PROGRAM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
The program and information processing device streamline content management in games by extracting and displaying content groups with predetermined relationships, allowing players to easily synthesize and replace content, thus reducing player effort and enhancing the gaming experience.
Patent Information
- Application Number
- JP2025021940
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-02-14
- Publication Date
- 2025-05-13
- Estimated Expiration
- 2044-01-22
AI Technical Summary
Players in games face the hassle of manually selecting original content and evolution material content from their owned content, as existing technologies do not efficiently automate the selection process for content with predetermined relationships.
A program and information processing device that extracts content groups with predetermined relationships, displays them separately on a presentation screen, and allows players to synthesize and replace the synthesis source content and evolution material content with ease.
This solution reduces the effort required for players by automating the selection and replacement of content groups, enhancing the gaming experience by simplifying content management.
Smart Images

Figure 0007675489000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and an information processing device.
[0002] 2. Description of the Related Art Conventionally, games have been known in which a player can combine a plurality of pieces of content owned by the player into one piece of content.
[0003] In this regard, Patent Document 1 discloses a technology for automatically selecting source content and material content from a group of content of the same type owned by a player, and collectively combining the source content and the material content of the same type for each source content. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6891987 Summary of the Invention [Problem to be solved by the invention]
[0005] In such games, it may be possible to evolve a source content by combining the source content with evolution material content that has a predetermined relationship with the source content (for example, the same attribute) but is not the same type. However, when the source content and evolution material content different from the source content are automatically selected, a source content or evolution material content that is not intended by the player may be selected. This causes a problem in that the player must manually select the source content and evolution material content again from a list of owned contents.
[0006] The present invention has been made in view of the above problems, and has an object to provide a program and an information processing device that can reduce the burden on the player. [Means for solving the problem]
[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as: extraction means for extracting a group of contents which have a predetermined relationship with each other from the owned contents owned by a player; display means for displaying a presentation screen which presents each content included in the extracted content group, distinguishing it into source content and evolution material content; and control means which, when an instruction to perform synthesis is received from the player on the presentation screen, synthesizes the source content and evolution material content, and causes the player to acquire evolved content of the source content; and, when an instruction to switch the content group from the player on the presentation screen is received by the display means, switches the source content and the evolution material content on the presentation screen.
[0008] Furthermore, a program according to a second aspect of the present invention causes a computer to function as: extraction means for extracting content groups which have a predetermined relationship with each other from the content owned by the player; display means for displaying a presentation screen which presents each content included in each of the extracted content groups, distinguishing between source content and evolution material content; and control means which, when an instruction to perform a bulk combination is received from the player on the presentation screen, bulk combines the source content and evolution material content respectively, and causes the player to acquire each evolved content of the source content; and, when an instruction to switch between the content groups is received from the player on the presentation screen, the display means switches the source content and the evolution material content on the presentation screen.
[0009] In a third aspect of the present invention, the predetermined relationship is the same attribute.
[0010] In a fourth aspect of the present invention, the predetermined relationship is that the two have the same rarity.
[0011] In a fifth aspect of the present invention, the display means replaces the synthesis source content with the evolution material content every time the display means receives the replacement instruction on the presentation screen.
[0012] In a sixth aspect of the present invention, when all the contents included in the content group are of the same type, the display means does not accept a replacement instruction for the content group.
[0013] In a seventh aspect of the present invention, the display means presents the evolved content on the presentation screen, and indicates whether or not the evolved content is evolution material content for a specific content included in the owned content.
[0014] In addition, an information processing device according to an eighth aspect of the present invention comprises an extraction means for extracting a group of contents which have a predetermined relationship with each other from the owned contents owned by a player, a display means for displaying a presentation screen in which each content included in the extracted content group is presented distinguished as original content and evolution material content, and a control means for, when an instruction to perform synthesis on the presentation screen is received from the player, synthesizing the original content and the evolution material content and causing the player to acquire the evolved content of the original content, and when the display means receives an instruction to switch the content group from the player on the presentation screen, switching the original content and the evolution material content on the presentation screen.
[0015] In addition, an information processing device according to a ninth aspect of the present invention comprises an extraction means for extracting content groups each having a predetermined relationship with respect to each other from the owned content owned by the player, a display means for displaying a presentation screen in which each content included in each extracted content group is presented distinguished as original content and evolution material content, and a control means for, when an instruction to perform a bulk synthesis on the presentation screen is received from the player, collectively synthesizing the original content and the evolution material content respectively, and causing the player to acquire each evolved content of the original content, and when the display means receives an instruction to switch the content groups from the player on the presentation screen, swaps the original content with the evolution material content on the presentation screen. Effect of the Invention
[0016] According to the present invention, it is possible to reduce the burden on the player. [Brief description of the drawings]
[0017] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional unit of a server device. [Diagram 5] 5 is a flowchart showing an example (specific example 1) of the flow of processes performed by each functional unit shown in FIG. 4 in the game system according to the first embodiment. [Figure 6] FIG. 2 is a diagram showing an example (specific example 1) of a development screen that allows automatic synthesis in the first embodiment. [Figure 7] FIG. 13 is a diagram showing an example (specific example 1) of a presentation screen showing a group of characters to be automatically synthesized in the first embodiment. [Figure 8]FIG. 13 is a diagram showing an example (specific example 1) of a presentation screen in which a synthesis source character and an evolution material character are swapped in the first embodiment. [Figure 9] FIG. 13 is a diagram showing an example (specific example 1) of an acquisition screen showing that an evolved character has been acquired in the first embodiment. [Figure 10] FIG. 13 is a diagram showing an example (specific example 1) of a development screen in which automatic synthesis is not possible in the first embodiment. [Figure 11] 11 is a flowchart showing an example (specific example 2) of the flow of processes performed by each functional means in the game system according to the first embodiment. [Figure 12] FIG. 13 is a diagram showing an example (specific example 2) of a development screen that allows collective synthesis in the first embodiment. [Figure 13] FIG. 13 is a diagram showing an example (specific example 2) of a presentation screen showing each character group to be collectively merged in the first embodiment. [Figure 14] FIG. 13 is a diagram showing an example (specific example 2) of a presentation screen in which a synthesis source character and an evolution material character included in a second character group in the first embodiment are swapped. [Figure 15] FIG. 13 is a diagram showing an example (specific example 2) of an acquisition screen showing that evolved characters have been acquired in the first embodiment. [Figure 16] FIG. 13 is a diagram showing an example (specific example 2) of a development screen in which collective synthesis is not possible in the first embodiment. [Figure 17] 13 is a flowchart showing an example (specific example 1) of the flow of processes performed by each functional means in a game system according to a second embodiment. [Figure 18] 13 is a flowchart showing an example (specific example 2) of the flow of processes performed by each functional means in a game system according to a second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0018] Hereinafter, a number of embodiments of the present invention will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.
[0019] ---First embodiment --- First, the first embodiment will be described.
[0020] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0021] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.
[0022] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of the terminal devices 12 via the communications network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.
[0023] Each terminal device 12 is an information processing device owned by each player, and provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0024] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.
[0025] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.
[0026] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, etc., to function as various functional means. The details of these functional means will be described later.
[0027] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.
[0028] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing the processes in the control device 20, including the game program 14, and information on the results of the processes.
[0029] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including an operating means, a display device, and a sound output device.
[0030] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.
[0031] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .
[0032] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.
[0033] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.
[0034] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0035] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0036] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0037] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.
[0038] The speaker 42 has a function of outputting game sounds and the like.
[0039] <Game Overview> The games (game types) according to the first embodiment include lottery games, quests, training games, etc. The lottery games may be called gacha, lottery, summons, etc. The quests may be called battle games, dungeons, exploration, missions, scenarios, etc.
[0040] The lottery game according to the first embodiment is a game in which the player is provided with (has acquired) one or more contents selected (randomly selected) from a lottery target content group, which is the subject of the lottery, in response to an execution request (instruction) from the player to execute the lottery game. This content mainly includes characters.
[0041] This lottery game is executed based on the consumption of game currency owned by the player. Examples of this game currency include paid items (e.g., paid stones), non-paid items (e.g., free stones), coins, points, etc. The paid items are paid items given to the player based on payment by money, prepaid cards, electronic money, credit cards, crypto assets, etc. The non-paid items are free items given to the player in the game. The non-paid items may have a value equal to that of the paid items, or may have a value lower than that of the paid items. For example, in a certain lottery game, paid items and non-paid items can be consumed without distinction. Note that in another lottery game, only paid items may be consumed. Coins and points are in-game currencies given to the player together with the selected content when the lottery game is executed, for example.
[0042] A quest according to the first embodiment is a game in which the objective is to satisfy a predetermined clear condition (task). For example, this quest is a game in which a deck is organized by a predetermined number of characters (for example, 1 or 5) owned by the player based on an instruction (request) from the player to select a quest from a quest menu. The deck is sometimes called a party or a team.
[0043] An example of a case where a clearing condition (task) is met is when all enemy characters appearing in the quest are defeated using the deck (for example, when hit points are reduced to 0 or less). An example of a case where a clearing condition is not met (when clearing fails) is when all characters organized in the deck are annihilated (for example, when the hit points of all characters are reduced to 0 or less).
[0044] In addition, in a quest according to the first embodiment, when a player meets the clearing conditions, a clearing reward is given to the player. Examples of the clearing reward include game currency (e.g., non-chargeable items, coins, points, etc.), characters, player experience points, etc. In addition, in the first embodiment, when a player clears a quest (satisfies the clearing conditions), a new quest (next quest) is opened (made playable) to the player. For example, this new quest may be more difficult than the quest cleared by the player, but the amount of the clearing reward may be increased or the quality of the clearing reward may be improved.
[0045] For example, a player can organize a deck to be used for a quest by arbitrarily selecting a predetermined number or less of characters from among the characters owned in an organization menu for organizing a deck to be used for a quest in advance.
[0046] Furthermore, in the training game according to the first embodiment, the player can change the parameters (e.g., level and rarity) of a source character (source content) selected from among a number of characters owned by the player by synthesizing (consuming) a character (material content) that is pre-associated with the source character, thereby changing the parameters of the source character to be advantageous to the player.
[0047] For example, in a training game, a character to be trained can be trained by combining a strengthening material item (e.g., strengthening material content) that is associated with the character to be trained with a strengthening synthesis (training) that changes the normal parameters of the source content. Examples of the normal parameters include the level and the number of turns required to activate a skill.
[0048] In the strengthening synthesis according to the first embodiment, the level of a synthesis source character to be developed is increased by synthesizing a quantity (number) of strengthening material items that is predetermined for each level of the synthesis source character. Also, for example, in the strengthening synthesis, the number of turns for activating a skill of the synthesis source character to be developed is decreased by synthesizing a quantity (number) of strengthening material items that is previously associated with each turn for activating a skill of the synthesis source character to be developed.
[0049] In the first embodiment, when a character's level increases by 1, the hit points, attack power, defense power, etc. of the character increase by a predetermined value. For example, the higher the hit points, attack power, or defense power, the more advantageous the progress of the game (e.g., a quest) becomes. The number of turns required for a character to activate a skill includes the number of turns required for a character to activate a skill. For example, the lower the number of turns required for a character to activate a skill, the more advantageous the progress of the game (e.g., a quest) becomes. For example, a skill is activated automatically or by a player's operation (manually) when the same number of turns as the character's skill activation turn number has passed in a quest.
[0050] Also, for example, in a training game, an evolution synthesis (training) can be performed in which a special parameter of a synthesis source character (synthesis source content) to be trained is changed by synthesizing (consuming) an evolution material character (evolution material content) that is previously associated with the synthesis source character (synthesis source content). This special parameter is, for example, rarity. Examples of the previously associated evolution material character include a character of the same rarity as the synthesis source character and of the same type or attribute. In the first embodiment, when the special parameter (rarity) of the synthesis source character is an odd number, the evolution material character previously associated with the synthesis source character has the same special parameter (rarity) as the synthesis source character and is the same type of character as the synthesis source character. Also, when the special parameter (rarity) of the synthesis source character is an even number, the evolution material character previously associated with the synthesis source character has the same special parameter (rarity) as the synthesis source character and is a character with the same attributes as the synthesis source character. Examples of the same type include having the same character ID, the same name, the same image, and the like. For example, a certain character and an evolved character of the certain character are characters of the same type. Examples of the same attribute include the attributes set for the characters being the same. Examples of such attributes include fire (red), water (blue), wood (green), yellow (light), and purple (darkness). Note that in the first embodiment, characters of the same type have the same attribute.
[0051] In the evolutionary synthesis of the first embodiment, the special parameter (rarity) of the source character to be developed is increased by 1 by synthesizing a predetermined number of characters (evolution material characters) that have the same rarity and the same attributes or type as the source character. For example, the character's upper limit of level increases by 5 for every increase in special parameter (rarity). For example, the higher the upper limit of level, the more the player can increase the level through strengthening synthesis. Therefore, by evolving the character, the player can gain an advantage in the progress of the quest (game). Also, for example, the number of turns required for a character to activate a skill decreases by 1 every time the special parameter (rarity) increases by 1. For example, the lower the lower limit of the number of turns required for a skill to be activated, the more the player can decrease the number of turns required for a skill to be activated by strengthening synthesis. Therefore, by evolving a character, the player can gain an advantage in the progress of a quest (game).
[0052] For example, a character can be evolved (developed) until a special parameter reaches a limit value (eg, an upper limit for rarity).
[0053] <Function means> FIG. 4 is a block diagram illustrating an example of the functional means of the server device 10. As shown in FIG.
[0054] 4, the server device 10 comprises, as functional components, a storage means 50, an extraction means 52, a display means 54, and a control means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Note that all or a part of these functional components may be provided in the terminal device 12.
[0055] The storage means 50 has a function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.
[0056] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned character information, owned game currency information, organized deck information, quest progress information, and the like.
[0057] The player rank increases, for example, when the player gains player experience points.
[0058] The owned character information includes information about the characters owned by the player.
[0059] For example, the owned character information is stored in association with the owned character ID for each character owned by the player. This owned character ID is a numerical value that is newly assigned when the player acquires a character (for example, when a lottery game is executed, when a clear reward is acquired, when evolution synthesis is executed, etc.). For example, the owned character information includes the character ID and current parameters of the character. The current parameters include the current values of the regular and special parameters.
[0060] The owned game currency information is stored, for example, for each game currency owned by the player (charged items, non-charged items, coins, points, etc.) in association with the content ID of the game currency. The owned game currency information includes, for example, the number of game currencies owned by the player.
[0061] The organized deck information includes information about the organized deck of the player. This organized deck information includes, for example, the owned character IDs of a predetermined number of characters (e.g., 5 characters) or less that are designated in advance by the player, and the arrangement (e.g., order from the left) of each of the designated characters. This deck is used, for example, when executing a quest.
[0062] The quest progress information includes, for example, the quest IDs of quests that the player has cleared and the quest IDs of quests that are playable.
[0063] Character information 50B includes information related to the character.
[0064] For example, the character information 50B is stored in association with a character ID for each character. The character information 50B includes, for example, a name, an image, attributes, ability information, rarity, strengthening information, evolution information, etc. In the first embodiment, the character ID does not change even if the character evolves.
[0065] The attribute includes one or more attributes that the character has.
[0066] The ability information includes normal parameter information, special parameter information, and skills. The normal parameter information includes the ranges (minimum and maximum values) of normal parameters (level, number of turns until skill activation, etc.). The special parameter information includes the ranges (minimum and maximum values) of special parameters (upper limit value of rarity, upper limit value of level, lower limit value of number of turns until skill activation) for each number of evolutions. Skills include, for example, the ability to recover the hit points of an ally character (e.g., other characters in the deck) in a quest, to strengthen the attack power or defense power of an ally character, or to inflict damage on an enemy character.
[0067] Rarity includes a number ranging from 1 to 6. The number may be represented by a number of stars, for example. In the first embodiment, the range of rarity varies from character to character. For example, one character may range from 1 to 6, and another character may range from 3 to 6. Furthermore, rarity may be a name rather than a numerical value, such as, in ascending order, rare (R), rare plus (R+), super rare (SR), super rare plus (SR+), super special rare (SSR), and super special rare plus (SSR+).
[0068] The strengthening information includes information on the cost required to strengthen a character (e.g., to increase a normal parameter by 1). For example, the strengthening information includes information that identifies an strengthening material item that is pre-associated with the character (e.g., an item ID of the strengthening material item) and the quantity of the strengthening material item. For example, the cost (material items and number) required to increase this normal parameter (e.g., level) by 1 differs depending on the normal parameter (e.g., level) of the original character. Specifically, the cost required to increase (enhance) the normal parameter (e.g., level) by 1 of a character whose normal parameter (level) is 1 to 49 is two enhancement material items. Also, for example, the cost required to increase (enhance) the normal parameter (e.g., level) by 1 of a character whose normal parameter (level) is 50 or higher is three enhancement material items. The cost may differ depending on the attributes of the character, or may differ depending on the character.
[0069] The evolution information includes information on the cost required to evolve a character (e.g., increase a special parameter by 1). For example, the evolution information includes, for each character's special parameter (rarity), information that identifies a pre-associated evolution material character (e.g., the character ID, attributes, and special parameters of the evolution material character) and the quantity of the evolution material character. For example, the cost (character or number) required to increase a special parameter (rarity) differs for each special parameter of the synthesis source character. Specifically, the cost (evolution material character) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 1 by 1 is two characters of the same type whose special parameter is 1. Also, for example, the cost (evolution material character) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 2 by 1 is two characters of the same attribute whose special parameter is 2. Also, for example, the cost (evolution material character) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 3 by 1 is one character of the same type whose special parameter is 3. Also, for example, the cost (evolution material character) required to increase (evolve) the special parameter of a character whose special parameter (rarity) is 4 by 1 is two characters of the same attribute whose special parameter is 4. Also, for example, the cost (evolution material character) required to increase (evolve) the special parameter of a character with a special parameter (rarity) of 5 by 1 is one character of the same type with a special parameter of 5. The cost may differ depending on the attributes of the character, or may differ depending on the character.
[0070] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50C includes the name and prize of the lottery game, lottery target information, and the like.
[0071] The compensation includes the number of game currencies (paid currencies or free currencies) required to execute one lottery. For example, the compensation for a certain lottery game is five paid items or five non-paid items.
[0072] The lottery target information includes identification information (e.g., character ID) of each character constituting the lottery target character group that is the lottery target of the lottery game, and an appearance frequency (weight) associated with the identification information. The appearance frequency includes, for example, any numerical value from 1 to 10. A low numerical value is set for the appearance frequency of a character with a high rarity, and a high numerical value is set for a character with a low rarity. Note that the appearance frequency may be set to different numerical values between characters of the same rarity (e.g., rarity 5). Here, the lottery probability of a character is a value obtained by dividing the appearance frequency set for the character by the total value of the appearance frequencies set for each of the characters constituting the lottery target character group. Specifically, if the appearance frequency set for a character is 2 and the total value of the appearance frequencies set for each of the characters constituting the lottery target character group is 400, the lottery probability of the character is 2 / 400 (0.5%).
[0073] The quest information 50D is stored for each quest in association with the quest ID of the quest. The quest information 50D includes the name of the quest, enemy character information, and reward information for completing the quest.
[0074] The enemy character information includes the enemy character ID and ability parameters of each enemy character that appears in the quest.
[0075] The clear reward information stores information about the clear reward that the player can acquire when clearing a quest. The clear reward information includes identification information (e.g., character ID) of the character that the player acquires, the number of characters acquired, and a drop rate. The drop rate is the probability that the player will acquire a character. For example, the drop rate is higher for a quest with a higher difficulty level.
[0076] (Example 1) The extraction means 52 is a functional means for extracting a character group (content group) from the owned characters (owned contents) owned by the player. In the first embodiment, the extraction means 52 extracts a character group having a predetermined relationship from the owned characters owned by the player. This predetermined relationship may be the same attribute and / or the same rarity (same special parameters), etc.
[0077] For example, the extraction means 52 refers to the owned character information of the player information 50A and the character information 50B, and extracts a character group consisting of a predetermined number of characters (the number required for evolution) that have a predetermined relationship with each other from among the characters owned by the player. Specifically, the extraction means 52 extracts a character group consisting of three fire-attribute characters with a special parameter (rarity) of 2 (for example, character A, character B, and character C). Also, for example, the extraction means 52 extracts a character group consisting of two characters of the same type with a special parameter (rarity) of 3 (for example, character F1, character F2).
[0078] In addition, the extraction means 52 may not extract a character whose special parameter has reached an upper limit (limit value). For example, the extraction means 52 excludes from the extraction target a character whose rarity has reached an upper limit (for example, 6) among the characters owned by the player.
[0079] The display means 54 is a functional means for displaying various screens on the touch panel 32. In the first embodiment, the display means 54 displays a presentation screen in which each character included in the character group (content group) extracted by the extraction means 52 is presented as a synthesis source character and an evolution material character. For example, the display means 54 refers to the possessed character information of the player information 50A, and determines the characters in the character group (character A, character B, character C) as a first presented character (e.g., character A), a second presented character (e.g., character B), and a third presented character (e.g., character C) in order of the possessed character ID (e.g., the time when the player acquired them is the oldest). Next, the display means 54 displays the first presented character as a synthesis source character and the second presented character and the third presented character as evolution material characters on the presentation screen.
[0080] Furthermore, when the display means 54 receives an instruction to replace the group of characters on the presentation screen from the player, it replaces the synthesis source character with the evolution material character. For example, when a replacement button provided on the presentation screen is instructed (touched), the display means 54 updates the presentation screen by setting the second presented character as the synthesis source character and replacing the third presented character and the first presented character as evolution material characters.
[0081] Moreover, the display means 54 replaces the synthesis source character and the evolution material character every time a replacement instruction is received on the presentation screen. For example, when the replacement button is first instructed (touched) on the presentation screen, the display means 54 updates the presentation screen by setting the second presentation character as the synthesis source character and replacing the third presentation character and the first presentation character as evolution material characters. Then, when the replacement button is next instructed (touched) on the presentation screen, the display means 54 updates the presentation screen by setting the third presentation character as the synthesis source character and replacing the first presentation character and the second presentation character as evolution material characters. Then, when the replacement button is next instructed (touched) on the presentation screen, the display means 54 updates the presentation screen by setting the first presentation character as the synthesis source character and replacing the second presentation character and the third presentation character as evolution material characters.
[0082] Furthermore, when the first presented character and the second presented character are the same type of character but different type from the third presented character, the display means 54 does not have to replace the second presented character as the synthesis source character. For example, when the replacement button is first instructed (touched) on the presentation screen, the display means 54 updates the presentation screen by replacing the second presented character with the first presented character as the synthesis source character and the evolution material characters with each other. Subsequently, when the replacement button is next instructed (touched) on the presentation screen, the display means 54 updates the presentation screen by replacing the first presented character with the synthesis source character and the second presented character with the third presented character as the evolution material characters.
[0083] Furthermore, when all characters included in a character group are of the same type, the display means 54 may not accept a replacement instruction for the character group. For example, when all characters included in a character group are of the same type, the display means 54 may not allow the replacement button on the presentation screen to be instructed, or may not provide a replacement button on the presentation screen.
[0084] Furthermore, the display means 54 presents the evolved character on the presentation screen, and indicates whether the evolved character is an evolution material character of a specific character (specific content) included in the owned characters. Examples of the specific character include a character with a higher special parameter (rarity) than the synthesis source character or the evolution material character, a character designated in advance by the player (for example, a character organized in a deck or a character registered as a favorite), and a character designated in advance by the game operator (for example, a character corresponding to an event being held or a featured character in a lottery game). For example, the display means 54 presents an evolved character in which the special parameters of the original character have been changed, and if the evolved character and a specific character have a predetermined relationship with each other (e.g., the same attributes and the same rarity), information indicating that the evolved character is an evolution material character for the specific character (e.g., a string of characters, a mark, etc.) is displayed on the presentation screen.
[0085] The control means 56 is a functional means for controlling the entire game. In the first embodiment, when the control means 56 receives an instruction to execute synthesis from a player on the display screen, the control means 56 synthesizes the synthesis source character and the evolution material character, and allows the player to acquire an evolved character of the synthesis source character. This evolved character is, for example, a character whose special parameter (rarity) is increased by one from the synthesis source character.
[0086] <Processing flow> Fig. 5 is a flow chart showing an example (specific example 1) of the flow of processing performed by each functional means shown in Fig. 4 in the game system 1 according to the first embodiment. The processing of the following steps is started, for example, when the player selects the training menu in the main menu. The order and contents of the following steps can be changed as appropriate.
[0087] (Step SP10) The extraction means 52 refers to the possessed character information of the player information 50A and the character information 50B, and extracts a character group consisting of a predetermined number of characters (the number required for evolution) that have a predetermined relationship with each other from among the characters possessed by the player. Then, the process proceeds to the process of step SP12.
[0088] (Step SP12) The control means 56 judges in step SP10 whether or not one character group has been extracted. If the judgment is affirmative, the process proceeds to step SP14. On the other hand, if the judgment is negative, the process proceeds to step SP30.
[0089] (Step SP14) The display means 54 displays on the touch panel 32 a development screen indicating that random synthesis (automatic synthesis) is possible.
[0090] FIG. 6 is a diagram showing an example (specific example 1) of the development screen 60 that allows automatic synthesis in the first embodiment.
[0091] As shown in FIG. 6, the training screen 60 is provided with a training mode switching tab 62, a character information area 64, an automatic synthesis button 66, and a back button 68. The development mode switching tab 62 is a tab (instruction area) for instructing to switch the character development mode. For example, when the development mode switching tab 62A is instructed (touched), the screen switches to a mode for evolving the character. Also, for example, when the development mode switching tab 62B is instructed (touched), the screen switches to a mode for strengthening the character. In the character information area 64, an image of the character is displayed in an area corresponding to each character owned by the player. The image of the character displays information indicating the rarity and attributes of the character. In addition, the character information area 64 is provided with a mark M, which is information indicating that the character can evolve. The characters with the mark M are the characters extracted in step SP10. The automatic synthesis button 66 is a button (instruction area) for automatically selecting an evolvable owned character and issuing an instruction for evolution synthesis. The back button 68 is a button (instruction area) for issuing an instruction to close the training screen 60 and return to the main menu.
[0092] Returning to FIG. 5, the process proceeds to step SP16.
[0093] (Step SP16) The control means 56 judges whether or not an instruction to automatically combine owned characters has been given by the player. For example, when the automatic combination button is instructed (touched) on the training screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the processing proceeds to processing of step SP18. On the other hand, when the judgment is judged as negative, that is, when the back button is instructed (touched), the processing ends the series of processing shown in FIG. 5.
[0094] (Step SP18) The display means 54 displays on the touch panel 32 a presentation screen (confirmation screen) that presents each character included in the character group to be subjected to random synthesis, distinguishing between a synthesis source character and an evolution material character.
[0095] FIG. 7 is a diagram showing an example (specific example 1) of a presentation screen 70 showing a group of characters to be automatically synthesized in the first embodiment.
[0096] As shown in FIG. 7, the presentation screen 70 is provided with a composite character information area 72, a replacement button 74, a back button 76, and a composite execution button 78. The combination character information area 72 shows a group of characters that can be combined. For example, the combination character information area 72 shows images of combination source characters included in the character group and images of evolution material characters in a distinguished manner. The combination character information area 72 also shows images of characters after training (evolved characters) corresponding to the combination source characters. For example, the combination character information area 72 also shows whether the characters after training (evolved characters) are evolution material characters for the owned character. The exchange button 74 is a button (instruction area) for issuing an instruction to exchange the synthesis source character with the evolution material character. The back button 76 is a button (instruction area) for instructing to close the presentation screen 70 and return to the training screen. When the back button 76 is instructed, the process proceeds to step SP14 (not shown in FIG. 5). The synthesis execution button 78 is a button (instruction area) for issuing an instruction to execute evolutionary synthesis.
[0097] Returning to FIG. 5, the process proceeds to step SP20.
[0098] (Step SP20) The control means 56 judges whether or not there is an instruction from the player to switch the synthesis source character and the evolution material character. For example, when the switch button is instructed (touched) on the presentation screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the process proceeds to the process of step SP22. On the other hand, when the judgment is judged as negative, the process proceeds to the process of step SP24.
[0099] (Step SP22) The display means 54 displays on the touch panel 32 a presentation screen in which the synthesis source character and the evolution material character are swapped.
[0100] FIG. 8 is a diagram showing an example (specific example 1) of the presentation screen 70 in which the synthesis source character and the evolution material character in the first embodiment are interchanged.
[0101] 8, the synthesis source character and the evolution material character are switched in the synthesis character information area 72. In addition, for example, the synthesis character information area 72 indicates whether the character after training (evolved character) is an evolution material character of the owned character.
[0102] Returning to FIG. 5, the process proceeds to step SP24.
[0103] (Step SP24) The control means 56 judges whether or not an instruction to execute evolution synthesis has been given by the player. For example, when the synthesis execution button is instructed (touched) on the presentation screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the process proceeds to the process of step SP26. On the other hand, when the judgment is judged as negative, the process proceeds to the process of step SP20.
[0104] (Step SP26) The control means 56 evolves the original character into an evolved character by combining the original character with the evolution material character. The original character and the evolution material character are the original character and the evolution material character displayed on the display screen when the execute combine button is pressed. The control means 56 then deletes the original character and the evolution material character from the owned character information of the player information 50A, and adds the evolved character. Then, the process proceeds to step SP28.
[0105] (Step SP28) The display means 54 displays on the touch panel 32 an acquisition screen showing the evolved character acquired by the player.
[0106] FIG. 9 is a diagram showing an example (specific example 1) of an acquisition screen 80 showing that an evolved character has been acquired in the first embodiment.
[0107] As shown in FIG. 9, the acquisition screen 80 is provided with an acquired character information area 82 and a done button 84. The acquired character information area 82 displays evolved characters acquired by the player through random synthesis. The completion button 84 is a button (instruction area) for closing the result screen 80 and issuing an instruction to return to the development screen.
[0108] Then, the series of processes shown in FIG. 5 ends.
[0109] (Step SP30) The display means 54 displays on the touch panel 32 a development screen indicating that automatic synthesis is not possible.
[0110] FIG. 10 is a diagram showing an example (specific example 1) of the development screen 60 in which automatic synthesis is not possible in the first embodiment.
[0111] As shown in FIG. 10, the automatic synthesis button 66 on the training screen 60 is displayed in a display form that cannot be selected because no character group was extracted in step SP10.
[0112] Then, the series of processes shown in FIG. 5 ends.
[0113] (Example 2) In the above-mentioned specific example 1, it has been described that the extraction means 52 extracts one character group in the above step SP10, but it may also extract a plurality of character groups.
[0114] For example, the extraction means 52 refers to the owned character information of the player information 50A and the character information 50B, and extracts a group of characters having a predetermined relationship from the owned characters owned by the player. For example, the extraction means 52 extracts a group of characters having a predetermined relationship from the owned characters owned by the player, each of which is composed of a predetermined number of characters (a number required for evolution). Specifically, the extraction means 52 extracts a first character group (e.g., character A1, character A2, character A3) consisting of three characters of the same type having a rarity of 1, a second character group (e.g., character D1, character D2, character E) consisting of three water-attribute characters having a rarity of 2, and a third character group (e.g., character F1, character F2) consisting of two characters of the same type having a rarity of 3.
[0115] Further, the display means 54 displays a presentation screen in which each character included in each extracted character group is presented as a synthesis source character and an evolution material character. For example, the display means 54 displays a presentation screen in which each character included in the first character group to the third character group extracted by the extraction means 52 is presented as a synthesis source character and an evolution material character. Specifically, the display means 54 refers to the possessed character information of the player information 50A, and determines the first presented character (e.g., character A1), the second presented character (e.g., character A2), and the third presented character (e.g., character A3) in the first character group (character A1, character A2, character A3) in order of the possessed character ID (e.g., the time when the player acquired them is the oldest). Next, the display means 54 displays the first presented character as a synthesis source character and the second presented character and the third presented character as evolution material characters in the first character group on the presentation screen.
[0116] Similarly, the display means 54 refers to the owned character information of the player information 50A and determines the second character group (character D1, character D2, character E) to be the first presented character (e.g., character D1), the second presented character (e.g., character D2), and the third presented character (e.g., character E) in order of the smallest owned character ID (e.g., the oldest time the player acquired them). Next, the display means 54 displays the first presented character in the second character group as a synthesis source character, and the second presented character and the third presented character as evolution material characters on the presentation screen.
[0117] Similarly, the display means 54 refers to the owned character information of the player information 50A and determines the third character group (character F1, character F2) to be the first presented character (e.g., character F1) and the second presented character (e.g., character F2) in order of the smallest owned character ID (e.g., the oldest time the player acquired them). Next, the display means 54 distinguishes between the first presented character in the third character group as a synthesis source character and the second presented character as an evolution material character and displays them on the presentation screen.
[0118] Furthermore, when the display means 54 receives an instruction to replace a character group on the presentation screen from the player, the display means 54 replaces the synthesis source character and the evolution material character included in the character group. For example, when a replacement button corresponding to a first character group provided on the presentation screen is instructed (touched), the display means 54 updates the presentation screen by setting a second presentation character included in the first character group as a synthesis source character and replacing a third presentation character and the first presentation character included in the first character group as evolution material characters.
[0119] Moreover, the display means 54 replaces the synthesis source character and the evolution material character included in the character group each time a replacement instruction for the character group is received on the presentation screen. For example, when the replacement button for the second character group is first instructed (touched) on the presentation screen, the display means 54 updates the presentation screen by setting the second presentation character included in the second character group as the synthesis source character and replacing the third presentation character and the first presentation character included in the second character group as evolution material characters. Subsequently, when the replacement button for the second character group is next instructed (touched) on the presentation screen, the display means 54 updates the presentation screen by setting the third presentation character included in the second character group as the synthesis source character and replacing the first presentation character and the second presentation character included in the second character group as evolution material characters. Subsequently, when the replacement button for the second character group is next instructed (touched) on the presentation screen, the display means 54 updates the presentation screen by setting the first presentation character included in the second character group as the synthesis source character and replacing the second presentation character and the third presentation character included in the second character group as evolution material characters.
[0120] Furthermore, when the control means 56 receives an instruction from the player to execute a batch synthesis on the presentation screen, it batch synthesizes the source character and the evolution material character, respectively, and allows the player to acquire each of the evolved characters of the source character.
[0121] <Processing flow> 11 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system 1 according to the first embodiment. The processing of the following steps is started, for example, when the player selects the training menu in the main menu. The order and contents of the following steps can be changed as appropriate.
[0122] (Step SP40) The extraction means 52 refers to the possessed character information of the player information 50A and the character information 50B, and extracts a character group consisting of a predetermined number of characters (the number required for evolution) that have a predetermined relationship with each other from among the characters possessed by the player. Then, the process proceeds to the process of step SP42.
[0123] (Step SP42) The control means 56 judges in step SP40 whether or not one or more character groups have been extracted. If the judgment is affirmative, the process proceeds to step SP44. On the other hand, if the judgment is negative, the process proceeds to step SP60.
[0124] (Step SP44) The display means 54 displays on the touch panel 32 a development screen indicating that batch synthesis is possible.
[0125] FIG. 12 is a diagram showing an example (specific example 2) of the development screen 90 that allows collective synthesis in the first embodiment.
[0126] As shown in FIG. 12, the development screen 90 is provided with a development mode switching tab 92, a character information area 94, a batch merge button 96, and a back button 98. The training mode switching tab 92 is a tab (instruction area) for issuing an instruction to switch the character training mode. In the character information area 94, an image of the character is displayed in an area corresponding to each character owned by the player. The image of the character displays information indicating the rarity and attributes of the character. In addition, the character information area 94 is provided with a mark M, which is information indicating that the character can evolve. The characters with the mark M are the characters extracted in step SP40. The all-at-once synthesis button 96 is a button (instruction area) for issuing an instruction to automatically select all of the owned characters that can evolve and to synthesize them all at once. The back button 98 is a button (instruction area) for issuing an instruction to close the training screen 90 and return to the main menu.
[0127] Returning to FIG. 11, the process proceeds to step SP46.
[0128] (Step SP46) The control means 56 judges whether or not an instruction to combine all owned characters has been given by the player. For example, when the combined all button is instructed (touched) on the training screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the processing proceeds to the processing of step SP48. On the other hand, when the judgment is judged as negative, that is, when the back button is instructed (touched), the processing ends the series of processing shown in FIG. 11.
[0129] (Step SP48) The display means 54 displays on the touch panel 32 a presentation screen (confirmation screen) that presents each character included in each character group to be collectively synthesized, distinguishing between a synthesis source character and an evolution material character.
[0130] FIG. 13 is a diagram showing an example (specific example 2) of the presentation screen 100 showing each character group to be collectively synthesized in the first embodiment.
[0131] As shown in FIG. 13, the presentation screen 100 is provided with a composite character information area 102, a replacement button 104, a back button 106, and a composite execution button 108. The combination character information area 102 displays each character group that can be combined. For example, the combination character information area 102 displays images showing the combination source characters included in each character group and images showing the evolution material characters in a distinguished manner. The combination character information area 102 also displays images showing characters after training (evolved characters) corresponding to the combination source characters of each character group. For example, the combination character information area 102 also displays whether or not the characters after training (evolved characters) corresponding to each character group are evolution material characters for the owned character. The exchange button 104 is provided in correspondence with each character group, and is a button (instruction area) for issuing an instruction to exchange the synthesis source character and evolution material character of the corresponding character group. For example, when the synthesis source character and the evolution material character are all of the same type, the exchange button 104 is displayed in a display form that makes it impossible to instruct. The back button 106 is a button (instruction area) for issuing an instruction to close the presentation screen 100 and return to the breeding screen. When the back button 106 is instructed, the process proceeds to step SP44 (not shown in FIG. 11). The synthesis execution button 108 is a button (instruction area) for issuing an instruction to execute evolution synthesis all at once.
[0132] Returning to FIG. 11, the process proceeds to step SP50.
[0133] (Step SP50) The control means 56 judges whether or not there has been an instruction from the player to switch the synthesis source character and the evolution material character. For example, when the switch button corresponding to the second character group is instructed (touched) on the presentation screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the process proceeds to the process of step SP52. On the other hand, when the judgment is judged as negative, the process proceeds to the process of step SP54.
[0134] (Step SP52) The display means 54 displays on the touch panel 32 a presentation screen in which the synthesis source character and the evolution material character included in the second character group are swapped.
[0135] FIG. 14 is a diagram showing an example (specific example 2) of the presentation screen 100 in which the synthesis source character and the evolution material character included in the second character group in the first embodiment are interchanged.
[0136] 14, the synthesis source character and the evolution material character included in the second character group are swapped in the synthesis character information area 102. Also, for example, the synthesis character information area 102 indicates that the trained character (evolved character) corresponding to the second character group is the evolution material character of the owned character.
[0137] Returning to FIG. 11, the process proceeds to step SP54.
[0138] (Step SP54) The control means 56 judges whether or not there is an instruction from the player to execute evolution synthesis all at once. For example, when the synthesis execution button is instructed (touched) on the presentation screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the process proceeds to the process of step SP56. On the other hand, when the judgment is judged as negative, the process proceeds to the process of step SP50.
[0139] (Step SP56) The control means 56 combines the original characters included in each character group with the evolution material characters, and evolves the original characters into evolved characters all at once. The original characters and evolution material characters are the original characters and evolution material characters displayed on the display screen when the synthesis execution button is pressed. Next, the control means 56 deletes the original characters and evolution material characters included in each character group from the owned character information of the player information 50A, and adds the evolved characters. Then, the process proceeds to step SP58.
[0140] (Step SP58) The display means 54 displays on the touch panel 32 an acquisition screen showing the evolved character acquired by the player.
[0141] FIG. 15 is a diagram showing an example (specific example 2) of the acquisition screen 110 indicating that evolved characters have been acquired in the first embodiment.
[0142] As shown in FIG. 15, the acquisition screen 110 is provided with an acquired character information area 82 and a done button 114. Acquired character information area 112 displays evolved characters acquired by the player through collective synthesis. The completion button 114 is a button (instruction area) for issuing an instruction to close the result screen 110 and return to the development screen.
[0143] Then, the series of processes shown in FIG. 11 ends.
[0144] (Step SP60) The display means 54 displays on the touch panel 32 a development screen indicating that batch synthesis is not possible.
[0145] FIG. 16 is a diagram showing an example (specific example 2) of the development screen 90 in which simultaneous synthesis is not possible in the first embodiment.
[0146] As shown in FIG. 16, the batch synthesis button 96 on the training screen 90 is displayed in a display form that makes it impossible to select, since no character group was extracted in step SP40.
[0147] Then, the series of processes shown in FIG. 11 ends.
[0148] <Effects> As described above, in the first embodiment, the computer functions as extraction means 52 which extracts a group of contents having a predetermined relationship with each other from the owned contents owned by the player, display means 54 which displays a presentation screen which presents each content included in the extracted content group, distinguishing between original content and evolution material content, and control means 56 which, when an instruction to perform synthesis is received from the player on the presentation screen, synthesizes the original content and evolution material content and allows the player to acquire the evolved content of the original content, and when the display means 54 receives an instruction from the player to switch the content group on the presentation screen, switches the original content and evolution material content on the presentation screen.
[0149] According to this configuration, the original content and the material content included in the content group extracted on the presentation screen can be easily replaced, thereby reducing the effort required of the player.
[0150] In addition, in the first embodiment, the computer functions as extraction means 52 which extracts content groups which have a predetermined relationship with each other from the owned content owned by the player, display means 54 which displays a presentation screen which presents each content included in each extracted content group, distinguishing it into source content and evolution material content, and control means 56 which, when an instruction to perform a bulk combination is received from the player on the presentation screen, batch combines the source content and evolution material content respectively, and allows the player to acquire each evolved content of the source content, and when the display means 54 receives an instruction to switch content groups from the player on the presentation screen, switches the source content and evolution material content on the presentation screen.
[0151] According to this configuration, the original content and the material content included in each content group extracted on the presentation screen can be easily replaced, thereby reducing the effort required of the player.
[0152] In the first embodiment, the predetermined relationship is the same attribute.
[0153] According to this configuration, the synthesis source content and the material content included in the content group with the same attribute extracted on the presentation screen can be easily replaced, thereby reducing the effort required of the player.
[0154] Also, in the first embodiment, the specified relationship is the same rarity.
[0155] According to this configuration, the synthesis source content and material content included in the content group of the same rarity extracted on the presentation screen can be easily swapped, thereby reducing the effort required of the player.
[0156] Furthermore, in the first embodiment, the display means 54 switches the synthesis source content and the evolution material content every time a switching instruction is received on the presentation screen.
[0157] According to this configuration, the synthesis source content and the evolution material content can be swapped each time a swap instruction is received on the presentation screen, thereby reducing the effort required of the player.
[0158] Furthermore, in the first embodiment, when all the contents included in a content group are of the same type, the display means 54 does not accept a replacement instruction for the content group.
[0159] According to this configuration, when all the contents included in a content group are of the same type, a replacement instruction for the content group is not accepted, so that the load on the display process can be reduced.
[0160] Furthermore, in the first embodiment, the display means 54 presents evolved content on the presentation screen, and indicates whether or not the evolved content is evolution material content for a specific content included in the owned content.
[0161] According to this configuration, whether or not the evolved content is evolution material content for a specific content included in the owned content is indicated, so that it is possible to suggest to the player which content should be used as the source content (evolved content).
[0162] ---Second embodiment--- Next, a second embodiment will be described.
[0163] (Example 1) The second embodiment differs from the first embodiment in that the extraction means 52 extracts a character of the same type as a specific character included in the owned characters as a synthesis source character. Note that the configuration and functions of the game system 1 according to the second embodiment, which are not described below, are similar to those of the game system 1 according to the first embodiment.
[0164] In the training game of the second embodiment, when the special parameter (rarity) of the synthesis source character is a first predetermined value, a character with the same attribute as the synthesis source character is set as the evolution material character of the synthesis source character, and when the special parameter (rarity) of the synthesis source character is a second predetermined value, a character of the same type as the synthesis source character and with a special parameter (rarity) of a third predetermined value is set as the evolution material character of the synthesis source character. The second and third predetermined values are, for example, values higher than the first predetermined value. The third predetermined value is, for example, equal to or lower than the second predetermined value. The first predetermined value may be equal to or greater than the second predetermined value or equal to or greater than the third predetermined value. The third predetermined value may be higher than the second predetermined value.
[0165] For example, in the training game of the second embodiment, if the special parameter (rarity) of the original character is a first predetermined value (e.g., an even number), a character with the same attributes as the original character and whose special parameter is also the first predetermined value (e.g., an even number) is selected as the evolution material character for the original character. In addition, in the training game of the second embodiment, when the special parameter (rarity) of the original character is a second predetermined value (e.g., an odd number), a character of the same type as the original character and whose special parameter has a third predetermined value (e.g., the same value as the second predetermined value) is used as the evolution material character for the original character.
[0166] In the second embodiment, the extraction means 52 extracts a group of characters having a predetermined relationship from the characters owned by the player. For example, the extraction means 52 extracts a group of characters including a synthesis source character having a special parameter (rarity) of a first predetermined value (e.g., 2) and an evolution material character having the same attribute as the synthesis source character from the characters owned by the player. For example, the extraction means 52 extracts a character having a special parameter (rarity) of a first predetermined value (e.g., 2) as the evolution material character.
[0167] Furthermore, the extraction means 52 extracts a character of the same type as the specific character included in the owned characters as a synthesis source character. For example, the extraction means 52 refers to the owned character information of the player information 50A, and extracts a character of the same type as the specific character included in the owned characters from among a group of characters having the same attribute and a special parameter (rarity) of a first predetermined value (e.g., 2) as a synthesis source character. Examples of the special parameter (rarity) of this specific character include a second predetermined value (e.g., 3 or 5) higher than the first predetermined value, and a third predetermined value (e.g., 3 or 4). For example, the special parameter (rarity) of the specific character is higher than the special parameter (rarity) of this synthesis source character.
[0168] Furthermore, the extraction means 52 extracts a character group including a synthesis source character whose special parameter (rarity) is a second predetermined value (e.g., 3) and an evolution material character of the same type as the synthesis source character from among the characters owned by the player. Here, for example, the extraction means 52 extracts a character whose special parameter (rarity) is a third predetermined value (e.g., 2 or 3) as the evolution material character.
[0169] In the second embodiment, the control means 56 synthesizes a synthesis source character included in the extracted character group, the rarity of which is a first predetermined value (e.g., 2), with evolution material content having the same attribute as the synthesis source content, and allows the player to obtain an evolved character having a higher rarity than the synthesis source character. The rarity of this evolved character is, for example, a second predetermined value (e.g., 3).
[0170] In the second embodiment, the display means 54 displays a presentation screen showing the synthesis source character and evolution material character included in the extracted character group, and the evolved character. For example, the display means 54 displays on the presentation screen whether the evolved character is an evolution material character of a specific character.
[0171] <Processing flow> 17 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. The processing of the following steps is started, for example, when the player selects the training menu in the main menu. The order and contents of the following steps can be changed as appropriate.
[0172] (Step SP70 to Step SP72) The processing in steps SP70 to SP72 is the same as the processing in steps SP10 to SP12 described above, and therefore a description thereof will be omitted. If the determination in step SP72 is affirmative, the processing proceeds to step SP74. On the other hand, if the determination is negative, the processing proceeds to step SP88.
[0173] (Step SP74) The extraction means 52 extracts a character of the same type as the specific character included in the owned characters as a synthesis source character. For example, when the extraction means 52 extracts a character group having the same attribute with a special parameter (rarity) of a first predetermined value (e.g., 2) in step SP70, the extraction means 52 refers to the owned character information of the player information 50A and extracts a character of the same type as the specific character included in the owned characters from the character group as a synthesis source character. Next, the extraction means 52 extracts the remaining characters from the character group as evolution material characters. Note that, when there is no character of the same type as the specific character included in the owned characters from the character group, the extraction means 52 extracts a character with the smallest owned character ID as a synthesis source character. Then, the process proceeds to the process of step SP76.
[0174] (Step SP76) The display means 54 displays a development screen indicating that automatic synthesis is possible on the touch panel 32. This development screen is similar to the development screen shown in Fig. 6, and therefore a description thereof will be omitted. Then, the process proceeds to the process of step SP78.
[0175] (Step SP78) The control means 56 judges whether or not an instruction to automatically combine characters has been given by the player. For example, when the automatic combination button is instructed (touched) on the training screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the processing proceeds to processing of step SP80. On the other hand, when the judgment is judged as negative, that is, when the back button is instructed, the processing ends the series of processing shown in FIG. 17.
[0176] (Step SP80) The display means 54 displays on the touch panel 32 a presentation screen that presents each character included in the character group to be automatically synthesized, distinguishing between a synthesis source character and an evolution material character. This presentation screen is the same as the presentation screen shown in Fig. 8, and therefore a description thereof will be omitted. Then, the process proceeds to the process of step SP82.
[0177] (Step SP82) The control means 56 judges whether or not an instruction to execute synthesis has been given by the player. For example, when the synthesis execution button is instructed (touched) on the presentation screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the processing proceeds to processing of step SP84. On the other hand, when the judgment is judged as negative, that is, when the back button is instructed, the processing proceeds to processing of step SP76.
[0178] (Step SP84) The control means 56 evolves the synthesis source character into an evolved character by synthesizing the evolution material character with the synthesis source character. Next, the control means 56 deletes the synthesis source character and the evolution material character from the possessed character information of the player information 50A, and adds the evolved character. Then, the process proceeds to the process of step SP86.
[0179] (Step SP86) The display means 54 displays an acquisition screen showing the evolved character acquired by the player on the touch panel 32. This acquisition screen is similar to the acquisition screen shown in Fig. 9, so a description thereof will be omitted. Then, the process ends the series of processes shown in Fig. 17.
[0180] (Step SP88) The display means 54 displays a development screen indicating that automatic synthesis is not possible on the touch panel 32. This development screen is similar to the development screen shown in Fig. 10, and therefore a description thereof will be omitted. Then, the process ends the series of processes shown in Fig. 17.
[0181] (Example 2) In the above-mentioned specific example 1, in the above step SP10, the extraction means 52 extracts one character group, but it may extract multiple character groups. In this case, when the control means 56 receives an instruction to execute collective synthesis from the player on the presentation screen, it combines the synthesis source characters and the evolution material characters together, and allows the player to acquire each evolved character of the synthesis source character.
[0182] <Processing flow> 18 is a flowchart showing an example (specific example 2) of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. The processing of the following steps is started, for example, when the player selects the training menu in the main menu. The order and contents of the following steps can be changed as appropriate.
[0183] (Step SP90 to Step SP92) The processing in steps SP90 to SP92 is the same as the processing in steps SP40 to SP42 described above, and therefore a description thereof will be omitted. If the determination in step SP92 is affirmative, the processing proceeds to step SP94. On the other hand, if the determination is negative, the processing proceeds to step SP108.
[0184] (Step SP94) The extraction means 52 extracts characters of the same type as the specific character included in the owned characters as synthesis source characters. For example, when the extraction means 52 extracts two character groups having the same attribute with a special parameter (rarity) of a first predetermined value (e.g., 2) in step SP90, it refers to the owned character information of the player information 50A and extracts a character of the same type as the specific character included in the owned characters from each of the two character groups as a synthesis source character. Also, when the extraction means 52 extracts one character group having the same type with a special parameter (rarity) of a second predetermined value (e.g., 3) in step SP90, it refers to the owned character information of the player information 50A and extracts a character with a smaller owned character ID from the one character group as a synthesis source character. Next, the extraction means 52 extracts the remaining characters from each of the extracted character groups as evolution material characters. If there is no character of the same type as the specific character included in the owned characters among the extracted character groups, the extraction means 52 extracts the character with the smallest owned character ID as the synthesis source character. Then, the process proceeds to step SP96.
[0185] (Step SP96) The display means 54 displays a development screen indicating that batch merging is possible on the touch panel 32. This development screen is similar to the development screen shown in Fig. 12, so a description thereof will be omitted. Then, the process proceeds to the process of step SP98.
[0186] (Step SP98) The control means 56 judges whether or not a command to batch combine (automatic evolution) characters has been issued by the player. For example, when the batch combine button is instructed (touched) on the training screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the process proceeds to the process of step SP100. On the other hand, when the judgment is judged as negative, that is, when the back button is instructed, the process ends the series of processes shown in FIG. 18.
[0187] (Step SP100) The display means 54 displays on the touch panel 32 a presentation screen that presents each character included in each character group to be collectively synthesized, distinguishing between a synthesis source character and an evolution material character. This presentation screen is the same as the presentation screen shown in Fig. 14, and therefore a description thereof will be omitted. Then, the process proceeds to the process of step SP102.
[0188] (Step SP102) The control means 56 judges whether or not an instruction to execute merging has been given by the player. For example, when the execute merging button is instructed (touched) on the presentation screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the process proceeds to the process of step SP104. On the other hand, when the judgment is judged as negative, that is, when the back button is instructed, the process proceeds to the process of step SP96.
[0189] (Step SP104) The control means 56 evolves each of the synthesis source characters included in each character group into an evolved character by synthesizing the evolution material character with the synthesis source character included in each character group. Next, the control means 56 deletes the synthesis source character and the evolution material character included in each character group from the possessed character information of the player information 50A, and adds the evolved character. Then, the process proceeds to the process of step SP106.
[0190] (Step SP106) The display means 54 displays an acquisition screen showing the evolved character acquired by the player on the touch panel 32. This acquisition screen is similar to the acquisition screen shown in Fig. 15, and therefore a description thereof will be omitted. Then, the process ends the series of processes shown in Fig. 18.
[0191] (Step SP108) The display means 54 displays a development screen indicating that collective merging is not possible on the touch panel 32. This development screen is similar to the development screen shown in Fig. 16, and therefore a description thereof will be omitted. Then, the process ends the series of processes shown in Fig. 18.
[0192] <Effects> As described above, in the second embodiment, a program for executing a training game in which, when the rarity of the source content is a first predetermined value, content having the same attribute as the source content is used as evolution material content for the source content, and, when the rarity of the source content is a second predetermined value higher than the first predetermined value, content of the same type as the source content and having a rarity of a third predetermined value higher than the first predetermined value is used as evolution material content for the source content, causes a computer to function as extraction means 52 that extracts a content group including a source content having a rarity of the first predetermined value and evolution material content having the same attribute as the source content from the owned content owned by the player, and control means 56 that combines the source content and evolution material content included in the extracted content group to allow the player to acquire evolved content having a higher rarity than the source content, and the extraction means 52 extracts content of the same type as a specific content included in the owned content as the source content.
[0193] According to this configuration, content of the same type as the specific content included in the owned content is extracted as the source content, eliminating the need to carefully check the owned content to perform evolutionary synthesis, thereby reducing the burden on the player.
[0194] In addition, in a second embodiment, when the rarity of the source content is a first predetermined value, a program is provided for executing a development game in which content whose rarity is the first predetermined value is used as evolution material content for the source content, and an extraction means 52 extracts the content whose rarity is the first predetermined value as evolution material content.
[0195] According to this configuration, content with the same attributes and rarity as the source content is extracted as evolution material content, thereby reducing the effort required of the player.
[0196] In the second embodiment, the rarity and the third specified value of the specific content are the second specified value, and the rarity of the evolved content is the second specified value.
[0197] According to this configuration, the evolved content can be used as evolution material content for a specific content owned by the player, thereby reducing the effort required of the player.
[0198] In the second embodiment, the specific content is content designated in advance by the player.
[0199] According to this configuration, the evolved content can be made into evolution material content for content designated in advance by the player, thereby reducing the effort required of the player.
[0200] In the second embodiment, the specific content is content designated in advance by the game operator.
[0201] According to this configuration, the evolved content can be made into evolution material content for content designated in advance by the game operator, thereby reducing the effort required of the player.
[0202] In addition, in the second embodiment, the computer functions as a display means 54 that displays a presentation screen showing the original content and evolution material content included in the extracted content group, and the evolved content, and the display means 54 indicates on the presentation screen whether the evolved content is evolution material content of a specific content.
[0203] According to this configuration, whether or not the evolved content is evolution material content for a specific content included in the owned content is indicated, so that it is possible to suggest to the player which content should be used as the source content (evolved content).
[0204] Furthermore, in the second embodiment, when the display means 54 receives an instruction to switch the content group on the presentation screen from the player, it switches the synthesis source content and the evolution material content on the presentation screen.
[0205] According to this configuration, the original content and the material content included in the content group extracted on the presentation screen can be easily replaced, thereby reducing the effort required of the player.
[0206] ---Variations--- The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.
[0207] For example, in the first embodiment, when the display means 54 receives a replacement instruction for the character group on the presentation screen from the player, the display means 54 replaces the synthesis source character and the evolution material character on the presentation screen. However, the synthesis source character and the evolution material character may be replaced with a character (owned character) other than the character group. For example, when the display means 54 receives a replacement instruction, the display means 54 selects a character from among the owned characters that has the same rarity and the same attributes as each character included in the character group. Then, the display means 54 replaces the selected character with the synthesis source character and the evolution material character shown on the presentation screen.
[0208] In the first embodiment, the display means 54 does not accept a replacement instruction for a character group when all characters included in the character group are of the same type, but the display means 54 may accept a replacement instruction. For example, the display means 54 may accept a replacement instruction when all characters included in the character group are of the same type but have different parameters such as levels and skill activation turns. In addition, even if the first presented character and the second presented character included in the character group are the same type of character, if the parameters of the first presented character and the second presented character, such as their levels and the number of turns required to activate a skill, are different, the display means 54 may replace the second presented character with the source character.
[0209] In the first embodiment, the special parameter is rarity, but is not limited thereto. For example, the special parameter may be luck, an upper limit of a level, a lower limit of the number of turns required to activate a skill, etc. This luck is, for example, a parameter that increases the number and quality of clear rewards when used in a quest.
[0210] In the first embodiment, characters of the same type have the same attributes, but this is not limited to the above. For example, characters with the same name may have different attributes. For example, a character may change its attributes by evolving.
[0211] In the first embodiment, the evolution material character has the same special parameters (rarity) as the synthesis source character, but this is not limited to the above. For example, the special parameters (rarity) of the evolution material character may be lower than the special parameters (rarity) of the synthesis source character.
[0212] In the first embodiment, the synthesis source character and the evolution material character have the same attributes, but the attributes may be different.
[0213] In the first and second embodiments, the case where all extracted character groups are collectively combined on the collective combination presentation screen has been described, but only character groups selected (checked) by the player on the presentation screen using check boxes, etc. may be collectively combined. Each check box corresponding to this character group may be selected (checked) from the beginning, for example.
[0214] Furthermore, in the first and second embodiments, the contents are mainly characters, but the contents may be items (weapons, armor, accessories), cards, figures, and the like. [Explanation of symbols]
[0215] 10. Server equipment 12...Terminal device 50...Memory means 52...Extraction means 54...Display means 56...Control means
Claims
1. Computer, A display means for automatically determining, from a character group consisting of a plurality of characters having the same attribute and rarity as each other, one character as a synthesis source character and the remaining characters as evolution material characters for the synthesis source character, and displaying a game screen in which images of each character included in the character group are presented in a differentiated manner as the synthesis source character and the evolution material character, a display means for replacing an image of a synthesis source character with an image of an evolution material character in response to a player's replacement operation (excluding an operation of reselecting a character from the character list) and displaying the image of the evolution material character in place of the image of the synthesis source character, or for replacing the image of the synthesis source character with an image of another character other than the character group and having the relationship with the synthesis source character, and displaying the image of the evolution material character as is; A program that functions as a
2. the display means displays a game screen in which the images of the characters included in the character group are distinguished between the synthesis source character and the evolution material character by arranging an image of the synthesis source character on the left side of the "+" image and an image of the evolution material character on the right side of the "+" image. The program according to claim 1.
3. the display means, in response to a front-replacement operation by the player, replaces the image of the synthesis source character located to the left of the "+" image with the image of the evolution material character located to the right of the "+" image, and replaces the image of the evolution material character located to the right of the "+" image with the image of the synthesis source character located to the left of the "+" image, and displays the image. The program according to claim 2.
4. the display means, in response to a front-replacement operation by the player, replaces the image of the synthesis source character arranged to the left of the "+" image with an image of another character that is a character other than the character group and has the relationship with the synthesis source character, and displays the image of the evolution material character arranged to the right of the "+" image as it is. The program according to claim 2.
5. Computer, A display means for displaying a game screen in which, among a character group consisting of a plurality of characters having a mutually identical relationship in terms of attributes and rarity, one character is determined as a synthesis source character and the remaining characters are automatically determined as evolution material characters for the synthesis source character, and an image of the synthesis source character is arranged on the left side of a "+" image and an image of the evolution material character is arranged on the right side of the "+" image, thereby presenting each character included in the character group as a synthesis source character and an evolution material character, a display means for replacing, in response to a player's replacement operation (excluding an operation of reselecting a character from a character list), the image of the synthesis source character located to the left of the "+" image with the image of the evolution material character located to the right of the "+" image, and replacing the image of the evolution material character located to the right of the "+" image with the image of the synthesis source character located to the left of the "+" image, or replacing the image of the synthesis source character located to the left of the "+" image with an image of another character other than the character group and having the relationship with the synthesis source character, and displaying the image of the evolution material character located to the right of the "+" image as is; A program that functions as a
6. Computer, A display means for displaying a game screen in which, among a character group consisting of a plurality of characters having a mutually identical relationship in terms of attributes and rarity, one character is determined as a synthesis source character and the remaining characters are automatically determined as evolution material characters for the synthesis source character, and an image of the synthesis source character is arranged on the left side of a "+" image and an image of the evolution material character is arranged on the right side of the "+" image, thereby presenting each character included in the character group as a synthesis source character and an evolution material character, a display means for replacing, in response to a player's replacement operation (excluding the operation of reselecting a character from a character list), the image of the evolution material character located to the right of the "+" image with the image of the synthesis source character located to the left of the "+" image, and replacing the image of the synthesis source character located to the left of the "+" image with the image of the evolution material character located to the right of the "+" image, or replacing the image of the evolution material character located to the right of the "+" image with an image of a character other than the character group and having the relationship with the synthesis source character, and displaying the image of the synthesis source character located to the left of the "+" image as is; A program that functions as a
7. Computer, a display means for displaying a game screen in which, for each character group consisting of a plurality of characters having the same attribute and rarity, one character of the character group is automatically determined to be a synthesis source character and the remaining characters are automatically determined to be evolution material characters for the synthesis source character, and an image of the synthesis source character is arranged on the left side of a "+" image, and an image of the evolution material character is arranged on the right side of the "+" image, thereby presenting each character included in each character group as a synthesis source character and an evolution material character, a display means for, in response to a player's replacement operation for a certain group of characters (excluding the operation of reselecting a character from a character list), replacing, in the certain group of characters, the image of the synthesis source character located to the left of the "+" image with the image of the evolution material character located to the right of the "+" image, and replacing the image of the evolution material character located to the right of the "+" image with the image of the synthesis source character located to the left of the "+" image, or replacing, in the certain group of characters, the image of the synthesis source character located to the left of the "+" image with the image of another character other than the certain group of characters having the relationship with the synthesis source character, and displaying the image of the evolution material character located to the right of the "+" image as is; A program that functions as a
8. Computer, a display means for displaying a game screen in which, for each character group consisting of a plurality of characters having the same attribute and rarity, one character of the character group is automatically determined to be a synthesis source character and the remaining characters are automatically determined to be evolution material characters for the synthesis source character, and an image of the synthesis source character is arranged on the left side of a "+" image, and an image of the evolution material character is arranged on the right side of the "+" image, thereby presenting each character included in each character group as a synthesis source character and an evolution material character, a display means for, in response to a player's replacement operation for a certain group of characters (excluding the operation of reselecting a character from a character list), replacing, in the certain group of characters, the image of the evolution material character located to the right of the "+" image with the image of the synthesis source character located to the left of the "+" image, and replacing the image of the synthesis source character located to the left of the "+" image with the image of the evolution material character located to the right of the "+" image, or replacing, in the certain group of characters, the image of the evolution material character located to the right of the "+" image with the image of another character other than the certain group of characters having the relationship with the synthesis source character, and displaying the image of the synthesis source character located to the left of the "+" image as is; A program that functions as a
9. A display means for automatically determining, from a character group consisting of a plurality of characters having the same attribute and rarity as each other, one character as a synthesis source character and the remaining characters as evolution material characters for the synthesis source character, and displaying a game screen in which images of each character included in the character group are presented in a differentiated manner as the synthesis source character and the evolution material character, a display means for replacing an image of a synthesis source character with an image of an evolution material character in response to a player's replacement operation (excluding an operation of reselecting a character from the character list) and displaying the image of the evolution material character in place of the image of the synthesis source character, or for replacing the image of the synthesis source character with an image of another character other than the character group and having the relationship with the synthesis source character, and displaying the image of the evolution material character as is; An information processing device comprising:
10. The computer automatically determining one character from a character group consisting of a plurality of characters having the same attribute and rarity as a synthesis source character and the remaining characters as evolution material characters for the synthesis source character, and displaying a game screen in which images of each character included in the character group are presented while being distinguished as the synthesis source character and the evolution material character; In response to a player's replacement operation (excluding the operation of reselecting a character from the character list), the image of the synthesis source character is replaced with the image of the evolution material character, and the image of the evolution material character is replaced with the image of the synthesis source character and displayed, or the image of the synthesis source character is replaced with the image of another character other than the character group and having the relationship with the synthesis source character, and the image of the evolution material character is displayed as is; An information processing method comprising the steps of:
Citation Information
Patent Citations
Server system and program
JP2014161527A
Recording media for game, game system, game device, and object synthesizing method
JP2014168604A
Game management server device
JP2015147037A
Program, control method, and information processor
JP2016097192A
Game system, game control device, and program
JP2018020231A