Information Processing Program, Information Processing Method, and Information Processing System

The information processing program addresses the sense of loss in games by allowing players to adjust character parameters up to a set upper limit and granting rights for further enhancement, effectively maximizing character potential despite initial limitations.

JP7684023B2Active Publication Date: 2025-05-27CYGAMES INC
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Patent Information

Application Number
JP2020111286
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-06-29
Publication Date
2025-05-27
Estimated Expiration
2040-06-29

AI Technical Summary

Technical Problem

Players may feel a sense of loss when the level upper limit of a character is lower than a predetermined value, limiting the character's level progression in games that involve lottery-based character acquisition.

Method used

An information processing program that includes an upper limit value setting unit, a parameter change unit, a storage unit, and a right-granting unit, which allows players to change a character's parameter up to a set upper limit value, grant rights to further change the parameter if the initial upper limit is exceeded, and adjust the upper limit post-acquisition to enable character parameter changes up to a specified value.

Benefits of technology

This solution reduces the sense of loss for players by allowing them to effectively maximize their character's parameters, even if the initial upper limit is lower than desired, and provides a mechanism for further parameter enhancement based on specific conditions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To reduce sense of loss given to a player.SOLUTION: An information processing program allows a computer to function as an upper-limit value setting part for setting an upper-limit value of a parameter of a game object according to a specific condition, as a parameter changing part for changing the parameter with the upper-limit value as a limit, and as a privilege granting part for granting privilege with which the parameter of the game object can be changed up to a prescribed value under an advantageous condition even if the prescribed value exceeds the upper-limit value when the game object is acquired.SELECTED DRAWING: Figure 10
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Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing method, and an information processing system.

Background Art

[0002] For example, Patent Document 1 discloses a game in which a character has a level upper limit (upper limit value), and the level of the character can be increased up to the level upper limit by using a predetermined item.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, a game has been proposed in which a character whose level has been raised to a predetermined value can be obtained by lottery. In such a game, when the level upper limit of the character is lower than the predetermined value, the level of the obtained character can only be raised up to the level upper limit. Therefore, the player may feel a sense of loss that the character cannot be raised to the predetermined value.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system capable of reducing the sense of loss given to a player.

Means for Solving the Problems

[0006] In order to solve the above problems, the information processing program includes an upper limit value setting unit that sets an upper limit value of a parameter of a game object according to a specific condition, and Based on the player's operation input, A parameter change unit that changes a parameter up to an upper limit value, when the acquisition condition of a predetermined game object with a specified value of a parameter is satisfied, a storage unit that stores the possession information of the predetermined game object, and a predetermined Game object of Obtain when the condition is satisfied When, at the time of obtaining, the specified value exceeds the upper limit value to , predetermined A right to change the parameter of the game object to the specified value under favorable conditions , which is associated with the predetermined game object and stored as a right-granting unit, causes the computer to function , when the upper limit value is less than the specified value, based on the change right, the parameter of the predetermined game object can be changed under favorable conditions up to the upper limit value, and when the upper limit value at the time of acquisition of the predetermined game object is less than the specified value and a upper limit value equal to or greater than the specified value is set after the acquisition of the predetermined game object, based on the change right, the parameter of the predetermined game object can be changed under favorable conditions up to the specified value .

[0007] The right-granting unit predetermined Game object of Obtain when the condition is satisfied At the time of obtaining, predetermined the parameter of the game object may be changed to the specified value free of charge.

[0008] The right-granting unit predetermined Game object of Obtain when the condition is satisfied At the time of obtaining, predetermined items necessary to set the parameter of the game object to the specified value may be granted.

[0009] To solve the above problems, an information processing method includes An information processing method performed by a computer, a step of setting an upper limit value of a parameter of a game object according to a specific condition, based on the player's operation input, a step of changing the parameter up to the upper limit value, when the acquisition condition of a predetermined game object with a specified value of a parameter is satisfied, storing the possession information of the predetermined game object in a storage unit, and a predetermined Game object of Obtain when the condition is satisfied When, at the time of obtaining, the specified value exceeds the upper limit value to , predetermined a right to change the parameter of the game object to the specified value under favorable conditions change right , which is associated with the predetermined game object and stored step, and has and the step of changing the parameter makes it possible to change the parameter of the predetermined game object under favorable conditions up to the upper limit value based on the change right when the upper limit value is less than the specified value, and when the upper limit value at the time of acquisition of the predetermined game object is less than the specified value and a upper limit value equal to or greater than the specified value is set after the acquisition of the predetermined game object, based on the change right, the parameter of the predetermined game object can be changed under favorable conditions up to the specified value .

[0010] To solve the above problems, an information processing system includes an upper limit value setting unit that sets an upper limit value of a parameter of a game object according to a specific condition, Based on the player's operation input, a parameter change unit that changes the parameter up to the upper limit value, when the acquisition condition of a predetermined game object with a specified value of a parameter is satisfied, a storage unit that stores the possession information of the predetermined game object, and a predetermined Game objectof Obtain when the condition is satisfied When the specified value exceeds the upper limit at a certain point in time to , predetermined The right to change the parameters of the game object to the specified value under favorable conditions , which is associated with the predetermined game object and stored The right-granting unit, A computer that functions by Comprising When the upper limit value is less than the specified value, the parameter change unit can change the parameters of a predetermined game object under advantageous conditions up to the upper limit value based on the right to change. When the upper limit value at the time of acquisition of a predetermined game object is less than the specified value and, after the acquisition of the predetermined game object, an upper limit value equal to or greater than the specified value is set, the parameter change unit can change the parameters of the predetermined game object under advantageous conditions up to the specified value based on the right to change. .

Advantages of the Invention

[0011] According to the present invention, it is possible to reduce giving the player a sense of loss.

Brief Description of the Drawings

[0012]

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MODE FOR CARRYING OUT THE INVENTION

[0013] While referring to the accompanying drawings below, one aspect of an embodiment of the present invention will be described in detail. The dimensions, materials, and other specific numerical values shown in such an embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and the drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit redundant description, and elements not directly related to the present invention are not shown.

[0014] (Overall Configuration of Information Processing System S) FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.

[0015] The player terminal (information processing device) 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 100. Examples of the player terminal 1 include a smartphone, a mobile phone, a tablet device, a personal computer, a game device, etc. In this embodiment, the case where a smartphone is used as the player terminal 1 will be described.

[0016] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 stores various information (player information) for each player ID for identifying a player who plays a game.

[0017] The communication base station 200a is connected to the communication network 200 and performs wireless information transmission and reception with the player terminal 1. The communication network 200 is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and realizes wireless or wired communication connection between the player terminal 1 and the server 100.

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as game devices G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game, and the game can proceed through the cooperation between the player terminal 1 and the server 100.

[0019] (Hardware Configuration of Player Terminal 1 and Server 100) FIG. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Further, FIG. 2B is a diagram for explaining the hardware configuration of the server 100. As shown in FIG. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0020] Also, as shown in FIG. 2B, the server 100 includes a CPU 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.

[0021] Note that the configurations and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, hereinafter, the hardware configuration of the player terminal 1 will be described, and the description of the server 100 will be omitted.

[0022] The CPU 10 operates the program stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores the program and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via the bus 14.

[0023] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

[0024] The storage unit 18 is composed of a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0025] The communication unit 20 is wirelessly communicatively connected to the communication base station 200a and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. In the player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.

[0026] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc. to which a player's operation is input (accepted). Further, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination and movement of the player terminal 1, or a microphone that detects the player's voice. That is, the input unit 22 widely includes devices that can input the player's intention in an identifiable manner.

[0027] The output unit 24 is composed of a display device and a speaker. Note that the output unit 24 may be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 includes a display 26 as the output unit 24 and includes a touch panel provided so as to overlap the display 26 as the input unit 22.

[0028] (Game content) Next, an example will be used to explain the content of the game provided by the information processing system S (game device G) of the present embodiment. In the present embodiment, a so-called battle game in which ally characters fight against enemy characters is provided. Specifically, in the game of the present embodiment, a plurality of ally characters are provided. The player selects a plurality (here, five) from the provided ally characters to form a party. In addition, the player can play a plurality of types of battle games with different enemy characters and difficulty levels. The purpose of the battle game is for the ally characters organized in the party to defeat (clear) the enemy characters and obtain rewards.

[0029] FIG. 3A is a diagram for explaining an example of a home screen. FIG. 3B is a diagram for explaining an example of an ally character confirmation screen. FIG. 3C is a first diagram for explaining an example of an ally character details screen. FIG. 4A is a second diagram for explaining an example of an ally character details screen. FIG. 4B is a third diagram for explaining an example of an ally character details screen. FIG. 4C is a fourth diagram for explaining an example of an ally character details screen. FIG. 5 is a fifth diagram for explaining an example of an ally character details screen. A game screen is displayed on the display 26 of the player terminal 1. In the present embodiment, the game screen is roughly classified into a normal screen and a battle screen.

[0030] The normal screen is mainly a screen for the player to perform various settings and confirm information. On the other hand, the battle screen is the screen displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen is provided with a plurality of screens such as the home screen shown in FIG. 3A, the ally character confirmation screen shown in FIG. 3B, the quest screen (see FIG. 6A), the shop screen (not shown), the guild screen (not shown), the gacha screen (see FIG. 8A), and the menu screen (not shown).

[0031] In the normal screen, for example, as shown in FIG. 3A, a menu bar 30 is displayed at the lower part of the display 26. The menu bar 30 is provided with a plurality of operation parts that can be operated (tapped) by the player. The menu bar 30 is provided with a home screen selection operation part 30a marked with "Home", a friendly character confirmation screen selection operation part 30b marked with "Character", a quest screen selection operation part 30c marked with "Quest", a gacha screen selection operation part 30d marked with "Gacha", and a menu screen selection operation part 30e marked with "Menu".

[0032] When the home screen selection operation part 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26. Also, when the friendly character confirmation screen selection operation part 30b is tapped, the friendly character confirmation screen shown in FIG. 3B is displayed on the display 26. Similarly, when the quest screen selection operation part 30c is tapped, the quest screen shown in FIG. 6A is displayed on the display 26. Also, when the gacha screen selection operation part 30d is tapped, the gacha screen shown in FIG. 8A is displayed on the display 26. Also, when the menu screen selection operation part 30e is tapped, the menu screen is displayed on the display 26. Although detailed description is omitted, in the menu screen, game settings and various information can be confirmed.

[0033] In the menu bar 30, the operation parts corresponding to each screen are highlighted so that the screen being displayed on the display 26 can be identified.

[0034] The home screen shown in FIG. 3A corresponds to the initial screen, and a header display area 31 is provided at the upper part. The header display area 31 displays level information 31a indicating the player level associated with the player ID, a stamina display bar 31b indicating the player's stamina associated with the player ID, and the amounts of the first currency and the second currency owned by the player associated with the player ID.

[0035] Note that stamina is a parameter required to play battle games. In this embodiment, multiple types of battle games are provided, and for each battle game, the consumption value of stamina required for play, the number of challenges per day, etc. are set. When playing a battle game for which the consumption value of stamina required for play is set, since the player consumes stamina to play the battle game, if the stamina is insufficient, the player cannot play that battle game.

[0036] Although detailed description is omitted, when the player clears a battle game, the player can obtain a predetermined value as player experience points. And each time the player experience points reach a certain value, the player level increases. The player level has a set management upper limit value, and even if the player obtains experience points, the player level will not exceed the set management upper limit value. Note that the management upper limit value is set by the operator and is increased at a predetermined timing.

[0037] Also, an upper limit value of stamina is set for the player level, and as the player level increases, the upper limit value of stamina also increases. Stamina recovers by a predetermined value (for example, 1 point) every certain time (for example, 5 minutes) within the range of the upper limit value. In the stamina display bar 31b, the remaining amount of the current stamina can be visually grasped with respect to the upper limit value of stamina.

[0038] The first currency and the second currency are currencies that can be used only within the game. For example, when the player clears a battle game, the player can obtain a predetermined amount according to the cleared battle game. The second currency can be obtained for free or for a fee. Note that although the first currency and the second currency can be obtained in various ways, detailed description is omitted.

[0039] A notification selection operation unit 32 may be displayed at the right end of the home screen. Although detailed description is omitted, for example, when a guild battle, which is one of the battle games, is in progress, a notification selection operation unit 32 marked with "Guild Battle" is displayed.

[0040] Between the menu bar 30 and the notification selection operation unit 32 on the home screen, a home menu 33 is displayed. On the home menu 33, there are provided a shop screen selection operation unit 33a marked with "Shop", a guild screen selection operation unit 33b marked with "Guild", a notification screen selection operation unit 33c marked with "Notification", and a present screen selection operation unit 33d marked with "Present".

[0041] When the shop screen selection operation unit 33a is tapped, a shop screen (not shown) where items can be purchased is displayed. When the guild screen selection operation unit 33b is tapped, a guild screen (not shown) is displayed on the display 26. When the notification screen selection operation unit 33c is tapped, a notification screen (not shown) for displaying update information, maintenance information, etc. is displayed on the display 26. When the present screen selection operation unit 33d is tapped, a present screen (not shown) for displaying items distributed by, for example, the operator is displayed on the display 26.

[0042] On the ally character confirmation screen shown in FIG. 3B, all the images of the ally characters corresponding to the ally character IDs associated with the player ID are displayed. That is, on the ally character confirmation screen, all the ally characters owned by the player are displayed. The ally character ID is for identifying the ally character, and different IDs are assigned to each ally character. When the player acquires a new ally character, for example, by gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of that player.

[0043] At the right end of the ally character confirmation screen, a party screen selection operation unit 34 marked with "Party" is displayed. When the party screen selection operation unit 34 is tapped, a party formation screen (not shown) is displayed on the display 26, and a party composed of up to five ally characters can be formed and saved.

[0044] Various parameters such as stars (rarity), experience points, character level, skill level, and equipment rank are associated and stored for ally characters. Experience points increase when winning in the battle game described later or when using a predetermined item. The character level is set corresponding to the experience points and increases each time the experience points reach a predetermined value. Note that the player level is set as the progress upper limit for the character level. Therefore, the character level can increase up to the player level.

[0045] In addition, based on the stars (rarity) and character level, base values of combat power such as life points, attack power, and defense power are set for ally characters. The higher the combat power of the ally character, the more advantageously the player can progress in the battle game. Also, each base value set for the ally character increases as the stars (rarity) increase and as the character level increases.

[0046] In addition, four skills each that are executed (activated) in the battle game are set for ally characters. Each skill has a skill level set, and the higher the skill level, the higher the effect of the skill. Note that the character level is set as the progress upper limit for the skill level. Therefore, the skill level can increase up to the character level.

[0047] Furthermore, ally characters can be equipped with (set) equipment items such as weapons and armor. Each equipment item has a set character level at which it can be equipped and addition values for attack power and defense power, etc. When an equipment item is equipped to an ally character, the addition value of each equipment item is added to the above base value, and the combat power of the ally character can be increased.

[0048] Specifically, when the image of the ally character displayed on the ally character confirmation screen shown in FIG. 3B is tapped, as shown in FIG. 3C, the ally character details screen corresponding to the tapped ally character is displayed on the display 26. The ally character details screen is provided with an enhancement item selection operation unit 35, an enhancement item display area 36, an enhancement details display area 37, and an auto-enhancement operation unit 38.

[0049] The enhancement item selection operation unit 35 is provided with a plurality of operation units that can be operated (tapped) by the player. The enhancement item selection operation unit 35 is provided with an equipment selection operation unit 35a, an Lv enhancement selection operation unit 35b, a skill enhancement selection operation unit 35c, and a star enhancement selection operation unit 35d. One of the enhancement item selection operation units 35 is selected, and the selected operation unit is highlighted.

[0050] In the enhancement item display area 36, the enhancement item corresponding to the selected operation unit among the enhancement item selection operation units 35 is displayed.

[0051] When the equipment selection operation unit 35a of the enhancement item selection operation unit 35 is tapped, six equipment items are displayed around the image of the ally character in the enhancement item display area 36. Here, among the six equipment items, the equipment items not equipped by the ally character are displayed in gray as shown by hatching in the figure, and the equipment items equipped by the ally character are displayed in color.

[0052] Also, among the equipment items not equipped by the ally character (the upper right equipment item and the lower right equipment item in the figure), if the player already owns the equipment item (including the case where it can be created), a mark indicated by "+" is displayed like the upper right equipment item in the figure. On the other hand, if the player does not own the equipment item (including the case where it cannot be created), a display marked "Available" is made like the lower right equipment item in the figure. Note that the equipment items not yet implemented in the game, like the upper left equipment item in the figure, are indicated by "?".

[0053] In addition, an equipment rank (RANK15 in the figure) indicating the rank of the equipment to be equipped is set for the ally character. The equipment rank can be upgraded when all (six) pieces of equipment of the rank one lower are equipped. When the rank can be upgraded, the rank-up operation unit 39 becomes effective. When the rank-up operation unit 39 is tapped, the equipment rank is increased by one, and the equipment of the increased equipment rank is displayed in the enhancement item display area 36.

[0054] When the equipment in the enhancement item display area 36 is tapped, the status of the operated equipment is displayed in the enhancement details display area 37. In addition, in the enhancement details display area 37, an acquisition method operation unit 37a for displaying the acquisition method of the equipment and an equipment operation unit 37b for equipping the equipment are displayed. Although detailed description is omitted, when the acquisition method operation unit 37a is tapped, the acquisition method of the equipment is displayed on the display 26. Also, when the equipment operation unit 37b is tapped while owning the equipment, the equipment is equipped.

[0055] When the equipment is equipped, as shown in FIG. 4A, in the enhancement details display area 37, an enhancement operation unit 37c is displayed instead of the equipment operation unit 37b. Here, the equipment can be enhanced up to five levels. Although detailed description is omitted, when the enhancement operation unit 37c is tapped, a screen for selecting an item for enhancing the equipment is displayed. When an item is selected on that screen and a determination operation unit (not shown) is tapped, the selected item is consumed and the equipment is enhanced.

[0056] When the Lv enhancement selection operation unit 35b of the enhancement item selection operation unit 35 is tapped, as shown in FIG. 4B, in the enhancement item display area 36, the character level and the experience value until the character level is increased by one are displayed around the image of the ally character.

[0057] In addition, in the enhancement details display area 37, a plurality of item display parts 37d for increasing the experience value are displayed. In the item display part 37d, the name of the item, the description of the item, and a use operation part 37e for using the item are displayed. When the use operation part 37e is tapped, the experience value of the friendly character increases by the amount of experience value corresponding to that item. Note that when the player does not possess the item displayed in the item display part 37d, the use operation part 37e of that item does not accept the player's operation.

[0058] When the skill enhancement selection operation part 35c of the enhancement item selection operation part 35 is tapped, as shown in FIG. 4C, an image of the friendly character is displayed in the enhancement item display area 36. In addition, a plurality of skill display parts 37f are displayed in the enhancement details display area 37. In the skill display part 37f, the name of the skill, the skill level, and an enhancement operation part 37g for increasing the skill level are displayed. When the enhancement operation part 37g is tapped, a first currency corresponding to the skill level is consumed and the skill level increases by 1. Note that when the player does not possess the first currency corresponding to the skill level and when the skill level has reached the character level, the enhancement operation part 37g does not accept the player's operation.

[0059] When the star enhancement selection operation part 35d of the enhancement item selection operation part 35 is tapped, as shown in FIG. 5A, an image of the friendly character and the star (rarity) of the friendly character are displayed in the enhancement item display area 36. In addition, the items necessary to increase the star are displayed in the enhancement details display area 37, and the number of items the player owns with respect to the number of items (required number) necessary to increase the star is displayed, for example, as 50 / 100.

[0060] In addition, the enhancement details display area 37 is provided with an acquisition method operation unit 37a for displaying the acquisition method of the item, and a blooming operation unit 37h for raising the star. When the acquisition method operation unit 37a is operated, the acquisition method of the item is displayed on the display 26. Also, when the number of items owned by the player satisfies the required number and the blooming operation unit 37h is tapped, the star of the ally character goes up by one. Note that when the number of items for raising the star does not reach the required number, the blooming operation unit 37h is displayed in gray as shown by hatching in Fig. 5A and is made not to accept the player's operation.

[0061] In addition, when the automatic enhancement operation unit 38 on the ally character details screen is tapped, the player level, skill level, and equipment rank of the ally character will be raised as much as possible.

[0062] Fig. 6A is a diagram for explaining an example of the quest screen of the normal quest. Fig. 6B is a diagram for explaining an example of the quest selection screen of the normal quest. Fig. 6C is a diagram for explaining an example of the party selection screen.

[0063] When the quest screen selection operation unit 30c is tapped on the home screen shown in Fig. 3A, the quest screen shown in Fig. 6A is displayed on the display 26. In this embodiment, as the types of battle games, two types, normal quests and hard quests, are taken as examples for explanation, but other types of battle games (such as guild battles) may be provided.

[0064] Note that depending on the type of battle game, there are some for which release conditions are set. Examples of the release conditions include that the player level is a predetermined value or higher, and that other predetermined battle games have been cleared. Also, each type of battle game belongs to a plurality of battle games (hierarchies). Release conditions are set for each of these battle games. And when the release conditions are satisfied, the game release information included in the player information is updated.

[0065] On the quest screen, there is a normal quest selection operation unit 41a for selecting a normal quest and a hard quest selection operation unit 41b for selecting a hard quest. On the quest screen, either the normal quest selection operation unit 41a or the hard quest selection operation unit 41b must be selected, and the normal quest selection operation unit 41a is selected as the initial state. Hereinafter, the case where the normal quest selection operation unit 41a is selected will be described, but the case where the hard quest selection operation unit 41b is selected is the same.

[0066] When the normal quest selection operation unit 41a is selected on the quest screen, a quest operation unit 42 for selecting any one of a plurality of battle games (hierarchies) belonging to the normal quest is displayed.

[0067] The quest operation unit 42 also displays the clear information of each battle game. The clear information is indicated by, for example, three stars. In the battle game, when the battle game is cleared, stars are obtained according to the number of ally characters whose life points are 0 when cleared. For example, when there is not a single ally character whose life points are 0, three stars are obtained; when there is one ally character whose life points are 0, two stars are obtained; and when there are two or more ally characters whose life points are 0, one star is obtained.

[0068] In the example of FIG. 6A, three stars are obtained in the "21-1" battle game, two stars are obtained in the "21-2" battle game, and two stars are obtained in the "21-3" battle game. Also, in the "21-4" battle game, no stars are obtained, and it is notified that this battle game has not been cleared.

[0069] In quests (normal quests and hard quests), the clearing of the previous battle game is set as the unlocking condition. For example, in the example of FIG. 6A, by clearing up to the battle game of "21-3", the battle game of "21-4" is unlocked, but the subsequent battle games (from "21-5" onwards not shown) remain locked.

[0070] On the quest screen, for example, when the quest operation section 42 of the battle game of "21-1" is operated (tapped), the quest selection screen shown in FIG. 6B is displayed on the display 26. On the quest selection screen, the enemy characters appearing in that battle game and the items (rewards) that can be obtained in that battle game are displayed. Also, on the quest selection screen, the stamina before and after the execution of that battle game and the remaining number of challenge times are displayed. Note that the remaining number of challenge times indicates the number of times that can be challenged in a day, and the battle games of normal quests are set to be infinite. Also, in this embodiment, the stamina consumed in the battle games of normal quests is set to 10. However, the stamina consumed in the battle games of normal quests may be made different for each battle game.

[0071] Also, on the quest selection screen, a cancel operation section 43 and a challenge operation section 44 marked with "Challenge" for challenging that battle game are displayed.

[0072] When the cancel operation section 43 is operated (tapped), the quest screen shown in FIG. 6A is displayed on the display 26, and the challenge to the selected battle game of "21-1" is cancelled.

[0073] On the other hand, when the challenge operation section 44 is operated (tapped), the party selection screen shown in FIG. 6C is displayed on the display 26. On the party selection screen, all the ally characters owned by the player are displayed, and below, a selected ally character display area 46 for displaying the selected ally character is displayed.

[0074] In addition, on the party selection screen, a cancel operation unit 43 and a battle start operation unit 47 labeled "Battle Start" are displayed.

[0075] On the party selection screen, when the player operates (taps) a displayed ally character, the operated ally character is displayed in the selected ally character display area 46. That is, here, among the plurality of ally character IDs associated with the player ID, the ally character ID for use in the battle game (to determine the party) is selected.

[0076] Then, when an ally character (ally character ID) is selected and the battle start operation unit 47 is operated (tapped), the battle game starts.

[0077] FIG. 7A is a diagram for explaining an example of a battle screen. FIG. 7B is a diagram for explaining an example of a result screen. FIG. 7C is a diagram for explaining an example of a report screen. When the battle start operation unit 47 is operated (tapped) on the party selection screen shown in FIG. 6C, the battle game starts.

[0078] During the battle game, as shown in FIG. 7A, a battle screen is displayed. On the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters operate under computer control and give damage to the enemy characters or receive damage from the enemy characters. Also, the enemy characters operate under computer control and give damage to the ally characters or receive damage from the ally characters.

[0079] When damage points are applied to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are applied to a friendly character, the damage points are subtracted from the friendly character's life points. When the life points of all enemy characters reach 0, the player wins (clears), and when the life points of all friendly characters reach 0 (loses), the player loses.

[0080] Here, as shown in FIG. 7A, a friendly character display area 48 is provided at the bottom of the battle screen. In the friendly character display area 48, the life points 48a and skill gauges 48b for each friendly character are displayed. The skill gauge 48b increases when a friendly character receives damage from an enemy character or inflicts damage on an enemy character. When the skill gauge 48b reaches a predetermined maximum value, the friendly character can use a skill. The skill can apply more damage points to the enemy character than a normal attack, recover the life points of the friendly character, or apply a special effect to the enemy character.

[0081] Here, there are two ways to use skills. One is that the player operates (taps) the ally character in which the skill gauge 48b displayed in the ally character display area 48 reaches the maximum value. The other is that when the skill gauge 48b reaches the maximum value in the auto state, the ally character uses the skill under computer control. Note that an auto selection operation unit 49 is displayed on the battle screen, and the auto state or the manual state can be switched according to the operation of the auto selection operation unit 49. When the auto selection operation unit 49 is operated in the manual state, it becomes an auto state in which the skill is used automatically. Also, when the auto selection operation unit 49 is operated in the auto state, it becomes a manual state in which the skill is used manually. Note that even in the auto state, when the player operates (taps) the ally character in a state where the skill gauge 48b has reached the maximum value and the skill has not been used under computer control, the use of the skill becomes possible.

[0082] When the battle game ends normally, as shown in FIG. 7B, a result screen is displayed on the display 26. FIG. 7B shows, as an example, the result screen when the battle game is cleared.

[0083] At least a part of the game result information of the battle game is displayed on the result screen, and a report display operation unit 50 marked with "Report" and an end operation unit 51 marked with "Close" are displayed.

[0084] Note that the game result information includes the ally character ID (party) of the ally character, the enemy character ID of the enemy character, the remaining status of the ally character and the enemy character at the end of the battle (whether the life point is 0 at the end of the battle game), the damage points given (total value), whether it is in the manual state or the auto state, the battle log ID, the type of the battle game (normal quest, hard quest, etc.), the information associated with each type of the battle game (clear information, the level of the battle game, etc.), the item information given, the first currency given, etc. Also, the battle log ID is uniquely assigned for each battle game. Also, the information associated with each type of the battle game has different contents for each type of the battle game. Also, when the battle game is cleared, in the server 100, for each item preset for the cleared battle game, it is determined by lottery whether to give it to the player. Then, the item given to the player is given to the game result information and will be displayed on the result screen.

[0085] When the end operation unit 51 is operated (tapped) on the result screen, the display on the display 26 switches from the battle screen to the normal screen. That is, the result screen is a part of the battle screen. Note that the normal screen switched from the result screen may be the screen displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen. In this way, with the end of the display of the result screen, the battle game ends.

[0086] When the report display operation unit 50 is operated (tapped) on the result screen, the report screen shown in FIG. 7C is displayed on the display 26. On the report screen, the damage points (total value) given by the ally character and the enemy character are displayed, and the end operation unit 51 is displayed.

[0087] When the end operation unit 51 is operated (tapped), the result screen shown in FIG. 7B is displayed on the display 26.

[0088] In addition, a ticket display area 45 is provided on the quest selection screen shown in FIG. 6B. In the ticket display area 45, the number of tickets owned by the player (the number of tickets associated with the player ID) is displayed, and a ticket use challenge operation unit 45a, a minus operation unit 45b, and a plus operation unit 45c are provided. These ticket use challenge operation unit 45a, minus operation unit 45b, and plus operation unit 45c are only effective for battle games that have acquired three stars as clear information, and are inoperable in battle games that have not acquired three stars as clear information.

[0089] When the ticket use challenge operation unit 45a, minus operation unit 45b, and plus operation unit 45c are effective, each time the plus operation unit 45c is operated (tapped), the characters written on the ticket use challenge operation unit 45a are incremented and displayed one by one, such as "Use 2 tickets" and "Use 3 tickets". Also, each time the minus operation unit 45b is operated (tapped), the characters written on the ticket use challenge operation unit 45a are decremented and displayed one by one, such as "Use 2 tickets" and "Use 1 ticket".

[0090] And, for example, when the characters written on the ticket use challenge operation unit 45a are "Use 5 tickets", if the ticket use challenge operation unit 45a is operated (tapped), 5 tickets and 50 stamina are consumed, and the creation of a party on the party selection screen shown in FIG. 6C and the execution of a battle game on the battle screen shown in FIG. 7A are omitted (skipped), and it is treated as if all (5 times) battle games have been cleared, and a result screen as shown in FIG. 7B is displayed. On this result screen, the items obtained in the 5 times of battle games are collectively displayed.

[0091] In this way, by consuming tickets, battle games that have acquired three stars as clear information are omitted and treated as if the battle games have been cleared. As a result, the player can collect items in a shorter time.

[0092] FIG. 8A is a diagram for explaining an example of a gacha screen. FIG. 8B is a diagram for explaining an example of a gacha result screen.

[0093] When the gacha screen selection operation unit 30d is tapped on the home screen shown in FIG. 3A, the gacha screen shown in FIG. 8A is displayed on the display 26. At the upper part of the gacha screen, a gacha type selection bar 52 is displayed. On the gacha type selection bar 52, a gacha type operation unit indicating the currently held (implemented) gacha type is displayed.

[0094] In the present embodiment, as gacha types, "Normal" where items can be acquired, and "Pickup" and "Growth Gacha" where ally characters can be acquired are provided. "Normal" enables the acquisition of items twice a day for free.

[0095] In gacha types where ally characters can be acquired, a lottery can be conducted by consuming a predetermined amount of the second currency. Also, in each gacha type, at least one of the ally characters subject to the lottery or the lottery probability (winning probability) of each ally character is different from each other. Furthermore, in some gacha types, a period during which a lottery can be conducted is set.

[0096] For "Pickup" and "Growth Gacha", a period during which a lottery can be conducted is set in advance. "Pickup" designates one of the predetermined ally characters as the target character, and the winning probability of the target character is set higher than that of other ally characters. Also, for "Pickup", the target character is changed, for example, every two weeks. Therefore, it can be said that "Pickup" with different target characters or holding periods are different gacha types from each other.

[0097] The "Growth Gacha", as will be described in detail later, designates a predetermined ally character as the target character, and when the target character is selected, it becomes possible to obtain the target character with the status of the target character being higher than the initial value. Also, in the "Growth Gacha", for example, the target character is changed every two weeks. In addition, when an ally character other than the target character is determined in the "Growth Gacha", and when an ally character is determined in the "Pickup", the ally character will be given to the player with the initial status (character level is 1, equipment rank is 1, etc.).

[0098] In server 100, for each gacha type, a lottery table in which the lottery probability of ally characters is set, and holding period information (information indicating the period during which the lottery table can be referred to) are stored, and a lottery (gacha) is performed by referring to the lottery table of the selected gacha type.

[0099] On the gacha type selection bar 52, a gacha type operation unit corresponding to the currently held gacha type is displayed. For example, in the example of FIG. 8A, a normal gacha operation unit 52a corresponding to "Normal", a growth gacha operation unit 52b corresponding to "Growth Gacha", and a pickup gacha operation unit 52c corresponding to "Pickup" are displayed.

[0100] In the gacha type selection bar 52, the gacha type operation unit corresponding to the selected gacha type is highlighted so that the selected gacha type can be identified.

[0101] For example, as shown in FIG. 8A, when the pickup gacha operation unit 52c is selected, an image corresponding to "Pickup" is displayed in the center of the display 26. Specifically, an image marked "Pickup Gacha" is displayed, or an image of an ally character (for example, character A) that is the target character in the "Pickup" is displayed. Also, the second currency owned by the player is displayed on the gacha screen.

[0102] Furthermore, a gacha operation section for performing a lottery is displayed on the gacha screen. Specifically, there is a first gacha operation section 53a that performs a lottery by consuming 50 of the second currency once a day, a second gacha operation section 53b that performs a lottery by consuming 150 of the second currency, and a third gacha operation section 53c that performs 10 consecutive lotteries (so-called 10-consecutive gacha) by consuming 1500 of the second currency.

[0103] Then, for example, when the first gacha operation section 53a is tapped, on the server 100, a lottery is performed by referring to the lottery table corresponding to the currently ongoing "pickup", and the ally character (ally character ID) determined by the lottery is stored in association with the player ID, and lottery result information indicating the determined ally character is transmitted to the player terminal 1. When the player terminal 1 receives the lottery result information, it displays a gacha result screen shown in FIG. 8B on the display 26. On the gacha result screen, an image of the ally character shown in the lottery result information is displayed.

[0104] Also, when the third gacha operation section 53c is tapped, on the server 100, a lottery is performed 10 times by referring to the lottery table corresponding to the currently ongoing "pickup", and the ally character (ally character ID) determined by the lottery is stored in association with the player ID, and lottery result information indicating the determined ally character is transmitted to the player terminal 1. When the player terminal 1 receives the lottery result information, it displays a gacha result screen on the display 26, and 10 images of the ally characters shown in the lottery result information are displayed. If the player already owns the ally character determined by the lottery, a predetermined item may be given to the player instead of the ally character.

[0105] By the way, in this embodiment, when a predetermined condition is satisfied, the parameters of the ally character (game object) can be freely changed to the specified values. The predetermined condition is, for example, when a training orb (game item) is used as an item, or when the target character is determined by a lottery in the "training gacha".

[0106] Specifically, in the game of this embodiment, a training gem is provided as an item. The training gem can be obtained by the player, for example, when distributed by the operator, when clearing a predetermined battle game, or when clearing a predetermined event.

[0107] The training gem can be used to gratuitously increase (change) parameters of ally characters, such as character level, skill level, and equipment rank. As will be described in detail later, a free enhancement ID is preset for the training gem, and it is possible to gratuitously increase the character level, skill level, and equipment rank up to those based on the set free enhancement ID.

[0108] FIG. 9A is a diagram for explaining an example of the ally character details screen when the player owns a training gem. FIG. 9B is a diagram for explaining an example of the training gem list pop-up 55. FIG. 9C is a diagram for explaining an example of the equipment rank enhancement pop-up 56. FIG. 10A is a first diagram for explaining an example of the ally character details screen after the player owns a training gem. FIG. 10B is a diagram for explaining an example of the free equipment completion pop-up 60.

[0109] When the player owns a training gem and a predetermined usage condition is satisfied, as shown in FIG. 9A, a training gem icon 54 that functions as an operation unit is displayed in the center of the ally character details screen. Examples of the usage condition include clearing "2-5" of the normal quest, not using other training gems on that ally character, not being the target character of the "training gacha", and being able to increase at least one parameter when using the training gem.

[0110] When the breeding gem icon 54 is tapped, the breeding gem list popup 55 shown in FIG. 9B is displayed on the display 26. The breeding gem list popup 55 displays the images of the breeding gems owned by the player, the swim, and the use operation parts 55a for using each breeding gem. When the image of a breeding gem is long-pressed, the character level and equipment rank that can be increased free of charge by that breeding gem are displayed on the display 26. Also, an end operation part 51 is displayed in the breeding gem list popup 55, and when the end operation part 51 is tapped, the breeding gem list popup 55 becomes invisible.

[0111] When the use operation part 55a corresponding to the available breeding gem is operated, the equipment rank enhancement popup 56 shown in FIG. 9C is displayed on the display 26. In the following, a case will be taken as an example for explanation where the character level of the ally character is 1, the equipment rank is 1, and when a breeding gem is used, the equipment rank can be increased to 10 and the character level can be increased to 100 free of charge.

[0112] The equipment rank enhancement popup 56 is provided with a pull-down type equipment rank selection operation part 56a for selecting which equipment rank to set. The player operates the equipment rank selection operation part 56a to select the desired equipment rank. In the equipment rank selection operation part 56a, up to the equipment rank that can be increased at the current time is displayed in a pull-down manner as candidates based on the player level and the equipment rank that can be increased with the used breeding gem.

[0113] Also, a determination operation part 56b and a cancel operation part 56c are displayed in the equipment rank enhancement popup 56. When the cancel operation part 56c is tapped, the use of the breeding gem is aborted and the equipment rank enhancement popup 56 becomes invisible.

[0114] When the determination operation unit 56b is tapped on one side, the training gem is used, and the equipped rank of the ally character is increased to, for example, "RANK2" (treated as if all the equipment of "RANK1" is equipped), and the character level is increased to 3, which is required to equip the equipment of "RANK1".

[0115] Then, as shown in FIG. 10A, on the ally character details screen, it is displayed that the equipped rank has become RANK2, and a free target display image 58 marked with "free target", indicating that the character level or equipped rank can be further increased for free by the training gem, is displayed.

[0116] Also, in the enhancement details display area 37, the acquisition method operation unit 37a becomes non-displayed, and a free zone 59 marked with "free", indicating that it can be increased for free, is displayed superimposed on the equipment operation unit 37b.

[0117] Furthermore, the free zone 59 is also displayed superimposed on the automatic enhancement operation unit 38 and the rank-up operation unit 39. When the equipment operation unit 37b with the free zone 59 superimposed is tapped, the equipment displayed in the enhancement details display area 37 is equipped to the ally character for free (without consuming the equipment owned by the player). When the rank-up operation unit 39 with the free zone 59 superimposed is tapped, the equipped rank is increased by 1 for free. When the automatic enhancement operation unit 38 with the free zone 59 superimposed is tapped, the player level, skill level, and equipped rank of the ally character will be increased as much as possible for free.

[0118] When the equipped rank reaches RANK10 and all the equipment of RANK10 is equipped for free, as shown in FIG. 10B, a free equipment completion pop-up 60 is displayed on the display 26. The free equipment completion pop-up 60 displays characters notifying the player that all the equipment that can be equipped for free has been equipped.

[0119] FIG. 11A is a second diagram for explaining an example of the ally character details screen after owning the training jade. FIG. 11B is a diagram for explaining an example of the free Lv enhancement completion popup 62.

[0120] When the Lv enhancement selection operation unit 35b is tapped on the ally character details screen shown in FIG. 10A, the ally character details screen shown in FIG. 11A is displayed on the display 26. On the ally character details screen shown in FIG. 11A, a free target display image 58 is displayed.

[0121] Also, in the enhancement details display area 37, a free level-up display section 61 is displayed above the item display section 37d. In the free level-up display section 61, a pull-down type level selection operation unit 61a for selecting up to what level to raise the character level is provided. The player operates the level selection operation unit 61a to select the desired character level. Note that the level selection operation unit 61a is pull-down displayed with up to the character level that can be raised at the current time as candidates based on the player level and the character level that can be raised with the used training jade.

[0122] Then, when the enhancement operation unit 61b is tapped, the character level is raised to the character level displayed on the level selection operation unit 61a. After that, when the character level reaches 100, as shown in FIG. 11B, a free Lv enhancement completion popup 62 is displayed on the display 26. On the free Lv enhancement completion popup 62, characters notifying the player that the character level that can be raised for free has been raised to the maximum are displayed. Note that until the character level of the ally character is raised to the maximum character level that can be raised for free, the use operation unit 37e of the item display section 37d does not accept the player's operation as shown by the hatching in the figure.

[0123] The skill level can be raised for free up to the same level as the character level by using the training jade. However, since the method of raising the skill level is the same as that of the character level, the explanation is omitted.

[0124] As described above, in the information processing system S, when using a training gem, the parameters such as the character level (skill level) and equipment rank indicated by the free enhancement ID associated with the training gem can be increased for free. That is, in the information processing system S, when a predetermined condition of using a training gem is satisfied, the parameters of the ally character (game object) can be freely changed to the specified values (the character level (skill level) and equipment rank indicated by the free enhancement ID associated with the training gem).

[0125] Therefore, for example, even when using a training gem when the player level is lower than the character level indicated by the free enhancement ID associated with the training gem, the character level of the ally character can be increased for free (under more advantageous conditions than normal) up to the character level indicated by the free enhancement ID. Thereby, the information processing system S can reduce giving the player a sense of loss.

[0126] Next, the case where the target character is determined by lottery in the "training gacha" will be described.

[0127] FIG. 12 is a diagram for explaining an example of the gacha screen of the "training gacha". As shown in FIG. 12A, when the training gacha operation unit 52b is tapped on the gacha screen, an image corresponding to the "training gacha" is displayed in the center of the display 26. Specifically, an image marked with "training gacha" is displayed, or an image of an ally character (for example, character B) that is the target character in the "training gacha" is displayed. Also, the second currency owned by the player is displayed on the gacha screen.

[0128] Furthermore, on the gacha screen, the character level that can be increased for free for the target character is displayed, and the first lottery operation unit 53a, the second lottery operation unit 53b, and the third lottery operation unit 53c for executing the lottery are displayed.

[0129] In addition, the parameters that can be increased for free when the target character is determined are one or more of the character level, equipment level, star (rarity), and skill level. In the "Training Gacha", the value (prescribed value) of the parameter that can be increased for free when the target character is determined is preset by the free enhancement ID described later.

[0130] Then, for example, when the first lottery operation unit 53a is tapped, in the server 100, a lottery is performed by referring to the lottery table corresponding to the currently held "Training Gacha". And assume that the target character is determined by the lottery. At this time, if the player does not own the target character and the player level is higher than the character level that can be increased for free, the target character is given to the player with all the parameters increased to the value that can be increased for free.

[0131] Also, if the player does not own the target character and the player level is lower than the character level that can be increased for free, the target character is given to the player with the parameters increased to the value corresponding to the player level (for example, the character level up to the player level), and then, the right to increase the parameters to the value that can be increased for free is given.

[0132] Also, if the player owns the target character and all the parameters of the target character owned by the player are higher than the value of the parameter that can be increased for free, a predetermined item is given to the player.

[0133] Also, if the player owns the target character and any one of the parameters of the target character owned by the player is lower than the value of the parameter that can be increased for free, a predetermined item is given to the player, and then, the right to increase the parameters to the value that can be increased for free is given.

[0134] In addition, when the target character is determined in the "Growth Gacha" and the right to increase the parameters up to the value that can be increased free of charge is granted, similar to the case of using training orbs, the parameters can be increased free of charge by operating on the ally character details screen.

[0135] As described above, in the information processing system S, when the target character is determined in the "Growth Gacha", these parameters can be increased free of charge up to the character level (skill level) and equipment rank indicated by the free reinforcement ID associated with the target character. That is, in the information processing system S, when the predetermined condition that the target character is determined in the "Growth Gacha" is satisfied, the parameters of the ally character (game object) can be changed free of charge up to the specified value (character level (skill level) and equipment rank indicated by the free reinforcement ID associated with the target character).

[0136] Therefore, for example, even when the target character is obtained in the "Growth Gacha" when the player level is lower than the character level indicated by the free reinforcement ID associated with the target character (even when the character level indicated by the free reinforcement ID exceeds the player level), the character level of the ally character can be increased free of charge (under more advantageous conditions than normal) up to the character level indicated by the free reinforcement ID. Thereby, the information processing system S can reduce giving the player a sense of loss.

[0137] FIG. 13A is a diagram for explaining the free reinforcement ID database. The player terminal 1 and the server 100 store the free reinforcement ID database shown in FIG. 13A. In the free reinforcement ID database, the value (specified value) of the parameter that can be increased free of charge is set for each free reinforcement ID.

[0138] For example, when the free enhancement ID is 1, the character level (skill level) can be increased up to 100 and the equipment rank can be increased up to 10 for free.

[0139] The free enhancement ID database is shared and used in the training orbs and the "Training Gacha". The training orbs are given to the player with any one of the free enhancement IDs associated. Also, in the "Training Gacha", any one of the free enhancement IDs is associated with the target character. When the target character is determined by lottery in the "Training Gacha", the target character with the associated free enhancement ID is given to the player.

[0140] Figure 13B is a diagram for explaining the ally character database. The player terminal 1 and the server 100 store the ally character data shown in Figure 13B. The ally character database is associated with the player ID and stores information (parameters, free enhancement ID) of the ally characters owned by the player.

[0141] Specifically, for each ally character ID of the ally characters owned by the player, the values of various parameters and, if a free enhancement ID is associated with the ally character, that free enhancement ID is stored.

[0142] Here, in the ally character database, the free enhancement ID (free enhancement IDa in the figure) associated by using the training orb and the free enhancement ID (free enhancement IDb in the figure) associated by determining the target character by the "Training Gacha" can be stored separately for each ally character ID.

[0143] That is, in the case of ally characters, for example, when a target character is determined by a "training gacha" after an ID for free enhancement is associated using a training gem, the same parameters (e.g., character level) are defined for both IDs for free enhancement. In such a case, the one with the higher parameter value is prioritized, and the parameter value can be increased for free up to the prioritized value.

[0144] Note that when all the parameters associated with the ID for free enhancement have been increased for free, the ID for free enhancement is deleted from the ally character database.

[0145] Next, the basic configurations and communication processes of the player terminal 1 and the server 100 will be described. Here, a basic communication process for advancing the game and an example of a main communication process related to the free increase of parameters will be described, and descriptions of other processes will be omitted.

[0146] (Functional Configuration of Player Terminal 1) FIG. 14 is a diagram for explaining the configuration of the memory 12 and the functions as a computer in the player terminal 1. In the memory 12, a program storage area 12a and a data storage area 12b are provided. When the game is started, the CPU 10 stores a game control program (module) for the terminal side in the program storage area 12a.

[0147] The game control program for the terminal side includes a game execution control program 80, a battle game execution program 81, and a display control program 82. Note that the programs listed in FIG. 14 are examples, and there are also many other programs provided in the game control program for the terminal side.

[0148] In the data storage area 12b, as storage units for storing data, a game information storage unit 90 and a player information storage unit 91 are provided. Note that each of the above storage units is an example, and there are also many other storage units provided in the data storage area 12b.

[0149] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a.

[0150] Specifically, the CPU 10 operates the game execution control program 80 to cause the computer to function as the game execution control unit 80a. Similarly, the CPU 10 operates the battle game execution program 81 and the display control program 82 to cause them to function as the battle game execution unit 81a and the display control unit 82a, respectively.

[0151] The game execution control unit 80a controls the progress of the entire game. For example, when logging in, the game execution control unit 80a transmits login information to the server 100. Also, the game execution control unit 80a performs control regarding the transition of the normal screen. Further, when the game information for the entire game is updated, the game execution control unit 80a receives the game information from the server 100 and stores it in the game information storage unit 90.

[0152] The battle game execution unit 81a is responsible for the control for executing the battle game. For example, based on the operations input to the player terminal 1, the battle game execution unit 81a updates the battle screen, controls the actions of the friendly characters and enemy characters, and derives the damage points.

[0153] The display control unit 82a generates the screen to be displayed on the display 26 and causes the generated screen to be displayed on the display 26.

[0154] (Functional Configuration of Server 100) FIG. 15 is a diagram for explaining the configuration of the memory 112 in the server 100 and its functions as a computer. In the memory 112, a program storage area 112a and a data storage area 112b are provided. When the game starts, the CPU 110 stores the server-side game control program (module) in the program storage area 112a.

[0155] The server-side game control program includes a game execution control program 180, a battle game execution program 181, a lottery program 182, a limit value setting program 183, a parameter change program 184, and a privilege granting program 185. Note that the programs listed in FIG. 15 are just examples, and there are many other programs provided in the server-side game control program.

[0156] In the data storage area 112b, as storage units for storing data, a game information storage unit 190, a player information storage unit 191, and a lottery information storage unit 192 are provided. Note that each of the above storage units is just an example, and there are many other storage units provided in the data storage area 112b.

[0157] The CPU 110 operates each program stored in the program storage area 112a and updates the data in each storage unit of the data storage area 112b. Then, by operating each program stored in the program storage area 112a, the CPU 110 causes the server 100 to function as a server-side game control unit 100A. The server-side game control unit 100A includes a game execution control unit 180a, a battle game execution unit 181a, a lottery unit 182a, a limit value setting unit 183a, a parameter change unit 184a, and a privilege granting unit 185a.

[0158] Specifically, the CPU 110 operates the game execution control program 180 to cause the computer to function as the game execution control unit 180a. Similarly, the CPU 110 operates the battle game execution program 181, the lottery program 182, the upper limit value setting program 183, the parameter change program 184, and the right granting program 185 to cause them to function as the battle game execution unit 181a, the lottery unit 182a, the upper limit value setting unit 183a, the parameter change unit 184a, and the right granting unit 185a, respectively.

[0159] The game execution control unit 180a controls the progress of the entire game. For example, when the game execution control unit 180a receives login information from the player terminal 1, it transmits the player information stored in the player information storage unit 191 to the player terminal 1. Also, when the game information of the entire game is updated, the game execution control unit 180a reads the updated game information from the game information storage unit 190 and transmits it to the player terminal 1.

[0160] The battle game execution unit 181a is responsible for the control for executing the battle game.

[0161] When lottery request information is transmitted from the player terminal 1 (when a decision request operation is performed), the lottery unit 182a performs a lottery process with reference to the selected lottery table based on the lottery request information (decision request operation).

[0162] The upper limit value setting unit 183a sets the progress upper limit value of the character level (skill level) according to the player level (specific conditions).

[0163] When an operation to change (increase) a parameter is performed through the ally character details screen, the parameter change unit 184a changes (increases) the parameter according to the operation.

[0164] When the cultivated gem is used and when the target character is determined in the "cultivation gacha", the right - granting unit 185a stores by associating a free - enhancement ID with the ally character. Thereby, the right - granting unit 185a grants the right to increase the character's parameters free of charge up to a specified value based on the free - enhancement ID.

[0165] (Communication processing between the player terminal 1 and the server 100) FIG. 16 is a sequence diagram for explaining the basic processing of the player terminal 1 and the server 100. In the following description, the processing in the player terminal 1 is denoted as Pn (n is an arbitrary integer), and the processing in the server 100 is denoted as Sn (n is an arbitrary integer). When the player starts the game application in the player terminal 1 (P1), the game execution control unit 80a transmits the login information to the server 100. When the game execution control unit 180a of the server 100 receives the login information, it identifies the player ID associated with the login information and performs the login process (S1). Here, the game execution control unit 180a reads out the player information corresponding to the identified player ID from the player information storage unit 191 and transmits it to the player terminal 1. Note that the player information includes an ally character database. Also, the game execution control unit 180a transmits gacha information indicating the currently held gacha type to the player terminal 1 based on the holding period information of each gacha type stored in the lottery information storage unit 192. Further, when the game information stored in the game information storage unit 190 is changed, the game execution control unit 180a transmits the changed game information to the player terminal 1. Note that the game information includes a free - enhancement ID database.

[0166] Assume that a start operation of a battle game is performed on the player terminal 1 (P2). In this case, start information is transmitted from the player terminal 1 to the server 100. Note that this start information includes party information selected by the player, type information of the battle game, and the like. At the server 100, upon input of the start information, the battle game start information necessary to start the battle game is transmitted to the player terminal 1 (S2). Then, when the battle game execution unit 81a of the player terminal 1 receives the battle game start information, it performs a battle game start process to start the battle game (P3). Here, for example, an area of the memory 12 for advancing the battle game is secured, or a predetermined program is read from the storage unit 18 to the memory 12.

[0167] After that, the battle game execution unit 81a of the player terminal 1 performs a battle game control process for controlling the battle game (P4). In this battle game control process, an update process for updating various information is repeatedly executed in units of frames. Note that the number of frames is not particularly limited. For example, the number of frames per second is 30 to 60. Therefore, during the battle game, information is updated approximately every 16 ms (milliseconds) to 33 ms on the player terminal 1.

[0168] When the end condition of the battle game is satisfied, the battle game execution unit 81a of the player terminal 1 performs a battle game end process to end the battle game (P5). In the battle game end process, for example, game result information is transmitted to the server 100. Also, the display control unit 82a of the player terminal 1 displays a result screen on the display 26 (P6).

[0169] When the battle game execution unit 181a of the server 100 acquires the game result information, it updates the player information (S3).

[0170] When the lottery operation unit is tapped on the gacha screen, the game execution control unit 80a executes a lottery request process (P7) that sends lottery request information to the server 100. The lottery request information is configured to be able to identify the gacha type, and the lottery request information including the gacha type based on the gacha type operation unit selected by the gacha type selection bar 52, the number of lottery times corresponding to the tapped lottery operation unit, and the consumption amount of the second currency is sent to the server 100. When the lottery unit 182a of the server 100 receives the lottery request information, it performs a lottery process (S4) and sends lottery result information indicating the lottery result to the player terminal 1. When the display control unit 82a of the player terminal 1 receives the lottery result information, it displays the lottery result shown in the lottery result information (P8). Note that the lottery process (S4) will be described in detail later.

[0171] When there is an operation through the ally character details screen, the game execution control unit 80a executes an ally character details screen process (P9) that sends information corresponding to the operation to the server 100. At the server 100, a parameter change process (S5) that changes parameters according to the sent information is executed. Note that the ally character details screen process (P9) and the parameter change process (S5) will be described in detail later.

[0172] Figure 17 is a flowchart for explaining the lottery process. As shown in Figure 17, when the lottery request information is received from the player terminal 1, the lottery unit 182a of the server 100 confirms the gacha type included in the lottery request information (S4-1) and selects the lottery table of the confirmed gacha type (S4-2). Then, the lottery unit 182a performs a lottery execution process of determining an item or an ally character by lottery with reference to the selected lottery table (S4-3), and associates the ally character (ally character ID) or item determined in the lottery execution process with the player ID and stores it in the player information storage unit 191 (S4-4).

[0173] When the gacha type is "training gacha" and the target character is determined (YES in S4-5), the right-granting unit 185a grants the right to gratuitously increase the parameters of the target character based on the free enhancement ID, player level, and the ownership of the target character associated with the target character.

[0174] Specifically, when the player does not own the target character, that is, when the ally character ID of the target character is not associated with the player ID (NO in S4-6), the parameter change unit 184a determines whether all parameter values can be increased to a value that can be gratuitously increased, where the player level is higher than the character level that can be gratuitously increased (S4-7). And when all parameter values can be increased to a value that can be gratuitously increased (YES in S4-7), the parameter change unit 184a increases all parameters to the value set by the free enhancement ID (S4-8), and the game execution control unit 180a grants the player the target character with increased parameters (associates the ally character ID with the player ID and updates the ally character database).

[0175] On the other hand, when all parameter values cannot be increased to a value that can be gratuitously increased (NO in S4-7), the parameter change unit 184a increases the parameters to a value that can be gratuitously increased (within the possible range) (S4-9), and the right-granting unit 185a then grants the right to gratuitously increase the parameters (stores the free enhancement ID in the free enhancement IDb of the ally character ID of the target character in the ally character database) (S4-10).

[0176] Also, when the player owns the target character, that is, when the ally character ID of the target character is associated with the player ID (YES in S4-6), the game execution control unit 180a grants the player a predetermined item (associates and stores the predetermined item with the player ID) (S4-11).

[0177] Also, when there is a parameter that can be increased for free (YES in S4-12), the right to increase the parameter for free is granted (in the ally character database, the free enhancement ID is stored in the free enhancement IDb of the ally character ID of the target character) (S4-10).

[0178] FIG. 18 is a flowchart for explaining the ally character detail screen process. When the ally character detail screen process is displayed on the display 26, the ally character detail screen process shown in FIG. 18 is executed. In the ally character detail screen process, when a training ball is used via the training ball list popup 55 shown in FIG. 9A and the equipment rank is determined via the equipment rank enhancement popup 56 shown in FIG. 9A and the operation of the determination operation unit 56b is performed (YES in P9-1), the training ball usage information including the free enhancement ID associated with the used training ball, the ally character for which the training ball was used, and the determined equipment rank is transmitted to the server 100 (P9-2).

[0179] Also, based on the ally character database, when a free enhancement ID is associated with the ally character to be displayed on the ally character detail screen (YES in P-3), the display control unit 82a displays the ally character detail screen as shown in FIGS. 10A and 11A on the display 26 (P9-4).

[0180] Also, when an operation to change a parameter is performed (YES in P9-5), the game execution control unit 80a transmits parameter change information indicating the parameter to be changed to the server 100 (P9-6).

[0181] Also, when the ally character database is changed (YES in P9-7), the display control unit 82a updates and displays the ally character detail screen based on the changed ally character database, or displays the free equipment completion popup 60 shown in FIG. 10B, or displays the free Lv enhancement completion popup 62 shown in FIG. 11B (P9-8).

[0182] Figure 19 is a flowchart for explaining the parameter change process. When the right - granting unit 185a receives the breeding - ball usage information (YES in S5 - 1), based on the breeding - ball usage information, it stores the free - enhancement ID in the free - enhancement IDa of the ally - character ID, updates the ally - character database (S5 - 2), and transmits the updated ally - character database to the player terminal 1 (S5 - 3).

[0183] Also, when the parameter - change unit 184a receives the parameter - change information (YES in S5 - 4), if it is within the range that can be changed for free, it changes (increases) the parameter for free; if it is outside the range that can be changed for free, it consumes items or the like to change the parameter (S5 - 5).

[0184] When the parameter change is within the free range (S5 - 6), the right - granting unit 185a determines whether all free changes have been completed (S5 - 7). And when all free changes have been completed (YES in S5 - 7), the right - granting unit 185a deletes the corresponding free - enhancement ID in the ally - character database (S5 - 8), and transmits the updated ally - character database to the player terminal 1 (S5 - 9).

[0185] As described above, the player terminal 1 is provided with a game execution control program 80, a battle - game execution program 81, and a display control program 82. Also, the player terminal 1 includes a game execution control unit 80a, a battle - game execution unit 81a, and a display control unit 82a. However, some or all of these programs and functional units may be provided in the server 100.

[0186] In addition, the server 100 is provided with a game execution control program 180, a battle game execution program 181, a lottery program 182, a upper limit value setting program 183, a parameter change program 184, and a right granting program 185. Further, the server 100 includes a game execution control unit 180a, a game execution control unit 180a, a battle game execution unit 181a, a lottery unit 182a, a upper limit value setting unit 183a, a parameter change unit 184a, and a right granting unit 185a. However, part or all of these programs and functional units may be provided in the player terminal 1.

[0187] In addition, in the above-described embodiment, a free enhancement ID common to the training gems and the target characters of the "training gacha" is associated. However, a free enhancement ID associated only with the training gems or a free enhancement ID associated only with the target characters of the "training gacha" may be set.

[0188] In addition, parameters that are changed (increased) only with a specific free enhancement ID may be provided. In addition, the parameters that are increased for free in the above-described embodiment are merely examples, and other parameters may be used.

[0189] In addition, as another example of the predetermined conditions in the above-described embodiment, the progress of the game (for example, clearing a predetermined event) or charging (a free enhancement ID is directly given without using growth gems) may be set.

[0190] In addition, in the above-described embodiment, the parameter (for example, character level) is increased for free up to a specified value based on the free enhancement ID. However, if the conditions are more advantageous than normal, not only for free, but also the items to be used may be discounted, such as reducing the number of items to be used or reducing the amount of in-game currency.

[0191] Also, in the above-described embodiment, when the right-granting unit 185a uses the training orbs and when the target character is determined in the "training gacha", the parameters (for example, character level) can be changed up to a specified value based on the free enhancement ID. When the specified value exceeds the management upper limit value (player level), even after the parameters are changed up to the management upper limit value, the right to change the parameters up to the specified value is granted. Specifically, by associating the free enhancement ID with the ally character ID, the right to increase the parameters up to the specified value based on the free enhancement ID is granted regardless of the player level.

[0192] However, for example, by giving the player items corresponding to the increase in the character level up to the specified value based on the free enhancement ID, the parameters (for example, character level) can be made changeable up to the specified value based on the free enhancement ID. At this time, the items given to the player may be the items shown in FIG. 4B or the like, or may be dedicated items for free enhancement.

[0193] Also, when using the training orbs, the parameters (for example, character level and equipment rank) can be increased until they are forcibly increased, and when the specified value exceeds the upper limit value (management upper limit value or progress upper limit value), the right to change the parameters up to the specified value may be granted.

[0194] Also, in the above-described embodiment, the case where the target character of the "training gacha" is one has been described, but the target character may be a plurality. For example, the target character may be all ally characters.

[0195] Also, the program in the above embodiment may be stored in a computer-readable storage medium and provided as the storage medium. Furthermore, it may be provided as a player terminal or an information processing system including this storage medium. Also, the above embodiment may be an information processing method for realizing each function and the steps shown in the flowchart.

[0196] The above has described one aspect of the embodiment with reference to the accompanying drawings. Needless to say, the present invention is not limited to the above embodiment. It is obvious that those skilled in the art can conceive of various modifications or corrections within the scope described in the claims, and it is naturally understood that those also belong to the technical scope of the present invention.

Industrial Applicability

[0197] The present invention can be used in an information processing program, an information processing method, an information processing apparatus, and an information processing system.

Explanation of Signs

[0198] 1 Player terminal 100 Server 182a Lottery section 183a Upper limit value setting section 184a Parameter change section 185a Right granting section S Information processing system

Claims

1. An upper limit value setting unit that sets an upper limit value of a parameter of a game object according to specific conditions; A parameter changing unit that changes the parameter with the upper limit value as a limit based on a player's operation input; A storage unit that stores possession information of the predetermined game object when an acquisition condition of the predetermined game object with a specified value of the parameter is satisfied; A right granting unit that associates and stores, with the predetermined game object, a right to change the parameter of the predetermined game object to the specified value under advantageous conditions when the specified value exceeds the upper limit value at the time when the acquisition condition of the predetermined game object is satisfied; Causing a computer to function, The parameter changing unit, when the upper limit value is less than the specified value, makes it possible to change the parameter of the predetermined game object under the advantageous conditions with the upper limit value as a limit based on the change right; when the upper limit value at the time of acquisition of the predetermined game object is less than the specified value and an upper limit value equal to or greater than the specified value is set after the acquisition of the predetermined game object, makes it possible to change the parameter of the predetermined game object under the advantageous conditions with the specified value as a limit based on the change right; An information processing program.

2. The right granting unit, The information processing program according to claim 1, which makes it possible to change the parameter of the predetermined game object to the specified value for free at the time when the acquisition condition of the predetermined game object is satisfied.

3. The right granting unit, The information processing program according to claim 1, which grants items necessary to change the parameter of the predetermined game object to the specified value at the time when the acquisition condition of the predetermined game object is satisfied.

4. An information processing method performed by a computer, A step of setting an upper limit value of a parameter of a game object according to specific conditions; A step of changing the parameter with the upper limit value as a limit based on a player's operation input; A step of storing possession information of the predetermined game object in a storage unit when an acquisition condition of the predetermined game object with a specified value of the parameter is satisfied; When the acquisition condition of the predetermined game object is satisfied and the specified value exceeds the upper limit value, a step of associating and storing with the predetermined game object a right to change the parameter of the predetermined game object to the specified value under advantageous conditions; having; The step of changing the parameter is when the upper limit value is less than the specified value, based on the right to change, making it possible to change the parameter of the predetermined game object under the advantageous conditions up to the upper limit value; when the upper limit value at the time of acquisition of the predetermined game object is less than the specified value and, after the acquisition of the predetermined game object, an upper limit value equal to or greater than the specified value is set, based on the right to change, making it possible to change the parameter of the predetermined game object under the advantageous conditions up to the specified value; An information processing method.

5. An upper limit value setting unit that sets an upper limit value of a parameter of a game object according to a specific condition; A parameter changing unit that changes the parameter up to the upper limit value based on a player's operation input; A storage unit that stores the possession information of the predetermined game object when the acquisition condition of the predetermined game object with the specified value of the parameter is satisfied; A right granting unit that, when the acquisition condition of the predetermined game object is satisfied and the specified value exceeds the upper limit value, associates and stores with the predetermined game object a right to change the parameter of the predetermined game object to the specified value under advantageous conditions; comprising a computer that functions as; The parameter changing unit is when the upper limit value is less than the specified value, based on the right to change, making it possible to change the parameter of the predetermined game object under the advantageous conditions up to the upper limit value; when the upper limit value at the time of acquisition of the predetermined game object is less than the specified value and, after the acquisition of the predetermined game object, an upper limit value equal to or greater than the specified value is set, based on the right to change, making it possible to change the parameter of the predetermined game object under the advantageous conditions up to the specified value; An information processing system.

Citation Information

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