank may be set in step P2-4.
[0267] When the execution of the above-mentioned synchronization management process (FIG. 26) is completed on the player terminal 1 side, an ally character detail screen process is executed in the same manner as in the above-mentioned embodiment. That is, when information indicating that each synchronization function is available is associated with an ally character displayed on the ally character detail screen based on the ally character database updated in the above-mentioned synchronization management process (FIG. 26), the display control unit 82a displays an ally character detail screen on which a synchronization band 34 is displayed as shown in FIG. 13B, FIG. 13C, and FIG. 16A on the display 26. In addition, when an operation to change various parameters of an ally character is performed by the player, the game execution control unit 80a transmits parameter change information indicating the parameters to be changed to the server 1000.
[0268] Fig. 28 is a flowchart illustrating a parameter change process in the server 1000 according to the modified example. The parameter change process shown in Fig. 28 is executed in place of the parameter change process shown in Fig. 25. Note that, hereinafter, only the points that differ from the parameter change process shown in Fig. 25 will be described.
[0269] When the parameter change unit 1083a of the server 1000 receives parameter change information transmitted from the player terminal 1 (YES in S2-7) and the synchronization function is used (YES in S2-9), it checks whether there is any problem with using the synchronization function (S2-10).
[0270] Specifically, the parameter change unit 1083a of the server 1000 determines the type of synchronization function to be used based on the received parameter change information. The parameter change unit 1083a also derives a reference value for the synchronization function to be used according to the type of synchronization function to be used. Note that the derivation of the reference value for the synchronization function may be performed in the same manner as steps S1-1 to S1-8 in FIG. 23 described above.
[0271] The parameter change unit 1083a then compares the derived reference value of the sync function with various parameters of the ally character designated as the target of use of the sync function in the received parameter change information to determine whether the sync function is available. If the result shows that the sync function is available, that is, if there is no problem with using the sync function, the parameter change unit 1083a moves the process to step S2-11. If the sync function is not available, that is, if there is a problem with using the sync function, the parameter change unit 1083a moves the process to step S2-11.
[0272] Specifically, for example, the parameter change unit 1083a determines that the synchro level function is available when the character level of the ally character designated as the target of use of the synchro level function is lower than the derived synchro level. Also, the parameter change unit 1083a determines that the synchro level function is unavailable when the character level of the ally character designated as the target of use of the synchro level function is equal to or higher than the derived synchro level.
[0273] Also, for example, the parameter change unit 1083a determines that the synchro rank function is available when the equipment rank of the ally character designated as the target of use of the synchro rank function is lower than the derived synchro rank. Also, the parameter change unit 1083a determines that the synchro rank function is unavailable when the equipment rank of the ally character designated as the target of use of the synchro rank function is equal to or higher than the derived synchro rank.
[0274] Also, for example, the parameter change unit 1083a determines that the synchro equipment function cannot be used when the equipment rank of the ally character designated as the target of the synchro equipment function is higher than the synchro rank. Also, the parameter change unit 1083a determines that the synchro equipment function can be used when the equipment rank of the ally character designated as the target of the synchro equipment function is the synchro rank and the number of equipment of the ally character is less than the synchro equipment number. Also, the parameter change unit 1083a determines that the synchro equipment function cannot be used when the equipment rank of the ally character designated as the target of the synchro equipment function is the synchro rank and the number of equipment of the ally character is equal to or greater than the synchro equipment number. Also, the parameter change unit 1083a determines that the synchro equipment function can be used when the equipment rank of the ally character designated as the target of the synchro equipment function is less than the synchro rank.
[0275] Also, for example, the parameter change unit 1083a determines that the sync equipment strengthening function cannot be used when the equipment rank of the ally character designated as the target of the sync equipment function is higher than the sync rank. Also, the parameter change unit 1083a determines that the sync equipment strengthening function can be used when the equipment rank of the ally character designated as the target of the sync equipment strengthening function is the sync rank and the maximum strengthening number of the ally character is less than the sync equipment strengthening number. Also, the parameter change unit 1083a determines that the sync equipment strengthening function cannot be used when the equipment rank of the ally character designated as the target of the sync equipment function is the sync rank and the maximum strengthening number of the ally character is equal to or greater than the sync equipment strengthening number. Also, the parameter change unit 1083a determines that the sync equipment strengthening function can be used when the equipment rank of the ally character designated as the target of the sync equipment function is less than the sync rank.
[0276] As described above, in the modified example, the server 1000 determines whether or not the synchronization function is being used when it receives parameter change information indicating the use of the synchronization function from the player terminal 1. In other words, if it does not receive parameter change information indicating the use of the synchronization function from the player terminal 1, it does not execute processing such as deriving the reference value of the synchronization function. This makes it possible to suppress the risk of an increase in the processing load on the server 1000.
[0277] In the above modification, the division of the processes between the player terminal 1 and the server 1000 is merely an example. For example, each process described above may be executed by at least one of the player terminal 1 and the server 1000, or by both, and the execution timing and the device that executes the process are not particularly limited.
[0278] Furthermore, the processing of the player terminal 1 and the server 1000 in the above-described modified example is merely an example. It goes without saying that the processing of the player terminal 1 and the server 1000 can be designed as appropriate without departing from the scope of the present invention.
[0279] The information processing program for executing the processes in the above-described embodiment and modified examples may be stored in a non-transitory storage medium readable by a computer and provided as the non-transitory storage medium. Furthermore, the information processing program may be provided as a player terminal or an information processing system including the storage medium. The above-described embodiment may also be provided as an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]
[0280] 1 Player terminal 1000 servers S Information Processing System
Claims
1. A process of linking game elements to game media owned by a player; determining at least one of the game media owned by a player as a reference game medium; a process of linking the game elements to a predetermined game medium owned by a player other than the reference game medium, the predetermined game medium having a smaller number of linked game elements than the reference game medium, based on the game elements linked to the reference game medium; An information processing program that causes a computer to carry out the above.
2. The process of linking the game elements to the game media owned by a player includes: Consuming consumable game media associated with the player; The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: not consuming the consumable game media associated with the player; The information processing program according to claim 1 .
3. The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: The information processing program according to claim 1 , further comprising linking the same number of game elements to the predetermined game medium as the number of game elements linked to the reference game medium.
4. The process of linking the game elements to the predetermined game content based on the game elements linked to the reference game content includes: A case where the game element is of the same type as the game element linked to the reference game medium and has the same predetermined condition as the game element linked to the reference game medium, and is linked to the predetermined game medium; A case where the game element, which is a different type from the game element linked to the reference game medium and has the same predetermined condition as the game element linked to the reference game medium, is linked to the predetermined game medium; Including, The predetermined condition is:
3. The information processing program according to claim 1, further comprising at least one of a parameter indicating a level of strength, a parameter indicating a rarity, and a location in the game where the game element can be obtained.
5. 1. An information processing method performed by one or more computers, comprising: A process of linking game elements to game media owned by a player; determining at least one of the game media owned by a player as a reference game medium; a process of linking the game elements to a predetermined game medium owned by a player other than the reference game medium, the predetermined game medium having a smaller number of linked game elements than the reference game medium, based on the game elements linked to the reference game medium; An information processing method comprising:
6. An information processing system including one or more computers, The computer, A process of linking game elements to game media owned by a player; determining at least one of the game media owned by a player as a reference game medium; a process of linking the game elements to a predetermined game medium owned by a player other than the reference game medium, the predetermined game medium having a smaller number of linked game elements than the reference game medium, based on the game elements linked to the reference game medium; An information processing system that carries out the above.
Citation Information
Patent Citations
Program, game control method, and information processing device
JP2017070708A
Program, information processing apparatus, and control method
JP2018068685A
Game device, game method, and game program
JP2021016419A
Information processing unit, information processing method and program
JP2023170376A
Program and information processing device
JP7298766B1