Program and Information Processing Apparatus

The program enhances game functionality by allowing players to distinguish associated material content on the sales screen, thereby improving game progress and player experience.

JP7689998B2Active Publication Date: 2025-06-09SEGA CORP
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Patent Information

Application Number
JP2023129712
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-08-09
Publication Date
2025-06-09
Estimated Expiration
2043-08-09

AI Technical Summary

Technical Problem

In games, players face difficulty distinguishing material content previously associated with usage content they own when numerous material contents are sold on the in-game shop's sales screen.

Method used

A program that changes predetermined parameters of usage content to be advantageous for game progress by synthesizing associated material content, and includes a computer function to store usage content, extract related material content, and display it differently on the sales screen from other material content.

Benefits of technology

Enables players to easily identify material content associated with their owned usage content on the sales screen, facilitating informed decision-making and game progress.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To allow a player to easily determine a material content previously related to a utilization content that the player possesses in a sale screen showing a group of material contents to be sold.SOLUTION: A program allows a computer to function as storage means 50 for storing a utilization content possessed by a player, extraction means 52 for extracting a material content previously related to a utilization content that a player possesses as a related content from among a group of material contents sold to the player, and display means 54 for displaying an area corresponding to the related content and an area corresponding to a material content other than the related content in different modes on a sale screen showing a group of material contents to be sold.SELECTED DRAWING: Figure 4
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Description

Technical Field

[0001] The present invention relates to a program and an information processing apparatus.

[0002] Conventionally, there has been known a game in which a player can grow content (usage content) used in a game (for example, a quest).

[0003] Regarding this, Patent Document 1 discloses a technique for changing a special parameter (for example, the upper limit value of the level) of the usage content so that the progress of the game becomes advantageous when a player synthesizes material content (for example, the same type of content) previously associated with the content owned by the player.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In such a game, material content previously associated with the usage content owned by the player may be sold in the in-game shop. However, when a large number of material contents are sold on the sales screen of the in-game shop, there has been a problem that it is difficult for the player to distinguish the material content previously associated with the usage content he / she owns.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus that can easily cause a player to distinguish material content previously associated with the usage content owned by the player on a sales screen showing a group of sold material contents.

Means for Solving the Problems

[0007] In order to solve the above problems, a program according to a first aspect of the present invention is a program that changes a predetermined parameter of the usage content so as to be advantageous for the progress of the game by synthesizing material content associated in advance with the usage content used by the player in the game, and causes a computer to function as a storage means for storing the usage content owned by the player, an extraction means for extracting, as related content, material content associated in advance with the usage content owned by the player from among a group of material content sold to the player, and a display means for displaying, in a sales screen showing the group of sold material content, an area corresponding to the related content and an area corresponding to material content other than the related content in different manners.

[0008] Further, in a second aspect of the present invention, the display means displays, in an area corresponding to the related content, the quantity of the usage content associated in advance with the related content and owned by the player.

[0009] Further, in a third aspect of the present invention, when an area corresponding to the related content is selected by the player, the display means displays the quantity of the usage content associated in advance with the related content and owned by the player.

[0010] Further, in a fourth aspect of the present invention, the extraction means extracts, as related content, material content associated in advance with the usage content owned by the player for which the predetermined parameter has not reached the limit value.

[0011] Further, in a fifth aspect of the present invention, the display means displays, in an area corresponding to the related content, the quantity of the related content that is lacking in order to change a predetermined parameter of the usage content owned by the player.

[0012] In addition, in the sixth aspect of the present invention, the display means displays the consideration required to purchase the missing quantity of the related content in the area corresponding to the related content.

[0013] In addition, in the seventh aspect of the present invention, when the area corresponding to the related content is selected by the player, the display means displays the quantity of the related content that is lacking to change a predetermined parameter of the usage content owned by the player.

[0014] In addition, in the eighth aspect of the present invention, when the area corresponding to the related content is selected by the player, the display means displays the consideration required to purchase the missing quantity of the related content.

[0015] In addition, in the ninth aspect of the present invention, part of the names of at least two material contents to be sold includes the name of the same character.

[0016] In addition, in the tenth aspect of the present invention, part of the names of at least two material contents to be sold includes the name of the same decorative item.

[0017] In addition, in the eleventh aspect of the present invention, the computer functions as control means for automatically synthesizing the related content with the usage content when the player purchases the related content pre-associated with the usage content owned by the player on the sales screen.

[0018] Further, the program according to the twelfth aspect of the present invention is a program that changes predetermined parameters of the usage content used by the player in the game to be advantageous for the progress of the game by synthesizing material content associated in advance with the usage content used by the player in the game. The program causes a computer to function as storage means for storing the usage content owned by the player, extraction means for extracting, as related content, material content associated in advance with the usage content owned by the player from among a group of material content sold to the player, and display means for displaying a region corresponding to the related content and not displaying a region corresponding to material content other than the related content on a sales screen showing the group of sold material content.

[0019] Further, the information processing apparatus according to the thirteenth aspect of the present invention is an information processing apparatus that changes predetermined parameters of the usage content used by the player in the game to be advantageous for the progress of the game by synthesizing material content associated in advance with the usage content used by the player in the game. The information processing apparatus includes storage means for storing the usage content owned by the player, extraction means for extracting, as related content, material content associated in advance with the usage content owned by the player from among a group of material content sold to the player, and display means for displaying a region corresponding to the related content and a region corresponding to material content other than the related content in different manners on a sales screen showing the group of sold material content.

[0020] Moreover, the information processing apparatus according to the fourteenth aspect of the present invention is an information processing apparatus that changes predetermined parameters of usage content so as to be advantageous for the progress of the game by synthesizing material content associated in advance with the usage content used by the player in the game, and includes storage means for storing the usage content owned by the player, extraction means for extracting, as related content, material content associated in advance with the usage content owned by the player from among a group of material content sold to the player, and display means for displaying, on a sales screen showing the group of sold material content, an area corresponding to the related content and an area corresponding to material content other than the related content in different modes.

Effects of the Invention

[0021] According to the present invention, on a sales screen showing a group of sold material content, it is possible to easily make the player discriminate the material content associated in advance with the usage content owned by the player.

Brief Description of the Drawings

[0022]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Mode for Carrying Out the Invention

[0023] Hereinafter, embodiments of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are attached to the same components and steps in each drawing as much as possible, and redundant descriptions are omitted.

[0024] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0025] As shown in FIG. 1, the game system 1 includes a server device 10 and one or a plurality of terminal devices 12. These server device 10 and terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0026] The server device 10 is an information processing device that provides the execution result of a game obtained by executing a game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to the players of the terminal device 12.

[0027] Each terminal device 12 is an information processing device owned by each player, and after the game program 14 received from the server device 10 is installed, it is an information processing device that provides a game to each player by executing it. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0028] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.

[0029] As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0030] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24 or the storage device 28 or the like. Details of this functional means will be described later.

[0031] The communication device 26 is composed of a communication interface or the like for communicating with an external device. The communication device 26 transmits and receives various information to and from, for example, the terminal device 12.

[0032] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs, various information, and information on processing results necessary for the execution of processing in the control device 20, including the game program 14.

[0033] Note that the server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. Also, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can include other configurations generally provided in a server. Also, the hardware configuration of the plurality of terminal devices 12 can have the same configuration as the server device 10, except for including, for example, operating means, a display device, and a sound output device.

[0034] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.

[0035] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0036] The main control unit 30 is configured to include a CPU, a memory, and the like. The main control unit 30 is connected to the touch panel 32 as a display input device, the camera 34, the mobile communication unit 36, the wireless LAN communication unit 38, the storage unit 40, and the speaker 42. And the main control unit 30 has a function of controlling these connection destinations.

[0037] The touch panel 32 has both a display function and an input function, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function. In this embodiment, the display 32A can display a game image including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player with respect to the game image.

[0038] The camera 34 has a function of taking a still image and / or a moving image and storing it in the storage unit 40.

[0039] The mobile communication unit 36 is connected to the mobile communication network via an antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.

[0040] The wireless LAN communication unit 38 is connected to the communication network NT via an antenna 38A and has a function of communicating with other devices such as the server device 10 connected to the communication network NT.

[0041] The storage unit 40 stores various programs and various data such as a game program 14 and play data indicating the progress status of the game of the game program 14 and player information. Note that the play data may be stored in the server device 10.

[0042] The speaker 42 has a function of outputting game sounds and the like.

[0043] <Game summary> The game according to this embodiment includes a lottery game, a quest, a breeding game, a purchase game, and the like. This lottery game may be referred to as gacha, fukubiki, summoning, etc. This quest may be referred to as a battle game, a dungeon, exploration, a mission, a scenario, etc.

[0044] The lottery game according to this embodiment is a game that provides one or more contents selected (randomly selected) from a group of lottery target contents to be lottery-targeted to a player in response to an execution request (instruction) to execute the lottery game from the player. Examples of such contents include usage contents (e.g., characters and decorative items), material contents (e.g., fragments of characters, fragments of decorative items, enhancement items), and the like. This lottery game is executed based on the consumption of game currency owned by the player. Examples of such game currency include charged items (e.g., paid stones), non-charged items (e.g., free stones), coins, points, and the like. A charged item is a paid item given to the player based on payment with money, prepaid cards, electronic money, credit cards, cryptocurrency, or the like. A non-charged item is a free item given to the player within the game. This non-charged item may, for example, have the same value as a charged item or may have a lower value than a charged item. For example, in a certain lottery game, charged items and non-charged items can be consumed without distinction. Note that in another lottery game, only charged items may be consumable. Coins and points are, for example, in-game currency given to the player together with the selected content when the lottery game is executed. In this embodiment, when a lottery game in which a character can be acquired is executed, coins are given together with the selected character. Also, in this embodiment, when a lottery game in which a decorative item can be acquired is executed, points are given together with the selected decorative item. Examples of such decorative items include weapons, armor, accessories, costumes, and the like.

[0045] The quest according to this embodiment is a game aimed at satisfying predetermined clear conditions (tasks). For example, this quest is a game that uses a deck composed of a predetermined number (for example, 1 or 5) or fewer characters (usable content) owned by the player based on an instruction (request) for the player to select one quest from the quest menu. This character can be equipped with decorative items (usable content). The deck may be referred to as a party or a team. Examples of satisfying this clear condition include slaying all enemy characters that appear in the quest with the deck (for example, reducing the hit points to 0 or less), and winning the game. Examples of not satisfying the clear condition (failing to clear) include the case where all the characters compiled in the deck are wiped out (the hit points of all characters become 0 or less).

[0046] Also, in the quest according to this embodiment, when the player satisfies the clear condition, a clear reward is given to the player. Examples of this clear reward include in-game currency (for example, non-paying items, coins, points, etc.), content (usable content and material content), player experience points, and the like. Also, in this embodiment, when the player clears the quest (satisfies the clear condition), a new quest (the next quest) is opened (made playable) for the player. This new quest, for example, has a higher difficulty level than the quest cleared by the player, while the amount and quality of the clear reward are more advantageous. For example, in the compilation menu for pre-compiling the deck to be used in the quest, the player can compile the deck to be used in the quest by arbitrarily selecting a predetermined number or fewer characters from the owned characters.

[0047] In the cultivation game according to this embodiment, by synthesizing material content associated in advance with usage content that a player uses in a game (for example, a quest), predetermined parameters of the usage content (for example, normal parameters or special parameters) are changed so as to be advantageous for the progress of the game. For example, the cultivation game includes a first content synthesis (enhancement synthesis) for changing the normal parameters of usage content owned by the player so as to be advantageous for the progress of the game (for example, a quest), and a second content synthesis (evolution synthesis) for changing the special parameters of the usage content so as to be advantageous for the progress of the game (for example, a quest).

[0048] For example, in the first content synthesis (enhancement synthesis), by synthesizing (consuming) enhancement items (material content) associated in advance with usage content to be cultivated (for example, a character or a decorative item), enhancement for changing the normal parameters of the usage content can be performed. Examples of the normal parameters include, for example, level, attack power, defense power, skill activation turn number, and the like. For example, in the first content synthesis (enhancement synthesis), by synthesizing a predetermined quantity (number) of enhancement items associated in advance for each level of the usage content to be cultivated, the level of the usage content is increased. Also, for example, in the first content synthesis (enhancement synthesis), by synthesizing a predetermined quantity (number) of enhancement items associated in advance for each skill activation turn number of the usage content to be cultivated, the skill activation turn number of the usage content is decreased. For example, the player can set one usage content (for example, a character or a decorative item) selected from the list of owned content in the enhancement menu as the base content (enhancement target content) to be cultivated in the first content synthesis.

[0049] Also, for example, in second content synthesis (evolution synthesis), by synthesizing (consuming) material content pre-associated with the usage content to be cultivated (e.g., characters or decorative items), evolution can be performed to change the special parameters of the usage content. Examples of such special parameters include, for example, the upper limit value of the level and the lower limit value of the skill activation turn count. Examples of the pre-associated material content include, for example, fragments of content with the same name as the usage content. For example, in second content synthesis (evolution synthesis), by synthesizing a quantity (number) of material content pre-associated with the usage content to be cultivated, the upper limit value of the level of the usage content can be increased. Also, for example, in second content synthesis (evolution synthesis), by synthesizing a quantity of material content pre-associated with the usage content to be cultivated, the lower limit value of the skill activation turn count of the usage content can be decreased. Note that the usage content can be evolved until the special parameter reaches the limit value (e.g., the maximum value of the upper limit value of the level or the minimum value of the lower limit value of the skill activation turn count). For example, the player can set a single usage content (e.g., a character or a decorative item) among the list of owned contents as the base content (evolution target content) to be cultivated in the second content synthesis by specifying it in the evolution menu.

[0050] In addition, in the purchase game according to this embodiment, a player can consume a cost (consideration) to purchase material content which is the sold content. Examples of this cost (consideration) include game currency (e.g., charged items, non-charged items, coins, points). For example, in this purchase game, a player can consume game currency corresponding to the material content and purchase (definitely acquire) the material content by giving an instruction (request) to purchase the material content sold in the in-game shop (sales screen). This in-game shop may be referred to as a sales place, an exchange, etc. In this in-game shop, a plurality of material contents (a group of material contents) are sold to the player.

[0051] <Functional means> (Specific example 1) FIG. 4 is a block diagram schematically showing an example of the functional means of the server device 10.

[0052] As shown in FIG. 4, the server device 10 functionally includes a storage means 50, an extraction means 52, a display means 54, and a control means 56. The storage means 50 is realized by one or a plurality of storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage device 28 or the like. Note that all or part of these functional configurations may be provided in the terminal device 12.

[0053] The storage means 50 has a function of storing player information 50A, content information 50B, quest information 50C, shop information 50D, etc.

[0054] The player information 50A is stored in association with the player ID of each player. This player information 50A includes, for example, the player's name, age, player rank, owned content information, owned game currency information, formation deck information, quest progress information, etc.

[0055] The player rank increases, for example, when the player acquires player experience points.

[0056] All owned content information includes owned character information, owned decoration item information, owned fragment information, owned enhancement item information, etc.

[0057] The owned character information is stored in association with the owned character ID for each character owned by the player. This owned character ID is assigned, for example, each time the player acquires (owns) a character. The owned character information includes, for example, the content ID of the character, current parameters, and equipped item information. The current parameters include the current values of normal parameters and special parameters. Examples of normal parameters include level, hit points, attack power, defense power, skill activation turn count, etc. For level, hit points, attack power, and defense power, for example, the higher the numerical value, the more advantageous the progress of the game (e.g., quests). The skill activation turn count includes the number of turns required for the character to activate a skill. For the skill activation turn count, for example, the lower the numerical value, the more advantageous the progress of the game (e.g., quests). For example, a skill is automatically activated when the same number of turns as the character's skill activation turn count has elapsed in a quest. Examples of special parameters include the upper limit value of the level and the lower limit value of the skill activation turn count. For the upper limit value of the level, for example, the higher the numerical value, the more advantageous the progress of the game (e.g., quests). For the lower limit value of the skill activation turn count, for example, the lower the numerical value, the more advantageous the progress of the game (e.g., quests). The equipped item information includes the owned decoration item ID of the decoration items (e.g., weapons, armor, accessories, costumes, etc.) equipped by the owned character. This owned decoration item ID is assigned, for example, each time the player acquires (owns) an item.

[0058] All decoration item information is stored in association with the owned decoration item ID for each decoration item (usable item) owned by the player. The owned decoration item information includes, for example, the content ID of the decoration item and the current parameters. The current parameters include the current values of the normal parameters and the special parameters. Examples of normal parameters include level, attack power, defense power, number of skill activation turns, etc. For level, attack power, and defense power, for example, the higher the numerical value, the more advantageous the progress of the game (e.g., quests) becomes. The number of skill activation turns includes the number of turns required for the decoration item to activate a skill. Examples of special parameters include the upper limit value of the level and the lower limit value of the number of skill activation turns.

[0059] All shard information is stored in association with the content ID of the shard, with the quantity for each shard (character shard or decoration item shard) owned by the player.

[0060] All enhancement item information is stored in association with the content ID of the enhancement item, with the quantity for each enhancement item owned by the player.

[0061] All game currency information is stored in association with the game currency ID, with the quantity for each game currency (charged item, non-charged item, coin, point, etc.) owned by the player.

[0062] The formation deck information includes information related to the player's formation deck. This formation deck information includes, for example, the owned character IDs of a predetermined number or less of characters pre-formed in the deck by the player. This deck is used when executing quests. In this embodiment, in the formation deck, it is not possible to form two or more of the same character (characters with the same content ID).

[0063] The quest progress information includes, for example, the quest IDs of the quests cleared by the player.

[0064] Content information 50B is stored in association with the content ID of the content for each content. The content information 50B includes, for example, the name, image, ability information, rarity, purchase cost, cultivation cost, etc. of the content (such as characters, decorative items, enhancement items, shards, etc.). In this embodiment, a part of the name of the decorative item includes the name of the character. Examples of the name of the decorative item include "Knife of Character A", "Club of Character A", "Knife of Character B", "Club of Character B", etc.

[0065] The ability information includes normal parameter information, special parameter information, and skills. The normal parameter information includes the range (minimum value and maximum value) of normal parameters (such as level, hit points, attack power, defense power, skill activation turn count, etc.). The special parameter information includes the range (minimum value and maximum value) of special parameters (such as the upper limit value of level and the lower limit value of skill activation turn count) for each evolution count. Skills include, for example, the ability to recover the hit points of friendly characters, strengthen the attack power or defense power of friendly characters, or damage enemy characters in quests.

[0066] The rarity includes, for example, numerical values from 1 to 6. This numerical value may be indicated by the number of stars, for example. Here, for characters with a high rarity, parameters (normal parameters and special parameters) and skills that are advantageous for the progress of the game (such as quests) are set. For example, characters with a high rarity have a high upper limit value of level (special parameter) set.

[0067] The purchase cost includes the cost (consideration) required to purchase (acquire) the content. This purchase cost is set only for the content that can be purchased in the in-game shop, for example. For example, the purchase cost of "Fragments of Character A", which is the material content pre-associated with a character (Character A), is 100 coins. Also, for example, the purchase cost of "Fragments of the Knife of Character A", which is the material content pre-associated with a decorative item (the knife of Character A), is 100 points.

[0068] The cultivation cost includes the material content (related content) pre-associated with the content to be used and the quantity of the material content, as the cost required to cultivate (strengthen or evolve) the content to be used. In this embodiment, the material content is the cultivation cost dedicated to the content to be used, which is pre-associated. For example, the cost required to raise (strengthen) the level of "Character A" by 1 is 2 enhancement items A. Note that the cost required to raise the level by 1 may vary for each character level. Also, for example, the cost required to raise (evolve) the upper limit value of the level of "Character A", which is the content to be used, by 5 is 50 "Fragments of Character A". Also, for example, the cost required to lower (evolve) the lower limit value of the skill activation turn count of "the knife of Character A" by 5 is 100 "Fragments of the Knife of Character A".

[0069] The quest information 50C is stored in association with the quest ID of each quest. The quest information 50C includes the name of the quest, enemy character information, and clear reward information.

[0070] The enemy character information includes the enemy character ID and ability parameters of each enemy character that appears in the quest.

[0071] Clear reward information is stored in association with the content ID of each clear reward that a player can obtain upon clearing a quest. Examples of such clear rewards include non-paid items, coins, characters, enhancement items, decoration items, player experience points, etc. Clear reward information includes the number of acquisitions and the drop rate. The drop rate is, for example, the probability of allowing a player to obtain a character, an enhancement item, or a decoration item. The drop rate includes, for example, a higher probability for quests with a higher difficulty level.

[0072] Shop information 50D is stored in association with the shop ID of each in-game shop. Shop information 50D includes the name of the in-game shop and sales content information. Sales content information is stored in association with the content ID of each material content sold in the in-game shop. For example, sales content information includes the sales rank, the sales quantity, and discount information. The sales rank includes the order in which items are sold in the in-game shop. For example, material content with a higher sales rank (closer to 1st place) is displayed at the top of the sales screen. For example, in a certain shop, material content with sales ranks from 1 to 50 is sold respectively. The sales quantity includes the quantity (remaining number) of material content that a player can purchase. The discount information includes information (such as a discount rate) for discounting the purchase cost of the material content.

[0073] Here, in the in-game shop according to this embodiment, part of the names of at least two material contents sold (for example, shards of a decoration item) includes the name of the same character. For example, in a certain in-game shop, "shards of character A's knife" and "shards of character A's club", which are material contents, are sold respectively. This "knife of character A" and "club of character A" are, for example, decoration items that character A can equip.

[0074] In addition, in the in-game shop according to this embodiment, a part of the names of at least two material contents (for example, fragments of decorative items) sold includes the name of the same decorative item. For example, in a certain in-game shop, "fragments of character A's clothes" and "fragments of character B's clothes", which are material contents, are sold as sales contents respectively. This "clothes of character A" is, for example, a decorative item that character A can equip. Also, "clothes of character B" is, for example, a decorative item that character B can equip.

[0075] The extraction means 52 is a functional means for extracting content. In this embodiment, the extraction means 52 extracts, as related content, the material content that has been previously associated with the usage content owned by the player from among the group of material contents sold to the player. For example, the extraction means 52 refers to the owned content information (owned character information and owned decorative item information) in the player information 50A, the cultivation cost of the content information 50B, the sales content information of the shop information 50D, etc., and extracts, as related content, the material content that has been previously associated with each of the usage contents owned by the player from among the group of material contents sold to the player.

[0076] In addition, the extraction means 52 extracts, as related content, the material content that has been previously associated with the usage content owned by a player whose predetermined parameter has not reached the limit value from among the group of material contents sold.

[0077] For example, the extraction means 52 refers to the current parameter of the owned content information (owned character information and owned decorative item information) in the player information 50A, the cultivation cost and ability information of the content information 50B, the sales content information of the shop information 50D, etc., and extracts each of the usage contents owned by a player whose predetermined parameter (for example, level, upper limit value of level, number of skill activation turns, lower limit value of number of skill activation turns) has not reached the limit value. For example, when the predetermined parameter is a level, the extraction means 52 extracts a certain usage content when the level (predetermined parameter) of the certain usage content has not reached the upper limit value (limit value) of the level. Also, for example, when the predetermined parameter is the upper limit value of the level, the extraction means 52 extracts a certain usage content when the upper limit value (predetermined parameter) of the level of the certain usage content has not reached the maximum value (limit value) of the upper limit value of the level. Also, for example, when the predetermined parameter is the number of skill activation turns, the extraction means 52 extracts a certain usage content when the number of skill activation turns (predetermined parameter) of the certain usage content has not reached the lower limit value (limit value) of the number of skill activation turns. Also, for example, when the predetermined parameter is the lower limit value of the number of skill activation turns, the extraction means 52 extracts a certain usage content when the lower limit value (predetermined parameter) of the number of skill activation turns of the certain usage content has not reached the minimum value (limit value) of the lower limit value of the number of skill activation turns. Subsequently, the extraction means 52 extracts, as related contents, the material contents that are pre-associated with each of the extracted usage contents from among the group of material contents sold to the player. In this case, examples of the material contents other than the related contents in the group of material contents sold include material contents that are not pre-associated with the usage contents owned by the player, and material contents that are pre-associated with usage contents for which the predetermined parameter has reached the limit value.

[0078] The display means 54 is a functional means for displaying an image on the touch panel 32. In the present embodiment, the display means 54 displays, on the sales screen showing the group of material contents sold, the area corresponding to the related contents and the area corresponding to the material contents other than the related contents in different manners.

[0079] For example, the display means 54 displays the area corresponding to the related contents with normal brightness and chroma, and displays the area corresponding to the material contents other than the related contents with low brightness and chroma (for example, grayed out). As a result, the display means 54 can display the area corresponding to the related content and the area corresponding to the material content other than the related content in different modes.

[0080] Further, for example, the display means 54 displays the quantity of the usage content pre-associated with the related content that the player owns in the area corresponding to the related content. For example, the display means 54 refers to the owned content information (owned character information and owned decoration item information) in the player information 50A, the cultivation cost of the content information 50B, the sales content information of the shop information 50D, etc., and displays the quantity of the usage content pre-associated with the related content that the player owns. Also, the display means 54 displays the quantity of the usage content pre-associated with the related content that the player owns as "0" in the area corresponding to the material content other than the related content. Note that the display means 54 may not display the quantity of the usage content that the player owns in the area corresponding to the material content other than the related content. As a result, the display means 54 can display the area corresponding to the related content and the area corresponding to the material content other than the related content in different modes.

[0081] In addition, when the area corresponding to the related content is selected by the player, the display means 54 displays the quantity of the usage content pre-associated with the related content that the player owns. For example, when the area corresponding to the related content (sales content information area) is selected (touched) by the player, the display means 54 refers to the owned content information (owned character information and owned decoration item information) in the player information 50A, the cultivation cost of the content information 50B, the sales content information of the shop information 50D, etc., and displays the quantity of the usage content pre-associated with the related content that the player owns. Further, when a player selects an area corresponding to material content other than the related content, the display means 54 causes the player to display the quantity of the usage content pre-associated with the related content as "0". Note that the display means 54 may not display the quantity of the usage content owned by the player when a player selects an area corresponding to material content other than the related content.

[0082] Also, the display means 54 displays the quantity of the related content that is insufficient for the player to change a predetermined parameter of the usage content owned by the player in the area corresponding to the related content. For example, when there is a request (operation) by the player to display a sales screen, the display means 54 refers to the owned content information (owned character information and owned decoration item information) in the player information 50A and the cultivation cost of the content information 50B, and calculates the quantity of the related content that is insufficient for the player to change a predetermined parameter (for example, level) of the usage content owned by the player (for example, increase by 1). Subsequently, the display means 54 displays the calculated quantity of the related content in the area corresponding to the related content.

[0083] Also, the display means 54 displays the consideration required to purchase the quantity of the related content that is insufficient for the player to change a predetermined parameter of the usage content owned by the player in the area corresponding to the related content. For example, when there is a request (operation) by the player to display a sales screen, the display means 54 refers to the owned content information (owned character information and owned decoration item information) in the player information 50A and the purchase cost and cultivation cost of the content information 50B, and calculates the consideration required to purchase the quantity of the related content that is insufficient for the player to change a predetermined parameter (for example, the upper limit value of the level) of the usage content owned by the player (for example, increase by 5). Subsequently, the display means 54 displays the calculated consideration in the area corresponding to the related content.

[0084] In addition, when the player selects an area corresponding to related content, the display means 54 displays the quantity of related content that is insufficient to change a predetermined parameter of the usage content owned by the player. For example, when the player selects an area (sales content information area) corresponding to related content, the display means 54 refers to the owned content information (owned character information and owned decoration item information) in the player information 50A and the purchase cost and cultivation cost of the content information 50B, and calculates the quantity of related content that is insufficient to change a predetermined parameter (for example, the skill activation turn number) of the usage content owned by the player (for example, decrease by 1). Subsequently, the display means 54 displays a purchase confirmation screen including the calculated quantity of related content.

[0085] In addition, when the player selects an area corresponding to related content, the display means 54 displays the consideration required to purchase the insufficient quantity of related content. For example, when the player selects an area (sales content information area) corresponding to related content, the display means 54 refers to the owned content information (owned character information and owned decoration item information) in the player information 50A and the purchase cost and cultivation cost of the content information 50B, and calculates the consideration required to purchase the quantity of related content that is insufficient to change a predetermined parameter (for example, the lower limit value of the skill activation turn number) of the usage content owned by the player (for example, decrease by 5). Subsequently, the display means 54 displays a purchase confirmation screen including the calculated consideration.

[0086] The control means 56 is a functional means for controlling the entire game. In the present embodiment, when the player purchases related content that is pre-associated with the usage content owned by the player on the sales screen, the control means 56 automatically synthesizes the related content with the usage content. For example, when the player purchases related content, the control means 56 synthesizes the related content that is pre-associated with the usage content owned by the player without the operation of the player. Note that when the player purchases related content, the control means 56 may cause the related content to be synthesized with the owned usage content in response to a request (operation) from the player to synthesize the related content with the owned usage content. For example, when the player purchases related content, the display means 54 displays a screen for querying the player whether to synthesize the related content with the owned usage content. Subsequently, when there is a request (operation) from the player to synthesize, the control means 56 synthesizes the related content with the usage content owned by the player.

[0087] <Flow of processing> FIG. 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system 1 according to the present embodiment. Also, the processing of the following steps is started, for example, at the timing when the player selects one shop in the in-game shop menu. Also, the variable n described later is initialized to 0. Note that the order and content of the following steps can be changed as appropriate.

[0088] (Step SP10) The control means 56 increments the variable n (+1). Then, the process proceeds to the process of step SP12.

[0089] (Step SP12) The extraction means 52 refers to the current parameters of the owned content information (owned character information and owned decoration item information) of the player information 50A and the ability information of the content information 50B, and extracts, from the usage content owned by the player, the usage content for which a predetermined parameter (for example, the upper limit value of the level) has not reached the limit value. Subsequently, the extraction means 52 refers to the cultivation cost of the content information 50B, the sold content information of the shop information 50D, etc., and determines whether the material content (sold content) whose sales rank is the variable n (nth) sold in a shop is the material content pre-associated with each of the extracted usage content. When the determination is an affirmative determination, the process proceeds to the process of step SP14. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP16.

[0090] (Step SP14) The extraction means 52 extracts the material content (sold content) whose sales rank is the variable n (nth) sold in a shop as the related content. Then, the process proceeds to the process of step SP16.

[0091] (Step SP16) The control means 56 determines whether the variable n is the maximum number. For example, the control means 56 refers to the sold content information of the shop information 50D and affirms the determination when the variable n matches the lowest sales rank (maximum number) in a shop. When the determination is an affirmative determination, the process proceeds to the process of step SP18. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP10.

[0092] (Step SP18) The display means 54 causes the touch panel 32 to display a sales screen showing the group of material contents sold in a shop.

[0093] FIG. 6 is a diagram showing an example (specific example 1) of the sales screen 60 according to the present embodiment.

[0094] As shown in FIG. 6, the sales screen 60 is provided with a shop switching button 62, a sales content information area 64, and a back button 66. The shop switching button 62 is, for example, a button (tab switching button) for giving an instruction to switch to a shop where other material content (sales content) is being sold. For example, when the shop switching button 62A is selected, the display means 54 switches the display to the shop where the cakera of the decorative item is being sold. Also, for example, when the shop switching button 62B is selected, the display means 54 switches the display to the shop where the enhancement item is being sold. For example, when the shop switching button 62 is selected, the process initializes the variable n to 0 and proceeds to the process of step SP10. The sales content information area 64 is an area corresponding to the material content to be sold (for example, the cakera of a character). In this sales content information area 64, an image, name, quantity of the material content (sales content) owned by the player, quantity of the usage content associated in advance with the material content owned by the player, name of the material content, and purchase cost (consideration) per one of the material content are represented. Also, the sales content information area 64 is represented in a different manner for the area corresponding to the related content extracted in step SP14 and the area corresponding to the material content other than the related content. For example, the area corresponding to the related content is represented with normal brightness and chroma. On the other hand, the area corresponding to the material content other than the related content is represented with low brightness and chroma (for example, grayed out). Also, for example, the area corresponding to the related content represents the quantity of the usage content associated in advance with the related content owned by the player. On the other hand, the area corresponding to the material content (sales content) other than the related content does not represent the quantity of the usage content associated in advance with the material content owned by the player. Note that the sales content information area 64 may be an area corresponding to the material content to be sold, or may be a purchase button or the like. The back button 66 is a button for closing the sales screen 60 and giving an instruction to return to the in-game shop menu. For example, when the back button 66 is selected, the process ends a series of processes shown in FIG. 5.

[0095] Returning to FIG. 5, the process proceeds to the process of step SP20.

[0096] (Step SP20) The control means 56 determines whether or not an area (sales content information area) corresponding to the related content has been selected by the player on the sales screen. For example, when an area (sales content information area) corresponding to material content other than the related content is selected, the control means 56 makes a negative determination. When the determination is affirmative, the process proceeds to the process of step SP22. On the other hand, when the determination is negative, the process proceeds to the process of step SP24.

[0097] (Step SP22) The display means 54 calculates the quantity of related content that is lacking in order to change (for example, increase by 5) a predetermined parameter (for example, the upper limit value of the level) of the available content owned by the player, referring to the owned content information (owned character information and owned decoration item information) in the player information 50A and the cultivation cost of the content information 50B. Subsequently, the display means 54 calculates the consideration required to purchase the quantity of related content that is lacking in order to change the predetermined parameter of the available content owned by the player, referring to the purchase cost of the content information 50B. Then, the process proceeds to the process of step SP24.

[0098] (Step SP24) The display means 54 causes a purchase confirmation screen indicating the material content (sales content) selected by the player to be displayed on the touch panel 32 in a pop-up format.

[0099] FIG. 7 is a diagram showing an example of the purchase confirmation screen 70 according to the present embodiment.

[0100] As shown in FIG. 7, the purchase confirmation screen 70 is provided with a purchased content information area 72, a minus button 73, a plus button 74, a slide button 75, a cancel button 76, and a purchase button 78. In the purchased content information area 72, detailed information of the material content selected by the player is represented. In this purchased content information area 72, for example, when the material content is related content, the quantity of the missing related content calculated in step SP22 and the consideration required to purchase the related content of the missing quantity are represented. The minus button 73 is a button for giving an instruction to decrease the quantity of the material content (sold content) to be purchased. For example, when the minus button 73 is selected, the display means 54 moves the slide button 75 to the left on the slide bar. The plus button 74 is a button for giving an instruction to increase the quantity of the material content (sold content) to be purchased. For example, when the plus button 74 is selected, the display means 54 moves the slide button 75 to the right on the slide bar. The slide button 75 is a button for giving an instruction to decrease or increase the quantity of the material content (sold content) to be purchased by moving it left and right on the slide bar. The cancel button 76 is a button for giving an instruction to return to the sales screen without purchasing the material content (sold content). The purchase button 78 is a button for giving an instruction to purchase the material content selected by the player. In the purchase button 78, for example, based on the position of the slide button 75 on the slide bar, the consideration to be consumed and the quantity of the material content (sold content) to be purchased are represented.

[0101] Returning to FIG. 5, the process proceeds to the process of step SP26.

[0102] (Step SP26) The control means 56 determines whether or not the purchase button has been selected and operated by the player on the purchase confirmation screen. For example, when the cancel button is selected and operated by the player, the control means 56 makes a negative determination for the said determination. And when the said determination is an affirmative determination, the process proceeds to the process of step SP28. On the other hand, when the said determination is a negative determination, the process proceeds to the process of step SP18.

[0103] (Step SP28) The control means 56 gives the purchased material content to the player. For example, the control means 56 adds the purchased quantity of material content to the owned content information (for example, owned fragment information) of the player information 50A. And the process ends the series of processes shown in FIG. 5.

[0104] (Specific Example 2) In the above-described specific example 1, it was explained that the display means 54 displays, on the sales screen, the area corresponding to the related content and the area corresponding to the material content other than the related content in different modes, but it is also possible not to display the area corresponding to the material content other than the related content.

[0105] For example, in step SP18 above, the display means 54 displays, on the sales screen showing the sold material content, the area corresponding to the related content and does not display the area corresponding to the material content other than the related content.

[0106] FIG. 8 is a diagram showing an example (specific example 2) of the sales screen 80 according to the present embodiment.

[0107] As shown in FIG. 8, the sales screen 80 is provided with a shop switching button 82, a sales content information area 84, and a return button 86. The sales content information area 84 is an area corresponding to the material content to be sold (for example, pieces of a decorative item). This sales content information area 84 represents the areas corresponding to the related content respectively extracted in step SP14, and does not represent the areas corresponding to the material content other than the related content. Note that the sales screen 80 may be provided with a button for displaying an area corresponding to the material content other than the related content.

[0108] <Effect> As described above, in the present embodiment, there is a program for changing a predetermined parameter of the usage content so that the progress of the game becomes advantageous by synthesizing the material content associated in advance with the usage content used by the player in the game. The computer is caused to function as storage means 50 for storing the usage content owned by the player, extraction means 52 for extracting, as related content, the material content associated in advance with the usage content owned by the player from among the group of material contents sold to the player, and display means 54 for displaying, in a sales screen showing the group of material contents to be sold, an area corresponding to the related content and an area corresponding to the material content other than the related content in different manners.

[0109] According to this configuration, the area corresponding to the related content, which is the material content associated in advance with the usage content owned by the player, and the area corresponding to the material content other than the related content are displayed in different manners. Therefore, on the sales screen showing the group of material contents to be sold, the player can be easily made to discriminate the material content associated in advance with the usage content owned by the player.

[0110] Also, in the present embodiment, the display means 54 displays, in the area corresponding to the related content, the quantity of the usage content associated in advance with the related content that the player owns.

[0111] According to this configuration, the quantity of usage content pre-associated with related content that the player owns is displayed. Therefore, on the sales screen showing the group of material content to be sold, the player can be easily made to discriminate the material content pre-associated with the usage content that the player owns.

[0112] Also, in the present embodiment, when a region corresponding to related content is selected and operated by the player, the display means 54 displays the quantity of usage content pre-associated with the related content that the player owns.

[0113] According to this configuration, when a region corresponding to related content is selected and operated, the quantity of usage content pre-associated with the related content that the player owns is displayed. Therefore, the player can be easily made to discriminate the material content pre-associated with the usage content that the player owns.

[0114] Also, in the present embodiment, the extraction means 52 extracts the material content pre-associated with the usage content that a player owns, for which a predetermined parameter has not reached the limit value, as related content.

[0115] According to this configuration, since the material content pre-associated with the usage content for which a predetermined parameter has not reached the limit value is extracted as related content, on the sales screen showing the group of material content to be sold, the player can be easily made to discriminate the material content necessary for cultivating the usage content for which a predetermined parameter has not reached the limit value.

[0116] Also, in the present embodiment, the display means 54 displays the quantity of the related content that is lacking in order to change a predetermined parameter of the usage content that the player owns in the region corresponding to the related content.

[0117] According to this configuration, since the quantity of related content that is lacking to change the predetermined parameters of the usage content is displayed, in the sales screen showing the group of material contents to be sold, the player can be easily made to understand the shortage of the material content necessary for the growth of the usage content.

[0118] Also, in the present embodiment, the display means 54 displays the price necessary to purchase the lacking quantity of related content in the area corresponding to the related content.

[0119] According to this configuration, since the price necessary to purchase the quantity of related content that is lacking to change the predetermined parameters of the usage content is displayed, in the sales screen showing the group of material contents to be sold, the player can be easily made to understand the price necessary for the growth of the usage content.

[0120] Also, in the present embodiment, when the area corresponding to the related content is selected by the player, the display means 54 displays the quantity of the related content that is lacking to change the predetermined parameters of the usage content owned by the player.

[0121] According to this configuration, when the area corresponding to the related content is selected, since the quantity of the related content that is lacking to change the predetermined parameters of the usage content is displayed, the player can be easily made to understand the shortage of the material content necessary for the growth of the usage content.

[0122] Also, in the present embodiment, when the area corresponding to the related content is selected by the player, the display means 54 displays the price necessary to purchase the lacking quantity of related content.

[0123] According to this configuration, when a region corresponding to related content is selected, since the price required to purchase the quantity of related content that is insufficient to change the predetermined parameters of the content in use is displayed, the player can be easily made to understand the price required for the growth of the content in use.

[0124] Also, in this embodiment, a part of the names of at least two material contents to be sold includes the name of the same character.

[0125] According to this configuration, even when a part of the names of at least two material contents to be sold includes the name of the same character, the region corresponding to the related content and the region corresponding to the material content other than the related content are displayed in different manners, so that the player can be prevented from mistakenly purchasing the material content other than the related content.

[0126] Also, in this embodiment, a part of the names of at least two material contents to be sold includes the name of the same decorative item.

[0127] According to this configuration, even when a part of the names of at least two material contents to be sold includes the name of the same decorative item, the region corresponding to the related content and the region corresponding to the material content other than the related content are displayed in different manners, so that the player can be prevented from mistakenly purchasing the material content other than the related content.

[0128] Also, in this embodiment, the computer is caused to function as control means 56 that automatically synthesizes the related content with the content in use when the player purchases the related content that is pre-associated with the content in use on the sales screen.

[0129] According to this configuration, when related content is purchased by the player, the player can reduce the trouble of transitioning to the enhancement menu or the evolution menu to synthesize the related content with the usage content in order to automatically synthesize the related content with the usage content.

[0130] Also, in this embodiment, it is a program for changing a predetermined parameter of the usage content to be advantageous for the progress of the game by synthesizing material content associated in advance with the usage content used by the player in the game. The computer is caused to function as storage means 50 for storing the usage content owned by the player, extraction means 52 for extracting, as related content, material content associated in advance with the usage content owned by the player from among a group of material content sold to the player, and display means 54 for displaying a region corresponding to the related content and not displaying regions corresponding to material content other than the related content on a sales screen showing the group of material content sold.

[0131] According to this configuration, a region corresponding to the related content, which is the material content associated in advance with the usage content owned by the player, is displayed, and regions corresponding to material content other than the related content are not displayed. Therefore, on the sales screen showing the group of material content sold, the player can be easily made to discriminate the material content associated in advance with the usage content owned by the player.

[0132] ---Modification Example--- Note that the present invention is not limited to the above specific examples. That is, those obtained by appropriately making design changes to the above specific examples by those skilled in the art are also included in the scope of the present invention as long as they have the features of the present invention. Also, each element included in the above-described embodiment and the modification example to be described later can be combined as far as technically possible, and those obtained by combining these are also included in the scope of the present invention as long as they include the features of the present invention.

[0133] For example, in this embodiment, as an example of the case where the clear condition of the quest is satisfied, the case where all the enemy characters that appear in the quest are defeated by the deck has been described. However, it may be the case where the target character to be trained, which has grown by the event generated by the characters organized in the deck, achieves a predetermined score in the target game (for example, a racing or battle game) (for example, enters a predetermined rank or wins). This target character to be trained may be a character organized in the deck, or may be a character not organized in the deck or the like. Further, the target character to be trained may be a character prepared by the game operator, or may be a character that can be used by the player in a game (such as a battle game) after the quest ends (after the training scenario ends). Also, in this embodiment, as an example of the case where the clear condition of the quest is not satisfied, the case where all the characters organized in the deck are destroyed (the hit points of all characters become 0 or less) has been described. However, it may be the case where the target character to be trained fails to achieve a predetermined score in the target game.

[0134] Also, in this embodiment, the special parameter has been described as the upper limit value of the level or the lower limit value of the skill activation turn count. However, it may be rarity, skill level, good luck, etc. Further, the second content synthesis (evolution synthesis) may be to newly acquire a skill. Note that the content ID of the content may be changed by the second content synthesis.

[0135] Also, in this embodiment, the material content pre-associated with the content to be used has been described as the fragments of the content with the same name as the content to be used. However, it may be the content with the same name as the content to be used (for example, the content with the same content ID or the content before and after evolution), or the content with the same attribute as the content to be used. That is, the content to be used may be synthesized as the material content. Also, the material content pre-associated with the content to be used may be the fragments or the like of the content with the same attribute as the content to be used.

[0136] In addition, in this embodiment, although the case where the fragments of a character (for example, the fragments of character A) are material content has been described, it may be possible to generate (acquire) one character (character A) as utilization content by the player consuming a predetermined number (for example, 50) of character fragments (fragments of character A). Similarly, it may be possible to generate (acquire) one decorative item (the knife of character A) by the player consuming a predetermined number (for example, 50) of fragments of the decorative item (for example, the fragments of the knife of character A).

[0137] In addition, in this embodiment, although the case where the extraction means 52 extracts the material content associated in advance with each utilization content owned by the player as related content has been described, it may also extract the material content associated in advance with each utilization content (character or decorative item) compiled by the player in the compiled deck as related content. For example, the extraction means 52 refers to the owned content information and compiled deck information of the player information 50A, the cultivation cost of the content information 50B, the sold content information of the shop information 50D, etc., and among the group of material content sold to the player, for each character compiled by the player in the compiled deck and each decorative item equipped by the character, it extracts the material content associated in advance as related content. In addition, the extraction means 52 may extract the material content associated in advance with each utilization content that is utilization content owned by the player and has a high frequency of use (for example, the number of times of use in quests) as related content.

[0138] In addition, in this embodiment, although the case where the extraction means 52 extracts character fragments or decorative item fragments as related content has been mainly described, it may also extract enhancement items as related content.

[0139] In addition, in the present embodiment, the extraction means 52 has been described as extracting, as related content, the material content pre-associated with the usage content owned by a player for whom a predetermined parameter has not reached the limit value among the group of material contents to be sold. However, depending on the current parameter of the usage content owned by the player, the material content necessary for further growing the current parameter may be extracted as related content.

[0140] In addition, in the present embodiment, the case where the material content is the cultivation cost dedicated to the pre-associated usage content has been described, but it may be pre-associated with a plurality of usage contents.

[0141] In addition, in the present embodiment, the display means 54 has been described as displaying, on the sales screen, the area corresponding to the related content and the area corresponding to the material content other than the related content in different manners. However, the related content may be preferentially displayed. For example, the display means 54 may display the area corresponding to the related content at the upper part of the sales screen and display the area corresponding to the material content other than the related content at the lower part of the sales screen.

[0142] In addition, in the present embodiment, the case where the material content is sold in the in-game shop has been described, but the usage content may be sold. For example, the extraction means 52 extracts, as related content, the usage content pre-associated with the material content owned by the player from among the group of usage contents sold to the player. Subsequently, the display means 54 displays, on the sales screen showing the group of usage contents to be sold, the area corresponding to the related content and the area corresponding to the usage content other than the related content in different manners. Note that the display means 54 may display the area corresponding to the related content on the sales screen showing the group of usage contents to be sold and not display the area corresponding to the usage content other than the related content.

[0143] In addition, in this embodiment, the case where the content to be used is mainly characters or decorative items has been described, but it may be various items, cards, gears, figures, etc. Further, the decorative item (item) may be usable in a quest without being equipped on a character.

[0144] In addition, in this embodiment, the case where the content to be used and the material content are associated in advance has been described, but the content associated in advance is not limited to the content to be used and the material content. For example, the content associated in advance with each other may be used other than in a breeding game. Specifically, a treasure box item and a key item may be associated in advance. For example, when the key item associated in advance with the treasure box item owned by the player is consumed, the control means 56 gives the player a reward (for example, points, coins, various contents) based on the type (for example, rarity, etc.) of the treasure box item. For example, in the in-game shop according to this embodiment, a plurality of types of key items may be sold. In this case, for example, the extraction means 52 extracts, as related content, the key item associated in advance with the treasure box item owned by the player from among the group of key items sold to the player. Subsequently, the display means 54 displays, on the sales screen showing the group of key items sold, the area corresponding to the related content and the area corresponding to the key items other than the related content in different manners. In addition, for example, in the in-game shop according to this embodiment, a plurality of types of treasure box items may be sold. In this case, for example, the extraction means 52 extracts, as related content, the treasure box item associated in advance with the key item owned by the player from among the group of treasure box items sold to the player. Subsequently, the display means 54 displays, on the sales screen showing the group of treasure box items sold, the area corresponding to the related content and the area corresponding to the treasure box items other than the related content in different manners.

[0145] In the present embodiment, the case where the content (material content) is sold at the in-game shop for a fee has been described, but the content may be free of charge. For example, when one or more pieces of content are selected by the player on a list screen showing a group of contents that the player can acquire, the control means 56 may grant the selected content to the player free of charge. [Explanation of symbols]

[0146] 10. Server equipment 12...Terminal device 50...Memory means 52...Extraction means 54...Display means 56...Control means

Claims

1. A program that changes predetermined parameters of the usage content to be advantageous for the progress of the game by synthesizing material content pre-associated with the usage content used by the player in the game, causing a computer to a storage means for storing the usage content owned by the player, an extraction means for extracting, as related content, material content pre-associated with the usage content owned by the player from among a group of material content sold to the player, a display means for preferentially displaying, in a sales screen showing the group of sold material content, an area corresponding to the related content over an area corresponding to material content other than the related content, function as, a program.

2. The display means displays, in the area corresponding to the related content, the quantity of the usage content pre-associated with the related content that the player owns. The program according to claim 1.

3. When the area corresponding to the related content is selected by the player, the display means displays the quantity of the usage content pre-associated with the related content that the player owns. The program according to claim 1.

4. The extraction means extracts, as related content, material content pre-associated with the usage content owned by the player for which the predetermined parameter has not reached the limit value. The program according to claim 1.

5. The display means displays, in the area corresponding to the related content, the quantity of the related content that is insufficient for changing the predetermined parameter of the usage content owned by the player. The program according to claim 4.

6. The display means displays, in the area corresponding to the related content, the consideration required to purchase the insufficient quantity of the related content. The program according to claim 5.

7. When the area corresponding to the related content is selected by the player, the display means displays the quantity of the related content that is insufficient for changing the predetermined parameter of the usage content owned by the player. The program according to claim 4.

8. When the area corresponding to the related content is selected by the player, the display means displays the consideration required to purchase the insufficient quantity of the related content. The program according to claim 7.

9. A part of the names of at least two material contents to be sold includes the name of the same character. The program according to claim 1.

10. A part of the names of at least two material contents to be sold includes the name of the same decorative item. The program according to claim 1.

11. The computer is In the sales screen, when the player purchases related content pre-associated with the usage content owned by the player, control means for automatically synthesizing the related content with the usage content. Function as The program according to claim 1.

12. An information processing apparatus that changes a predetermined parameter of usage content to be advantageous for the progress of the game by synthesizing material content pre-associated with the usage content used by the player in the game, Storage means for storing the usage content owned by the player; Extraction means for extracting, as related content, material content pre-associated with the usage content owned by the player from among a group of material contents sold to the player; Display means for preferentially displaying, in a sales screen showing the group of material contents to be sold, an area corresponding to the related content over an area corresponding to material content other than the related content; Comprising Information processing apparatus.

Citation Information

Patent Citations

  • Program and information processing device

    JP6891987B1