Information processing device and game program
The information processing device in network games addresses the limitation of not providing recommended group formations by offering a system that predicts battle outcomes and suggests group formations, making it easier for players to organize effective groups and clear stages.
Patent Information
- Application Number
- JP2024062878
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-09
- Publication Date
- 2025-05-16
- Estimated Expiration
- 2037-03-31
AI Technical Summary
Existing network games do not provide recommended group formations for players who have successfully cleared stages or prefer to avoid the hassle of organizing groups, limiting their ability to benefit from such formations.
An information processing device that includes a group formation unit to organize character groups, a battle execution unit to execute battles, a victory/loss prediction unit to compare character parameters with enemy parameters and predict outcomes, and a presentation unit to offer winning/loss predictions and recommended group formations to players.
Facilitates easier group organization for players without hassle, allowing them to make informed decisions about their group compositions and potentially improving their chances of clearing stages.
Smart Images

Figure 0007678383000001 
Figure 0007678383000002 
Figure 0007678383000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a technique for assisting in the organization of a group consisting of a plurality of characters in a fighting game using a plurality of characters. [Background technology]
[0002] Smartphones are becoming more commonly used not only as communication devices but also as game devices. Network games, which are popular on smartphones, are provided by accessing a platform built on a game server from the smartphone. Network games often focus on character development, cooperation and competition with other players, and collection of cards and items.
[0003] Among network games, there are games in which a player handles multiple characters. In games in which a player handles multiple characters, the player often selects one or more player characters from the characters he owns (hereinafter referred to as "player characters") to organize a group. In such games, when a player organizes a group, a recommended group organization (hereinafter referred to as "recommended organization") may be presented to the player (see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2016-32545 A Summary of the Invention [Problem to be solved by the invention]
[0005] The recommended formation presented by the game of Patent Document 1 is formed based on a comparison between the parameters of the enemy character and the parameters of the player character in the group when the player fails to clear the stage a predetermined number of times. According to this specification, the recommended formation is presented only to the player who failed to clear the stage, so the players who can enjoy the benefit are limited. That is, in the game of Patent Document 1, the player first forms a group and challenges the stage, and the recommended formation is presented to the player who failed to clear the stage. Therefore, even if the player feels bothered by the task of forming a group, the recommended formation is not presented until the player fails to clear the stage. Therefore, the player who successfully cleared the stage or the player who wants to be free from the trouble of forming a group before challenging the stage cannot enjoy the benefit of the invention of Patent Document 1.
[0006] The present invention was completed based on the recognition of the above problem, and its main objective is to provide a game in which a player can easily organize a group without much effort in order to organize a group by selecting one or more player characters from those that the player owns. [Means for solving the problem]
[0007] An information processing device in one aspect of the present invention includes a group formation unit that forms a character group including one or more player characters selected by the player from among multiple player characters owned by the player; a match execution unit that executes a match between one or more player characters included in the character group and a predetermined enemy character; a win / loss prediction unit that compares parameters of the one or more player characters included in the character group with parameters of the predetermined enemy character to determine before the match whether the character group satisfies predetermined disadvantageous conditions and presents this to the player; and a group presentation unit that reselects one or more player characters from the multiple player characters owned by the player and presents the selection result to the player as a new group.
[0008] An information processing device in another aspect of the present invention includes a group forming unit that forms a character group including one or more player characters selected by a player from a plurality of player characters owned by the player; a team forming unit that forms a team including a plurality of players based on a request of a first player; a match execution unit that executes a match between one or more player characters included in each character group formed by the plurality of players belonging to the team and an enemy character; and a win / loss prediction unit that, assuming that a second player is formed into the team, compares parameters of one or more player characters included in each character group of a plurality of players belonging to a team including the character group of the second player with parameters of the enemy character to calculate the possibility of the team defeating the enemy character, and discloses the calculation result to the second player before the team is formed. Effect of the Invention
[0009] According to the present invention, players can easily organize groups without much effort. [Brief description of the drawings]
[0010] [Figure 1] FIG. 2 is a diagram illustrating a hardware configuration of the game system. [Diagram 2] FIG. 2 is a functional block diagram of the game system. [Diagram 3] FIG. 13 is a data structure diagram of a player data storage unit. [Figure 4] FIG. 11 is a screen diagram showing a first organization screen when organizing a character group. [Diagram 5] This is a screen diagram of the second organization screen when the evaluation of a character group is displayed. [Figure 6] This is a sequence of processes until a character group is determined. [Figure 7] FIG. 13 is a screen diagram of the first battle screen of a player during his turn. [Figure 8] FIG. 13 is a screen diagram of the second battle screen showing a selection operation of a letter character by a player during a turn. [Figure 9] 11 is a data structure diagram of a character data storage unit. FIG. [Figure 10] FIG. 4 is a data structure diagram of a word data storage unit. [Figure 11] 13 is a data structure diagram of a damage data storage unit. FIG. [Figure 12] This is an enlarged screen of a character icon. [Figure 13] FIG. 1 is a schematic diagram for explaining homogeneous synthesis. [Figure 14] FIG. 1 is a schematic diagram for explaining heterogeneous synthesis. [Figure 15] This is a schematic diagram to explain heterogeneous synthesis during secret savings. [Figure 16] This is a screen diagram of the third composition screen when the judgment result is "just barely". [Figure 17] This is a screen diagram of the fourth formation screen when a recommended formation is presented. [Figure 18] This is a screen diagram of the fifth formation screen when a recommended formation is presented. [Figure 19] This is a screen diagram of the sixth organization screen showing the display content when there is a vacancy in the character group. [Figure 20] This is a screen diagram of the seventh organization screen showing the display content after filling vacancies in a character group. [Figure 21] FIG. 13 is a screen diagram of a first selection screen when an owner organizes a team. [Figure 22] FIG. 13 is a screen diagram of a second selection screen when deciding to join a team. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] In the network game of this embodiment (hereinafter referred to as "game L"), a player plays alone or in a "team" consisting of 2 to 4 players to fight enemy characters that attack one after another. In a battle with an enemy character, a player selects one character associated with a letter (hereinafter referred to as "letter character") and inserts it into a blank space in a letter frame set on the screen. Other players also insert letter characters in turn. When a player completes any word registered in the database, an attack on the enemy character is initiated. In order to participate in game L, a player needs to register with the game server.
[0012] FIG. 1 is a diagram showing the hardware configuration of a game system 100. As shown in FIG. In the game system 100, a plurality of game terminals 104a, 104b, 104c, . . . 104n (hereinafter, collectively referred to as "game terminals 104" when collectively referred to or when no particular distinction is made) are connected to a game server 102 via the Internet 106. In this embodiment, the game terminals 104 are assumed to be smartphones. The game terminals 104 may be portable game consoles or general-purpose computers such as laptop PCs. The game terminals 104 and the Internet 106 are connected wirelessly, but may also be connected by wire. A unique ID called a player ID is given to each game player in advance. The game server 102 provides a game to each game terminal 104.
[0013] FIG. 2 is a functional block diagram of the game system 100. As described above, the game system 100 includes a game server 102 and a game terminal 104. Each component of the game terminal 104 and the game server 102 is realized by hardware including computing units such as a CPU (Central Processing Unit) and various coprocessors, storage devices such as memory and storage, and wired or wireless communication lines connecting them, and software stored in the storage devices and supplying processing instructions to the computing units. The computer program may be composed of a device driver, an operating system, various application programs located in higher layers thereof, and a library that provides common functions to these programs. Each block described below shows a functional block rather than a hardware-based configuration.
[0014] The game server 102 may be configured to include a web server, and the game terminal 104 may be configured to include a portable communication terminal with a web browser installed thereon.
[0015] (Game Server 102) The game server 102 includes a communication unit 110 , a data processing unit 112 , and a data storage unit 114 . The communication unit 110 is responsible for communication processing with the game terminal 104 via the Internet 106. The data storage unit 114 stores various data. The data processing unit 112 executes various processes based on the data acquired by the communication unit 110 and the data stored in the data storage unit 114. The data processing unit 112 also functions as an interface between the communication unit 110 and the data storage unit 114.
[0016] The data processing unit 112 includes a player management unit 146 and a game control unit 116 . The player management unit 146 includes a player registration unit 148 and a team formation unit 150 . The player management unit 146 manages the play information of each player. The player registration unit 148 accepts player registration from the game terminal 104 via the communication unit 110. When player registration is requested, the player registration unit 148 assigns a player ID to the player and registers the player in the data storage unit 114. When a game module of game L is installed in the game terminal 104, player registration is automatically requested. The team formation unit 150 forms a team consisting of multiple players (described in detail later).
[0017] The game control unit 116 controls the progress of the game in cooperation with the game control unit 166 of the game terminal 104. The game control unit 116 determines the outcome of a battle with an enemy character according to the parameters of the character character. The parameters of the character character include the corresponding character, attributes, skills, and the like.
[0018] The game control unit 116 includes a turn control unit 128, a character reception unit 130, a character setting unit 132, an attack activation unit 134, a group formation unit 136, a match execution unit 138, a win / loss prediction unit 140, a group presentation unit 142, a fortune control unit 143, a character management unit 145 and a group determination unit 144. The turn control unit 128 grants execution rights (hereinafter referred to as "turns") to each player in turn. A player who has been granted a turn is hereinafter referred to as a "turn player." On the other hand, a player who has not been granted a turn is hereinafter referred to as a "non-turn player."
[0019] A player has a plurality of character characters. A character reception unit 130 receives a selection of a character character to be inserted into a character frame (described later) during a battle. A character setting unit 132 receives an operation to insert a character character into a character frame. The character setting unit 132 also sets a character frame for each battle. An attack initiation unit 134 initiates an attack against an enemy character in accordance with the formation of a character string in the character frame.
[0020] The group formation unit 136 forms a group including one or more character characters in response to a player's request (details will be described later). The battle execution unit 138 executes a battle between a character character and an enemy character and determines whether the character character wins or loses. The battle prediction unit 140 determines whether the formed group can clear a quest according to parameters such as the attributes and skills of the character characters and the corresponding characters. A quest is a mission given to a player in the course of the game. The group presentation unit 142 presents a recommended formation from the character characters owned by the player. The group determination unit 144 determines whether the formed group has any vacancies. The fortune control unit 143 is responsible for processing related to "fortune" described later. Details of "fortune" will be described later. The character management unit 145 changes various parameters such as the level of the character characters.
[0021] The data store 114 includes a game data store 118 , a player data store 120 , a character data store 122 , a word data store 124 , and a damage data store 126 . The game data storage unit 118 stores a game program. The player data storage unit 120 stores various data related to the player (described later in relation to FIG. 3). The data related to the player includes information related to the player ID, the player name, and the character characters owned. The character data storage unit 122 stores data related to the character characters (described later in relation to FIG. 6). The word data storage unit 124 stores data related to words that a player creates in cooperation with other players (described later in relation to FIG. 7). The damage data storage unit 126 stores data that defines the correlation between the length of a word and the damage inflicted on an enemy character (described later in relation to FIG. 8).
[0022] (Game terminal 104) The game terminal 104 includes a user interface unit 168 , a communication unit 160 , a data processing unit 162 , and a data storage unit 164 . The user interface unit 168 accepts operations from the player via the touch panel, and is responsible for processing related to the user interface, such as image display and audio output. The communication unit 160 is responsible for communication processing with the game server 102 and other game terminals 104 via the Internet 106. The data storage unit 164 stores various data. The data processing unit 162 executes various processes based on data acquired by the user interface unit 168 and the communication unit 160 and data stored in the data storage unit 164. The data processing unit 162 also functions as an interface for the user interface unit 168, the communication unit 160, and the data storage unit 164.
[0023] The data processing unit 162 includes a game control unit 166 . The game control unit 166 controls the progress of the game in cooperation with the game server 102. The game control unit 166 of the game terminal 104 may be formed as a software module downloaded from the game server 102 as part of the functions of the game control unit 116.
[0024] The communication unit 160 acquires various game information from the game server 102, and the data processing unit 162 causes the user interface unit 168 to display a game screen. The user interface unit 168 also detects various inputs by the player, and the data processing unit 162 notifies the game server 102 of the input information via the communication unit 160. In response to this input information, the game control unit 116 of the game server 102 cooperates with the game control unit 166 of the game terminal 104 to control the progress of the game.
[0025] The data storage unit 164 includes a game data storage unit 170. The game data storage unit 170 stores a game program.
[0026] The user interface unit 168 includes an input unit 172 that receives input from the player, and an output unit 174 that outputs various information such as images and sounds to the player. The input unit 172 mainly detects the touch operation of the player on the screen as input.
[0027] FIG. 3 is a diagram showing the data structure of the player data storage unit 120. As shown in FIG. The player data storage unit 120 manages a player ID, a player name, and a possessed character in association with each other for each player. The player sends a command to the game server 102 to register the player for game L via the input unit 172 of the game terminal 104. The player can specify a player name of up to four characters. The player registration unit 148 assigns a player ID to the player.
[0028] A player can have multiple character characters. When a player registers, 20 character characters are randomly assigned. The number of character characters increases when the player clears quests, which will be described later. In FIG. 3, player A has character characters with IDs "C001" and "C010" (hereinafter, written as "character character (C001)"). Player B also has character character (C010).
[0029] Battles in Game L are played out in stages. These stages are called "battle stages." There are multiple battle stages during a quest, and they serve as obstacles to block the progress of the friendly team. When enemy characters that appear in a battle stage are wiped out, the game moves to the next battle stage. Players cooperate with other players to create words by combining letter characters, and fight enemy characters with attack power according to the word created. The quest is cleared when multiple battle stages are cleared. Game L includes multiple quests. In the final battle stage of each quest, the strongest enemy character in the quest (hereafter referred to as the "boss character") appears. At the start of a quest, players select up to 12 letter characters from all of their possession to form a "character group."
[0030] FIG. 4 is a screen diagram showing a first organization screen 300 when organizing a character group. When forming a character group, the player first selects a leader from among the character characters. The first formation screen 300 shown in FIG. 4 is a screen displayed when the player A forms a character group. In FIG. 4, the player A taps and selects the character 210 "character X" corresponding to the character "o" from among all the character characters 210 that he possesses, and inserts it into the group formation area 216. By operating the scroll bar 222, the player A can check all the character characters that he possesses. The group formation unit 136 adds the selected character 210 to the character group. In FIG. 4, "character X" is determined to be the leader, and the message "The leader is character X" is displayed in the information window 212.
[0031] When a player defeats enemy characters that appear in the battle stage (battle screen), the player can acquire a reward with a certain probability (hereinafter referred to as "reward acquisition rate"). The reward acquisition rate varies depending on the leader's parameter "luck", which will be described later. After player A selects up to 12 character characters 210, the player taps the selection button 226 that displays "Next", and the second formation screen 320 shown in FIG. 5 is displayed. When "Next" on the selection button 226 is tapped, the game control unit 166 transmits a group evaluation instruction to the game server 102 via the communication unit 160. After the group evaluation instruction is transmitted, it is determined whether the character group is likely to clear the quest (details will be described later).
[0032] If the number of character characters 210 in the group organization area 216 is less than 12 and the player A taps the selection button 226, the sixth organization screen 460 shown in Fig. 19 is displayed on the screen of the player A. In this case, a group evaluation instruction is also transmitted.
[0033] FIG. 5 is a screen diagram of the second organization screen 320 when displaying the evaluation of the character group. After receiving the group evaluation instruction, the win / loss prediction unit 140 of the game server 102 judges whether or not the character group can clear the quest (hereinafter referred to as "clearability judgment"). The judgment result is displayed in the judgment result display area 224 of the second organization screen 320. The clearability judgment is based on a comparison between the parameters of the character character 210 and a recommended value set in advance for the quest. In this embodiment, the recommended value for the quest is the "ability value" based on the parameter value of the character character 210 and the ability value set in advance for a boss character that appears during the quest.
[0034] Various parameters are set for the character character 210, such as combat power (attack power and defense power), attributes, skills, and the evaluation value of the corresponding character. Attributes include "fire," "grass," and "water" (described in detail later). The character character 210 may have a skill such as "double damage" that doubles the damage inflicted on enemy characters. Evaluation values are set in advance for the skills and the corresponding characters by the game designer.
[0035] The win / loss prediction unit 140 first calculates the basic ability value of each of the character characters 210 in the character group. For example, when a character character 210 with a fighting power of 20 has a skill with an evaluation value of 30, the ability value of this character character 210 is 50 (=20+30). The ability value is further corrected by the attribute. For example, when the boss character has a fire attribute, the ability value of a character character with a water attribute that is strong against the fire attribute is corrected to twice the value. On the other hand, the ability value of a character character with a grass attribute that is weak against the fire attribute is halved. For example, when the basic ability value of the character character 210A (water attribute) is 70, the ability value is corrected to twice the value, 140. On the other hand, when the basic ability value of the character character 210B (grass attribute) is 90, the ability value is corrected to half the value, 45. The ability value of a character group is the sum of the ability values of the character characters 210 included in the character group.
[0036] When the ability value of the character group is more than twice the ability value of the boss character, the win / loss prediction unit 140 displays "Looks like it will work" in the judgment result display area 224. Hereinafter, such a judgment result will be referred to as an "advantageous judgment."
[0037] If the ability value of the character group is equal to or greater than 1x but less than 2x the ability value of the boss character, the outcome prediction unit 140 displays "just barely" as the judgment result. Hereinafter, such a judgment result will be referred to as a "neutral judgment."
[0038] If the ability value of the character group is less than 1 times the ability value of the boss character enemy character 204, the win / loss prediction unit 140 displays "Maybe impossible." Hereinafter, such a judgment result is called an "unfavorable judgment." Based on the comparison result of the ability value of the character group calculated based on the parameter value, the above-mentioned three types of judgment results are displayed. In this embodiment, the clear possibility judgment is made taking into consideration not only the fighting power (attack power and defense power) of the character character 210, but also the inherent skills possessed by the character character 210 and the compatibility with the boss character.
[0039] 5, that is, the sum of the ability values of the multiple text characters 210 is 3100. The ability value of the boss character is 1500. Since it is more than twice as strong, it is determined to be advantageous, and the win / loss prediction unit 140 displays "Looks good" in the determination result display area 224. When the selection button 226 displaying "Yes" is tapped, the group formation unit 136 confirms the formation of the character group.
[0040] FIG. 6 shows the sequence of the process until a character group is determined. The character group organization in FIG. 4 and FIG. 5 is realized by the following process. First, when 1 to 12 character characters 210 are selected (S10), the game control unit 166 transmits a group evaluation instruction (S12). The group evaluation instruction includes the IDs of the character characters included in the character group. The win / lose prediction unit 140 performs the above-mentioned parameter comparison and executes a clear possibility determination (S16). The group organization unit 136 notifies the game terminal 104 of the determination result (S18). Here, it is assumed that the player has finalized the character group without reorganization (S20). The game control unit 166 transmits a group determination instruction to the game server 102 (S22).
[0041] As a result, a character group consisting of 12 player characters is organized. There is also a character group organization support function such as a recommended organization, which will be described later. However, of the 12 character characters 210, only four characters (hereinafter referred to as "battle characters") actually fight. The battle execution unit 138 randomly selects four character characters 210 from the 12 character characters 210.
[0042] Therefore, if a character group includes a weak character 210, there is a possibility that only the weak character 210 will be selected as a battle character. The difficulty of the battle changes depending on the active selection of 12 characters and the passive selection of 4 characters. In other words, not only the skill of selecting the 12 player characters but also the element of luck, that is, the selection by the battle execution unit 138, affects the possibility of clearing the quest.
[0043] A player makes full use of character characters 210 (battle characters) to fight against enemy characters. Game L has a single play mode in which a player plays alone, and a multi-play mode in which a player cooperates with other players. In the multi-play mode, a player organizes a team of 2 to 4 players (hereinafter referred to as an "ally team"). In the multi-play mode, a character group is organized for each player in the ally team. For example, if each of four players organizes a character group including 12 character characters 210, 16 (=4×4) battle characters will be selected from a total of 48 (=12×4) character characters 210. The following description is based on the assumption that the multi-play mode is performed by four players. In the multi-play mode, each of the four players organizes their own character group using the above-mentioned method.
[0044] A player who wants to play in multiplay mode sends a team formation instruction (hereinafter referred to as a "team formation instruction") to the game server 102. Hereinafter, the player who sent the team formation instruction is referred to as the "owner." The team formation unit 150 that receives the team formation instruction posts a team for which members are being recruited in the team formation window. Other players who see the member recruitment posting and wish to join the team apply. The owner decides whether or not to accept the applying player as a member of the team. The team formation unit 150 forms an allied team according to the owner's decision.
[0045] The member recruitment posting will end when there are four players on the friendly team or when the owner sends a command to stop recruitment. Players can also send team formation commands when the game is restarted.
[0046] FIG. 7 is a screen diagram of the first battle screen 200 of the player during his turn. 7 is displayed on the game terminal 104 of player A who is fighting against an enemy character 204 named "Monster M." Player A has formed an ally team with three players, player B, player C, and player D. The names of the players on the ally team are displayed in tabs 208. The name of the enemy character 204 is displayed in an information window 212 at the bottom of the second battle screen 220.
[0047] In the first battle screen 200, the tab 208 of Player A is open. Four letter characters 210 displayed in the tab correspond to the characters "O", "Su", "U", and "Sa", respectively. Player A selects one of the four letter characters 210.
[0048] The character setting unit 132 sets a character frame 206 for each battle stage. The character frame 206 accommodates six characters, two of which are initially set, and four characters corresponding to the number of players are left blank.
[0049] In FIG. 7, the two characters "ka" and "me" are set in the character box 206. Four characters, the same as the number of players on the friendly team, are left blank. A six-letter theme word (hereinafter referred to as a "theme word") is set in the character box 206. The theme word is randomly selected from six-letter words. For example, the theme word for the battle stage shown in the first battle screen 200 in FIG. 7 is assumed to be "seaweed rice." However, the theme word is not disclosed to the players.
[0050] A player fills one of the four character characters into one of the blank spaces in the character box 206. A character string is formed as each player fills in the character box 206 in turn. When all the blank spaces in the character box 206 are filled, the attack initiation unit 134 calculates the attack power against the enemy character 204 according to the completed word. However, if the completed word matches a theme word, it is a one-hit kill. Searching for a theme word is one of the attractions of the game L. The method of calculating the attack power according to the word will be described in detail later.
[0051] FIG. 8 is a screen diagram of the second battle screen 220 showing the selection operation of the letter character 210 by the player during a turn. During a turn, a player taps and selects one of the four letter characters 210 with a finger, and slides it to insert it into one of the blank spaces in the letter box 206. In the second battle screen 220 of FIG. 8, player A selects the letter character 210 corresponding to "o" (hereinafter, written as "letter character 210(o)") and inserts it into the leftmost blank space in the letter box 206. As a result, the three-letter word "Okame" is completed.
[0052] The character setting unit 132 receives the operation content from the communication unit 110 and updates the display of the character frame 206. In addition, the character setting unit 132 transmits the operation content to the game terminals 104 of each player, and the operation result of player A is reflected in each game terminal 104.
[0053] The turn control unit 128 gives a time limit to the player during a turn. The gauge displayed on the timer 202 decreases as time passes. In the second battle screen 220 of Fig. 8, one-third of the time limit has passed. The timer 202 is only displayed to the player during a turn.
[0054] If the character 210 cannot be inserted within the time limit, the character setting unit 132 randomly selects one of the four character characters 210 possessed by the player during the turn and inserts it into one of the blank spaces in the character frame 206. When the character character 210 is inserted, the turn control unit 128 grants a turn to the next player.
[0055] FIG. 9 is a diagram showing the data structure of the character data storage unit 122. As shown in FIG. Each character character 210 is set with a character name, a character, an attribute, hit points, and a skill. In addition, other parameters such as attack power and defense power are set. As described above, an evaluation value is associated with a skill. The character character 210 further has parameters called "level" and "fortune" (described in detail later). The level is a parameter that indicates the growth degree of the character character 210. "Fortune" is a parameter that determines the reward acquisition rate.
[0056] The character characters 210 include character characters 210 that correspond one-to-one to individual characters such as "o", "su", "u", and "sa" arranged for player A in FIG. 4, character characters 210 that can be changed to semi-voiced or voiced sounds such as "ha", "pa", and "ba", and line character characters 210 that include all vowels that can be combined such as "a row" and "ka row". The line character characters 210 change to "a", "i", "u", "e", and "o" every time the player taps the line character character 210 in the selected state. The character characters 210 that can be changed to semi-voiced or voiced sounds also change with a similar operation. For example, the line character characters 210 in the "ka row" can change to "ka", "ki", "ku", "ke", and "ko", making them easy to use in various situations. Since the range of application is wide, the attack power is set low. On the other hand, the character characters 210 that correspond one-to-one to individual characters have a narrow range of application and therefore a high attack power is set. Among the character characters 210 that correspond one-to-one to a single character, the attack power differs depending on how frequently the character is used. For example, the character character 210 that corresponds to a character that is used infrequently, such as "nu", has a relatively high attack power.
[0057] There are five types of attributes: Fire, Grass, Water, Light, and Darkness. Of these, the three attributes of Fire, Grass, and Water are in a rock-paper-scissors relationship. In other words, the Fire attribute is strong against the Grass attribute and weak against the Water attribute. The Grass attribute is strong against the Water attribute and weak against the Fire attribute. The Water attribute is strong against the Fire attribute and weak against the Grass attribute. Additionally, the Light attribute and the Dark attribute are in an opposing relationship.
[0058] When the completed word of the friendly team includes a fire-attribute character 210, the damage inflicted on the grass-attribute enemy character 204 is doubled. On the other hand, even if the completed word includes a fire-attribute character 210, if the enemy character 204 has a water attribute, the damage inflicted is halved.
[0059] In addition, some letter characters 210 have skills such as "double damage" that doubles the damage dealt to the enemy character 204 when a word is completed using that letter character 210.
[0060] FIG. 10 is a diagram showing the data structure of the word data storage unit 124. As shown in FIG. Each word that the team completes is assigned an ID and registered in a database in the word data storage unit 124. The database in the word data storage unit 124 is updated periodically by the game server 102.
[0061] Like the letter characters 210, each word is also assigned an attribute. For example, the word "kitsune udon" has a fire attribute, and the word "okame" has a light attribute. When the friendly team completes a word with a fire attribute, the damage inflicted on the enemy character 204 with a grass attribute is doubled. Even if the friendly team completes a word with a fire attribute, if the enemy character 204 has a water attribute, the damage inflicted is halved.
[0062] FIG. 11 is a diagram showing the data structure of the damage data storage unit 126. As shown in FIG. The basic damage to be inflicted on the enemy character 204 is set according to the number of characters in the word. In game L, the square of the number of characters in the completed word is the basic damage to be inflicted on the enemy character 204. The attack initiation unit 134 initiates an attack on the enemy character 204 when all the blanks in the character frame 206 are filled.
[0063] The damage inflicted on the enemy character 204 is calculated based on various parameters of the character 210 used, the length and attributes of the word, the attributes of the enemy character 204, the theme word, and the like.
[0064] The attack power against an enemy character is calculated as the sum of the attack power based on the word and the attack power based on the character character 210. The attack power based on the word is calculated as follows. The attack power of the fire attribute word "kitsune udon" against the grass attribute enemy character 204 is basically 36, which is the square of the number of characters. Because the fire attribute is strong against the grass attribute, the attack power is further doubled to 72.
[0065] Attack power based on the character 210 is calculated as follows. For example, if the character character 210 (ki) has a fire attribute and an attack power of 31, then the attack power of the character character 210 (ki) against an enemy character with a grass attribute is twice that, or 62. If the character character 210 (tsu) has a water attribute that is weak against grass attributes and its attack power is 80, then the attack power of the character character 210 (tsu) will be half that, or 20. Suppose the total attack power of the character characters 210 included in the word "kitsune udon" is 150.
[0066] As a result of the above, the attack power of the word "kitsune udon" is 222 (=72+150). In addition, if any of the character characters 210 corresponding to the characters "ki", "tsu", "ne", "u", "do", and "n" has the skill "double damage", the attack power of that character character 210 will be doubled.
[0067] If a character string contains multiple words, multiple attacks are launched. For example, the character string "kitsune udon" contains three words, "kitsune," "udon," and "udo." Therefore, if these four words are stored in the word data storage unit 124, the attack power is calculated for each of the four words, "kitsune udon," "kitsune," "udon," and "udo," and four attacks are executed on the enemy character 204.
[0068] The words may be in a language other than Japanese. For example, in the case of English, when forming a character string "RANKING", "RANKING" includes multiple words such as "RAN", "RANK", "AN", "KIN", and "KING".
[0069] When the hit points of the enemy character 204 reach zero, the enemy character 204 is defeated. When the enemy character 204 is defeated, the game control unit 116 of the game server 102 executes the next battle stage. On the other hand, when an attack from the enemy character 204 is received, the hit points of the ally characters decrease. If all the ally characters are annihilated before the enemy character 204 is defeated, the player's team is defeated.
[0070] The quest is cleared when multiple battle stages are cleared and the boss character is defeated. After clearing the battle stage, a new character 210 can be obtained with a reward acquisition rate based on the leader's "lucky" (fortune). "Luck" is set in the range of 0 to 99. When "lucky" is at its minimum value of 0, the reward acquisition rate is 1%, and when "lucky" is at its maximum value of 99, the reward acquisition rate is 100%. "Luck" and the reward acquisition rate have a monotonically increasing relationship.
[0071] The luck control unit 143 provides each player with a "lucky bonus" according to the "lucky" of the leader. The luck bonus is determined by the number of "lucky" of the leader of each player's character group on the friendly team. For example, if the "lucky" of the leader of player A is 99, the "lucky" of the leader of player B is 80, the "lucky" of the leader of player C is 30, and the "lucky" of the leader of player D is 30, the number of "lucky bonuses" of each player is 0.99+0.8+0.3+0.3=2.39, which is rounded up to 3. Alternatively, the content of the luck bonus may be determined according to the total value of the luck. The lucky bonus may be the character character 210, or may be an item that strengthens the attack power or hit points of an already owned character character 210. In any case, the lucky bonus may be information or an item that is useful for the player to progress through the game.
[0072] FIG. 12 is an enlarged view of the icon 240 of the character 210. 12 is a screen diagram showing an enlarged display of the character 210 shown in the player character display area 218 in the first formation screen 300 shown in FIG. 4. The character character 210 in FIG. 12 corresponds to the "ya" row. The character management unit 145 increases the experience value of the character character 210 every time a battle stage is cleared. Each time the experience value exceeds a predetermined value, the character management unit 145 increases the level of the character character 210. The level of the character character 210 is displayed in the level display area 232.
[0073] The number of "Fuku" set in the character 210 is displayed in the fortune display area 230. The line character 210 in FIG.
[0074] The level of the character character 210 increases by combining with other types of character characters 210 (described in detail later). When the level of the character character 210 increases, parameters such as hit points increase. The upper limit of the level of the character character 210 is 99. Furthermore, the level of the character character 210 cannot decrease. The number of "fortune" increases by combining character characters 210 of the same type (described in detail later).
[0075] The player can combine the character characters 210 that he owns. There are two types of combination: "same-type combination," in which the same character characters 210 are combined, and "different-type combination," in which two types of character characters 210 are combined.
[0076] FIG. 13 is a schematic diagram for explaining homogeneous synthesis. In homogeneous synthesis, two character characters 210 of the same type are synthesized into one character, and one "Fuku" is added. In FIG. 13, two character characters 210 (ki) are synthesized into homogeneous characters. Of the two characters, one (basic side) has 2 "Fuku", and the other (additional side) has 1 "Fuku". When these two characters are synthesized, a new character character 210 (ki) having three "Fuku" is generated. When the player specifies the character character 210 on the basic side and the character character 210 on the additional side, the character management unit 145 executes homogeneous synthesis, and the fortune control unit 143 adjusts the "Fuku".
[0077] In the same-type synthesis, two character characters 210 are combined into one, and the fortunes of both characters are added together. The number of character characters 210 decreases, but the number of "fortunes" increases. The method of synthesizing a plurality of character characters 210 also greatly affects the ease of progress in the game L.
[0078] FIG. 14 is a schematic diagram for explaining heterogeneous synthesis. In heterogeneous synthesis, both the levels of the two character characters 210 and the "fuku" (luck) change. Fig. 14 shows heterogeneous synthesis after the character character 210 (fu) is selected as the base side and the character character 210 (ki) is selected as the addition side. At this time, the "fuku" control unit 143 decrements the "fuku" of the character character 210 (fu) on the base side from 2 to 1, and does not change the "fuku" of the character character 210 (ki) on the addition side. On the other hand, the character management unit 145 does not change the level of the character character 210 (fu) on the base side, and increments the level of the character character 210 (ki) on the addition side from 17 to 18.
[0079] The lower limit value of the character 210 "Fuku" is 0. The character 210 with a "Fuku" of 0 cannot be used for heterogeneous composition.
[0080] The "Fuku" of the character 210 on the base side is reduced by heterogeneous synthesis. The "Fuku" of the leader changes the reward acquisition rate. To increase the reward acquisition rate, the "Fuku" can be increased by homogeneous synthesis. Although it is necessary to collect character characters 210 for homogeneous synthesis, there is a trade-off relationship in that the possibility of acquiring character characters 210 is affected by "Fuku."
[0081] Therefore, in game L, it is possible to accumulate more "lucky points" than the upper limit of 99. Hereinafter, "lucky points" from the 100th point onwards will be referred to as "secret savings." If the character 210 has 99 "lucky points" and further "lucky points" are added, the character can secretly accumulate "lucky points" as in 99+1 (=100), 99+2 (=101), 99+3 (=102), etc. In other words, although the displayed "lucky points" are 99 or more, internally it is possible to have more than 100 "lucky points."
[0082] When the leader's "Luck" is 0, the reward acquisition rate is 0%. When "Luck" is 99, the reward acquisition rate is 100%. Players can recognize that the number of "Luck" and the reward acquisition rate are linked. Even when "Luck" is 100 or more, the reward acquisition rate remains at 100%. Since "Luck" can be accumulated without being restricted by the maximum limit of 99, if "Luck" is increased to 100 or more through homogeneous synthesis, the reward acquisition rate can be maintained at 100% even if "Luck" is reduced through heterogeneous synthesis.
[0083] FIG. 15 is a schematic diagram for explaining heterogeneous synthesis during secret savings. When heterogeneous synthesis is performed with the character 210 with the hidden savings as the base character, the level of the character 210 on the added side can be improved while maintaining the reward acquisition rate at 100%. FIG. 15 shows heterogeneous synthesis of the character 210(i) and the character 210(ki). The character 210(ki) on the base side has a "happiness" of 99 on the display, but actually has one hidden savings, so it is 100 (=99+1). The character 210(ki) on the added side has a level of 17. When these two characters are heterogeneously synthesized, the character 210(fu)'s "happiness" decreases from 100 to 99, and the character 210(ki)'s level increases from 17 to 18. When the "happiness" is 99 or more, the reward acquisition rate is 100%, so such heterogeneous synthesis does not cause a direct disadvantage to the player. The player can also recognize that no disadvantage occurs because the character 210(i)'s "happiness" is maintained at 99 or more. According to the secret savings method, it is possible to perform homogeneous composition of the same type of character without hesitation, and to perform heterogeneous composition as necessary.
[0084] (Recommended formation) Next, a description will be given of the "recommended formation" function that assists in forming character groups. The player can select the character group by himself / herself, but can also have the group presenting unit 142 suggest a "recommended formation". For example, when the result of the clearing possibility determination is an "unfavorable determination", it may be possible to avoid making a reckless challenge by following the "recommended formation". Hereinafter, when the result of the clearing possibility determination is an unfavorable determination or a neutral determination, at least not being an advantageous determination corresponds to a "disadvantageous condition". The establishment of the disadvantageous condition means that there is a high possibility that the character group cannot clear the quest, and the absence of the disadvantageous condition (the disadvantageous condition not being established) means that there is a high possibility that the character group can clear the quest. In this embodiment, it is described that the disadvantageous condition is established when the determination is neutral or lower.
[0085] FIG. 16 is a screen diagram of the third editing screen 400 when the judgment result is "just barely". 16 is 3100. The boss character's ability value is 1800. Since the character group's ability value is about 17.2 times the boss character's ability value, the clearing possibility judgment is "just barely (neutral judgment)", and the disadvantageous condition is met.
[0086] Player A may confirm the character group as is, or may reorganize the character group. If the selection button 226 displaying "No" in Fig. 16 is tapped, the screen transitions to the organization screen shown in Fig. 17. Note that, when a disadvantageous condition is established, the group presentation unit 142 may automatically present a recommended organization.
[0087] FIG. 17 is a screen diagram of the fourth formation screen 420 when a recommended formation is presented. 17, a message "Show recommended formation?" is displayed in the information window 212. When the player A taps the selection button 226 displaying "Yes", the group presentation unit 142 generates a recommended formation, that is, a recommended character group from the character characters 210 owned by the player A, using the following algorithm.
[0088] The group presentation unit 142 first extracts character 210 having an attribute superior to the attribute of the boss character. The group presentation unit 142 then selects character 210 corresponding to a character that appears frequently, such as "a" or "i". In this embodiment, the character is narrowed down to characters that are likely to be used in various words, that is, characters with a frequency of a predetermined value or more, for example, 10% or more. When there are 12 or more corresponding character characters 210, 12 characters are selected in descending order of frequency of appearance. When there are less than 12 corresponding character characters 210, the character character 210 with the highest ability value among the remaining character characters 210 is used to fill the vacancies. In this way, the group presentation unit 142 presents a character group of 12 characters as a recommended formation.
[0089] The group presentation unit 142 may select characters so that the character group of the recommended formation does not satisfy the disadvantageous condition, in other words, the character group is determined to be advantageous. For example, the group presentation unit 142 may randomly select the character 210 multiple times, and when a character group determined to be advantageous is generated, the character group may be presented as the recommended formation. In addition, when a character group determined to be advantageous cannot be formed, the group presentation unit 142 may display "No recommendations."
[0090] FIG. 18 is a screen diagram of the fifth formation screen 440 when a recommended formation is presented. The group presentation unit 142 sets the character group of the recommended formation in the group formation area 216. The information window 212 displays "This group is recommended. Would you like to form this group?" After the recommended formation is made, the win / loss prediction unit 140 judges the possibility of clearing the game. The result of the judgment changes from "Just about there (neutral judgment)" to "Probable (advantageous judgment)." If "Yes" is selected, the character group of the recommended formation is confirmed.
[0091] In the recommended formation, the skills of the character characters 210 may be taken into consideration. For example, some enemy characters can stab characters set in a string of characters. When a character is inserted next to a character with a stab, the entire team will take damage. In the recommended formation for a quest in which such an enemy character 204 appears, the character group may include at least one character character 210 with the "thorn removal" skill.
[0092] When forming a character group, it is necessary to consider not only the fighting power of each character 210 but also the compatibility with enemy characters. In the recommended formation, since the character group is formed taking this compatibility into consideration, it is easy to suggest the most suitable character group for the player.
[0093] The player may organize the character group while carefully considering it before the start of the quest, or may leave the organization of the character group to the group presentation unit 142 from the beginning. Alternatively, the player may organize seven of the twelve characters by himself, and let the group presentation unit 142 recommend the remaining characters. The group organization unit 136 may save the seven character characters 210 as regular members, and fill in the remaining five character characters 210 with the recommended organization for each quest or each battle stage.
[0094] By presenting a recommended formation before attempting a quest, the player can easily form an appropriate character group. In addition, whether or not the formed character group can clear the quest is shown before attempting the quest. This makes it easier for the player to avoid reckless challenges. On the other hand, the player can also select a character group by himself / herself without relying on the recommended formation. Since the recommended formation is not necessarily the strongest formation, a player who wants to enjoy forming a formation may form a character group that is stronger than the recommended formation.
[0095] FIG. 19 is a screen diagram of a sixth organization screen 460 showing the display content when a character group has a vacancy. In Fig. 19, player A selects nine character characters 210 and selects "Yes." The win / loss prediction unit 140 compares a character group including the nine character characters 210 with a boss character to determine the possibility of clearing the game. The result of the determination in Fig. 19 is "Maybe impossible (unfavorable determination)."
[0096] Since there are three vacancies in the character group, the group formation unit 136 displays a message in the information window 212 saying "There are vacancies in the group. Fill them with a recommended formation?" When "Yes" is selected, the group formation unit 136 forms a recommended formation of three character characters 210 using the method described above to fill the vacancies. As a result, a character group with a hybrid composition is formed from the nine character characters 210 selected by the player and the three character characters 210 proposed by the group presentation unit 142.
[0097] The player may fix regular members (first character group) that are less than the capacity. For example, out of the capacity of 12 characters, the player may select nine character characters 210 and save them as the first character group. Then, the player may fill in the missing three characters for each quest by "recommended formation", and form a character group (second character group) in which the recommended three character characters 210 (supplementary members) are added to the regular members. The group formation unit 136 saves the regular members for each player.
[0098] For example, in a quest with many fire-attribute enemies, the group presentation unit 142 is likely to select a water-attribute character 210 that is strong against fire-attribute as a replacement member. On the other hand, in a quest with many water-attribute enemies, the group presentation unit 142 is likely to select a wood-attribute character 210 that is strong against water-attribute as a replacement member. According to this control method, by setting favorite regular members and selecting character characters 210 suited to the quest as replacement members, it is possible to achieve two objectives at the same time: reflecting the player's preferences and improving the possibility of clearing the quest.
[0099] FIG. 20 is a screen diagram of the seventh organization screen 480 showing the display contents after filling vacancies in the character group. In FIG. 20, a character group including 12 letter characters 210 is organized by filling three vacancies. The win / loss prediction unit 140 executes a clear possibility judgment again. The judgment result improves from "probably impossible (unfavorable judgment)" to "just barely possible (neutral judgment)." Note that if "No" is selected in the situation of FIG. 20, the character group is cleared. If the unfavorable judgment is considered to be a disadvantageous condition, then by incorporating the recommended organization, a character group organization in which the unfavorable judgment does not hold is realized.
[0100] FIG. 21 is a diagram showing a first selection screen 500 when the owner organizes a team. The formation of the team of allies is performed by opening the team formation window (first selection screen 500). The first selection screen 500 differs depending on whether the player is the owner or another player is the owner. Here, the display contents when the player is the owner will be explained. The display contents when another player is the owner will be explained later with reference to FIG. 22.
[0101] The result of the determination of the possibility of clearing the game is displayed for each character group organized by each player. In FIG. 21, the results of the determination of the possibility of clearing the game for each of players B, C, D, and E who applied to join the team owned by player A are also displayed.
[0102] The winning / losing prediction unit 140 judges that the player B has a high possibility of clearing the quest even if he or she challenges the quest alone. This may be because the applicant, player B, has a strong character 210 or is skilled in organizing a character group.
[0103] The owner can select players to add to the team by referring to the results of the clearing possibility judgment for each player who applied. By adding a player who has a powerful character group to the team, the possibility of clearing the quest will increase.
[0104] The owner selects a player to be added to the team and taps the selection button 226 that displays "Add." For example, if the owner selects player B and then selects the Add button, player B can be added to the team. On the other hand, if the owner selects player D and then taps the selection button 226 that displays "Reject," player D is removed from the player name display area 234.
[0105] FIG. 22 is a screen diagram of a second selection screen 520 when deciding to join a team. A player may become an owner and recruit members for his team, or may join a team that is recruiting. FIG. 22 shows a second selection screen 520 for player A to select a team to join from a number of teams that are recruiting members. In FIG. 22, "Team 1" owned by player C, "Team 2" owned by player E, and "Team 3" owned by player G are recruiting members. When there is a team formation request from the owner, the team formation unit 150 registers the team as a team that is recruiting members on the second selection screen 520, and shows this to the game terminals 104 of the other players.
[0106] Team 1 has player D, so there is room for two more players. Team 2 has players B and F, so there is room for one more player.
[0107] In FIG. 22, a judgment result display area 224 is provided for each team. The judgment result display area 224 shows the result of the clear possibility judgment assuming that player A participates. For example, in the case of team 1, the win / loss prediction unit 140 calculates the ability values of the character groups owned by the three players, player C, player D, and player A, and compares the average or total value with the ability value of the boss character. In other words, if player A has a strong character group, the judgment result is likely to be positive, and if player A has a weak character group, the judgment result is likely to be negative.
[0108] When player A joins team 1, the clearing possibility judgment is "just barely (neutral judgment)". This may be because team 1 is a weak team, but player A leads a strong character group, so the clearing possibility judgment has improved from an unfavorable judgment to a neutral judgment. Alternatively, team 1 may be a strong team, but player A's character group is weak, so the clearing possibility judgment has deteriorated from a favorable judgment to a neutral judgment. Player A can choose which team to join after judging which team he should join to win, including his own ability. In addition, he can check in advance whether he will be a hindrance to the team by joining. In this way, it is possible to judge the clearing possibility as if he were to join a team before actually joining the team.
[0109] The player selects the team he / she wishes to join and taps the selection button 226 labeled "Join." The team organization unit 150 notifies the team owner of Player A's participation application.
[0110] The game system 100 has been described above based on the embodiment. In this embodiment, the parameters (ability values) of the character characters 210 in the character group are compared with the parameters (ability values) of the boss character that appears during the quest to determine the possibility of clearing the quest. Since the quality of the character group's composition can be determined before actually participating in the quest, even beginners are less likely to take on a reckless challenge with a reckless composition. In addition, overcoming disadvantageous conditions such as "maybe impossible" or "just barely possible" and winning is thought to evoke an even greater sense of accomplishment.
[0111] The group presentation unit 142 can suggest a recommended formation of a character group to the player. The group presentation unit 142 can suggest a recommended formation taking into consideration not only the strength of each character character 210 (player character) but also the compatibility with the enemy. In the game L, it is possible to enjoy forming a character group, and it is also possible to omit the cumbersome process of forming a character group. Furthermore, a partial recommended formation by filling vacancies is also possible, so that a hybrid of manual formation and automatic formation is also possible. In addition, the degree of support from the group presentation unit 142 can be determined depending on how many of the 12 character characters 210 are to be formed manually.
[0112] The present invention is not limited to the above-mentioned embodiment and modified examples, and the components can be modified without departing from the gist of the present invention. Various inventions can be formed by appropriately combining multiple components disclosed in the above-mentioned embodiment and modified examples. In addition, some components can be deleted from all the components shown in the above-mentioned embodiment and modified examples.
[0113] Although the game system 100 has been described as being composed of multiple game terminals 104 and one game server 102, some of the functions of the game terminal 104 may be realized by the game server 102, or some of the functions of the game server 102 may be assigned to the game terminal 104. Also, a third device other than the game server 102 and the game terminal 104 may be responsible for some of the functions.
[0114] Game system 100, which is a collection of the functions of game terminal 104 and game server 102 described in Fig. 2, can be understood as a single "information processing device" in general. How to allocate the multiple functions required to realize the present invention to one or more pieces of hardware may be determined in consideration of the processing capacity of each piece of hardware, the specifications required for game system 100, etc.
[0115] In this embodiment, the ability value of the character group is compared with the ability value of the boss character to determine the possibility of completion. The comparison is not limited to the boss character, and the ability value of other enemy characters may be compared to determine the possibility of completion. Also, a recommended value may be set in advance for the quest, and the possibility of completion may be determined based on the relative merits of the ability value of the character group and the recommended value of the quest.
[0116] The formation of a character group may be performed not only before the start of a quest, i.e., before the start of the first battle stage, but also for each battle stage.
[0117] In determining the possibility of clearing the game, various winning / losing factors can be taken into consideration. For example, in a battle stage with a grass attribute, the ability value of a character character having a fire attribute that is strong against the grass attribute may be increased. Similarly, the ability value of a character character having a water attribute that is weak against the grass attribute may be decreased. In addition, there may be enemy characters for which a certain skill is effective and enemy characters for which it is not effective. For example, a skill called "spear charge" may be effective against physical enemy characters but ineffective against ghostly enemy characters. In a quest in which an enemy character having a characteristic of being strong against dragons appears, the ability value of a player character belonging to the dragon tribe may be decreased. The winning / losing prediction unit 140 may increase the ability value of the character group when the character group includes a boss character or a character character having a skill that is effective against enemy characters. When the character character 210 that is the leader has a skill that strengthens the character character 210 with the water attribute, the ability value of the character character 210 with the water attribute included in the character group may be increased. When the theme word "Kintaro Ame" is set, the ability values of the character characters 210 corresponding to "Ki", "N", "Ta", "Ro", "U", "A", and "Me" may be increased. In any case, in a game in which the outcome of a battle is determined by complex factors such as attack power, attributes, and skills, the recommended formation by the group presentation unit 142 is considered to be even more useful.
[0118] In this embodiment, the possibility that the organized character group will clear the quest is displayed in three stages: "Probable", "Barefoot", and "Probably not possible". The method of displaying the judgment results is not limited to this, and can be set by the designer as desired. For example, the win / loss prediction unit 140 may display the judgment results in five stages or as a graph. The win / loss prediction unit 140 may also display the probability of clearing the quest as an actual number. In this case, the judgment results can be understood in more detail and accurately, making it easier to grasp the merits and demerits of the organized decks and the players who wish to participate.
[0119] In this embodiment, a team competition game has been described as the target, but the present invention is not limited to team competition games and can be similarly applied to other types of games such as shooting games and rhythm games.
[0120] In the present embodiment, a smartphone game has been described as the target. However, the game system 100 may be realized by a home game console or a personal computer. The game may be an arcade game or a game linked to an arcade game. [Explanation of symbols]
[0121] 100 game system, 102 game server, 104 game terminal, 106 Internet, 110 communication unit, 112 data processing unit, 114 data storage unit, 116 game control unit, 118 game data storage unit, 120 player data storage unit, 122 character data storage unit, 124 word data storage unit, 126 damage data storage unit, 128 turn control unit, 130 character reception unit, 132 character setting unit, 134 attack activation unit, 136 group formation unit, 138 match execution unit, 140 win / loss prediction unit, 142 group presentation unit, 143 luck control unit, 144 group determination unit, 145 character management unit, 146 player management unit, 148 player registration unit, 150 team formation unit, 160 communication unit, 162 data processing unit, 164 data storage unit, 166 game control unit, 168 user interface unit, 170 Game data storage unit, 172 input unit, 174 output unit, 200 first battle screen, 202 timer, 204 enemy character, 206 character frame, 208 tab, 210 character character, 212 information window, 214 target selection frame, 216 group formation area, 218 player character display area, 220 second battle screen, 222 scroll bar, 224 judgment result display area, 226 selection button, 228 corresponding character display area, 230 fortune display area, 232 level display area, 234 player name display area, 236 team name display area, 240 icon, 300 first formation screen, 320 second formation screen, 400 third formation screen, 420 fourth formation screen, 440 fifth formation screen, 460 sixth formation screen, 480 seventh formation screen, 500 first selection screen, 520 second selection screen
Claims
1. a processor, the processor comprising: forming a first group including a character selected by the player from among characters owned by the player; displaying, on a terminal of the player, a first screen including information indicating a possibility of clearing the quest by the first group before the player plays the quest; When the first group is determined as a deck for playing the quest, controlling the quest so that it can be played using the first group; displaying on the terminal a second screen including information inquiring of the player in a selectable format as to whether or not to display a second group including characters possessed by the player and having attributes superior to enemy characters appearing in the quest, if the first group is not determined to be the deck for playing the quest; When a selection to display the second group is accepted on the terminal, a third screen including information on the second group and information indicating a possibility of the second group completing the quest is displayed on the terminal; When the second group is determined as a deck for playing the quest, the second group is used to control the quest so that it can be played. Information processing device.
2. The processor organizes a first group including a character selected by the player from among characters owned by the player; a processor displays, before the player plays the quest, a first screen including information indicating a possibility of the quest being cleared by the first group on a terminal of the player; The processor controls the quest to be playable using the first group when the first group is determined as a deck for playing the quest; the processor, when the first group is not determined as the deck for playing the quest, displays on the terminal a second screen including information for inquiring of the player in a selectable format as to whether or not to display a second group including characters possessed by the player and having attributes superior to enemy characters appearing in the quest; a processor, when a selection to display the second group is accepted on the terminal, displays on the terminal a third screen including information on the second group and information indicating a possibility of the second group completing the quest; a processor controls the quest to be playable using the second group when the second group is determined as a deck for playing the quest; Information processing methods.
3. The processor: forming a first group including a character selected by the player from among characters owned by the player; displaying, on a terminal of the player, a first screen including information indicating a possibility of clearing the quest by the first group before the player plays the quest; When the first group is determined as a deck for playing the quest, controlling the quest so that it can be played using the first group; displaying on the terminal a second screen including information inquiring of the player in a selectable format as to whether or not to display a second group including characters possessed by the player and having attributes superior to enemy characters appearing in the quest, if the first group is not determined to be the deck for playing the quest; When a selection to display the second group is accepted on the terminal, a third screen including information on the second group and information indicating a possibility of the second group completing the quest is displayed on the terminal; When the second group is determined as a deck for playing the quest, the second group is used to control the quest so that it can be played. A program for executing a process.
4. A server and a terminal are provided, The server, forming a first group including a character selected by the player from among characters owned by the player; displaying, on the terminal of the player, a first screen including information indicating a possibility of clearing the quest by the first group before the player plays the quest; When the first group is determined as a deck for playing the quest, controlling the quest so that it can be played using the first group; displaying on the terminal a second screen including information inquiring of the player in a selectable format as to whether or not to display a second group including characters possessed by the player and having attributes superior to enemy characters appearing in the quest, if the first group is not determined to be the deck for playing the quest; When a selection to display the second group is accepted on the terminal, a third screen including information on the second group and information indicating a possibility of the second group completing the quest is displayed on the terminal; When the second group is determined as a deck for playing the quest, the second group is used to control the quest so that it can be played. system.
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