Information Processing Apparatus, Game Control Method, and Game Program
The information processing apparatus enables character evolution without consuming associated characters, addressing the challenge of player attachment and enhancing engagement by maintaining character presence post-evolution.
Patent Information
- Application Number
- JP2022074809
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-28
- Publication Date
- 2025-07-04
- Estimated Expiration
- 2041-07-26
AI Technical Summary
Players often face difficulty in sacrificing important characters for their evolution in computer games, leading to a sense of loss and attachment to the sacrificed characters.
An information processing apparatus that allows characters to evolve without consuming associated characters by setting conditions for special evolution, where the associated characters remain after evolution, enhancing the player's attachment and desire to cultivate them.
Eases the sense of loss during character evolution by allowing associated characters to remain post-evolution, increasing player engagement and attachment to characters.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to computer games, and more particularly to techniques for controlling the evolution of objects.
Background Art
[0002] In computer games (hereinafter simply referred to as "games"), players are often provided with various "game media". The game media referred to here is a general term for digital contents such as characters, items, and experience points that players use to play the game advantageously.
[0003] Collecting, strengthening, and cultivating game media, especially objects such as characters, is one of the pleasures of games. Players obtain characters by clearing missions (tasks presented during the game) such as quests.
[0004] There is a concept called "evolution" as one of the methods of character cultivation. Generally, by synthesizing a base character A with a material character B, character A evolves. At this time, the material character B disappears. In other words, character B is sacrificed for the evolution of character A (see Patent Document 1).
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] Players may become attached to character B through its cultivation. In such cases, players may find it difficult to allow the sacrifice of important character B in order to evolve character A.
[0007] The present invention is an invention completed based on the above recognition of problems, and its main object is to propose a new evolution method for objects such as characters.
Means for Solving the Problems
[0008] An information processing apparatus according to an aspect of the present invention includes an object management unit that sets the first object to be evolvable without consuming the second object when one or more parameter values of the second object for determining whether the first object can evolve satisfy a predetermined condition.
Effects of the Invention
[0009] According to the present invention, it becomes easier to suppress the sense of loss of the player accompanying the evolution of the object.
Brief Description of the Drawings
[0010]
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Embodiment for Carrying out the Invention
[0011] [Overview] After briefly explaining the overview of a computer game (hereinafter referred to as "Game X") assumed in this embodiment, the specific configuration and control method of the game system will be described. Game X is an F2P (Free-to-Play) type game that can be executed on a smartphone or the like and allows multiple players to participate.
[0012] A player holds a plurality of characters. The player uses the characters to clear various tasks called "quests", "missions", etc. In a quest, the characters held by the player fight against enemies. The characters grow through the solution (clearance) of tasks such as quests. The characters are also strengthened by equipping weapons and armor. In addition, the characters are strengthened by various items. The stronger the characters are strengthened, the easier it is to defeat stronger enemies.
[0013] In Game X, a plurality of quests are prepared. A character (object) is associated with each quest. The player selects one quest from a plurality of quests.
[0014] As described above, a battle game is played in a quest, and when an enemy is defeated, the quest is cleared. When a quest is cleared, the player can obtain the character corresponding to the quest. By clearing a large number of quests, the player can obtain a large number of characters.
[0015] A parameter called "K value" is set for the character. The character evolves by synthesizing the same type of characters. Such evolution is called "normal evolution". By normal evolution, the K value of the character can be increased. By increasing the K value of the character, the advantage of the player in Game X changes.
[0016] There are two types of characters: "First Character" and "Second Character". One or more Second Characters are pre-associated with the First Character. The First Character also evolves when the Second Character meets the "special evolution condition". Such evolution is called "special evolution". By special evolution, the First Character becomes even more powerful, and the player can proceed with Game X more advantageously.
[0017] Although details will be described later, in this embodiment, even after the First Character has evolved specially, the Second Character remains. By such a control method, Game X can realize an interest as if the First Character achieves special evolution with the cooperation and support of the companions (Second Characters).
[0018] Figure 1 is a hardware configuration diagram of the game system 200. In the game system 200, a game server 100 and a plurality of game terminals 102a, 102b, 102c ··· 102n (hereinafter, collectively referred to as "game terminal 102" when mentioned together or not particularly distinguished) are connected via the Internet 106. The game terminal 102 in this embodiment assumes a smartphone. The game terminal 102 may be a portable dedicated game machine, or may be a general-purpose computer such as a laptop PC. The game terminal 102 and the Internet 106 are wirelessly connected, but may also be wired connected. A unique ID called a player ID is pre-assigned to the player of the game. Hereinafter, the player with player ID = P01 is denoted as "player (P01)". The game server 100 provides Game X to each game terminal 102.
[0019] Figure 2 is a hardware configuration diagram of the game server 100. The game server 100 includes a storage 312 as a non-volatile memory for storing computer programs, a volatile memory 304 for expanding programs and data, registers, arithmetic units, instruction decoders, etc., and a processor 300 (CPU: Central Processing Unit) that reads and executes programs from the memory 304. The processor 300 is connected to a relatively fast first bus 302. In addition to the memory 304, a NIC (Network Interface Card) is connected to the first bus 302. In addition, other devices such as a GPU (Graphics Processing Unit) may be connected to the first bus 302.
[0020] The first bus 302 is connected to a relatively slow second bus 310 via a bridge 308. In addition to the storage 312, an output device 316 such as a monitor or a speaker is connected to the second bus 310. Also, an input device 314 such as a mouse or a keyboard and a peripheral device 318 such as a printer may be connected to the second bus 310.
[0021] Figure 3 is a functional block diagram of the game system 200. The game system 200 includes a game server 100 and a game terminal 102. Each component of the game server 100 and the game terminal 102 is realized by hardware including arithmetic units such as a CPU and various co-processors, storage devices such as memories and storages, and wired or wireless communication lines connecting them, and software stored in the storage device and supplying processing instructions to the arithmetic unit. The computer program may be composed of a device driver, an operating system, various application programs located in the upper layers thereof, and a library providing common functions to these programs. Each block described below indicates a functional unit block, not a hardware unit configuration. The game server 100 may be configured to include a web server, and the game terminal 102 may be configured to include a portable communication terminal and a web browser installed thereon.
[0022] (Game server 100) The game server 100 includes a communication unit 112, a data processing unit 110, and a data storage unit 114. The communication unit 112 is responsible for communication processing with the game terminal 102 via the Internet 106. The data storage unit 114 stores various data. The data processing unit 110 executes various processes based on the data acquired by the communication unit 112 and the data stored in the data storage unit 114. The data processing unit 110 also functions as an interface between the communication unit 112 and the data storage unit 114.
[0023] The data storage unit 114 includes a game data storage unit 130 and a player data storage unit 132. The game data storage unit 130 stores the setting information of game X in addition to the game program. The player data storage unit 132 manages player information.
[0024] The data processing unit 110 includes a player registration unit 116, an object management unit 118, a mission management unit 120, an evolution recommendation unit 122, and a game control unit 124. The player registration unit 116 accepts player registration from the game terminal 102 via the communication unit 112. When player registration is requested, the player registration unit 116 assigns a player ID to the player.
[0025] The object management unit 118 manages objects (game media) to be operated or used in game X, such as characters and items. The mission management unit 120 manages missions (quests in this embodiment). The evolution recommendation unit 122 gives various advices to the player regarding the evolution of the character. The game control unit 124 controls the basic progress of game X.
[0026] (Game terminal 102) The game terminal 102 includes a user interface processing unit 136, a communication unit 134, a data processing unit 138, and a data storage unit 140. The user interface processing unit 136 includes an input unit 142 that receives operations from the player and an output unit 144 that performs image display and audio output. The communication unit 134 is responsible for communication processing with the game server 100 and other game terminals 102 via the Internet 106. The data storage unit 140 stores various data. The data processing unit 138 executes various processes based on the data acquired by the user interface processing unit 136 and the communication unit 134 and the data stored in the data storage unit 140. The data processing unit 138 also functions as an interface for the user interface processing unit 136, the communication unit 134, and the data storage unit 140.
[0027] The data processing unit 138 includes a game execution unit 146. The game execution unit 146 controls the progress of the game in cooperation with the game server 100. The game execution unit 146 of the game terminal 102 may be formed as a software module downloaded from the game server 100 as a part of the functions of the game control unit 124.
[0028] The communication unit 134 acquires various game information from the game server 100, and the output unit 144 displays a game screen on the game terminal 102. Also, the input unit 142 detects various inputs by the player, and the game execution unit 146 notifies the input information to the game server 100 via the communication unit 134. In response to this input information, the data processing unit 138, particularly, the game execution unit 146 controls the progress of the game.
[0029] Figure 4 is a data structure diagram of the quest definition table 160. The quest definition table 160 is stored in the game data storage unit 130 of the game server 100. The quest definition table 160 is data that associates quests with characters. Quests are identified by quest IDs. Characters are identified by character IDs.
[0030] In the quest definition table 160, a total of eight quests, namely quests Q1 to Q7 which are seven types of normal quests and quest QX which is one type of special quest, are associated. A normal quest is a quest that a player can always select as an execution target. A special quest is a special quest that cannot be challenged unless the normal quest is cleared. Hereinafter, when not particularly distinguishing between normal quests and special quests, they are simply referred to as "quests".
[0031] When a quest starts, the player operates a character to fight against enemies. When all enemies are defeated, the quest is cleared. After clearing, the object management unit 118 grants the player the character associated with the quest. For example, since character C1 is associated with quest Q1, when the player clears quest Q1, the object management unit 118 grants character C1 to the player. More specifically, when a quest is cleared, the object management unit 118 executes a lottery (hereinafter referred to as "character lottery") and determines the number of characters to be granted (hereinafter simply referred to as "grant number").
[0032] After a quest is cleared, furthermore, the mission management unit 120 executes another lottery (hereinafter referred to as "special lottery"). If the special lottery wins, the special quest QX is set to be selectable for a predetermined valid period, for example, only for 24 hours. Hereinafter, making the special quest QX selectable is referred to as "activation" of the special quest. When the special quest QX is activated, the player can select the special quest QX as an execution target in addition to the normal quests Q1 to Q7.
[0033] When the player clears a specific quest QX, the object management unit 118 assigns the character CX associated with the specific quest QX to the player. Also at this time, the object management unit 118 performs a character lottery to determine the number of characters CX to be assigned. The character CX obtained in the specific quest is a so-called rare character, which has unique values such as being stronger than other characters and being difficult to obtain.
[0034] In the present embodiment, the character CX corresponds to the "first character", and the characters C1 to C7 obtained in the normal quest correspond to the "second character". The characters C1 to C7 as the second character are associated with the character CX as the first character in advance. Hereinafter, the character CX will be appropriately denoted as the "first character CX", and the characters C1 to C7 will be denoted as the "second characters C1 to C7".
[0035] FIG. 5 is a schematic diagram for explaining the normal evolution of a character. A K value is set in advance for the character. The initial value of the K value is "1", and the maximum value is "99". In the present embodiment, when the K value reaches the maximum value "99", it is called "mastery".
[0036] Assume that the player has a second character C1 with a K value of 8. Hereinafter, such a second character C1 will be denoted as "second character C1 (K: 08)". Assume that the player having the second character C1 (K: 08) clears the quest Q1 (the quest for the character C1). After clearing, the object management unit 118 performs a character lottery. By the character lottery, the number of second characters C1 to be assigned corresponding to the quest Q1 is determined.
[0037] When the number of grants is 3, the object management unit 118 grants three second characters C1 (K:01) to the player. When the player instructs the combination of the second character C1 (K:08) originally possessed by the player and the three newly granted second characters C (K:01), the object management unit 118 changes (normally evolves) the second character C1 (K:08) to the second character C1 (K:11) (8 + 1×3 = 11). At this time, the object management unit 118 eliminates the three second characters C1 (K:01). That is, in normal evolution, the second character C1 (K:01) with a smaller K value is consumed as "material".
[0038] When the player clears the quest QX, the object management unit 118 grants the first character CX to the player. The number of grants is determined by character lottery. When the player instructs the combination of multiple first characters CX, the first character CX also normally evolves in the same manner as the second character. In this way, both the first character and the second character normally evolve by combining the same type of characters, and the K value of the character increases by normal evolution.
[0039] After the quest is cleared and the character is provided, the mission management unit 120 further executes a specific lottery to determine whether to activate a specific quest. The winning probability of the specific lottery during normal times is 10 (%). That is, since the possibility of activating a specific quest after clearing the quest is only 10 (%), the right to execute a specific quest becomes a precious opportunity.
[0040] When a player has one sophisticated character (hereinafter referred to as "sophisticated character"), the mission management unit 120 changes the winning probability of the specific lottery to 20 (%). When the player has two or more sophisticated characters, the mission management unit 120 changes the winning probability of the specific lottery to 40 (%). The more the player evolves the character, the easier it is to obtain the execution opportunity of the specific quest, and as a result, it is easier to obtain the rare first character CX. Note that the K value of the character does not decrease. Since the character has a stronger attack power as the K value increases, it is advantageous in quests.
[0041] Figure 6 is a data structure diagram of the play progress information 180. The play progress information 180 is stored in the player data storage unit 132 of the game server 100. The play progress information 180 is data that associates the character ID with the K value for each player. Figure 6 shows the play progress information 180 of the player (P01).
[0042] As described above, the normal quests Q1 to Q7 are associated with the specific quest QX, and the first character CX and the second characters C1 to C7 are associated with each quest. The player (P01) has the second character C1 (K: 99 (sophisticated)), the second character C2 (K: 36), the first character CX (K: 10), etc.
[0043] In the play progress information 180, the character with the largest K value among each character is registered. For example, when the player (P01) has the second character C3 (K: 47) and the second character C3 (K: 15), the object management unit 118 registers the second character C (K: 47) with the larger K value in the play progress information 180. When the second character C3 (K: 47) and the second character C3 (K: 15) are combined, the second character C3 (K: 47) normally evolves into the second character C3 (K: 62) (47 + 15 = 62), and the second character C3 (K: 15) with the smaller K value disappears. In this case, the second character C3 (K: 62) is registered in the play progress information 180.
[0044] According to FIG. 6, among the second characters C1 to C7 and the first character CX held by the player (P01), the second characters C1 and C4 are "proficient". Also, the player (P01) does not hold the second character C6.
[0045] FIG. 7 is a screen diagram of the special evolution screen 190. The player can display the special evolution screen 190 at any timing during the play of game X. The special evolution screen 190 includes a character area 192 and a special evolution button 194. The character area 192 includes eight character buttons 198 corresponding to the second characters C1 to C7 and the first character CX. In this embodiment, when the first character CX becomes "proficient" and all of the second characters C1 to C7 associated with the first character CX also become "proficient", the special evolution condition is satisfied and the first character CX can be specially evolved.
[0046] The output unit 144 assigns a proficiency mark 196 to the character button 198 corresponding to the character (proficient). The player can visually recognize the type and number of characters (proficient) based on the proficiency mark 196. Below the character button 198, the K value of the corresponding character is displayed. In FIG. 7, since the second character C1 has reached proficiency, a proficiency mark 196 is assigned to the character button 198 (C1). Since the K value of the second character C2 is 36, the numerical value "36" is displayed below the character button 198 (C2). Also, since the player (P01) has not acquired the second character C6 (see FIG. 6), the output unit 144 displays the character button 198 (C6) in black.
[0047] When the player touches any of the character buttons 198, the game control unit 124 starts the quest corresponding to the character button 198. For example, when the player touches the character button 198 (C6), the game control unit 124 starts the quest Q6 corresponding to the second character C6. The player can start the quest for cultivating the character just by touching the character button 198 corresponding to the character for which normal evolution is desired from the character buttons 198 (characters) listed in the character area 192. Note that the character button 198 (CX) can be selected only when the specific quest QX is enabled.
[0048] When the special evolution condition is satisfied, the object management unit 118 sets the first character CX to be evolvable. At this time, the output unit 144 changes the display of the special evolution button 194 from being grayed out (unselectable) to being selectable. When the special evolution condition is satisfied and the player touches the special evolution button 194, the first character CX (proficient) specially evolves into the "transcendent character SX".
[0049] As described above, since the transcendent character SX after special evolution is a powerful character, the player can proceed with Game X more advantageously. Different from normal evolution, the second characters C1 to C7 will not disappear even after the special evolution of the first character CX. That is, even after the first character CX has evolved into the transcendent character SX, the second characters C1 to C7 will not be consumed as materials and will remain in a proficient state. Therefore, in addition to the second characters C1 to C7, the player can use the newly obtained transcendent character SX to challenge quests.
[0050] Figure 8 is a flowchart showing the processing procedure of a quest. First, the player selects a quest to play from a screen (not shown) where a plurality of quests are listed (S10). The player may also select a quest from the special evolution screen 190.
[0051] The player plays the selected quest (S12). If the quest is cleared (Y in S14), the clear process is executed (S16). Details of the clear process will be described in detail in relation to Figure 9 below. When the quest cannot be cleared (N in S14), the clear process in S16 is skipped. When the quest is completed, the player can select the next quest again.
[0052] Figure 9 is a flowchart showing the processing procedure of the clear process in S16 of Figure 8. When the quest is cleared, the object management unit 118 executes a character lottery to determine the number of characters to be awarded (S20). After the number of characters to be awarded is determined, the object management unit 118 updates the play progress information 180 as necessary. In addition, the object management unit 118 may execute character synthesis according to an instruction from the player to increase the K value of the character, that is, to normally evolve the character.
[0053] Next, the mission management unit 120 executes a specific lottery (S24). As described above, the winning probability of the specific lottery varies depending on the number of characters (skilled). When the specific lottery is a hit (Y in S26), the mission management unit 120 activates a specific quest (S54). During the valid period, the player can select the specific quest QX. When the specific lottery misses, the process in S28 is skipped. The specific quest is automatically deactivated after the expiration of the valid period, and the specific quest QX is no longer selectable.
[0054] [Summary] The game system 200 has been described based on the embodiment above. In the game system 200 of the present embodiment, the player can not only cause the first character CX to reach "skilled" by normal evolution, but also cause all of the plurality of second characters C1 to C7 associated with the first character CX to reach "skilled", thereby specially evolving the first character CX into the transcendent character SX. Even after the special evolution is performed, the second characters C1 to C7 are maintained in the skilled state without disappearing. The player does not need to sacrifice the second characters C1 to C7 that have been carefully nurtured for the special evolution of the first character CX. Although the second characters have an attribute to the first character CX in that they contribute to the cultivation (special evolution) of the first character CX, they are not an existence that sacrifices for the first character CX, so the unique value and identity of the second characters can be clarified.
[0055] Also, since it is a method in which not only the first character CX but also the second characters C1 to C7 around it are cultivated to the skilled level, the first character CX can realize a gameplay as if it is promoted to a transcendent character by receiving support from its companions (second characters). By the method of specially evolving the first character CX while maintaining the second characters, it becomes easier to arouse the player's desire for collecting and cultivating the second characters.
[0056] As described above, in order to achieve the special evolution condition, it is necessary to raise all of the first character CX and the second characters C1 to C7 to proficiency (normal evolution). By imposing such strict conditions, the sense of accomplishment associated with the special evolution of the first character CX can be enhanced.
[0057] In this embodiment, quests (missions) and characters (objects) are paired one-to-one. Since the player can know the character that can be obtained when clearing a quest before playing the quest, it is a player-friendly design. Also, by playing various quests, various characters can be obtained, so diversity can be brought not only to the content of the quests but also to the results.
[0058] Since the goal of raising a character to proficiency is given, the player can enthusiastically tackle the quest even when playing the same quest multiple times. Furthermore, in this embodiment, by giving a greater goal of specially evolving the first character CX, the player's enthusiasm for challenging quests is further aroused.
[0059] When the player clears a quest, the mission management unit 120 executes a specific lottery. In the specific lottery, the player can have an expectation of the possibility of obtaining the first character CX, which is a rare character of high value associated with a specific quest.
[0060] Note that the present invention is not limited to the above-described embodiments and modifications, and components can be modified and embodied without departing from the gist. Various inventions may be formed by appropriately combining a plurality of components disclosed in the above-described embodiments and modifications. Also, some components may be deleted from all the components shown in the above-described embodiments and modifications.
[0061] Although the game system 200 has been described as being configured by a plurality of game terminals 102 and one game server 100, part of the functions of the game terminal 102 may be realized by the game server 100, or part of the functions of the game server 100 may be assigned to the game terminal 102. Further, a third device other than the game terminal 102 or the game server 100 may undertake part of the functions of the game server 100 or the game terminal 102. The collection of each function of the game terminal 102 and each function of the game server 100 described in FIG. 3 can also be grasped overall as one "information processing device (game device)". How to distribute the plurality of functions necessary for realizing the present invention to one or a plurality of hardware may be determined in view of the processing capabilities of each hardware and the specifications required for the game system 200 and the like.
[0062] [Modification Example] In the present embodiment, as an example of a mission, a quest in which a player achieves a task by interacting with an NPC (Non Player Character) has been assumed and described. The mission is not limited to a quest-type task. For example, equipping a certain specific weapon, obtaining a certain specific item, increasing a character parameter (e.g., K value) to a predetermined threshold or more, having the number of consecutive logins be a predetermined number or more, etc., the "mission" may be any condition that a player in game X should achieve.
[0063] In the present embodiment, it has been described that seven second characters C1 to C7 are associated with one first character CX. As a modification example, the player may be able to select a plurality of fields. One specific quest and one or more normal quests are associated with the field. After the player selects a field, the player selects a quest to play from one or more quests belonging to that field. When the quest is cleared, the object management unit 118 may give the player a character associated with that quest. In this way, in game X, a plurality of fields, a plurality of specific quests, and a plurality of first characters may be prepared.
[0064] The player may be able to obtain a character by means other than achieving the mission. For example, the player may obtain an exchange item during the play of Game X. When the player consumes the exchange item, the object management unit 118 may grant a character to the player. The character to be granted may be specified by the player, or the object management unit 118 may select the character to be granted by lottery.
[0065] In this embodiment, it has been described that the special evolution condition is satisfied when the first character CX becomes proficient and all of the second characters C1 to C7 also become proficient. As a modification, even if the first character CX itself is not proficient, the special evolution condition may be satisfied when all of the second characters C1 to C7 become proficient. In this case, the first character CX can be specially evolved based only on the growth level of the second characters.
[0066] The special evolution condition of the first character CX may be satisfied when the total value of the K values of each of the second characters C1 to C7 reaches a predetermined threshold value. Alternatively, the special evolution condition may be satisfied when a predetermined number or more of the second characters among the second characters C1 to C7 reach proficiency.
[0067] For each character, the individual conditions for contributing to the special evolution condition may be made different. For example, the individual condition of the second character C1 may be to reach proficiency, and the individual condition of the second character C2 may be that the K value becomes 55 or more. Also, the individual condition of the first character CX may be to equip a specific item F. When a plurality of characters (which may include the first character CX itself) associated with the first character CX each achieve their individual conditions, the object management unit 118 may satisfy the special evolution condition. The object management unit 118 may change the special evolution condition or the individual condition according to the play time zone.
[0068] The first character CX may be set to be specially evolvable by methods other than character training. For example, the player may obtain material objects during the play of Game X. When the player consumes a predetermined amount of material objects, the object management unit 118 may specially evolve the first character CX. Since the first character can be specially evolved by methods other than character training, the opportunity to specially evolve the first character CX can be expanded.
[0069] In this case, the player may focus on training the second character or on collecting material objects. By providing multiple methods of special evolution, the player can enjoy strategic thinking in choosing the training method.
[0070] The evolution recommendation unit 122 may advise the player which of the first method of fulfilling the special evolution condition by training the first and second characters and the second method of fulfilling the special evolution condition by collecting material objects is more advantageous. Specifically, the evolution recommendation unit 122 calculates the progress of the first method based on the total value of the K values of the first and second characters and the total value of the K values required for special evolution by the first method (99×8 = 792). In the case of the example shown in FIG. 6, the total of the K values of the eight types of characters is 393 (= 99 + 36 + 47 + 99 + 90 + 12 + 0 + 10), so the progress is approximately 49% (= 393 / 792).
[0071] On the other hand, assume that the special evolution condition by the second method is satisfied when 1000 material objects are collected. When the player (P01) has collected 438 material objects, the evolution recommendation unit 122 calculates the progress of the second method to be approximately 43% (= 438 / 1000). In the case of the above example, since the progress of the first method is higher, the evolution recommendation unit 122 may advise the player to focus on character training rather than collecting material objects.
[0072] The material object can be set arbitrarily. For example, it may be an item dropped during the play of a quest, game points, etc. Also, the material object may be provided as appropriate by a present from the game operation company, a login bonus, etc.
[0073] The object management unit 118 may permit special evolution by the second method only when the special evolution condition by the first method is not satisfied. Similarly, the object management unit 118 may permit special evolution by the first method only when the number of material objects has not reached the number required for special evolution.
[0074] For the special evolution by the first method and the special evolution by the second method, the abilities and forms of the transcended character SX after evolution may be different. For example, when the first character CX evolves specially by the first method, the transcended character SXR may wear red clothes, and when it evolves specially by the second method, the transcended character SXB may wear blue clothes.
[0075] FIG. 10 is a schematic diagram for explaining a plurality of evolution methods of the first character CX as a modification example. In the modification example, the first character CX may be capable of multiple types of special evolution. Here, two types of evolution, the first evolution and the second evolution, are assumed as the special evolution of the first character CX. The first character becomes more powerful when it evolves by the second evolution than when it evolves by the first evolution. The "more powerful" mentioned here may mean, for example, that the attack power, durability, etc. become higher.
[0076] For the first evolution and the second evolution, a first reference number and a second reference number greater than the first reference number are set respectively. In the example shown in FIG. 10, the first reference number is "2" and the second reference number is "7". When the first character CX becomes proficient and a second character equal to or greater than the first reference number (2) becomes proficient, the object management unit 118 sets the first character CX to be first-evolutionable. When the player inputs an execution instruction for the first evolution, the object management unit 118 first-evolves (specially evolves) the first character CX into the transcendent character SX1.
[0077] When the first character CX becomes proficient and a second character equal to or greater than the second reference number (7) becomes proficient, the object management unit 118 sets the first character CX to be second-evolutionable. When the player inputs an execution instruction for the second evolution, the object management unit 118 second-evolves (specially evolves) the first character CX into the transcendent character SX2.
[0078] The object management unit 118 may preset whether to aim for the first evolution or the second evolution for the first character CX according to the player's selection. Since the player will choose whether to first-evolve the first character CX or aim for the second evolution, the degree of freedom or strategic nature of game X can be increased. When the player selects the first evolution, the object management unit 118 immediately specially evolves the first character CX into the transcendent character SX1 when the first character CX becomes first-evolutionable. On the other hand, when the player has pre-selected the second evolution, the first character CX will not be first-evolved even if the first character CX becomes first-evolutionable.
[0079] The evolution recommendation unit 122 may advise (recommend) the player on whether to aim for the first evolution or the second evolution. For example, when the increase amount of the total K value of the second characters C1 to C7 in the past unit period is less than a predetermined threshold, the evolution recommendation unit 122 may recommend the first evolution to the player, and may recommend the second evolution when it is equal to or greater than the threshold.
[0080] When the total K value has increased significantly, it is considered likely that this player will meet the special evolution conditions for the second evolution. On the other hand, for a player whose total K value has not increased much, the possibility of meeting the special evolution conditions for the second evolution is low, or it may take too much time to meet them, so it may be more realistic to aim for the "small sense of achievement" brought about by the first evolution. Thus, depending on the progress speed of Game X, the evolution recommendation unit 122 may recommend either the first evolution or the second evolution to the player.
[0081] Alternatively, when the player is the type who challenges a large number of quests evenly, the evolution recommendation unit 122 may recommend the second evolution, and when the player is the type who is biased towards challenging some quests, it may recommend the first evolution. For example, the evolution recommendation unit 122 calculates the variance value of the number of playtimes for each of Quests Q1 to Q7, and when the variance value is equal to or greater than a predetermined threshold, that is, when there is little bias in the number of playtimes of the quests, it may recommend the second evolution, and when the variance value is less than the threshold, it may recommend the first evolution.
[0082] For a player with a bias in quest selection, it is more appropriate to recommend the first evolution because the possibility of meeting the special evolution conditions for the second evolution is low. On the other hand, for a player who plays various quests evenly, it is reasonable to recommend the second evolution because the possibility of meeting the special evolution conditions for the second evolution is high in any case. Thus, depending on the play style of Game X, the evolution recommendation unit 122 may recommend either the first evolution or the second evolution to the player.
[0083] After achieving the first evolution, it may be possible to further achieve the second evolution. In other words, the first evolution may be used as a milestone (intermediate goal) until the second evolution. In this case, the player can experience a sense of achievement relatively early by evolving the first character to the first evolution. Then, after achieving the first evolution, the player aims for the more difficult second evolution. Since giving the player a sense of achievement associated with the first evolution serves as an incentive, it becomes easier to maintain the player's willingness to challenge to achieve the difficult goal of the second evolution. In addition, in either the case of the first evolution or the second evolution, the object management unit 118 maintains the second character without eliminating it.
[0084] FIG. 11 is a schematic diagram for explaining a method of evolving a plurality of first characters CX1 and CX2 as a modified example. There may be a plurality of first objects. In FIG. 11, a plurality of second objects are associated with each of the first objects CX1 and CX2. Specifically, second objects C1 to C6 are associated with the first object CX1, and second objects C5 to C10 are associated with the first object CX2. Some second objects, such as the second object C5, may be associated with a plurality of first characters.
[0085] The object management unit 118 sets the first character CX1 to be specially evolvable when the first character CX1 and the second characters C1 to C6 have each become proficient. In addition, the object management unit 118 sets the first character CX2 to be specially evolvable when the first character CX2 and the second characters C5 to C10 have each become proficient. The player needs to consider which second character's cultivation (normal evolution) should be prioritized according to which special evolution of the first characters CX1 and CX2 the player aims for. According to such a configuration, it is possible to give the player the pleasure of strategic thinking of considering the cultivation order of a plurality of second characters.
[0086] The second characters C5 and C6 are associated with both the first characters CX1 and CX2. In other words, since the second characters C5 and C6 are highly versatile characters that contribute to the special evolution of a plurality of first characters, they become characters that are easier for the player to prioritize than other second characters. In this way, the cultivation value of the second character can be changed according to the number of first characters associated with the second character.
[0087] The evolution recommendation unit 122 may advise (recommend) the player on which of the plurality of first characters should aim for special evolution. For example, assume that the total K value of the second characters C1 to C6 corresponding to the first character CX1 is 523, and the total K value of the second characters C5 to C10 corresponding to the first character CX2 is 324. In this case, since the first character CX1 is closer to special evolution, the evolution recommendation unit 122 may recommend to the player that the player aim for the special evolution of the first character CX1.
[0088] When the player selects one of the plurality of first characters, the evolution recommendation unit 122 may display a list of the second characters corresponding to the first character. Although the screen at this time (hereinafter referred to as the "breeding screen") is not shown, the breeding screen may be configured as a screen in which character buttons 198 corresponding to the second characters are arranged, for example, like the special evolution screen 190 in FIG. 7.
[0089] When the player selects the first character CX1 as the evolution target, the character buttons 198 corresponding to each of the second characters C1 to C6 are displayed in a list on the breeding screen. When the player selects any of the character buttons 198, the game control unit 124 starts a quest corresponding to the selected character button 198. For example, when the player touches the character button 198 (C1), the game control unit 124 may transition the screen to the game screen of the quest Q1 where the character C1 can be obtained, and control the game X so that the player can immediately challenge the quest Q1. According to such a control method, the player can play the quests that contribute to the special evolution of the first character just by selecting the first character that the player wants to specially evolve.
[0090] When the player (P01) selects the first character CX1 as the first character to be specially evolved, the mission management unit 120 may set only quests Q1 to Q7 and QX that contribute to the special evolution of the first character CX1 to be selectable. When the player (P01) selects the first character CX2, the mission management unit 120 may change the setting to make only the quests that contribute to the special evolution of the first character CX2 selectable.
[0091] The player may select the first character to be specially evolved at any timing, or it may be possible to change the selection every predetermined period, for example, every three days.
[0092] The first character to be specially evolved may be selected by the object management unit 118 by lottery. For example, when the object management unit 118 selects the first character CX1 as the first character to be specially evolved, the mission management unit 120 may set only the quests that contribute to the special evolution of the first character CX1 to be selectable.
[0093] Different special evolution conditions may be set for each of the plurality of first characters. For example, the special evolution condition for the first character CX1 may be to master all of the plurality of second characters corresponding to the first character CX1. The special evolution condition for the first character CX2 may be to master three or more of the plurality of second characters corresponding to the first character CX2. The special evolution condition for the first character CX3 may be to collect 800 material objects. By making the special evolution conditions different according to the first character in this way, the individuality of the plurality of first characters can be further clarified. Also, the difficulty level of special evolution can be changed for each first character. The player will consider which first character to aim for special evolution while taking into account the special evolution conditions of each first character, or the value (strength, rarity, appearance) of the transcended character after special evolution.
[0094] Special evolution conditions may be set according to the state or attributes of the first character. For example, a rarity is set for the first character in advance, and the object management unit 118 may set the number of second characters to be trained according to the rarity. When the rarity of the first character CX1 is R1, the object management unit 118 may set the special evolution condition of the first character CX1 to "the number of second characters (trained) is 10 or more". Also, when the rarity of the first character CX2 is R2 (<R1), the object management unit 118 may set the special evolution condition of the first character CX2 to "the number of second characters (trained) is 5 or more", which is easier to achieve. According to such a control method, the higher the rarity of the first character, the more difficult it is to cause special evolution, so the sense of accomplishment of the player when the first character with a higher rarity undergoes special evolution can be enhanced. Also, since the lower the rarity of the first character, the easier it is to cause special evolution, the player can enjoy the pleasure of considering whether to prioritize the special evolution of the first character with a lower rarity or challenge the special evolution of the first character with a higher rarity.
[0095] Not limited to rarity, the special evolution conditions may be changed based on other parameters. For example, according to the K value, physical strength value, etc. of the first character, the object management unit 118 may change the special evolution conditions of the first character. According to such a control method, the player has to select the first character to be the target of special evolution considering the state or attributes of the first character.
[0096] It is not necessary to associate a group of second characters with each first character. For example, the special evolution condition of the first character CX1 may be to train any three second characters to proficiency. In this case, it doesn't matter which second characters reach proficiency. Similarly, the special evolution condition of the first character CX2 may be to train any ten second characters out of a plurality of second characters to proficiency.
[0097] The number of first characters that can be specially evolved may be changed according to the number of second characters (seasoned). For example, when the number of second characters (seasoned) is 5, the object management unit 118 may set one first character to be specially evolvable, and when the number of second characters (seasoned) is 7, the object management unit 118 may set two first characters to be specially evolvable. By seasoning a large number of second characters in this way, it may be possible to set a larger number of first characters to be specially evolvable. According to such a control method, the more the player seasons a large number of second characters, the more first characters the player can specially evolve, resulting in a design that is easy for the player to understand.
[0098] The object management unit 118 may determine the special evolution conditions based on the K value or parameters other than seasoning. The parameters referred to here are not limited to parameters that only increase like the K value, and may be parameters that can increase or decrease like the physical strength value (hit point). As an example, when the physical strength values of a plurality of second characters associated with the first character are all 1 (%) or more and 5 (%) or less, in other words, when a plurality of second characters associated with the first character are all on the verge of death, the special evolution condition of the first character may be considered to be satisfied.
[0099] In this embodiment, the mission management unit 120 may select a quest by lottery. Specifically, the mission management unit 120 may select any one of the normal quests Q1 to Q7 by lottery. When the specific quest QX is enabled, the player may select either the normal quest or the specific quest selected by lottery as the execution target.
[0100] The K value may be set as a parameter of an object other than a character. For example, the K value may be set as a parameter of an object such as a gem, a weapon, an armor, or a medicine.
[0101] The player may designate only one of the second characters to be nurtured as the key character. For example, when the player (P01) designates the second character C2 as the key character, the object management unit 118 may change the setting of the lottery table so that the number of awards is larger in the character lottery executed after clearing the quest Q2 (the quest of the second character C2) than in other quests. By setting a key character, the player can promote the nurturing of some characters.
[0102] Restrictions may be imposed on the designation of the key character. For example, a rarity is set in advance for the second character, and it may be assumed that the player can designate only the second character whose rarity is equal to or lower than a predetermined value as the key character. According to such a control method, even a second character with a low rarity can have its nurturing promoted by being designated as the key character, so the player's motivation to nurture the second character with a low rarity can be increased.
[0103] Not limited to rarity, restrictions may be imposed on the designation of the key character based on other parameters such as the K value and the physical strength value. For example, the object management unit 118 may accept designation as the key character only for second characters whose K value is less than 30 and whose nurturing has not progressed. According to such a control method, it is possible to promote the nurturing of second characters that take a long time to master, so the player's motivation to nurture second characters whose nurturing has not progressed can be increased.
[0104] The output unit 144 may display a possession screen (not shown) that lists the characters the player possesses or does not possess. On the possession screen, the K value of each character is also displayed. The player touches the character to be nurtured on the possession screen. When the player (P01) touches, for example, the second character C3 on the possession screen, the game control unit 124 may change the screen to a playable game screen for the quest Q3 associated with the second character C3.
[0105] When the first character undergoes special evolution, the object management unit 118 may change the parameters (e.g., K value) of the second character while leaving the second character associated with the first character. For example, when the first character CX1 completes special evolution, the object management unit 118 may halve the K values of the multiple second characters C1 to C7 associated with the first character CX1. After the K value halving process, when all of the multiple second characters C1 to C7 reach proficiency again, the object management unit 118 may further evolve the transcendent character SX after special evolution to a higher level.
[0106] Alternatively, when the first character CX1 completes special evolution, the object management unit 118 may cause any one of the multiple second characters C1 to C7 associated with the first character CX1 to undergo special evolution in conjunction with it.
[0107] The relationship between the first character and the second character does not need to be fixed. For example, in the first period (e.g., May), character A may be the first character and character B may be the second character corresponding to character A. In another second period (e.g., June), character B may be the first character and character A may be the second character corresponding to character B. Thus, depending on the time, the object management unit 118 may change the roles of the first character and the second character.
[0108] Also, when character A is the first character, character B is the second character corresponding to the first character A, and when character B is the first character, character C may be the second character corresponding to the first character B. Furthermore, when character C is the first character, character A may be the second character corresponding to the first character C. Thus, for each relationship between characters, the object management unit 118 may flexibly set the "roles" of the first character and the second character.
[0109] In this embodiment, it has been described that a specific lottery is executed after the quest is cleared, and a specific quest is activated as a result of the specific lottery. As a modification, when the quest is not cleared, the mission management unit 120 may execute the specific lottery, and when the quest is cleared, the mission management unit 120 may activate the specific quest for a certain period of time without executing the specific lottery.
[0110] The mission management unit 120 may activate the specific quest without executing the specific lottery when a predetermined selection condition is achieved during the quest, or may increase the winning probability of the specific lottery. For example, when the player clears the quest without continuation or clears it without taking damage, or clears the quest within a predetermined time, the mission management unit 120 may determine that the selection condition is satisfied.
[0111] The object management unit 118 may automatically execute character synthesis (normal evolution) after the character lottery. For example, when the player (P02) has the second character C5 (K:14) and acquires four second characters C5 (K:01), the object management unit 118 may automatically normally evolve the second character C5 (K:14) into the second character C5 (K:18).
[0112] From the descriptions of the embodiment and the modification, the following inventions can be grasped. A1. An information processing apparatus comprising: an object management unit that sets the first object to be evolvable without consuming the second object when one or more parameter values of the second object for determining the evolvability of the first object achieve a predetermined condition.
[0113] According to the invention described in A1, when the player evolves the first object based on the second object, the player can continue to hold the second object even after the evolution. Since there is no need to sacrifice the second object for the first object, it becomes easier to increase the desire to cultivate or the attachment to the second object.
[0114] A2. The information processing apparatus according to A1, wherein when each of a plurality of second objects associated with the first object achieves the condition, the object management unit sets the first object to be evolvable.
[0115] According to the invention described in A2, the player needs to cultivate a plurality of second objects evenly so that each of the plurality of second objects can achieve the condition. Since the player needs to interact with a large number of second objects, this makes it easier to experience the inherent depth of the game.
[0116] A3. The information processing apparatus according to A1, wherein in addition to the one or more second objects, when the first object also achieves the condition, the object management unit sets the first object to be evolvable.
[0117] According to the invention described in A3, not only the second object but also the first object to be evolved needs to achieve the condition. Since the difficulty of evolving the first object (special evolution) becomes even higher, it is easier to enhance the sense of accomplishment when the player evolves the first object.
[0118] A4. Different missions are associated with each of the plurality of second objects, The information processing apparatus according to any one of A1 to A3, wherein when the player achieves any one of the plurality of missions, the object management unit enables the parameter value of the second object associated with the achieved mission to be updated.
[0119] According to the invention described in A4, before executing the mission, the player can recognize in advance the object obtained when the mission is cleared, so it is an easy-to-understand design for the player. Also, by associating the mission with the object, diversity can be brought not only to the content of the mission but also to the result.
[0120] A5. Even when one or more second objects cannot achieve the condition, when the material object is consumed, the object management unit sets the first object to be evolvable, according to the information processing apparatus described in any one of A1 to A4.
[0121] According to the invention described in A5, since the first object can be evolved in various ways, it becomes easier to evolve the first object, and the player can be given the pleasure of choosing a method for evolution.
[0122] A6. One or more second objects are associated with a plurality of first objects, When the number of second objects that have achieved the condition is equal to or greater than a first threshold value, the object management unit sets a larger number of first objects to be evolvable than when it is less than the first threshold value, according to the information processing apparatus described in any one of A1 to A5.
[0123] According to the invention described in A6, since a large number of first objects can be evolved by achieving the condition for a large number of second objects, it becomes easier to further arouse the player's desire to cultivate the second object.
[0124] According to the invention described in A7, the first object is evolvable into either a first evolution or a second evolution, When the number of second objects that have achieved the condition reaches a first reference number, the object management unit sets the first object to be evolvable into a first evolution, and when the number of second objects that have achieved the condition reaches a second reference number greater than the first reference number, the object management unit sets the first object to be evolvable into a second evolution, according to the information processing apparatus described in any one of A1 to A6.
[0125] According to the invention described in A7, since the first object can be evolved in a plurality of directions, the player can be given the pleasure of considering the direction of evolution.
[0126] An information processing apparatus according to A7, further comprising an evolution recommendation unit that recommends either the first evolution or the second evolution to the player according to a second object held by the player.
[0127] According to the invention described in A8, it is possible to realize an easy-to-understand game design for the player by giving advice to the player while giving freedom in the direction of evolution.
[0128] A9. Different second objects are associated with a plurality of first objects, When one or more second objects associated with a first first object achieve the condition, the object management unit sets the first first object to be evolvable, and when one or more second objects associated with a second first object achieve the condition, the object management unit sets the second first object to be evolvable. The information processing apparatus according to any one of A1 to A8.
[0129] According to the invention described in A9, since it is determined which first object evolves according to the growth status of the second object, it is possible to give the player an opportunity to consider which second object to grow from.
[0130] An information processing apparatus according to A9, further comprising an evolution recommendation unit that recommends either the first first object or the second first object as an evolution target to the player according to a second object held by the player.
[0131] According to the invention described in A10, it is possible to realize an easy-to-understand game design for the player by giving advice to the player while giving freedom to select an evolution target from a plurality of first objects.
[0132] A11. A game control unit that controls the progress of the game based on the first object and the second object, The evolution recommendation unit displays a list of second objects corresponding to the first object recommended as the evolution target, When any one of the second objects listed is selected by the player, the game control unit transitions the game screen to a scene where a mission that can update the parameter value of the selected second object can be executed. The information processing apparatus according to A10.
[0133] According to the invention described in A11, not only is it easier for the player to check the second object related to the evolution of the first object, but the player can immediately transition to the game screen for cultivating such a second object, so a player-friendly game design can be realized.
[0134] A12. When any one of the first objects is designated by the player as the evolution target from among a plurality of first objects, and when one or more second objects associated with the designated first object satisfy the condition, the object management unit sets the designated first object to be evolvable. The information processing apparatus according to any one of A1 to A11.
[0135] According to the invention described in A12, since the player can select the first object that is the evolution target, it is possible to provide the pleasure of considering which first object should be evolved when there are a plurality of first objects.
[0136] A13. Different conditions are associated with each of the plurality of first objects, When one or more second objects associated with the designated first object satisfy the condition associated with the designated first object, the object management unit sets the designated first object to be evolvable. The information processing apparatus according to A12.
[0137] According to the invention described in A13, since the evolution conditions can be varied for each first object, the individuality of the first object can be made even more distinct.
[0138] A14. A game control method in which a computer determines whether one or more parameter values of a second object for determining the evolvability of a first object have achieved a predetermined condition, and when the condition is achieved, the computer sets the first object to be evolvable without consuming the second object.
[0139] According to the invention described in A14, the same effects as the invention described in A1 can be exhibited.
[0140] A15. A function of determining whether one or more parameter values of a second object for determining the evolvability of a first object have achieved a predetermined condition, and a function of setting the first object to be evolvable without consuming the second object when the condition is achieved, which are caused to be exhibited by a computer. A game program.
[0141] According to the invention described in A15, the same effects as the invention described in A1 can be exhibited.
Explanation of Signs
[0142] 100 Game Server, 102 Game Terminal, 106 Internet, 110 Data Processing Unit, 112 Communication Unit, 114 Data Storage Unit, 116 Player Registration Unit, 118 Object Management Unit, 120 Mission Management Unit, 122 Evolution Promotion Unit, 124 Game Control Unit, 130 Game Data Storage Unit, 132 Player Data Storage Unit, 134 Communication Unit, 136 User Interface Processing Unit, 138 Data Processing Unit, 140 Data Storage Unit, 142 Input Unit, 144 Output Unit, 146 Game Execution Unit, 160 Quest Definition Table, 180 Play Progress Information, 190 Special Evolution Screen, 192 Character Area, 194 Special Evolution Button, 196 Proficiency Mark, 198 Character Button, 200 Game System, 300 Processor, 302 First Bus, 304 Memory, 308 Bridge, 310 Second Bus, 312 Storage, 314 Input Device, 316 Output Device, 318 Peripheral Device
Claims
1. A processor, wherein the processor in response to an instruction to combine the objects received from a user who holds a plurality of objects of the same type, increases a predetermined parameter value of one of the plurality of objects of the same type and consumes the remaining objects, when one or more second objects for determining whether the first object can evolve reach a predetermined parameter value by the combination, selectively displays a display area for receiving an instruction from the user, when the selection of the display area is received, evolves the first object without consuming the second object, before and after evolving the first object, maintains the predetermined parameter value of the second object at the predetermined value, An information processing apparatus.
2. The processor, in response to an instruction to combine the objects received from a user who holds a plurality of objects of the same type, increases a predetermined parameter value of one of the plurality of objects of the same type and consumes the remaining objects, the processor, when one or more second objects for determining whether the first object can evolve reach a predetermined parameter value by the combination, selectively displays a display area for receiving an instruction from the user, the processor, when the selection of the display area is received, evolves the first object without consuming the second object, the processor, before and after evolving the first object, maintains the predetermined parameter value of the second object at the predetermined value, An information processing method.
3. In the processor, a process of increasing a predetermined parameter value of one of the plurality of objects of the same type and consuming the remaining objects in response to an instruction to combine the objects received from a user who holds a plurality of objects of the same type, a process of selectively displaying a display area for receiving an instruction from the user when one or more second objects for determining whether the first object can evolve reach a predetermined parameter value by the combination, a process of evolving the first object without consuming the second object when the selection of the display area is received, A process of maintaining the predetermined parameter value of the second object at the predetermined value before and after evolving the first object, A program for executing the process. **Claim 4** A system comprising a server and a terminal, The server: In response to an instruction to synthesize the objects received from a user who holds a plurality of objects of the same type, increases the predetermined parameter value of one of the plurality of objects of the same type and consumes the remaining objects, When one or more second objects for determining whether the first object can evolve reach a predetermined parameter value by the synthesis, causes the terminal to display a selectable display area for receiving an instruction from the user, When receiving the selection of the display area, evolves the first object without consuming the second object, Maintains the predetermined parameter value of the second object at the predetermined value before and after evolving the first object, A system.
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