Information Processing Apparatus, Information Processing Method, and Program

By implementing a flow line from the necessary material guidance screen to the acquisition process and using guidance means to direct players, the electronic game efficiently induces players to obtain required materials, addressing the challenge of concealed acquisition conditions.

JP7699752B2Active Publication Date: 2025-06-30MIXI INC
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2024082762
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-21
Publication Date
2025-06-30
Estimated Expiration
2038-11-07

AI Technical Summary

Technical Problem

Existing electronic games struggle to efficiently induce players to obtain necessary materials for changing specific source objects, particularly when acquisition conditions for certain materials are concealed.

Method used

A flow line is installed from a guidance screen displaying necessary materials to the acquisition process, including guidance means to direct players to acquire shortage materials by displaying a game selection screen and guiding them through the acquisition process.

Benefits of technology

This solution makes it easier for players to proceed from the necessary material guidance screen to the acquisition process, thereby improving the likelihood of players attempting to obtain required materials.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007699752000001
    Figure 0007699752000001
  • Figure 0007699752000002
    Figure 0007699752000002
  • Figure 0007699752000003
    Figure 0007699752000003
Patent Text Reader

Abstract

To efficiently guide a player to attempt to acquire a material required to change a specific change source.SOLUTION: According to on embodiment of the present invention, a game information processing device (e.g., a user terminal 30) includes: guide means (e.g., guide unit 530) for guiding an insufficient material in a necessary material guide screen in a first mode in the case that a player can acquire the insufficient material the player does not sufficiently hold among materials required to cause prescribed change in a specific change source object held by the player; and guide means (e.g., a guide unit 570) for guiding the player to a step for acquiring the insufficient material in the case that the player performs prescribed operation to the insufficient material guided by the guide means in the first mode.SELECTED DRAWING: Figure 5
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to an electronic game using a display capable of two-dimensional or higher-dimensional display.

Background Art

[0002] There is known an electronic game having a mechanism for multiplying a plurality of electronic information held by a player to strengthen or evolve the electronic information. For example, the game system disclosed in Patent Document 1 implements a function of evolving and synthesizing a base card by multiplying a plurality of other cards (reference cards) held by the player to a certain card (base card) held by the player.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In Patent Document 1, among the plurality of reference cards necessary for evolving and synthesizing a base card, a card not held by the player is distinguished into an unheld card with possession experience and an unknown card without possession experience. For the unheld card, the acquisition condition including the acquisition route is notified to the player, while for the unknown card, the acquisition condition including the acquisition route is intentionally concealed (see Region 102 in FIG. 13A and Region 104b in FIG. 13B).

[0005] The problem to be solved by the present invention is to efficiently induce the player to attempt to obtain the materials necessary for changing a specific source of change.

Means for Solving the Problems

[0006] In order to solve the above problems, the present invention installs a flow line from a guidance screen of necessary materials required to bring about a predetermined change to a specific source of change to the acquisition process of the necessary materials. The present invention includes at least the following aspects.

[0007] 〔A〕 A game information processing apparatus comprising: guidance means for guiding, in a first mode, a shortage material that the player does not sufficiently possess among the necessary materials required to cause a predetermined change in a specific source-of-change object held by the player, when the player can obtain the shortage material; and guidance means for guiding the player to the acquisition process of the shortage material when a predetermined operation on the shortage material guided in the first mode by the guidance means is performed by the player.

[0008] 〔B〕 A control method for an information processing apparatus, including: a guidance step of guiding, in a first mode, a shortage material that the player does not sufficiently possess among the necessary materials required to cause a predetermined change in a specific source-of-change object held by the player, when the player can obtain the shortage material; and a guidance step of guiding the player to the acquisition process of the shortage material when a predetermined operation on the shortage material guided in the first mode in the guidance step is performed by the player.

[0009] 〔C〕 A control program for causing a computer of an information processing apparatus to realize: a guidance function for guiding, in a first mode, a shortage material that the player does not sufficiently possess among the necessary materials required to cause a predetermined change in a specific source-of-change object held by the player, when the player can obtain the shortage material; and a guidance function for guiding the player to the acquisition process of the shortage material when a predetermined operation on the shortage material guided in the first mode by the guidance function is performed by the player.

[0010] A recording medium that non-temporarily records a control program for causing a computer of an information processing apparatus to realize a guidance function for guiding a shortage material, in a first mode, on a necessary material guidance screen when the player can obtain the shortage material, which is among the necessary materials required for causing a predetermined change in a specific change source object held by the player and of which the player does not have enough, and a guidance function for guiding the player in the process of obtaining the shortage material when a predetermined operation on the shortage material guided in the first mode by the guidance function is performed by the player.

Advantages of the Invention

[0011] According to the present invention, it becomes easier to proceed from the necessary material guidance screen to the process of obtaining the shortage material. As a result, the possibility that the player attempts to obtain the shortage material that the player needs can be improved.

[0012] The following technical limitations may be added to the “game information processing apparatus” in [A] above. Similarly, the same technical limitations may be added to the “control method” in [B] above, the “control program” in [C] above, and the control program recorded on the “recording medium” in [D] above, respectively.

[0013] (1) When the guiding means performs the predetermined operation of designating the specific shortage material guided in the first mode by the guiding means, the guiding means displays a game selection screen on which games where the designated shortage material can be obtained are easily selectable. Thereby, it becomes easier to proceed from the necessary material guidance screen to the game selection screen.

[0014] (2) When the guiding means performs the predetermined operation indicating an interest in at least any one of the shortage materials guided in the first mode by the guiding means, the guiding means displays a shortage material guidance screen in which a link to a game selection screen on which games where each shortage material can be obtained are easily selectable is arranged for each shortage material. Thereby, it becomes easier to proceed from the necessary material guidance screen to the game selection screen.

[0015] (3) When the guiding means performs the predetermined operation of designating the specific insufficient material guided in the first aspect by the guiding means, a game start screen for receiving an instruction to start a game in which the designated insufficient material is available is displayed. This makes it easier to proceed from the necessary material guidance screen to the game start screen.

[0016] (4) When there are a plurality of games in which the designated insufficient material can be obtained, the guiding means displays the game start screen for receiving an instruction to start the selected game selected according to a predetermined priority. This makes it easier to proceed from the necessary material guidance screen to the game start screen related to the game with a higher priority.

[0017] (5) The guiding means guides the insufficient material in the first aspect by adding a predetermined guiding element to the guiding information of the insufficient material. This makes it visually easier to understand the inductive possibility.

[0018] (6) The guiding means guides the insufficient material in the first aspect in a display form different from that of the necessary material that is not the insufficient material. This makes it visually easier to understand the inductive possibility.

[0019] (7) The guiding means guides the insufficient material in the first aspect according to the combination of acquisition processes that can be induced. This makes it visually easier to understand the options for the induction destination.

[0020] (8) The guiding means guides the insufficient material in the first aspect only when the occurrence conditions of a predetermined change are satisfied. This avoids meaningless guidance and enables effective utilization of information resources.

[0021] (9) The guiding means guides the insufficient material that the player has no possession experience from the past to the present in the second aspect. This makes it easier to proceed from the necessary material guidance screen to the acquisition process of unknown insufficient materials.

[0022] In this specification, terms are used as follows.

[0023] (1) "Game" refers to an electronic game provided at least in part in an online game service. In a broad sense, it refers to the game service itself, and in a narrow sense, it refers to individual stages that make up the game service. "Player" refers to a user of the game service. "Play" refers to the player advancing and playing the game. "Challenger" refers to a player who attempts to play and conquer a game (stage) in the narrow sense.

[0024] (2) "Object" is a concept that at least includes elements that are the targets of operations by players within the game. The elements that are the targets of operations include characters with an appearance on the screen and changeable status (state) settings. The character is, for example, a monster character.

[0025] (3) "Predetermined change" is a concept that at least includes the evolution in which the object that is the source of change (source object) changes into another object, and the enhancement in which the status of the source object changes. There may be multiple types of evolutionary lineages. That is, a specific object may change into another first object or may change into another second object. Broad evolutionary changes are sometimes called, for example, narrow evolutionary changes, deification, beast deification, etc. Also, the status to be enhanced is not limited to one type. That is, only one of the first status and the second status of the source object may change, or both may change.

[0026] (4) "Necessary materials" refer to the materials necessary to cause a predetermined change in the source object. "Necessary materials" are, for example, materials that, when combined with the source object, cause a predetermined change in the source object. The "necessary materials" for causing a predetermined change in a specific object may be a single material or a combination of multiple materials. The combination of multiple materials may be a combination of multiple same-type materials or a combination of multiple different-type materials. The "necessary materials" for causing a predetermined change in a specific object are preset It is suitable to be present. The "required material" may be an object or an in-game element that is not an object. The object that is the "required material" may be of the same type as the source object for change or of a different type. The in-game element that is the "required material" may be a character that is not the target of the player's operation or an item. Items are called, for example, balls, stones, etc.

[0027] (5) The "insufficient material" refers to the material among the required materials that the player does not have enough of. Not having enough means that the number of holdings (specified number) is insufficient for the number required to cause a predetermined change. Having an insufficient number of holdings compared to the specified number means that if the specified number is 1, it means not having any, and if the specified number is 2 or more, it means not having any or having a number of holdings less than the specified number.

[0028] (6) The "acquisition process" refers to a series of processes required of the player to obtain a certain material. The series of processes may include playing and clearing a specific game or performing a specific lottery and winning it. The specific lottery may be a lottery that can be executed when a specific game is played and cleared or a lottery that can be executed on the condition of a specific action. The specific game may be a single game or a group of games consisting of multiple stages. When a specific game is cleared, for example, the above material can be obtained as a clear reward. When winning a lottery that can be executed when a specific game is played and cleared, for example, the above material can be obtained as a clear reward. The specific game is, for example, a normal stage, an archived stage, or a temporarily executable stage. The specific action is, for example, an action that instructs the use of a specified quantity of in-game currency. When winning a lottery that can be executed on the condition of a specific action, for example, the above material can be obtained as a gacha reward.

[0029] (7) When it is said that a certain player can "obtain the lacking material", it means that there exists an obtaining process by which the lacking material can be obtained and the player is in a state where they can participate in the obtaining process. When there are specified participation conditions for the obtaining process, if the player satisfies the participation conditions, they are in a state where they can "participate in the obtaining process". The participation conditions are, for example, conditions related to the player's proficiency and conditions related to the player's location.

[0030] (8) The "Required Material Guidance Screen" refers to a screen on which the required materials necessary to cause a predetermined change in a specific source object are displayed. On the "Required Material Guidance Screen", the evolved object after evolution has occurred in the source object may also be guided. Also, on the "Required Material Guidance Screen", the lacking materials may also be guided.

[0031] (9) The "First Aspect" refers to a display aspect that is different from the aspect (normal aspect) in which non-lacking required materials are displayed on the required material guidance screen. In the normal aspect, guidance information is displayed for each required material. The guidance information may include an icon and text. The icon is, for example, an appearance image of the required material. The text is, for example, the name of the required material. The "First Aspect" at least includes an aspect of adding an element to the guidance information in the normal aspect and an aspect of changing the display form of the guidance information in the normal aspect. The aspect of adding an element is, for example, an aspect of superimposing and arranging a small icon indicating inductiveness on the guidance information. The aspect of changing the display form is, for example, an aspect of changing the color, size, or movement of the guidance information displayed in the normal aspect or an aspect of applying a visual decoration to the guidance information. The "First Aspect" may be dynamically determined according to the combination of obtaining processes when there are multiple types of obtaining processes in which the player can participate.

[0032] (10) The "predetermined operation" for the lacking material at least includes an operation of specifying a specific lacking material and an operation of indicating interest in the lacking material. The operation of specifying a specific lacking material is an operation of specifying the area corresponding to the specific lacking material on the screen. The interest in the lacking material is at least Desire to obtain at least some of the lacking materials. An operation indicating interest in the lacking materials is an operation of designating an area where elements that explicitly or implicitly indicate obtaining the lacking materials are displayed on the screen. The operation of designating an area is, for example, an operation of touching the area or an operation of clicking while a pointer displayed on the screen indicates the area.

[0033] (11) "Inducing" in the process of obtaining lacking materials means guiding the points to be passed before starting to participate in the obtaining process for the purpose of involving in the obtaining process.

[0034] (12) "Game selection screen" refers to a screen where one or more games are guided. It is preferable that the game guidance information displayed on the game selection screen is respectively set with a link to the game start screen related to the game. "Game start screen" refers to a screen where elements (buttons) for instructing the start of a specific game or the preparation immediately before it (hereinafter collectively referred to as "start instruction") are arranged.

[0035] (13) "Lacking material guidance screen" refers to a screen where one or more lacking materials are guided. It is preferable that the lacking material guidance information displayed on the lacking material guidance screen is respectively set with a link to the game selection screen related to the game where the lacking material can be obtained.

[0036] (14) The "priority" used for game selection may be a fixed value or fixed order preset by the game operator, or a priority dynamically determined according to a procedure preset by the game operator, or a priority dynamically determined according to the status of the player or a specific object held by the player. The priority may be a numerical value that can compare the magnitude relationship or a numerical value indicating relative high or low. The order based on the priority may be determined according to the sorting order of numerical values that can compare the magnitude relationship or according to the sorting order of numerical values indicating relative high or low.

[0037] The "occurrence conditions of a predetermined change" refer to one or more individual conditions under which a predetermined change can occur. The individual conditions may be individual conditions related to the player or individual conditions related to the source object of the change. The individual conditions related to the player are, for example, the degree of proficiency of the player satisfying a predetermined standard. The degree of proficiency satisfying the predetermined standard is, for example, that the player rank has reached a predetermined value. The individual conditions related to the source object of the change are, for example, that the source object of the change has a predetermined status. The predetermined status is, for example, that the level of the changed object has reached a predetermined level. The predetermined level is, for example, an upper limit value that changes according to the rarity of the object.

[0038] (16) The "second aspect" refers to an aspect in which an unknown missing material that the player has no experience of possessing from the past to the present is displayed on the necessary material guidance screen. The second aspect is an aspect that is different from both the normal aspect and the first aspect. The second aspect includes, for example, an aspect of adding an element to the guidance information in the normal aspect, an aspect of changing the display form of the guidance information in the normal aspect, an aspect of adding an element to the guidance information in the first aspect, and an aspect of changing the display form of the guidance information in the first aspect.

Brief Description of the Drawings

[0039]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Mode for Carrying Out the Invention

[0040] [1. Embodiment] [1-1. Overview] This embodiment relates to an electronic game using a display capable of two-dimensional or higher-dimensional display. In this electronic game, a player can cause a predetermined change to a specific object (source object) held by the player. The predetermined change is a concept including at least a change that replaces the source object with another object and a change that changes the state (status) of the source object.

[0041] In this embodiment, in order to efficiently guide the player to attempt to obtain the materials (necessary materials) required to cause a predetermined change in a specific source object of change, a flow line from the guidance screen of the necessary materials required to cause a predetermined change in a specific source object of change to the process of obtaining the necessary materials is installed.

[0042] [1-2. Game Information Processing Device] The game information processing device (for example, user management server 10) according to the embodiment includes guidance means (for example, guidance unit 530) for guiding, in a first mode, at a necessary material guidance screen, a shortage material that the player does not sufficiently possess among the necessary materials required to cause a predetermined change in a specific source object of change possessed by the player, when the player can obtain the shortage material; and guidance means (for example, guidance unit 570) for guiding the player to the process of obtaining the shortage material when a predetermined operation on the shortage material guided in the first mode by the guidance means is performed by the player.

[0043] The game information processing device according to the embodiment is preferably configured as a client-side device that receives the provision of an electronic game from a server-side device via a communication network in a client-server type game information processing system. The client-side device may be a business-use game machine (arcade game machine) installed in a game center or the like, or a personal game machine possessed by each player. The personal game machine may be a stationary game machine or a portable game machine. The stationary game machine and the portable game machine may be dedicated game machines or general-purpose terminals. Note that the game information processing device according to the embodiment may also be a business-use game machine or a personal game machine that operates independently.

Example

[0044] [2. Example] [2-1. Outline] (1) Service of the Example This embodiment relates to a game service (the service of the embodiment) that is at least partially provided online. In the service of the embodiment, the player is provided with an electronic game (broad sense of the game) in which the player sequentially operates four characters (an example of an "object") that make up a deck by performing a predetermined action to sequentially challenge a plurality of stages (narrow sense of the game) prepared in the game.

[0045] Hereinafter, the above stage will be referred to as a "quest". The quests include a first quest that is always provided, a second quest that may be provided at a storage location (archive) called a "library", and a third quest that may be temporarily provided in a time-limited event. In the following description, "normal quest", "library of memories" (or simply "library"), and "event quest" correspond to the first quest, the second quest, and the third quest, respectively. It should be noted that for each quest, an object (such as a character) that can be obtained by executing the quest may be associated.

[0046] (2) Predetermined change The player can multiply a specific character (source character) held by the player by one or more necessary materials (necessary materials) to cause a change (predetermined change) in the source character in a direction advantageous for the progress of the game. The change in the advantageous direction includes a change that replaces the source character with another advantageous character and a change that increases the parameters corresponding to one or more states (status) of the source character. In the following description, the former change is called "evolution" (broad sense of evolution), and the latter change is called "strengthening".

[0047] (2-1) Evolution In evolution (broad sense of evolution), there can be multiple evolutionary lineages. The evolutionary lineages in this embodiment include a first evolution in which the original character is replaced with another first character, a second evolution in which the original character is replaced with another second character, and a third evolution in which the other first character or the other second character is replaced with another third character. In the following description, "evolution" (narrow sense of evolution), "deification", and "beast deification" correspond to the first evolution, the second evolution, and the third evolution respectively.

[0048] The necessary materials required for the first evolution are, for example, one or more evolution items. Evolution items are called, for example, orbs, stones, etc. The necessary materials required for the second evolution are, for example, one or more characters different from the original character. The necessary materials required for the third evolution are, for example, a combination of one or more evolution items and one or more characters different from the original character.

[0049] (2-2) Enhancement There are multiple enhancement forms in enhancement. The types of parameters that increase vary for each enhancement form. The enhancement in this embodiment includes a first synthesis in which another character (necessary material) different from the original character is synthesized with the original character to increase one or more parameters related to the strength of the original character, and a second synthesis in which another character (necessary material) of the same type as the original character is synthesized with the original character to increase a single parameter related to the fortune of the original character. In the following description, "heterogeneous synthesis" and "homogeneous synthesis" correspond to the first synthesis and the second synthesis respectively.

[0050] In heterogeneous synthesis (the first synthesis), according to the type of other character to be synthesized with the source character, the parameters corresponding to that type increase. As an example, when synthesizing a character that increases the excess value of HP (Hit Points, a value added beyond the upper limit, hereinafter referred to as "+ value"), a character that increases the + value of attack power, or a character that increases the + value of speed with the source character, the + value of HP, the + value of attack power, and the + value of speed of the source character increase respectively. In homogeneous synthesis (the second synthesis), as an example, the luck factor that affects the various lottery fortunes in the service of the example increases. The higher the luck factor, for example, the higher the probability of the appearance of advantageous items during quest execution and the probability of obtaining advantageous rewards after quest clearance.

[0051] (2-3) Generation Conditions In order to cause a predetermined change in the source character, it is necessary to meet the generation conditions. The generation conditions include individual conditions related to the player (the first condition) and individual conditions related to the source character (the second condition). The first condition is that the player rank of the player has reached a predetermined value. The second condition is that the level of the source character has reached the upper limit value determined according to the rarity of the character.

[0052] (3) Necessary Materials The necessary materials required to cause a predetermined change in the source character are predefined in advance by the operator of the service of the example. The necessary materials can be given to the player as a clear reward, for example, when a predetermined quest is cleared. The player repeats the process (acquisition process) of challenging and clearing quests that can obtain the necessary materials required to strengthen or evolve a specific character the player owns, aiming to progress the service of the example advantageously, and gradually grows (changes in an advantageous direction) the player's character using the acquired necessary materials.

[0053] [2-2. Features] (1) Inductive Function In the service of the embodiment, in order to efficiently guide the player to attempt to obtain the necessary materials required to strengthen (in particular, strengthen by the second synthesis) or evolve (in particular, the second evolution) a specific source character, a flow line is installed from the screen for guiding the necessary materials (necessary material guidance screen) to the screen for selecting the quest (acquisition process) from which the necessary materials can be obtained (quest selection screen). The flow line means a link (hyperlink) that associates the screen after the transition with the screen before the transition.

[0054] Hereinafter, the function of guiding from the necessary material guidance screen to the acquisition process is referred to as the "guidance function". The guidance function is implemented on the user terminal of the game information processing system (system of the embodiment) that provides the service of the embodiment. The guidance function according to the present embodiment installs a flow line according to the situation between the necessary material guidance screen and the quest selection screen, and guides the player to challenge the quest to obtain the insufficient materials.

[0055] FIG. 1 is a display example of the necessary material guidance screen related to the second evolution (deification). The screen 100 illustrated in FIG. 1 includes an area 110 for guiding the source character, an area 120 for guiding the necessary materials required to second-evolve the source character, and an area 130 for guiding the character after the source character has undergone the second evolution. In the area 120, guidance information for each necessary material is displayed. In the area 120, for example, the guidance information (icon 121) of the necessary material that does not correspond to the insufficient material is displayed in the normal mode.

[0056] (2) Guidance display When there is a quest from which the player can obtain the insufficient materials that the player does not have enough of among the necessary materials required to strengthen or evolve a specific source character that the player possesses, and the player can challenge the quest, and further when the above generation conditions are satisfied, on the necessary material guidance screen, the insufficient material is guided in a predetermined mode (first mode) in which a guidance icon is superimposed on the guidance information in the normal mode.

[0057] In the area 120 of the screen 100 illustrated in FIG. 1, for example, guidance information (icon 122) of the required materials corresponding to the insufficient materials is displayed. Further, a guiding icon 123 smaller in size than the icon 122 is superimposed and displayed at the upper left part of the display area of the icon 122. That is, on the screen 100, the insufficient materials are guided in a predetermined mode in which the guiding icon 123 is superimposed on the guidance information (icon 122) in the normal mode.

[0058] Note that the appearance design of the guiding icon may be of one type, or may be changed according to the combination of the types of quests that the player can challenge. Since there are three types of quests, namely the first quest to the third quest as described above, the number of combinations of the types of quests is at most seven as shown in the following [Equation 1]. Therefore, when changing the appearance design of the guiding icon according to the combination, seven types of guiding icons may be prepared. Further, the arrangement position of the guiding icon in the display area of the icon which is the guidance information of the insufficient material is not particularly limited.

[0059] [Equation 1] 3C1 + 3C2 + 3C3 = 3 + 3 + 1 = 7

[0060] (3) Screen transition A hyperlink to a quest selection screen in which only one or a plurality of quests from which the insufficient material can be obtained is displayed is set for the guidance information of the insufficient material guided in the predetermined mode. When a user operation (predetermined operation) for designating the insufficient material guided in the predetermined mode is performed by the player, a quest selection screen in which only one or a plurality of quests from which the insufficient material can be obtained is displayed is displayed.

[0061] On the screen 100 illustrated in FIG. 1, a hyperlink to a quest selection screen in which only the quests from which the insufficient material can be obtained is displayed is set for the guidance information (icon 122) of the insufficient material. When the player taps the display area of the guidance information (that is, the display area of the icon 122), a quest selection screen in which only the quests from which the insufficient material can be obtained is displayed is displayed.

[0062] In the guidance information of each quest that is displayed selectably on the quest selection screen, a hyperlink to the screen for starting the quest or preparing immediately before it (quest start screen) is set. After the player gives an instruction to start on the quest start screen or a subsequent screen, the quest is started.

[0063] [2-3. Configuration of the System in the Embodiment] [2-3-1. Network Configuration] FIG. 2 illustrates the network configuration of the system in the embodiment. The system in the embodiment provides the service in the embodiment to the user.

[0064] As illustrated in FIG. 2, the system in the embodiment includes a user management server 10 that manages users (players) of the service in the embodiment, a data management server 20 that manages data related to the service in the embodiment, and a plurality of user terminals 30 (30-1, 30-2,... 30-n) (n: natural number) used by a plurality of users respectively.

[0065] The user management server 10 and the user terminal 30 can exchange data through the communication network 40. The data management server 20 can access a built-in or externally connectable storage 21. The user management server 10 can access the data stored in the storage 21 via the data management server 20.

[0066] The communication network 40 may include at least any one of existing networks such as the Internet, a mobile phone network, a wireless WAN (Wireless Wide Area Network), a wireless LAN (Wireless Local Area Network), and Ethernet (registered trademark).

[0067] (1) User Management Server The user management server 10 is a server device (computer) on which a web server program is installed. The user management server 10 causes the data management server 20 to obtain necessary data from the storage 21 in response to a request, and provides (responds) it to the requester. Also, the user management server 10 causes the data management server 20 to register necessary data in the storage 21 in response to a request. Note that a server system may be configured by linking a plurality of server devices, and the functions of the user management server 10 may be shared or the load on the user management server 10 may be distributed.

[0068] (2) Data management server The data management server 20 is a server device (computer) on which a DB (Data Base) server program is installed. The data management server 20 constitutes a DBMS (Data Base Management System) together with the storage 21. The data management server 20 obtains necessary data from the storage 21 in response to a request, and provides (responds) it to the requester. Also, the data management server 20 registers necessary data in the storage 21 in response to a request. The storage 21 is a storage device that stores data related to the services of the embodiments. Note that a server system may be configured by linking a plurality of server devices, and the functions of the data management server 20 may be shared or the load on the data management server 20 may be distributed.

[0069] (3) User terminal The user terminal 30 is a user device (computer) on which a predetermined game program (control program) is installed. In this embodiment, as the user device, a general-purpose portable device (for example, a mobile phone, a smartphone, a tablet terminal, a tablet PC (personal computer), a wearable device, etc.) or a general-purpose processing device (for example, a PC (personal computer), etc.) on which a program can be installed can be used.

[0070] [2-3-2. Hardware Functional Configuration] (1) Hardware Functional Configuration of Server Device FIG. 3 illustrates the hardware functional configuration of the server device. The server device illustrated in FIG. 3 includes a control processing device 310 including a CPU (Central Processing Unit) and a ROM (Read Only Memory), a main memory device 320 including a RAM (Random Access Memory), an auxiliary storage device 330 including an HDD (Hard Disc Drive), an input device 340 including a mouse and a keyboard, an output device 350 including a display and a speaker, and a communication control device 360 including a network interface card. Note that a device such as an MPU (Micro-Processing Unit) or a DSP (Digital Signal Processor) may be used instead of the CPU.

[0071] The main memory device 320, the auxiliary storage device 330, the input device 340, the output device 350, and the communication control device 360 are each connected to the control processing device 310 via a bus line. The control processing device 310 (1) reads a program stored in the auxiliary storage device 330 onto the main memory device 320, (2) acquires data from at least any one of the input device 340, the auxiliary storage 330, and the communication control device 360 according to the instruction of the program, (3) calculates and processes the acquired data according to the procedure defined in the program, and then (4) provides the calculated / processed data to at least any one of the auxiliary storage device 330, the output device 350, and the communication control device 360.

[0072] (2) Hardware Functional Configuration of User Device FIG. 4 illustrates the hardware functional configuration of the user device. The user device illustrated in FIG. 4 includes at least a DSP 411 that constitutes a control processing unit, a RAM 421 that constitutes a main memory unit, a ROM 422 and an EEPROM (Electrically Erasable Programmable Read-Only Memory) 423 that constitute an auxiliary storage unit, a touch panel display 431 that constitutes an input unit and a display unit, a speaker 432 that constitutes an audio output unit, and a NIC (Network Interface Controller) 441 and a wireless LAN (Local Area Network) chip 442 that constitute a communication control unit. Note that a device such as an MPU (Micro-Processing Unit) may be used instead of the DSP.

[0073] The RAM 421, ROM 422, EEPROM 423, touch panel display 431, speaker 432, NIC 441, and wireless LAN chip 442 are each connected to the DSP 411 via a bus line. The DSP 411 (1) reads a program stored in the ROM 422 or EEPROM 423 onto the RAM 421, (2) acquires data from at least one of the touch panel display 431, EEPROM 423, NIC 441, and wireless LAN chip 442 according to the instructions of the program, (3) calculates and processes the acquired data according to the procedure defined in the program, and then (4) provides the calculated and processed data to at least one of the EEPROM 423, touch panel display 431, speaker 432, NIC 441, and wireless LAN chip 442.

[0074] [2-3-3. Software Functional Configuration] (1) Overview The software functions of the user management server 10 and the data management server 20 are realized by installing an operating system (OS) for server devices and a program operating on the OS on the server devices respectively. The program to be installed on the server device may be distributed in a state of being non-temporarily recorded on a recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disk), an MO disk (Magneto-Optical disk), or a flash memory, and read from the recording medium into the server device, or may be superimposed on a carrier wave via the communication network 40 or other communication networks and supplied to the server device.

[0075] The software functions of the user terminal 30 are realized by installing an operating system (OS) for user devices and a game program (control program) operating on the OS on the user devices respectively. Note that instead of the game program, the software functions of the user terminal 30 can also be realized by installing a web browser program operating on the OS for user devices and a game program (plugin) operating on the web browser program on the user devices respectively.

[0076] The OS for user devices is generally installed on the user devices from the initial shipment. Other programs to be installed on the user devices are generally supplied to the user devices by being superimposed on a carrier wave via the communication network 40. Note that the other programs to be installed on the user devices may be distributed in a state of being non-temporarily recorded on a recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disk), an MO disk (Magneto-Optical disk), or a flash memory, and read from the recording medium into the user devices.

[0077] (2) Software Functional Configuration of User Terminal FIG. 5 illustrates the software functional configuration of the user terminal. As illustrated in FIG. 5, the user terminal 30 includes an update unit 510, a storage unit 520, a guidance unit 530, a display unit 540, an input unit 550, a reception unit 560, and a guidance unit 570 with respect to the guidance function.

[0078] The update unit 510 is configured to include at least one of the DSP 411 of the user device operating as the user terminal 30 and at least one of the NIC 441 and the wireless LAN chip 442. The storage unit 520 is configured to include the RAM 421 of the user device operating as the user terminal 30. The guidance unit 530, the reception unit 560, and the guidance unit 570 are configured to include the DSP 411 of the user device operating as the user terminal 30. The display unit 540 and the input unit 550 are configured to include the touch panel display 431 of the user device operating as the user terminal 30.

[0079] The update unit 510 acquires cache update data from the user management server 10 at a predetermined timing and updates the cache data stored in the storage unit 520. Further, the update unit 510 transmits the updated cache data stored in the storage unit 520 to the user management server 10 at a predetermined timing. The storage unit 520 stores the cache data.

[0080] In addition to the various data shown in FIG. 6, the cache data may include quest information. As the quest information, only the difference from the information stored in the user terminal 30 may be acquired. Here, the quest information may include the execution information of the third quest implemented within a limited period. Specifically, the execution information of the third quest may include information on the period during which the third quest is executable. Further, the execution information of the third quest may further include information on the characters that can be obtained by executing the third quest.

[0081] The guidance unit 530 causes various screens to be displayed on the display unit 540. The display unit 540 displays images of various screens on the display. Also, when the player does not have enough of the necessary materials required to strengthen or evolve a specific character held by the player, and the player can obtain the lacking materials and meets the occurrence conditions of a predetermined change, the guidance unit 530 guides the lacking materials in a predetermined manner by adding a guiding icon to the guiding information in the normal mode on the necessary material guidance screen (screen 100 illustrated in FIG. 1). At this time, the guiding icon is set according to the combination of quests that can be guided.

[0082] The input unit 550 inputs a touch operation on the touch panel. The reception unit 560 receives a user operation based on the mode of the touch operation input by the input unit 550 while each screen is being displayed on the display unit 540.

[0083] When the player makes a user operation to specify the lacking materials guided in a predetermined manner by the guidance unit 530, the guidance unit 570 displays a quest selection screen on which quests from which the lacking materials can be obtained are easily selectable, and guides the player to the quest.

[0084] [2-3-4. Database Configuration] FIG. 6 illustrates the database configuration in the system of the embodiment. These data are stored in the storage 21 and are accessible via the data management server 20. Cache update data including at least a part of these data is provided from the user management server 10 to the user terminal 30.

[0085] (1) Player Management Information Player management information is management information that manages various parameters related to each player. Player management information is added at the time of initial setting by each player and updated before or after the start or end of quest play. As illustrated in FIG. 6(a), player management information associates at least "experience points" and "player rank" with a "player ID (identification information)" unique to the player. "Experience points" increase by accumulating quest clear experience. The "player rank" increases every time the "experience points" reach a predetermined level.

[0086] (2) Character definition information Character definition information is definition information that defines the initial state of each character type for each character type. Character definition information is added, updated, or deleted at any time by the operator of the service of the embodiment. As illustrated in FIG. 6(b), character definition information associates at least "rarity", "name", "appearance image URL", and an "evolution group ID" indicating the evolution line to which the character type belongs with a "character type ID" unique to the character type.

[0087] (3) Character setting information A Character setting information A is setting information that sets the upper limit values of various parameters of characters having the rarity for each rarity. Character setting information A is added, updated, or deleted at any time by the operator of the service of the embodiment. As illustrated in FIG. 6(c), character setting information A associates at least "upper limit values of various parameters" with "rarity". The various parameters are, for example, experience points, character level, hit points, attack power, speed, rack value, and the like.

[0088] (4) Character setting information B Character setting information B is setting information that sets the upper limit values of various parameters of a character having the character level for each character level. Character setting information B is added, updated, or deleted by the operator of the service in the embodiment at any time. As illustrated in FIG. 6(d), character setting information B associates at least "hit point + value upper limit", "attack power + value upper limit", and "speed + value upper limit" with "character level".

[0089] (5) Character management information Character management information is management information that manages the status of each character. Character management information is generated each time a player obtains a character, and is updated each time the character is used in a quest, or the character is strengthened or evolved. Also, it is invalidated when the character is used as a material for strengthening or evolving another character, etc.

[0090] As illustrated in FIG. 6(e), character management information associates at least "player ID", "character type ID", "experience value", "character level", "hit point", "attack power", "speed", and "rack value" of the player who owns the character with a "character management ID" unique to the character. The "experience value" increases by accumulating usage experience in quests and by first synthesis. The "character level" increases each time the "experience value" reaches a predetermined level. Each + value of "hit point", "attack power", and "speed" increases to the upper limit value corresponding to the "character level" by first synthesis. The "rack value" increases to the upper limit value corresponding to the "rarity" of the character by second synthesis.

[0091] (6) Evolution group setting information The evolution group setting information is setting information that sets the character type and evolution conditions belonging to the evolution line for each evolution line. The evolution group setting information is added, updated, or deleted at any time by the operator of the service in the embodiment. As illustrated in FIG. 6(f), the evolution group setting information associates at least the character type ID of the "character before evolution", the evolution rule ID of the "first evolution rule", the character type ID of the "character after the first evolution", the evolution rule ID of the "second evolution rule", the character type ID of the "character after the second evolution", the evolution rule ID of the "third evolution rule", and the character type ID of the "character after the third evolution" with a unique "evolution group ID" for the evolution line. Some of the first evolution, the second evolution, and the third evolution may not be set.

[0092] (7) Evolution rule information The evolution rule information is a rule applied to the evolution of a specific character before evolution. The evolution rule information is added, updated, or deleted at any time by the operator of the service in the embodiment. As illustrated in FIG. 6(g), the evolution rule information associates at least the "evolution rule ID" unique to the evolution rule with the "evolution category" (first evolution / second evolution / third evolution), "required materials", and "occurrence conditions".

[0093] The information managed in the user management server 10 may include quest information. The quest information includes the information of the first quest, the second quest, and the third quest respectively. Also, for each quest, play conditions, information on available objects (such as characters), etc. are associated. Furthermore, for the third quest, information on the executable period is associated.

[0094] [2-4. Guidance procedure] (1) Guidance procedure FIG. 7 illustrates a guidance procedure by the guidance function. In step S705, the user management server 10 transmits cache update data to the user terminal 30. In step S710, the update unit 510 of the user terminal 30 updates the cache data stored in the storage unit 520. Thereafter, the user terminal 30 proceeds with processing with reference to the updated cache data.

[0095] In step S715, the reception unit 560 of the user terminal 30 receives an instruction to display a necessary material guidance screen based on a touch operation input to the input unit 550. The display instruction is accompanied by the designation of a specific character (source character). In step S720, the guidance unit 570 of the user terminal 30 determines whether guidance display is necessary. The guidance display is determined to be necessary when the player can obtain a shortage material that the player does not sufficiently possess among the necessary materials required to strengthen or evolve a specific character possessed by the player and satisfies the occurrence conditions of a predetermined change (here, the second evolution).

[0096] Specifically, the user terminal 30 determines whether there is a second quest in which the player satisfies the play conditions and can obtain the shortage material (first determination). The play conditions in the first determination are, for example, conditions related to the player's attribute information (player rank) (specifically, the condition that the player rank is equal to or higher than a predetermined value). Further, the user terminal 30 determines whether a third quest in which the shortage material can be obtained is executable (second determination). In the second determination, it is determined whether there is a third quest in which the shortage material can be obtained among the third quests that satisfy the play conditions including the time and are executable. When the user terminal 30 determines that there is a quest in which the shortage material can be obtained in either the first determination or the second determination, the user terminal 30 determines that the player can obtain the above shortage material.

[0097] In other words, for a player to be able to obtain something, there must be a quest in which the player can obtain the lacking materials, and the player must be in a state where they can challenge the quest. The state where they can challenge means that the player meets the play conditions of the quest. The generation conditions are specified by referring to the cache data of the evolution rule information (Fig. 6(g)). In this embodiment, it is a combination of the condition that the player rank has reached a predetermined value (for example, 70) (the first condition) and the condition that the level of the original character has reached the upper limit value determined according to the rarity of the character (the second condition). When making the determination, for example, cache data such as player management information (Fig. 6(a)), character setting information A (Fig. 6(c)), and character management information (Fig. 6(e)) is used. If it is determined to be necessary, the process proceeds to step S725. If it is not determined to be necessary, the process proceeds to step S730.

[0098] In step S725, the guidance unit 570 of the user terminal 30 sends an instruction to add a guidance display to the guidance unit 530. The instruction to add a guidance display is an instruction to guide the lacking materials on the necessary material guidance screen in a predetermined mode where a guidance icon is added to the normal mode guidance information. In step S730, the guidance unit 530 of the user terminal 30 causes the necessary material guidance screen to be displayed on the display unit 540.

[0099] In step S735, the reception unit 560 of the user terminal 30 receives a predetermined operation on the lacking materials based on a touch operation input to the input unit 550. Specifically, the reception unit 560 receives a touch operation on the icon of a specific lacking material as a predetermined operation for designating the lacking material. In step S740, the guidance unit 530 of the user terminal 30 causes a quest selection screen on which quests for obtaining the designated lacking materials are easily selectable to be displayed on the display unit 540.

[0100] (2) Display example of the necessary material guidance screen Figure 1 is an example display screen of necessary material guidance related to the second evolution (divine evolution). The screen 100 illustrated in Figure 1 includes an area 110 for guiding the original character, an area 120 for guiding the necessary materials required for the second evolution of the original character, and an area 130 for guiding the character after the second evolution of the original character. In the area 120, guidance information for each necessary material is displayed.

[0101] In the area 120, for example, guidance information (icon 121) of necessary materials that do not correspond to the lacking materials is displayed in the normal mode. In addition to this, guidance information (icon 122) of necessary materials that correspond to the lacking materials is displayed. Also, a guiding icon 123 smaller in size than the icon 122 is superimposed and displayed at the upper left part of the display area of the icon 122. That is, on the screen 100, the lacking materials are guided in a predetermined mode where the guiding icon 123 is superimposed on the guidance information (icon 122) in the normal mode.

[0102] (3) Example display screen of quest selection On the screen 100, a hyperlink to a quest selection screen where only the quests from which the lacking materials can be obtained is set for the guidance information (icon 122) of the lacking materials. When the player taps on the display area of the said guidance information (that is, the display area of the icon 122), a quest selection screen where only the quests from which the lacking materials can be obtained is popped up and displayed.

[0103] Figures 8 to 10 are example display screens of a quest selection screen where only the quests from which the designated lacking materials can be obtained are displayed. The screen 800 illustrated in Figure 8 is an example display when the only quest from which the designated lacking materials can be obtained is the 3rd quest (event quest). The screen 900 illustrated in Figure 9 is an example display when the quests from which the designated lacking materials can be obtained are the 2nd quest (library of memories) and the 3rd quest (event quest). The screen 1000 illustrated in Figure 10 is an example display when the only quest from which the designated lacking materials can be obtained is the 2nd quest (library of memories).

[0104] (4) Display example of quest start screen On screens 800, 900, and 1000, hyperlinks to the screen (quest start screen) for giving an instruction to start the corresponding quest are set in the guidance information of each quest that is displayed selectably. When the player taps on the display area of the button corresponding to the quest (i.e., button 810 in Fig. 8, button 910 or button 920 in Fig. 9, button 1010 in Fig. 10), the quest start screen related to the said quest is displayed.

[0105] Figs. 11 and 12 are display examples of quest start screens related to quests where the specified missing materials can be obtained. The screen 1100 illustrated in Fig. 11 is a display example of a quest start screen related to the 3rd quest (event quest) that is displayed when button 810 in Fig. 8 or button 910 in Fig. 9 is tapped. The screen 1200 illustrated in Fig. 12 is a display example of a quest start screen related to the 2nd quest (library of memories) that is displayed when button 920 in Fig. 9 or button 1010 in Fig. 10 is tapped.

[0106] [2-5. Supplementary notes] Fig. 13 is a display example of a screen (required material guidance screen) for guiding the required materials necessary for enhancement by the second synthesis. On the screen 1300 illustrated in Fig. 13, the guidance information (here, icon 1311 and text 1312) of the required materials (characters of the same type as the original character) necessary for enhancing the original character by the second synthesis (same-type synthesis) is generally displayed in the normal mode. Also, a display 1321 indicating the quests where the said character can be obtained is displayed.

[0107] Except when the rack value of the source character has reached the upper limit value, the source character can be enhanced by the second synthesis. Therefore, when the source character is not the luck extreme and the player does not sufficiently possess characters of the same type as the source character, on screen 1300, a guidance icon 1313 is superimposed on an icon 1311, which is guidance information for characters of the same type as the source character (i.e., the lacking materials). That is, on screen 1300, the lacking materials are guided in a predetermined mode in which the guidance icon 1313 is superimposed on the guidance information in the normal mode (icon 1311).

[0108] [3. Modification Example] [3-1. Modification Example 1 (Modification Example Regarding the Mode of Guidance)] (1) Modification Example of Displaying a Lacking Materials Guidance Screen In the above embodiment, when a specific lacking material guided in a predetermined mode on the necessary materials guidance screen (Figs. 1 and 13) is specified by the player, a selection screen (Figs. 8 to 10) for quests where the lacking material can be obtained is displayed (step S735 → step S740 in Fig. 7). In contrast, when a player makes a predetermined operation indicating an interest in at least any one of the lacking materials guided in a predetermined mode on the necessary materials guidance screen, a lacking materials guidance screen may be displayed. This makes it easier to proceed from the necessary materials guidance screen to the quest selection screen.

[0109] Fig. 14 shows a modification example of the necessary materials guidance screen related to the second evolution (deification). The screen 1400 illustrated in Fig. 14 includes an area 1410 for guiding the source character, an area 1420 for guiding the necessary materials required to second-evolve the source character, and an area 1430 for guiding the character after the source character has undergone the second evolution. In the area 1420, guidance information for each necessary material is displayed.

[0110] In area 1420, guidance information of required materials that do not correspond to the lacking materials is displayed in the normal mode. In addition to this, guidance information (icons 1421, 1422) of required materials that correspond to the lacking materials is displayed. Also, guiding icons 1423, 1424 that are smaller in size than these icons are superimposed and displayed respectively at the upper left part of the display areas of icons 1421, 1422. That is, on screen 1400, the lacking materials are guided in a predetermined mode where guiding icons 1423, 1424 are respectively superimposed on the guidance information (icons 1421, 1422) in the normal mode. On screen 1400, when the player taps on the display area of button 1425 (a predetermined operation indicating an interest in the lacking materials) a lacking material guidance screen for guiding the lacking materials is displayed.

[0111] Figure 15 shows an example of the display of the lacking material guidance screen. On screen 1500 illustrated in Figure 15, guidance information (icons 1510, 1520) of all the lacking materials is sorted according to a predetermined sorting perspective and displayed in the normal mode. The sorting perspectives are, for example, the attributes of the characters and the rarity of the characters. On screen 1500, the guidance information is aligned from the perspective of the attributes of the characters.

[0112] On screen 1500, hyperlinks to a quest selection screen where only the quests from which the corresponding lacking materials can be obtained are displayed are respectively set for the guidance information (icons 1510, 1520) of the lacking materials. When the player taps on the display area of the guidance information (that is, either of the display areas of icons 1510, 1520), a quest selection screen (for example, a screen similar to Figures 8 to 10) where only the quests from which the corresponding lacking materials can be obtained are displayed pops up and is displayed.

[0113] (2) Variant example of displaying the quest start screen without going through the quest selection screen In the above-described embodiment, when a predetermined operation for designating a specific lacking material is performed on the necessary material guidance screen (Figs. 1 and 13), a quest selection screen (Figs. 8 to 10) that displays only the quests from which the lacking material can be obtained is pop-up displayed. Further, in the above-described modification example 1(1), when a predetermined operation for designating a specific lacking material is performed on the lacking material guidance screen (Fig. 15), a quest selection screen (Figs. 8 to 10) that displays only the quests from which the lacking material can be obtained is pop-up displayed.

[0114] On the other hand, the quest start screen (Figs. 11 and 12) may be displayed without going through the quest selection screen. This makes it easier to proceed from the necessary material guidance screen or the lacking material guidance screen to the quest start screen. When there are a plurality of quests from which the designated lacking material can be obtained, for example, it is preferable to automatically select the quest with the highest priority and display the quest start screen related to the selected quest. This makes it easier to proceed from the necessary material guidance screen or the lacking material guidance screen to the quest start screen with the highest priority.

[0115] The priority may be a fixed value or a fixed order preset by the operator of the service in the embodiment, or a priority dynamically determined according to a procedure preset by the operation side, or a priority dynamically determined according to the status of the player or a specific object held by the player. Also, when there is only one quest from which the designated lacking material can be obtained, it is preferable to display the quest start screen related to the quest from which the lacking material can be obtained.

[0116] [3-2. Modification Example 2 (Modification Example Regarding the Mode of Guidance Display)] In the above-described embodiment, on the necessary material guidance screen (for example, Figs. 1 and 13), the lacking material is guided in a predetermined mode in which a guidance icon is added (superimposed display) to the guidance information displayed in the normal mode. In the above-described modification example 1(1), on the lacking material guidance screen (for example, Fig. 15), the lacking material is guided in a predetermined mode in which a guidance icon is added (superimposed display) to the guidance information displayed in the normal mode.

[0117] In contrast, in the necessary material guidance screen (e.g., FIGS. 1 and 13) and the insufficient material guidance screen (e.g., FIG. 15), the insufficient materials may be configured to be guided in a predetermined manner (first manner) that changes the display form of the guidance information. Thereby, the inductive possibility becomes visually easy to understand. The display form may be, for example, changing the color, size, and movement of the guidance information displayed in the normal manner, or applying a visual decoration to the guidance information.

[0118] Also, when there are multiple types of quests that the player can challenge among the quests where the insufficient materials can be obtained, the display form may be dynamically determined according to the combination of the quests. Thereby, the options for the induction destination become visually easy to understand. For example, the user terminal 30 may display each of the cases where the quest where the insufficient material can be obtained is only the second quest, only the third quest, or both the second quest and the third quest in different icons in the area 120. Further, the user terminal 30 may display the icon in a manner (color, blinking frequency, etc.) according to the remaining time available for executing the third quest, for example, when the insufficient material can be obtained only by the third quest.

[0119] [3-3. Modification Example 3 (Modification Example Regarding the Display of the Inductive Icon)] (1) Guidance in Other Display Modes In the above embodiment, in the necessary material guidance screen (e.g., FIGS. 1 and 13), the insufficient materials are guided in a predetermined manner of adding (superimposing) an inductive icon to the guidance information displayed in the normal manner. In the above modification example 1(1), in the insufficient material guidance screen (e.g., FIG. 15), the insufficient materials are guided in a predetermined manner of adding (superimposing) an inductive icon to the guidance information displayed in the normal manner.

[0120] On the other hand, in the necessary material guidance screen (for example, FIGS. 1 and 13) and the insufficient material guidance screen (for example, FIG. 15), insufficient materials that the player has no possession experience from the past to the present may be configured to be guided in a predetermined mode (second mode) different from the insufficient materials with possession experience. This makes it easier to proceed to quests where unknown insufficient materials can be obtained from the necessary material guidance screen or the insufficient material guidance screen.

[0121] FIG. 16 is a modified example of the necessary material guidance screen related to the second evolution (deification). The screen 1600 illustrated in FIG. 16 includes an area 1610 for guiding the original character, an area 1620 for guiding the necessary materials required to second-evolve the original character, and an area 1630 for guiding the character after the original character has undergone the second evolution. In the area 1620, guidance information for each necessary material is displayed.

[0122] In the area 1620, guidance information (icons 1621, 1622) for the necessary materials corresponding to the insufficient materials is displayed. Then, a guiding icon 1623 is superimposed and displayed at the upper left of the display area of the icon 1622 corresponding to the insufficient materials that the player has possession experience of (known insufficient materials) among the insufficient materials. On the other hand, at the upper left of the display area of the icon 1621 corresponding to the insufficient materials that the player has no possession experience of (unknown insufficient materials) among the insufficient materials, a guiding icon 1624 that is smaller in size than the icon 1621 and different from the guiding icon 1623 is superimposed and displayed. That is, in the screen 1600, the unknown insufficient materials are guided in a mode (second mode) different from the mode (first mode) of guiding the known insufficient materials.

[0123] (2) When already possessing the necessary materials In the above embodiment, in the necessary material guidance screen (for example, FIGS. 1 and 13), the guidance information for the necessary materials that do not correspond to the insufficient materials is displayed in the normal mode. On the other hand, in the necessary material guidance screen, materials whose use as necessary materials is restricted among the necessary materials that do not correspond to the insufficient materials may be configured to be displayed in a mode different from the normal mode. This makes it visually easier to understand the characters that can be used as necessary materials if the restrictions are removed.

[0124] In addition, situations where the use as a necessary material is restricted include, for example, a situation where a predetermined change using the material as the original character is reserved, a situation where the material is reserved as a necessary material for causing a predetermined change in another original character, a situation where the material is used as a character for compiling a deck, and a situation where a lock (disposal restriction) is placed on the material.

[0125] FIG. 17 is a modified example of the necessary material guidance screen related to the second evolution (divine evolution). The screen 1700 illustrated in FIG. 17 includes an area 1710 for guiding the original character, an area 1720 for guiding the necessary materials required to second-evolve the original character, and an area 1730 for guiding the character after the original character has second-evolved. Guidance information for each necessary material is displayed in the area 1720.

[0126] In the area 1720, necessary materials that do not correspond to the lacking materials (icon 1721) and guidance information for necessary materials that correspond to the lacking materials (icon 1722) are displayed. A guiding icon 1723 is superimposed and displayed at the upper left of the display area of the icon 1722 corresponding to the lacking materials. On the other hand, a guiding icon 1724 that is smaller in size than the icon 1721 and different from the guiding icon 1723 is superimposed and displayed at the upper left of the display area of the icon 1721 corresponding to the necessary materials that do not correspond to the lacking materials. That is, on the screen 1700, materials among the necessary materials that do not correspond to the lacking materials and whose use as necessary materials is restricted are guided in a mode different from the normal mode (the third mode).

Explanation of Signs

[0127] 10 User management server 20 Data management server 21 Storage 30 User terminal (an example of a game information processing device) 40 Communication network 510 Update unit 520 Storage unit 530 Guidance unit 540 Display section 550 Input section 560 Reception section 570 Guidance section

Claims

1. a processor, the processor comprising: displaying a first screen including a first area displaying a first object and a second area displaying a first material required to change the first object; When the required number of the first material is not held, a predetermined icon is associated with the first material and displayed; displaying a second screen for starting a game in which the first material can be obtained when an operation for designating the first material is accepted; displaying, on the first screen, the predetermined icon in a manner corresponding to the remaining time of a period during which the game can be played and during which the first material can be obtained, the period being specified based on data storing information on a period during which the game can be played and information on materials available in the game; Information processing device.

2. a processor displays a first screen including a first area displaying a first object and a second area displaying a first material required to change the first object; When the processor does not have the required number of the first material, it associates a predetermined icon with the first material and displays it; when the processor receives an operation to designate the first material, it displays a second screen for starting a game in which the first material can be obtained; the processor displays, on the first screen, the predetermined icon in a manner corresponding to the remaining time of a period during which the game can be played and during which the first material can be obtained, the period being specified based on stored data indicating a period during which the game can be played and information on materials available in the game; Information processing methods.

3. displaying a first screen including a first area displaying a first object and a second area displaying a first material required to change the first object; When the required number of the first material is not held, a predetermined icon is associated with the first material and displayed; displaying a second screen for starting a game in which the first material can be obtained when an operation for designating the first material is accepted; displaying, on the first screen, the predetermined icon in a manner corresponding to the remaining time of a period during which the game can be played and during which the first material can be obtained, the period being specified based on data storing information on a period during which the game can be played and information on materials available in the game; A program that causes a processor to execute a process.

4. A server and a terminal are provided, The server, displaying, on the terminal, a first screen including a first area displaying a first object and a second area displaying a first material required to change the first object; When the required number of the first material is not held, a predetermined icon is associated with the first material and displayed; when an operation for designating the first material is accepted, displaying on the terminal a second screen for starting a game in which the first material can be obtained; displaying, on the first screen, the predetermined icon in a manner corresponding to the remaining time of a period during which the game can be played and during which the first material can be obtained, the period being specified based on data storing information on a period during which the game can be played and information on materials available in the game; system.

Citation Information

Patent Citations

  • Information processing device, program, and information processing system

    JP2015107306A

  • Computer, and control method and control program thereof

    JP2016010483A

  • Information processor and game program

    JP2016137199A

  • Information processor and program

    JP2017196116A

  • Information processing unit, server device, and program

    JP2017196338A