Program and game device

The game system addresses the challenge of maintaining player interest by employing a battle game with interactive card placement and dynamic presentation methods, ensuring a highly engaging gameplay experience through limited-time offers and rarity reveals.

JP7705502B1Active Publication Date: 2025-07-09BANDAI CO LTD
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Patent Information

Application Number
JP2024036360
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-08
Publication Date
2025-07-09
Estimated Expiration
2044-03-08

AI Technical Summary

Technical Problem

Existing game systems struggle to maintain player interest through diverse and engaging game elements, lacking innovative presentation methods that enhance gameplay experience.

Method used

A program and game device that utilize a battle game system with a playfield featuring multiple areas, allowing players to select and view game elements, including game cards with unique icons and presentation methods that highlight rarity and value, ensuring a dynamic and engaging gameplay experience.

Benefits of technology

The system provides a highly interesting game experience by dynamically presenting game elements, maintaining player engagement through limited-time offers, rarity reveals, and interactive deck management, enhancing player convenience and enjoyment.

✦ Generated by Eureka AI based on patent content.

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  • Figure 0007705502000001_ABST
    Figure 0007705502000001_ABST
Patent Text Reader

Abstract

To provide a game that enhances the interest for players. 【Solution means】The program causes a computer to function as execution means for executing a battle game using game elements, playfield presentation means for presenting a playfield including a plurality of areas, game element placement means for placing game elements in the areas, and game element browsing means for presenting a browsing area in which game elements can be browsed on the condition that any one of the icons corresponding to the areas is selected, and displaying, in the browsing area, the game elements placed in the area corresponding to the selected icon.
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Description

Technical Field

[0001] The present invention relates to a program and a game device.

Background Art

[0002] In recent years, game systems that provide games to players' terminals via communication networks have become widespread. And the servers of game systems provide various game elements that can be used in games (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the game system as described above, devising the types of game elements to be provided to players and the presentation method of those game elements is an important issue in terms of continuing players' interest in the game, and as a result, it becomes providing a game with improved interestingness for players.

[0005] Therefore, an object of the present invention is to provide a program and a game device that can provide a game with improved interestingness for players.

Means for Solving the Problems

[0006] One aspect of the present invention is a program that causes a computer to function as execution means for executing a battle game using game elements, playfield presentation means for presenting a playfield including a plurality of areas, game element placement means for placing game elements in the areas, and game element viewing means for presenting a viewing area in which game elements can be viewed on the condition that any one of the icons corresponding to each area is selected, and displaying, in the viewing area, the game elements arranged in the area corresponding to the selected icon.

[0007] One aspect of the present invention is a game device including execution means for executing a battle game using game elements, playfield presentation means for presenting a playfield including a plurality of areas, game element placement means for placing game elements in the areas, and game element viewing means for presenting a viewing area in which game elements arranged in the area corresponding to the selected icon can be viewed on the condition that any one of the icons corresponding to each area is selected.

Advantages of the Invention

[0008] According to the present invention, a highly interesting game can be provided.

Brief Description of the Drawings

[0009]

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MODE FOR CARRYING OUT THE INVENTION

[0010] <OVERALL CONFIGURATION> FIG. 1 is a diagram showing an example of the overall configuration of the game system in the present embodiment. As shown in FIG. 1, the game system includes a player terminal 1 prepared for each of the game players A and B, and a game server 2. The player terminal 1 and the game server 2 can be connected to the communication line N and can communicate with each other.

[0011] The communication line N means a communication path capable of data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), and communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.

[0012] The player terminal 1 is a computer capable of executing a game program, and is connected to the communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, a business game device, a tablet computer, a controller of a stationary home game device, etc. Basically, there are a plurality of player terminals 1, which are operated by each player.

[0013] The game server 2 is a server system configured to include a single or a plurality of server devices, storage devices, etc. The game server 2 provides various services for operating the game of the present embodiment, and can manage data necessary for the operation of the game, distribute a game program and data necessary for executing the game on the player terminal 1, etc.

[0014] FIG. 2 is a diagram showing a device configuration example of a notebook personal computer which is an example of the player terminal 1. As shown in FIG. 2, the player terminal 1 includes a display 11 and a keyboard 12 which is an operation means. In addition, the player terminal 1 is provided with a control board, a built-in battery, a power button, a volume adjustment button, a speaker, etc. not shown in the figure.

[0015] The control board is mounted with various microprocessors such as a CPU, a GPU, and a DSP, ASICs, various IC memories such as VRAM, RAM, and ROM, a wireless communication module for wirelessly communicating with a mobile phone base station, etc. In addition, the control board is mounted with a so-called I / F circuit (interface circuit) such as a driver circuit of the touch operation panel 12. Each of these elements mounted on the control board is electrically connected via a bus circuit or the like, and is connected so as to enable reading and writing of data and transmission and reception of signals.

[0016] A plurality of types of game elements appear in the game of the present embodiment. Hereinafter, each game element will be described.

[0017] <The First Type of Game Element> The first type of game element is an item in which a character has taken possession, and is represented through an image. The image includes still images and moving images. Also, the item may be an intangible or tangible object. For example, it can be a virtual game card displayed on a computer, a physical game card, etc. Note that the item is not limited to a card as long as it is configured to be able to identify the game element associated with the item. The item may be, for example, a shaped object such as a figure having the appearance of a game element. In the following description, the case where the first type of game element is a virtual game card in which a character has taken possession will be described as an example.

[0018] In the game of this embodiment, there are multiple types of game cards which are the first type of game element. The information written on the surface of the game card differs depending on the type of the game card. Any number of types of game cards may be provided, but in the following description, examples of three types of game cards, a reader card 21 (the first game element of the first type), a battle card 22 (the second game element of the first type), and an extra card 23 (the third game element of the first type), will be used for explanation. The common point for any type of game card is that a character image of the work is associated. The character image is an image of a character appearing in the work, but in this embodiment, an image of a scene including a character appearing in the work will also be described as a character image. Also, there are multiple game cards with different character designs even for the same character, and each is treated as a different game card.

[0019] The player constructs a deck in advance using the acquired game cards and executes the game. When constructing the deck, the total number of cards in the deck and the number of cards of each type are determined in advance. In this embodiment, a deck with a total of 50 cards including 1 reader card 21 will be described as an example, but the number of cards may be any number as long as it is determined in advance.

[0020] In addition, there is a correct position for the game card, and the correct position is a state in which the content written on the game card can be directly judged as seen by the player. And there are multiple arrangement states of the game card. In the following description, the state in which the game card is in the correct position is called the active state, and the state in which the game card is rotated 90 degrees to the horizontal is called the rest state. Also, in a predetermined area, the state in which the game card is rotated 180 degrees to the reverse position is called the active state. Incidentally, a predetermined orientation may be determined in advance as the active state, and the case where the orientation of the game card is changed from the predetermined orientation may be determined as the rest state. These states of the game card may be used appropriately during the game.

[0021] <Reader Card 21> The reader card 21 (the first game element of the first type) will be described. FIGS. 3 and 4 are diagrams showing an example of the reader card 21. FIG. 3 is a diagram for explaining an example of the front surface of the reader card 21. FIG. 4 is a diagram for explaining an example of the back surface of the reader card 21. The reader card 21 is a card that is configured as one in the deck. The reader card 21 is a game card that battles against the reader card 21 or the battle card 22 of the opponent.

[0022] Character information 10 and card information 11 are written on each of the front and back surfaces of the reader card 21. The reader card 21 is placed so that the front surface is visible at the start of the game, but is placed so that the back surface is visible when a predetermined condition is satisfied.

[0023] The reader card 21 includes character information 10 and card information 11. The character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104.

[0024] The character name 101 is the name of the character associated with the card. In the example shown in FIGS. 3 and 4, "Sakurakoji" is written.

[0025] The character image 102 is an image of the character associated with the card.

[0026] The ability information 103 is the parameter of the ability of the character associated with the game card. In this embodiment, the case where the power value of the character is described as the ability information will be used for explanation. When the power value is greater than the power value of the battle card 22 of the opponent in the battle, it wins. In the example of FIG. 3, the power value "15000" is described, and in the example of FIG. 4, the power value "20000" is described.

[0027] The effect information 104 describes the skill information regarding the effect activated during an attack, and the awakening information regarding the condition and effect of turning the card from the front side to the back side. In the example of FIG. 3, as the skill information, "When attacking: Draw one card" and as the awakening information, "When the life is 4 or less, draw one card. Then turn this card over" are described.

[0028] Note that the ability information 103 and the effect information 104 may be included in the character information 10, but in this description, an example where the ability information 103 and the effect information 104 are not included in the character information will be used for explanation.

[0029] The card information 11 includes the front - back information 111, the card type name 112, the card type symbol 113, the color information 114, the rarity 115, and the card identification information 116.

[0030] The front - back information 111 is information that indicates the front and back of the leader card 21. As long as the information can distinguish the front and back, it can be any of a character string, an illustration, a symbol mark, etc. In the example shown in FIG. 3, the front - back information indicates that it is the front side with the character "front", and in the example shown in FIG. 4, the front - back information indicates that it is the back side with the character string "back". Note that the front - back information only needs to be on at least the back side. This is because in a card game, the appearance of the card itself is also emphasized, and it is preferred that no extra information is described on the front side.

[0031] The card type name 112 is information indicating the type of the card. Any of the information of a reader card, a battle card, and an extra card is recorded in the card type name 112. In the example of the reader card 21 shown in FIGS. 3 and 4, "reader" is recorded in the card type name 112.

[0032] Any of the symbols for distinguishing the reader card 21, the battle card 22, and the extra card 23 is recorded in the card type symbol 113. The reader card 21 is recorded with a leader symbol indicating that it is a reader card. This leader symbol (the first symbol) is preferably a symbol that can remind of the role of the reader card 21 so that it can be visually understood that it is a reader card.

[0033] The color information 114 indicates the information of the color to which the card belongs. The player constructs a deck by referring to the color information 114 of the reader card 21 and using the battle card 22 and the extra card 23 with the same color information.

[0034] The rarity 115 indicates the rarity level of the game card. The rarity level may be any display method as long as it is preset in advance. In the present embodiment, the case where the rarity is divided into five levels is used for explanation. In the example shown in FIGS. 3 and 4, the case where the rarity level is 1 is illustrated.

[0035] The card identification information 116 is recorded with the identification information that uniquely identifies the game card. In the example of FIGS. 3 and 4, "001" is recorded as the card identification information 116.

[0036] Unlike other game cards, the leader card 21 has a card type symbol 113 (leader symbol), ability information 103, or effect information 104 printed on both the front and back of the card. The ability information 103 or the effect information 104 is different between the front and the back. This allows one card to represent the evolution or awakening of a single character and also enables identification of the leader card based on the front and back displays.

[0037] <Battle Card 22> The battle card 22 (the first type of the second game element) will be described. FIG. 5 is a diagram for explaining an example of the front surface of the battle card 22. FIG. 6 is a diagram for explaining an example of the back surface of the battle card 22. As shown in FIG. 5, an image of the corresponding character is printed only on the front surface of the battle card 22. The back surfaces of all the battle cards 22 are the same. The battle card 22 is a card that attacks the leader card 21 or the battle card 22 of the opponent player.

[0038] The battle card 22 contains character information 10 and card information 11.

[0039] Similar to the leader card 21, the character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104. Further, combo information 105 and cost information 106 are included.

[0040] The character name 101 is the name of the character associated with the card, similar to the leader card 21. In the example shown in FIG. 5, "Ume Koji" is printed.

[0041] The character image 102 is the image of the character associated with the card, similar to the leader card 21.

[0042] The ability information 103 is, like the leader card 21, the parameter of the ability of the character associated with the card. In the example of Fig. 5, the power value "20000" is recorded.

[0043] The effect information 104 describes the skill information regarding the effect triggered during an attack. In the example of Fig. 5, as the skill information, "If you lose when attacked with this card, your life decreases by 1" is recorded.

[0044] The combo information 105 is the information regarding the power value that increases the power value of other game cards placed in the battle area. In the example shown in Fig. 5, "+5000" is recorded as the combo information 105.

[0045] The cost information 106 is the information on the cost required to place the battle card 22 from the hand to the battle area. That is, by changing the game cards placed in the energy area from the active state to the rest state by the number of cards described in the cost information 106, for example, it becomes possible to place the battle card 22 in the battle area. In the example of Fig. 5, "3" is recorded as the cost information 106. Note that, in the following description, changing the game cards placed in the energy area from the active state to the rest state is described as "paying the cost".

[0046] The card information 11 includes a card type name 112, a card type symbol 113, color information 114, a rarity 115, and a card identification information 116.

[0047] The card type name 112 is the information indicating the type of the card. In the example of the battle card 22 shown in Fig. 5, "Battle" is recorded in the card type name 112.

[0048] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is a battle card 22. This battle symbol is preferably a symbol that can remind of the role of the battle card 22 so that it can be visually understood that it is a battle card.

[0049] The color information 114 indicates the color information to which the card belongs. The player constructs a deck by referring to the color information 114 of the reader card 21 and using the battle card 22 and the extra card 23 with the same color information.

[0050] The rarity 115 indicates the rarity level of the game card. In the example shown in FIG. 5, the case where the rarity level is 1 is illustrated.

[0051] The card identification information 116 is marked with identification information that uniquely identifies the game card. In the example of FIG. 5, "002" is marked as the card identification information 116.

[0052] <Extra Card 23> The extra card 23 (the first type of the third game element) will be described. FIG. 7 is a diagram for explaining an example of the front surface of the extra card 23. As shown in FIG. 7, the front surface of the extra card 23 shows an image of the associated character. The back surface of the extra card 23 is the same as that of the battle card 22. Therefore, the back surface of the extra card 23 is the same as the battle card 22 shown in FIG. 6.

[0053] The extra card 23 includes character information 10 and card information 11.

[0054] The character information 10 includes a character name 101, a character image 102, effect information 104, and cost information 106.

[0055] Character name 101 is the name of the character associated with the card. In the case of Extra Card 23, it is the name of a characteristic scene, situation, landscape, background, building, character's possession, event, etc. that appears in the work. In the example of Figure 7, "Water Surface Slash" is written.

[0056] Character image 102 is an image of the character associated with the card, and is an image in which characteristic scenes, situations, landscapes, backgrounds, buildings, character's possessions, events, etc. that appear in the work are expressed together with the character.

[0057] Effect information 104 describes skill information regarding the effect that activates during an attack. In the example of Figure 7, "For 1 turn, the power value is doubled" is written as the skill information.

[0058] Cost information 106 is information on the cost required to place the Extra Card 23 from the hand to the battle area. In the example of Figure 7, "3" is written as the cost information 106.

[0059] Card information 11 includes card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information 116.

[0060] Card type name 112 is information indicating the type of the card. In the example of the Extra Card 23 shown in Figure 7, "Extra" is written as the card type name 112.

[0061] The card type symbol 113 is written with an extra symbol (third symbol) indicating that it is the Extra Card 23. This extra symbol is preferably a symbol that can remind of the role of the Extra Card 23 so that it can be visually understood that it is an extra card.

[0062] The color information 114 indicates the color information of the card to which the card belongs. The player refers to the color information 114 of the reader card 21 and constructs a deck using the battle cards 22 and extra cards 23 with the same color information.

[0063] The rarity 115 indicates the rarity level of the game card. In the example shown in FIG. 7, the case where the rarity level is 1 is illustrated.

[0064] The card identification information 116 is recorded with identification information that uniquely identifies the game card. In the example of FIG. 7, "003" is recorded as the card identification information 116.

[0065] <Second type of game element> The second type of game element will be described.

[0066] The second type of game element in the present embodiment is a game element used in transactions within the game and is called in-game currency. The second type of game element includes a paid second type of game element (first game element of the second type) that can be acquired by the player paying a price (e.g., money), and a free second type of game element (second game element of the second type) that is granted by the game operation side by achieving a predetermined condition (e.g., a mission prepared by the game operation side) without the player exchanging it for a price (e.g., money). The paid second type of game element (first game element of the second type) and the free second type of game element (second game element of the second type) are mainly used for the exchange (purchase) of the above-described first type of game element (game card), etc. In the following description, the paid second type of game element (first game element of the second type) is described as paid currency, and the free second type of game element (second game element of the second type) is described as free currency.

[0067] Next, the configuration of each device will be described.

[0068] <Configuration of the player terminal 1> FIG. 8 is a block diagram showing an example of the functional configuration of the player terminal 1.

[0069] As shown in FIG. 8, the terminal 1 includes a display unit 51, a game element reading unit 52, an operation input unit 53, a sound output unit 54, a communication unit 55, a storage unit 56, and a processing unit 57.

[0070] The display unit 51 displays various game screens based on the input image signals. The function of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal display, a cathode ray tube (CRT), a projector, or a head-mounted display. The display unit 51 corresponds to the display 11 in the example of the personal computer in FIG. 2.

[0071] The game element reading unit 52 is a reader that reads character information to be made to appear in the game from an actual game card. By setting (placing) a character to be made to appear in the competitive game from a game card owned by a player in the game element reading unit 52, the game element reading unit 52 can read the identification information of the game card, etc.

[0072] The operation input unit 53 allows the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 57. The function of the operation input unit 53 can be realized by, for example, elements that are directly operated by the player's fingers, such as a keyboard, a mouse, a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as elements that detect movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In the example of the personal computer in FIG. 2, the operation input unit 53 corresponds to the keyboard 12.

[0073] The sound output unit 54 is for outputting sound effects and the like relating to the game based on the input sound signal.

[0074] The communication unit 55 is connected to the communication line N to realize communication. The functions of the communication unit 55 can be realized, for example, by a wireless communication device, a modem, a TA (Terminal Adapter), a jack of a wired communication cable, a control circuit, and the like.

[0075] In the storage unit 56, programs for operating the player terminal 1 and realizing various functions provided in the player terminal 1, data used during the execution of these programs, etc. are stored in advance, or temporarily stored each time processing is performed. The storage unit 56 can be realized, for example, by a solid state drive using an IC memory such as a RAM, a ROM, a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD.

[0076] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 57 to exhibit functions described later. This program is distributed from the game server 2 or another app distribution server or the like when the player has completed account registration. In addition, a database necessary for executing the game is stored in the storage unit 56. In the present embodiment, the storage unit 56 stores a player information database D1 and a game element information database D2.

[0077] The player information database D1 is a database in which various information of the player is stored. FIG. 9 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for player ID, a field for player name, a field for player information, a field for level, a field for profile card information, a field for held game card information, a field for deck information, a field for held currency information, a field for purchase history information, and a field for the latest update date and time, and each piece of information is stored in association with each other.

[0078] The player ID field is a field in which identification information for identifying a player is described. The player name field is, for example, a field in which a nickname is described. The player information field is a field in which experience points and the like obtained by executing a battle game are described. The level field is a field in which the level of the player obtained by accumulating experience points is described. The profile card information field is a field in which information regarding a profile card, which will be described later, is described. The owned game card information field is a field in which game card identification information (game card ID) of the game cards held by the player is described. The deck information field is information regarding the deck composed of game cards by the player, and is a field in which the game card IDs of the game cards constituting the deck are described for each deck.

[0079] The owned currency information field is a field in which information regarding in-game currency held by the player is described, and the number is described for each paid currency or free currency. Specifically, for each type of paid and free currency, the acquisition date of the currency, the number of acquisitions, and the total number are described. The purchase history information field is a field in which the purchase history of game cards, in-game currency, etc. purchased by the player is described. Specifically, the game element ID of the purchased game element, the name of the game element, the purchase date, and the number of purchases are described. The last update date / time field is a field in which the last update date / time of the player information database D1 is described.

[0080] The game element information database D2 is a database that stores information on game elements that appear or are used in the game. FIG. 10 is a diagram showing an example of the game element information database D2. The game element information database D2 includes a field for game element IDs, a field for character information, a field for game element images, and a field for the last update date and time, and each piece of information is stored in an associated manner. The field for game element IDs is a field in which identification information (game card ID) for identifying game elements such as game cards is described. The field for character information is a field in which character information (for example, the type of game element, profile information, ability values, rarity information, etc.) of the character that takes on the form of the game element is described. The field for game element images is a field in which image data of the game element itself (for example, a game card) or image data of the character that takes on the form of the game element is described. Note that the image data includes still images and moving images. The field for the last update date and time is a field in which the last update date and time of the game element information database D2 is described.

[0081] Note that these databases can be sequentially downloaded by the game server 2 as characters used in the game are added or changed.

[0082] The processing unit 57 comprehensively controls the operation of the terminal 1 based on programs and data stored in the storage unit 56, various input signals from the operation input unit 53, and the like. The functions of the processing unit 57 can be realized by electronic components such as microprocessors such as CPUs and GPUs, ASICs, and IC memories. As main functional units, this processing unit 57 includes a player information management unit 60, a game execution control unit 61, a store presentation control unit 62, a production presentation control unit 63, a deck construction unit 64, a play field presentation unit 65, and a game card presentation unit 66.

[0083] The player information management unit 60 manages player information using the player information database D1. The player information management unit 60 manages player information such as player ID, player name, game cards in possession, in-game currency, and game elements such as the decks constructed by the player, using the player information database D1. When there is an update to such information, the player information management unit 60 updates the player information database D1 and records the update date.

[0084] The game execution control unit 61 controls and manages the progress of the entire game. For example, the game execution control unit 61 displays menu screens such as the home screen and executes the processing selected by the player. FIG. 11 is a diagram showing an example of the home screen. On the home screen of FIG. 11, there are a home screen tab 200 of the home screen, a deck tab 201 for transitioning to the deck screen for deck compilation, a store tab 202 for transitioning to the store screen for purchasing game cards, a battle mode selection button 203 for selecting the battle mode of the battle using the deck, a battle button 204 for transitioning to the battle according to the selected battle mode, an icon 205, a reward button 206 for transitioning to the reward screen regarding the rewards of the mission, an icon 207 of the in-game currency, the remaining amount (possession amount) 208 of the in-game currency, and an in-game currency purchase button 209 for transitioning to the purchase screen of the in-game currency. Note that the remaining amount (possession amount) 208 of the in-game currency is the total number of paid currency and free currency. Also, on the icon 205, the deck name of the deck currently selected by the player and the leader card included in the deck are displayed.

[0085] The game execution control unit 61 executes a battle game between players. When the outcome of the game is determined, the player information, level, etc. in the player information database D1 are updated according to the battle result, experience points, level, rank, etc. changed by the battle, and the updated date and time are recorded in the field of the final update date and time as the final update date and time.

[0086] When the store tab 202 on the home screen is selected, the store presentation control unit 62 presents a store screen for trading game elements (such as game cards and in-game currency), and on the store screen, the game elements to be traded are presented in a selectable manner. FIGS. 12 and 13 are diagrams showing an example of the store screen. FIG. 12 is an example of a store screen for purchasing a card pack (a collection of game cards), and FIG. 13 is an example of a store screen for purchasing a starter deck (a collection of game cards), and the available card packs are presented in a selectable manner. In the area of the card pack, the name 210 of the card pack and the option 211 for purchasing the card pack are displayed. Here, "providing (granting)" includes obtaining by exchanging with the player at a cost or being provided (granted) by the operation side without requiring a cost.

[0087] Also, there are game elements with restrictions on provision and those without restrictions on provision. Game elements with restrictions on provision are, for example, those with restrictions on the number of game elements provided (granted), or those where the available period for providing (granting) game elements is only a predetermined period. The restriction on the number of game elements provided (granted) is, for example, a restriction on the number provided to one player, a restriction on the number that can be provided to all players, etc. Also, those without restrictions on provision (granting) and those with restrictions on provision (granting) may be displayed plurally or individually. In the example of FIG. 12, "XXX Card Pack" and "YYY Card Pack" have no restrictions on the number provided, but "ZZZ Card Pack" and "SSS Card Pack" have restrictions on the number provided. In the example of FIG. 13, all of "AAA Deck", "BBB Deck", "CCC Deck", and "DDD Deck" have restrictions on the number provided. In this way, by providing game elements that are provided (granted) only within a specific number or a specific period, separately from the game elements sold normally, the player's interest in the game elements can be continuously maintained.

[0088] Furthermore, the game elements presented on the store screen include not only the game elements that can currently be traded, but also the game elements that were available in the past but cannot be traded currently. The game elements that cannot be traded currently are, for example, those with a limit on the number of times a game element can be granted per player and the limit has been reached, or those with a defined number of offers for all players and the number of offers (grant numbers) has reached that number (sold out state), etc. The store presentation control unit 62 presents the game elements that cannot be provided currently in a form that can be distinguished from the game elements that can be provided to the player currently, and makes it impossible to select the game elements that cannot be provided currently. FIG. 14 is a diagram showing an example in which the game elements that can be provided currently and the game elements that cannot be provided currently are displayed on the store screen. In the example of FIG. 14, the areas 220 of the "AAA deck" and "CCC deck" in the sold out state are represented in black in a form distinguishable from the areas 221 of the "BBB deck" and "DDD deck" in the available state, and the display of the selection options 211 for the "AAA deck" and "CCC deck" is changed to "SOLD OUT" indicating the sold out state, and is presented to the player as unselectable. In this way, by presenting the game elements that cannot be provided currently as unselectable, the player can know the game elements that were provided in the past, and the player will not select the game elements that cannot be provided currently, so the convenience of the player is improved.

[0089] In addition, the store presentation control unit 62 also provides and grants in-game currency. As shown in FIGS. 11 to 14, the provision of in-game currency is not through the transition to the in-game currency provision screen by a tab, but on any of the home screen by the home screen tab 200, the deck editing screen of the deck tab 201, and the store screen by the store tab 202, the in-game currency icon 207, the in-game currency balance icon 208 of the player's in-game currency, and the in-game currency provision screen transition button 209 for transitioning to the in-game currency provision screen are displayed.

[0090] When either the in-game currency icon 207 or the player's in-game currency balance icon 208 is selected, the store presentation control unit 62 refers to the field of the held currency information in the player information database D1 and displays the breakdown of the number of paid and free in-game currencies currently held by the player. FIG. 15 is a diagram showing an example of the display of the breakdown of paid and free in-game currencies currently held. In the example of FIG. 15, the remaining number of paid currencies among the in-game currencies currently held by the player and the remaining number of free currencies among the in-game currencies currently held by the player are displayed. And it is displayed that free currency is preferentially consumed as the cost when purchasing game elements, and paid currency is consumed starting from the oldest acquisition date and time.

[0091] In this way, on each screen, by presenting the in-game currency icon 207, the in-game currency balance icon 208, and the in-game currency offer screen transition button 209, the player can know the balance of the in-game currency currently held and its breakdown of paid and free, and can transition to the in-game currency offer screen to obtain the in-game currency required from each screen.

[0092] When the in-game currency offer screen transition button 209 is selected, the store presentation control unit 62 transitions to the in-game currency offer screen. The store presentation control unit 62 presents the in-game currencies that are currently available on the in-game currency offer screen.

[0093] FIG. 16 is a diagram showing an example of an in-game currency offering screen. In the example of FIG. 16, on the in-game currency offering screen, a first paid currency pack 231 and a second paid currency pack 232 are presented. The first paid currency pack 231 is 150 currencies for 100 yen, and the second paid currency pack 232 is 100 currencies for 100 yen. Thus, the first paid currency pack 231 and the second paid currency pack 232 have different offering amounts per predetermined price. That is, the first paid currency pack 231 is a better deal. However, the first paid currency pack 231 has an upper limit on the number of offerings (grant numbers) for one player. In the example of FIG. 16, the upper limit on the number of offerings (grant numbers) of the first paid currency pack 231 for one player is 3 times. On the other hand, the second paid currency pack 232 has no upper limit on the number of offerings (grant numbers) for one player.

[0094] The store presentation control unit 62 refers to the purchase history information in the player information database D1 of the player, and when the number of offerings (grant numbers) of the first paid currency pack 231 reaches the upper limit, notifies that the number of offerings (grant numbers) of the first paid currency pack 231 has reached the upper limit and is out of stock, and presents the first paid currency pack 231 as unselectable. FIG. 17 is a diagram showing an example of the case where the number of offerings (grant numbers) of the first paid currency pack 231 has reached the upper limit and is out of stock.

[0095] As described above, by providing game elements that are provided (granted) only limited to a specific number or a specific period separately from the game elements sold normally, it is possible to continuously maintain the player's interest in the game elements.

[0096] Furthermore, as a method of transitioning to the in-game currency provision screen, the store display control unit 62 may notify the user that there is a shortage of in-game currency (the total amount of paid currency and free currency) for the cost of a game element such as a game card when purchasing the game element on the store screen for purchasing the game element, and display a screen that allows transition to the in-game currency provision screen. Fig. 18 is a diagram showing an example of a screen that is displayed when there is a shortage of in-game currency for the cost of the game element. In the example of Fig. 18, a notification 233 that there is a shortage of in-game currency for the cost of the game element and a button 234 that allows transition to the in-game currency provision screen are displayed.

[0097] The effect presentation control unit 63 performs an opening effect of game elements such as game cards purchased on the store screen. In this embodiment, an example of a collection of game cards such as a card pack or a deck will be described. As described above, game cards have a rarity, which is divided into five stages. In addition, each game card also has attributes such as a leader card and a battle card. Each of these game cards has value, and game cards with high value are provided in small numbers. A collection such as a card pack is a collection of multiple game cards having various value information such as rarity and attributes. When a player purchases a collection (pack) such as a card pack, the player cannot know the value of game elements such as game cards included in the pack. On the other hand, the player may be looking forward to knowing what value the game cards included in the purchased pack have. Therefore, the pack opening effect, which allows the player to know what value the game cards included in the purchased pack have, is an important effect that increases the interest of the game.

[0098] The effect presentation control unit 63 performs an effect of opening the provided pack, using pack information transmitted from the server 2 when a pack is provided. The pack information includes game element IDs of game elements included in the pack. The effect presentation control unit 63 obtains value information (rarity information, attribute information, etc.) of the game element IDs in the pack information from the game element information database D2, and performs a pack opening effect according to the value information.

[0099] The following describes a specific example of the opening performance controlled by the performance presentation control unit 63. In the following description, as an example of the aggregate of game elements, a game card pack containing eight game cards is used as an example, and rarity information is used as an example of value information for explanation. FIG. 27 is a diagram for explaining an example of the opening performance.

[0100] The performance presentation control unit 63 receives the pack information of the pack provided from the server 2. Here, the game element IDs of the eight game cards included in the received pack information are the game element ID "2021", the game element ID "2056", the game element ID "2078", the game element ID "2088", the game element ID "2147", the game element ID "2159", the game element ID "2299", and the game element ID "2347".

[0101] The performance presentation control unit 63 acquires the rarity information corresponding to the game element ID from the game element information database D2. The rarity information corresponding to the game element ID is as follows. Rarity information "1" for game element ID "2021" Rarity information "1" for game element ID "2056" Rarity information "3" for game element ID "2078" Rarity information "1" for game element ID "2088" Rarity information "5" for game element ID "2147" Rarity information "1" for game element ID "2159" Rarity information "1" for game element ID "2299" Rarity information "1" for game element ID "2347"

[0102] The performance presentation control unit 63 stores a predetermined threshold value of the rarity information in advance, and performs different performances depending on whether the rarity information of the given game card exceeds the threshold value. In the following example, the threshold value of the rarity information is set to "2".

[0103] The performance presentation control unit 63, as the first-stage performance, presents the eight game cards 301 to 308 in a state where their reverse sides have the same pattern (character information cannot be recognized), and each game card 301 to 308 can be selected. In the case where the game cards 301 to 308 are reader cards, although character information is described on both the front and back surfaces, they are displayed on the reverse side with the same pattern where the character information cannot be formally recognized. For game cards that exceed the threshold "2", the outer periphery of the reverse side of the game card is thickened (the first mode). On the other hand, the outer periphery of the reverse side of game cards that do not exceed the threshold "2" is set to the normal thickness (the second mode). However, for the game card with the highest rarity information among the game cards that exceed the threshold "2", it is set to the same second mode as the game cards that do not exceed the threshold "2".

[0104] Specifically, for the game cards 301 to 308 in FIG. 27, game card 301 corresponds to the game element ID "2021" with rarity information "1", game card 302 corresponds to the game element ID "2056" with rarity information "1", game card 303 corresponds to the game element ID "2078" with rarity information "3", game card 304 corresponds to the game element ID "2088" with rarity information "1", game card 305 corresponds to the game element ID "2147" with rarity information "5", game card 306 corresponds to the game element ID "2159" with rarity information "1", game card 307 corresponds to the game element ID "2299" with rarity information "1", and game card 308 corresponds to the game element ID "2347" with rarity information "1". Among the game cards 301 to 308, the game cards that exceed the threshold "2" are game card 303 and game card 305. And the rarity information of game card 305 is the largest.

[0105] The performance presentation control unit 63 indicates that it is a card with high rarity information in the first mode with the outer periphery of the reverse side of game card 303 thickened. On the other hand, for the other game cards except game card 303, they are presented in the second mode (FIG. 27(a)).

[0106] The player selects the presented game card. The production presentation control unit 63 performs the second-stage production for the selected game card.

[0107] Here, assuming that the player selects the game card 302 (Fig. 27(b)), the production presentation control unit 63 performs the first production (one rotation) in which the game card 302 is repeatedly turned from the back side to the front side as the second-stage production, displays the front surface of the game card 302, and presents the character information in a recognizable manner (Fig. 27(c)).

[0108] Next, assuming that the player selects the game card 303 (Fig. 27(c)), the production presentation control unit 63 performs the production (one rotation) in which the game card 303 is repeatedly turned from the back side to the front side as the second-stage production, displays the front surface of the game card 303, and presents the character information in a recognizable manner (Fig. 27(d)). At this time, the outer periphery of the game card 303 is set to the first mode indicating that the rarity information is high.

[0109] Furthermore, assuming that the player selects the game card 305 (Fig. 27(d)), the production presentation control unit 63 performs the production in which the game card 305 is repeatedly turned from the back side to the front side as the second-stage production. The game card 305 is the game card with the highest rarity information "5". Therefore, in order to show that the game card 305 is different from other game cards during the production in which the game card 305 is repeatedly turned from the back side to the front side, the production presentation control unit 63 increases the number of rotations (for example, two rotations) and performs the second production in which the game card 305 is repeatedly turned from the back side to the front side (Fig. 27(e)). Then, the production presentation control unit 63 displays the front surface of the game card 305 and presents the character information in a recognizable manner (Fig. 27(f)). At this time, the outer periphery of the game card 305 is set to the first mode indicating that the rarity information is high. The above operations are performed until all the game cards are selected.

[0110] In this way, as a method for presenting the opening of each game card, by combining a first presentation method that is performed when the rarity information does not exceed the threshold, a second presentation method that is performed when the rarity information exceeds the threshold, and a third presentation method that is performed when the rarity information exceeds the threshold and for special game cards, a presentation that surprises the player and enhances the interest of the game is achieved.

[0111] In addition, in the above description, there is one type of the first aspect, but it may be multiple types according to the magnitude of the rarity information. For example, the color of the outer periphery may be determined for each rarity information, and the outer periphery of the game card with that rarity information may be that color. Further, the color of the outer periphery may be different according to the attributes of the game card.

[0112] Also, the game card for which the third presentation method is performed is the game card with the largest rarity information, but it is not limited to this, and it may be game cards with multiple rarity information, and further, the rarity information and the attribute information of the game card may be combined. Also, the first presentation method and the second presentation method may be applied to the rarity information, and the third presentation method may be applied to special game cards, for example, leader cards.

[0113] The deck compilation unit 64 presents a deck compilation screen and compiles a deck from the game cards it holds. The deck is composed of a predetermined number of leader cards 21, battle cards 22, and extra cards 23 (hereinafter sometimes collectively referred to as game cards). For example, when the game elements are virtual game cards displayed on a computer, the deck is a group of cards composed of a predetermined number of game cards. In this embodiment, the configurable deck is composed of game cards selected by the player. The player compiles a deck in advance using the game cards they hold and executes the game. When compiling the deck, the total number of cards in the deck and the number of each type of card are determined in advance. In this embodiment, the total number of game cards constituting the deck is 30 or more and 35 or less, but it is not limited to this number. Also, the game cards constituting the deck always include one leader card 21, and the other game cards are battle cards 22 and extra cards 23 having the same color information as the color information of the leader card 21.

[0114] The deck compilation screen presented by the deck compilation unit 64 will be described. FIG. 33 is a diagram showing an example of the deck compilation screen. The deck compilation screen includes a first area 401, a second area 402, a third area 403, and a fourth area 404. The first area 401 is an area where the leader card 21 constituting the deck is displayed. The second area 402 is an area where the battle cards 22 and extra cards 23 constituting the deck are displayed. The third area 403 is an area where the leader card 21, battle cards 22, and extra cards 23 held by the player are displayed. The fourth area is an area where detailed information of the selected game cards among the game cards displayed in the first area 401, area 402, and third area 403 is displayed. The first area 401 and the second area 402 are adjacent to each other vertically, with the first area 401 arranged above and the second area 402 arranged below. And the third area 403 is arranged adjacent to the first area 401 and the second area 402. The fourth area is arranged adjacent to the third area 403.

[0115] The deck compilation unit 64 reads out the game element IDs held in the player information database D1 and their quantities held, and reads out the character information (including image information) corresponding to the game element IDs from the game element information database D2. Then, based on the read character information, the deck compilation unit 64 displays, in the third area 403, one surface (the display surface of the character information) of the leader cards 21, battle cards 22, and extra cards 23 held by the player for each type, regardless of the quantity held, and displays the quantity held below the game card. The player can place the leader card 21 in the first area 401 by selecting a desired leader card 21 from the game cards displayed in the third area 403 and moving it to the first area 401 (drag and drop). Similarly, the player can place the battle card 22 or extra card 23 in the second area 402 by selecting a desired battle card 22 or extra card 23 from the game cards displayed in the third area 403 and moving it to the second area 402 (drag and drop). Note that the third area 403 is equipped with a scroll 405 function, and by scrolling, all of the leader cards 21, battle cards 22, and extra cards 23 held by the player can be confirmed in the third area 403.

[0116] Next, the first area 401 and the second area 402 will be described in detail. FIG. 34 is a diagram for explaining the first area 401 and the second area 402. The deck compilation unit 64 displays the front surface 411 and the back surface 412 of the leader card 21 selected from the third area 403 in the first area 401. The front surface 411 and the back surface 412 of the leader card 21 are fixed and cannot be changed in terms of their size or arrangement position. Note that only one type of leader card can be displayed in the first area 401. Also, the deck compilation unit 64 sets the background color of the first area to the same color as the attribute color (color information 114) of the placed leader card.

[0117] The deck compilation unit 64 displays the battle cards 22 or extra cards 23 selected from the third area 403 in the second area 402, presenting the number of each type. The deck compilation unit 64 displays, for each type, a card-formatted image with a partial overlay of the number of that type. This form of overlaying the card-formatted image is described as the first form. For example, in the case of the game card 421 that makes up the deck, since there are 3 identical game cards 421, the first form with 3 game cards 421 on the surface stacked and "×3" indicating the number below it are displayed in the second area 402. Similarly, in the case of the game card 422 that makes up the deck, since there are 4 identical game cards 422, the first form with 4 game cards 421 on the surface stacked and "×4" indicating the number below it are displayed in the second area 402. Similarly, in the case of the game card 423 that makes up the deck, since there are 5 identical game cards 423, the first form with 5 game cards 423 on the surface stacked and "×5" indicating the number below it are displayed in the second area 402. Note that the horizontal size of the first form increases according to the number. For example, the horizontal size of the game card 421 is "a", the horizontal size of the game card 422 is "b", and the horizontal size of the game card 423 is "c", with the relationship a < b < c.

[0118] However, when the number of the same card increases, the horizontal size becomes too large and the area where the game cards can be arranged becomes narrow. Therefore, for game cards exceeding the predetermined number, the first form of the predetermined number is used. In this embodiment, the predetermined number is 5. For example, in the case of the game card 424 that makes up the deck, the number is 7, exceeding the predetermined number of 5. Therefore, in the case of the game card 424, the first form for 5 cards and "×7" indicating the number below it are displayed in the second area 402. Therefore, the horizontal size of the game card 424 is the same "c" as the horizontal size of the game card 423.

[0119] In addition, for the battle cards 22 or extra cards 23 selected from the third area 403, regarding special game cards, regardless of the number of the same game cards, they are displayed one by one alone without being displayed in the first form. This display form is referred to as the second form. Special game cards are, for example, game cards with high rarity, parallel cards or premium cards etc. which have the same character information associated with normal game cards but different card designs. Since the game card 425 is a special game card, it is displayed in the second form.

[0120] Regarding the arrangement of each game card in the second area 402, the maximum number of rows and columns for arranging each game card is set in advance. The maximum number of rows and columns is determined by the types and numbers of game cards that can be used to compile the deck. In this embodiment, since the total number of game cards that can be used to compile the deck is 30 or more and 35 or less, as shown in FIG. 34, it is set to 5 rows and 7 columns, and a maximum of 35 types of game cards can be arranged with 1 type counted as a special card and 1 card per type for a maximum of 35 cards. The deck compilation unit 64 displays the game cards for compiling the deck in the first form and the second form according to the maximum number of rows and columns so that the game cards for compiling the deck can be viewed in a list at the presentation of the initial game cards. Incidentally, when displaying the initial game cards, the number of rows and columns may be changed in a timely manner according to the types or numbers of the game cards for compiling the deck.

[0121] When displaying the initial game cards, it is preferable that the game cards for compiling the deck can be viewed in a list, but there is a possibility that the display of each game card will become small. Therefore, the deck compilation unit 64 has a function of being able to enlarge and display the game cards for compiling the deck. As shown in FIG. 34, the deck compilation unit 64 displays an enlargement button 431 in the second area, and when this enlargement button 431 is selected, the number of rows and columns in the second area is reduced to display the game cards.

[0122] FIG. 35 is a diagram for explaining the function of enlarging a game card in the second area. When the enlargement button 431 is selected, the deck editing unit 64 changes the arrangement of the game cards from a 5-row and 7-column arrangement to a 2-row and 3-column arrangement, and changes the display of one type of game card to be enlarged. At this time, since the number of rows and columns is reduced, unviewable game cards are generated. Therefore, in order to make them viewable, a scroll 433 is displayed so that all the game cards for editing the deck can be viewed. Then, when the reduction button 432 is selected, the deck editing unit 64 returns to the maximum 5-row and 7-column arrangement again, so that all the game cards for editing the deck can be viewed. In the example of FIG. 35, the enlargement and reduction are in two steps, but the steps of enlargement and reduction may be further provided, such as in three steps or four steps. In this case, in the intermediate steps, the enlargement button 431 and the reduction button 432 are simultaneously displayed, and each step can be transitioned.

[0123] When the player finishes the deck editing work and the save button 433 is selected, the deck editing unit 64 registers the deck composed of the reader card 21 arranged in the first area 401, the battle card 22 and the extra card 23 arranged in the second area 402, in association with the deck name 434.

[0124] When registering the deck, the deck editing unit 64 issues a warning in the case of a deck editing situation that cannot be used in the battle game. In this embodiment, the conditions (deck incompatibility criteria) for a deck that cannot be used in the battle game are as follows. (1) The number of cards constituting the deck (the total number of game cards arranged in the second area) is 30 or less. (2) The number of cards constituting the deck (the total number of game cards arranged in the second area) is 35 or more. (3) According to the game rules, the number of restricted game cards (game cards with special abilities or skills) that can be included in the deck exceeds the limit. (4) The number of the same type of game cards exceeds a predetermined number. (5) The deck contains game cards not owned by the player. (6) The reader card is not included in the deck (the reader card 21 does not exist in the first area 401). (7) The deck contains game cards with an attribute color different from that of the reader card (game cards with an attribute color different from that of the reader card are arranged in the second area 402). These deck non - compliance criteria are just an example, and other conditions may be added in a timely manner.

[0125] When the save button 433 is selected, the deck compilation unit 64 determines whether the compilation content of the deck composed of the game cards arranged in the first area 401 and the second area 402 meets the above - mentioned deck non - compliance criteria. If it meets any of the deck non - compliance criteria, it notifies to that effect. For example, if it does not meet the deck non - compliance criteria, it notifies as follows. (1) When the number of cards constituting the deck (the total number of game cards arranged in the second area) is 30 or less, a pop - up message "The number of cards in the deck is insufficient and thus it cannot be used in a battle. Do you want to save the deck?" is displayed. (2) When the number of cards constituting the deck (the total number of game cards arranged in the second area) is 35 or more, a pop - up message "The number of cards in the deck exceeds the limit and thus it cannot be used in a battle. Do you want to save the deck?" is displayed. (3) When the number of restricted game cards (game cards with special abilities or skills) that can be included in the deck according to the game rules exceeds the limit, a pop - up message "The restricted cards are compiled in excess of the limit number and thus it cannot be used in a battle. Do you want to save the deck?" is displayed. (4) When the number of the same type of game cards exceeds a predetermined number, a pop - up message "The same type of cards are compiled in excess of the predetermined number and thus it cannot be used in a battle. Do you want to save the deck?" is displayed. If the deck contains game cards not owned by the player, a pop-up message "Since the deck contains cards that are not in your possession, it cannot be used in a battle. Do you want to save the deck?" will be displayed. If the reader card is not included in the deck (the reader card 21 does not exist in the first area 401), a pop-up message "Since the reader card is not included in the deck, it cannot be used in a battle. Do you want to save the deck?" will be displayed. If the deck contains game cards with an attribute color different from that of the reader card (game cards with an attribute color different from that of the reader card are arranged in the second area 402), a pop-up message "Since the deck contains cards with a color different from that of the reader card, it cannot be used in a battle. Do you want to save the deck?" will be displayed. Figure 36 is an example of a pop-up display when the compiled deck meets the deck non-conformance criteria in (6).

[0126] Note that priority may be set for the deck non-conformance criteria. For example, for conditions where the game itself cannot be established, such as the non-existence of the reader card in (6) or the case where the deck contains game cards with an attribute color different from that of the reader card in (7), a high priority is given. For conditions where the player suffers disadvantages, such as the card number limit for game cards used to compile the deck, a low priority is given. According to the priority, the matching deck non-conformance criteria may be sequentially notified. Also, when the compiled deck meets multiple deck non-conformance criteria, it is preferable to notify all the deck non-conformance criteria, but only a part of them may be notified.

[0127] Also, since the deck non-conformance conditions in (3), (4), and (5) can be determined by the deck compilation unit 64 even during the deck compilation process before deck registration, the deck compilation unit 64 may be notified each time. Figure 37 is a diagram showing an example of the display when the compiled deck meets the deck non-conformance conditions. As shown in Figure 37, when there is a non-conformance requirement in the second area 402, a warning icon 440 or a notification 441 may be displayed for the game card.

[0128] The deck compilation unit 64 registers, as a compatible deck, a deck that does not meet the deck incompatibility conditions and can be used in the battle game in the deck information database D20, and registers, as an incompatible deck, a deck that does not meet the deck incompatibility conditions and cannot be used in the battle game in the deck information database D20. FIG. 38 is an example of the deck information database D20. The deck information database D20 includes a field for the deck ID, a field for the deck name, a field for compatibility / incompatibility, and a field for the game element ID of the game elements constituting the deck. The deck compilation unit 64 describes the registered or saved deck in the deck information database D20 with the deck ID, the deck name, the compatibility or incompatibility of the deck, and the game element ID of the game cards constituting the deck, along with the update date and time. Then, the deck compilation unit 64 transmits the content of the deck information database D20 to the game server 2.

[0129] Also, the deck compilation unit 64 can display a deck list screen that describes the deck names and compatibility or incompatibility information of the registered decks. FIG. 39 is an example of the registered deck list screen. By selecting the deck displayed in the list, it is possible to return to the deck compilation screen and compile the deck again.

[0130] The play field presentation unit 65 presents the play field. Here, the play field will be described. FIG. 40 is a diagram showing an example of the play field presented by the play field presentation unit 65.

[0131] Multiple areas are allocated in the playing field. These multiple areas indicate where players place game cards, and they are arranged via spaces of a predetermined width. In the following description, the playing field includes the player's leader area 501 and the opponent player's leader area 502, the player's battle area 503 and the opponent player's battle area 504, the player's life area 505 and the opponent player's life area 506, the player's energy area 507 and the opponent player's energy area 508, the player's hand area 509 and the opponent player's hand area 510, the player's deck area 511 and the opponent player's deck area 512, and the player's drop area 513 and the opponent player's drop area 514. However, for the sake of enhancing the visual effect, the boundary lines of each area except for the battle area are not clearly indicated. Also, these area names can be anything as long as they are understandable for the player during the game.

[0132] Furthermore, each area may have a name described, but in this embodiment, instead of a name, an icon indicating the area is presented. In this embodiment, on the playing field, there are icons 521 indicating the player's leader area 501, icon 522 indicating the opponent player's leader area 502, icon 523 indicating the player's battle area 503, icon 524 indicating the opponent player's battle area 504, icon 525 indicating the player's life area 505, icon 526 indicating the opponent player's life area 506, icon 527 indicating the player's energy area 507, icon 528 indicating the opponent player's energy area 508, icon 529 indicating the player's hand area 509, icon 530 indicating the opponent player's hand area 510, icon 531 indicating the player's deck area 511, icon 532 indicating the opponent player's deck area 512, icon 533 indicating the player's drop area 513, and icon 534 indicating the opponent player's drop area 514, which are displayed.

[0133] The player's reader area 501 and the opponent player's reader area 502 are areas where the reader card 21 is placed. However, unlike other areas, the character image of the character transformed into the reader card 21 is displayed in this area.

[0134] The player's battle area 503 and the opponent player's battle area 504 are areas where the player's and opponent player's battle cards 22 or extra cards 23 are placed. In the battle area 503 and the battle area 504, the character information of the card image of the placed battle card 22 or extra card 23 is displayed.

[0135] The player's life area 505 and the opponent player's life area 506 are areas where the battle card 22 or extra card 23 is placed, but the card image is not displayed, and the number of placed cards is displayed (for example, Life 8).

[0136] The player's energy area 507 and the opponent player's energy area 508 are areas where one battle card 22 or extra card 23 is placed from the hand every turn. The character information of the card image of the placed battle card 22 or extra card 23 is displayed.

[0137] The player's hand area 509 and the opponent player's hand area 510 are areas where the hand selected from the player's or opponent player's deck is placed. The character information of the card image of the placed battle card 22 or extra card 23 is displayed.

[0138] The player's deck area 511 and the opponent player's deck area 512 are areas where the player's or opponent player's deck is placed. In this deck area, the card image of the placed battle card 22 or extra card 23 is not displayed, and the remaining number of cards in the deck is displayed.

[0139] The player's drop area 513 and the opponent player's drop area 514 are areas where the battle card 22 that has received an attack from the opponent's battle card 22 and been KO (Knockout) is placed. The card images of the placed battle card 22 or extra card 23 are not displayed, and only the number of cards is displayed.

[0140] When presenting the playfield as described above, the playfield presentation unit 65 makes the boundary lines other than the boundary lines between the battle area 503 and the opponent player's battle area 504 invisible. This is in consideration of the appearance of the playfield. Also, other areas may be provided.

[0141] The game card presentation unit 66 arranges and displays game cards from the compiled deck or hand in each area. However, when arranging the game cards, the presentation form of the game cards is different for each area. Each area is classified into a public area where the content (character information) of the game cards can be confirmed by both the player and the opponent player, and a non - public area where at least one of the player or the opponent player cannot confirm the content (character information) of the game cards. The public areas are the reader areas 501, 502, the battle areas 503, 504, the energy areas 507, 508, and the drop areas 513, 514. On the other hand, the non - public areas are the life areas 505, 506, the hand areas 509, 510, and the deck areas 511, 512. In particular, the life areas 505, 506 and the deck areas 511, 512 are areas where neither the player nor the opponent player can confirm the content (character information) of the game cards.

[0142] When the game card presentation unit 66 places a game card in the public area, it presents the game card so that the character information of the game card can be visually recognized. For example, like the game cards placed in the battle areas 503 and 504 of FIG. 40, it presents the front surface (the display surface of the character information) of the game card. On the other hand, for the hand areas 509 and 510 in the non-public area, like the hand areas 509 and 510 of FIG. 41, it presents the game card so that only one of the player or the opponent player can visually recognize the character information of the game card. Also, for the game cards placed in the life areas 505 and 506 and the deck areas 511 and 512 in the non-public area, it does not present the image of the game card and only presents the number of cards. This is because there is no need to display in card form the cards whose character information cannot be visually recognized by both the player and the opponent player and that occupy the playing field.

[0143] Furthermore, the game card presentation unit 66 also serves to present a browsing screen that allows browsing of the game cards placed in each area. Here, the browsing screen presented by the game card presentation unit 66 will be described.

[0144] When any of the icons in each area of the playing field is selected by the player, the game card presentation unit 66 presents the browsing screen 540 on the playing field. FIG. 42 is an example of the browsing screen 540 presented on the playing field. The browsing screen 540 in FIG. 42 is an example of the browsing screen 540 when the icon 523 in the player's battle area is selected.

[0145] The browsing screen 540 will be described in detail with reference to FIG. 43. The browsing screen 540 includes an icon display unit 541 for each area, an area name 542 of the currently selected area, an identification range 543 for identifying the range of game cards placed in the selected area, and a scroll bar 544 for scrolling the game cards left and right.

[0146] Since the browsing screen 540 of FIG. 43 is the browsing screen 540 when the battle area is selected, the area name 542 is displayed as "Battle Area", and the game cards arranged in the player's battle area are displayed within the identification range 543. The game card presentation unit 66 presents the game cards in a row with a part of them overlapping, and for the game cards within the identification range 543, they are displayed in a large size so as to be distinguishable from the game cards arranged in other areas.

[0147] When another icon in the icon display unit 541 is selected while the browsing screen 540 is being displayed, the game card presentation unit 66 can also display the game elements arranged in the area of the selected icon within the identification range 543. The example of FIG. 43 shows the case when "Energy Area" is selected from the state where "Battle Area" is selected. Furthermore, when the icon of the deck area is selected from the state where "Energy Area" is selected, it transitions to the game cards arranged in the deck area. However, since the deck area is a non-public area, a back card image where the character information of the arranged game cards cannot be visually recognized is displayed.

[0148] When the bar of the scroll bar 544 is moved, the game card presentation unit 66 also moves and displays the game cards. For example, by moving the scroll bar 544 to the left, the cards scroll to the right, and by moving the scroll bar 544 to the right, the cards scroll to the left. Then, the game card presentation unit 66 indicates the icon of the area corresponding to the movement position, and displays the game cards of that area within the identification range 543 in a large size and the other game cards in a small size. Incidentally, the scroll bar 544 may be displayed only when the number of game cards that need to be presented exceeds a predetermined number, that is, when the number of game cards that need to be presented exceeds the number that can be displayed within the browsing screen 543.

[0149] On the browsing screen 543, not only the browsing function of the game card but also, among the game cards displayed within the identification range 543, game cards that can be placed in other areas or are in a state where their abilities can be exerted (actionable state), and a selection function for presenting the selectable number of such cards can be provided. FIGS. 44 and 45 are diagrams for explaining the selection function of the browsing screen 543. FIGS. 44 and 45 show examples of the browsing screen 543 presented when an icon in the energy area is selected. In the energy area, in a certain turn, there are game cards that can be used as energy and game cards that cannot be used as energy. Therefore, in such a case, the game card presentation unit 66 displays the selectable game cards in normal display and displays the non-selectable game cards in a dimmed state. Thereby, the player can easily distinguish between selectable game cards and non-selectable game cards.

[0150] Furthermore, the game card presentation unit 66 can also display the selectable number 550 of actionable game elements on the browsing screen 543. The example in FIG. 45 shows the case where the selectable number is 3. Here, when the player selects one game card, the selected game card is moved upward and displayed above other game cards so that it is clear that it has been selected. At that time, the overlapping condition is set to the topmost so that the entire surface of the selected game card is displayed. And when the selection of the first game card is completed, the selected number is increased by 1 and displayed. Furthermore, when the second game card is selected by the player, similar to the selection of the first one, the selected game card is moved upward and displayed above other game cards. At that time, the overlapping condition is set to the topmost so that the entire surface of the selected game card is displayed. And when the selection of the second game card is completed, the selected number is increased by 1 and displayed. Such display is performed up to the selectable number. Incidentally, the selected game card may have an appearance change, such as an emphasized display of the surrounding line, so that it can be easily distinguished from other game cards.

[0151] In addition, the game card presentation unit 66 has a function of enlarging and reducing the display of the hand cards. As shown in FIG. 41, the game card presentation unit 66 displays the player's hand cards 560 in the hand card area. The game cards displayed in the hand card area are stacked in a column with consideration for the visibility of the play field situation, and their size is made small, and furthermore, an image with a part of the lower part cut off is used. Thereby, while grasping the overall situation of the play field, the outline of the hand cards can be confirmed.

[0152] In addition, the game card presentation unit 66 enlarges and displays the hand cards on the condition of an operation (for example, click or touch) in an area other than the area where the hand cards 560 presented by the player are displayed. FIG. 46 is a diagram showing an example when the hand cards are enlarged. In the example of FIG. 46, the game cards are arranged in a fan shape and stacked on top of each other in a size larger than the hand cards 560 to display the hand cards 561.

[0153] Furthermore, the game card presentation unit 66 has a function of switching between the display of the reduced hand cards 560 and the display of the enlarged hand cards 561. FIG. 47 is a diagram for explaining the switching between the reduced display and the enlarged display. The transition from the display of the reduced hand cards 560 to the display of the enlarged hand cards 561 is made by performing an operation (for example, click or touch) in an area other than the area where the reduced hand cards 560 are displayed. The transition from the display of the enlarged hand cards 561 to the display of the reduced hand cards 560 is made by performing an operation (for example, click or touch) in an area other than the area where the enlarged hand cards 561 are displayed. In this way, the reduction and enlargement of the display of the hand cards are switched.

[0154] When displaying the reduced hand 560 and the enlarged hand 561, the game card presentation unit 66 displays in a manner that enables selection of the game cards in the hand. When selecting a game card, as shown in FIGS. 48 and 49, the game card presentation unit 66 moves the selected game card above other game cards for clearer display. At this time, the overlapping state is set to the topmost so that the entire surface of the selected game card is displayed. Also, the selected game card may undergo appearance changes, such as emphasized display of the surrounding line, to be easily distinguishable from other game cards.

[0155] Furthermore, when a game card is selected while the reduced hand 560 or the enlarged hand 561 is being displayed, if the game card is in a state where it can be placed in other areas or its abilities can be exerted (actionable state), the game card presentation unit 66 has a function of displaying an icon indicating the selectable actions (selectable actions). FIG. 50 is a diagram showing an example of the display of selectable actions. In the example of FIG. 50, two selectable actions, "Play in the battle area" and "Play in the energy area", are presented as the selectable actions of the selected game card. By selecting the icon of the selectable action, the selected game card can be transitioned to that action.

[0156] <Configuration of Game Server 2> FIG. 19 is a block diagram showing an example of the functional configuration of game server 2. Game server 2 includes a processing unit 70, a communication unit 71, and a storage unit 72.

[0157] Based on programs, data, received information, etc. stored in the storage unit 72, the processing unit 70 comprehensively controls the operation of the game server 2. The functions of the processing unit 70 can be realized by electronic components such as microprocessors like CPUs and GPUs, ASICs, and IC memories. The processing unit 70 has the functions of a player information management unit 80, a game execution management unit 81, a store management unit 82, and a pack management unit 83.

[0158] The player information management unit 80 manages player information using the user information management database D3. FIG. 20 is a diagram showing an example of the user information management database D3. The user information management database D3 has one record for each player, and that record is the same as the user information database D1.

[0159] When the player terminal 1 logs in to the game, the player information management unit 80 compares the player ID and the last update date and time of the user information database D1 sent at that time with the player ID and the last update date and time of the user information management database D3. If they match, it notifies the player terminal 1 to that effect. If they do not match, it synchronizes the content of the user information database D1 between the player terminal 1 and the game server 2 by sending the information registered in the user information management database D3.

[0160] The game execution management unit 81 executes and manages player matching, execution of the battle game, and assignment of various parameters such as experience points based on the result of the battle game. Also, the game execution management unit 81 manages various game elements such as game cards used in the game using the game element management database D4. FIG. 21 is a diagram showing an example of the game element management database D4. The game element management database D4 has information similar to the game element database D4 stored in each player terminal 1. The game execution management unit 81 updates the game element management database D4 when new game elements appear. Then, it synchronizes the content of the game element database D2 between the player terminal 1 and the game server 2 when logging in to the player terminal 1 or the like.

[0161] The store management department 82 manages the store that provides game elements using the store management database D5. FIG. 22 is a diagram showing an example of the store management database D5. In the example of FIG. 22, for one record, it includes a field for the game element ID that identifies the game element to be provided, a field for the game element, a field for the cost (in-game currency) of the game element, a field for the provision restriction of the game element, and a field for the inventory quantity of the game element.

[0162] The field for the game element ID describes not only the game element ID itself such as game cards and in-game currency, but also the identification information of game card packs (including decks) that are aggregates of multiple game cards and in-game currency packs that are aggregates of in-game currency. Note that in the case of game card packs, even if the identification information is the same, the contents of the game cards included may be different. In such cases, a list of the game card IDs of the game cards (game cards that may be included in the game card pack) associated with the identification information of the game card pack is stored, and when providing it to the player, the store management department 82 randomly selects the game card IDs for the number of game card packs from the list and provides the aggregate of the game cards with the selected game card IDs as the game card pack. The field for the provision restriction describes the content of the provision restriction of the game element. The provision restriction describes, for example, the number of times the game element is provided (granted), the available period, etc. The field for the inventory quantity describes "available" if there is no restriction on the number of provisions, etc., and "number of inventory" if there is a restriction on the number of provisions for all players.

[0163] Upon receiving a request from the player terminal 1, the store management department 82 reads out each piece of information of the game element to be provided from the store management database D5 and transmits it as store information.

[0164] The pack management department 83 uses the pack information database D10 to randomly select the game elements included in the purchased pack and transmits the pack information including the game IDs of the selected game elements to the player terminal 1.

[0165] FIG. 28 is a diagram showing an example of the pack information database D10. For each game element ID that identifies a pack, a field of game element IDs that identify game elements that may be included in the pack, a field of attributes, and a field of rarity information are provided. The attribute field is a field in which attributes of game cards such as leader cards are described. The rarity information is a field in which the rarity information of game cards is described in five levels. The number of game element IDs of game cards included in the pack information database D10 for the game element ID of one pack is a number equal to or greater than the number of cards included in at least one pack. Also, the game cards with game element IDs included in the pack information database D10 for the game element ID of one pack are fewer as the value information is higher and more as the value information is lower. Thereby, when randomly selecting a game card, the probability of selecting a game card with higher value information becomes lower, and the probability of selecting a game card with lower value information becomes higher.

[0166] The pack management unit 83 randomly selects, by lottery, the game element IDs of the number of cards constituting the pack from the pack information database D10 of the game element IDs of the packs purchased by the player. In the present embodiment, since the number of cards constituting the pack is eight, the pack management unit 83 selects eight game element IDs from the pack information database D10 by lottery. Then, the pack management unit 83 generates pack information including the game element IDs of the purchased packs and the game element IDs of the game elements selected by lottery, and transmits it to the player terminal 1. The deck registration unit 84 receives the content of the deck information database D20 transmitted from the deck compilation unit 64 of the player terminal 1, and updates the deck information database D20 stored in the storage unit 72 with the update date and time attached. Note that the deck information database D20 is the same as the deck information database D20 of the player terminal 1.

[0167] The communication unit 71 connects to the communication line N to realize communication.

[0168] The memory unit 72 stores a system program and a game program. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 70 to function as a player information management unit 80, a game execution management unit 81, a store management unit 82, a pack management unit 83, and a deck registration unit 84.

[0169] Furthermore, the recording unit 72 stores a user information management database D3, a game element management database D4, a store management database D5, and a deck information database D20.

[0170] <Operations of Each Device> The operations of the player terminal 1 and the game server 2 will be described. FIG. 23 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. In the following description, it is assumed that the player has completed the initial settings of the game and has been assigned a player ID.

[0171] When the player activates the game application on the player terminal 1, the game execution control unit 61 transmits the player ID of the player and the last update date and time of the player information database D1 and the game element database D2 to the game server 2 (Step 1).

[0172] The player information management unit 80 of the game server 2 compares the last update date and time of the received player ID with the last update date of the player ID in the player information management database D3 (Step 2). If the last update dates match, the player information management unit 80 sends a notification to that effect. On the other hand, if they do not match, the player information management unit 80 sends each piece of information stored in the record of the player ID in the player information management database D3 (Step 3). This synchronizes the player information between the player terminal 1 and the game server 2. Similarly, the player information management unit 80 compares the last update date and time of the game element database D2 with the last update date and time of the game element management database D4, and if they do not match, sends each piece of information in the game element management database D4. This synchronizes the game element information between the player terminal 1 and the game server 2. Note that the information sent from the game server 2 may be different differential information between the player terminal 1 and the game server 2.

[0173] The player information management unit 60 and the game execution control unit 61 of the player terminal 1 receive a database notification from the game server 2 and update the player information database D1 and the game element information database D2 if necessary (Step 4).

[0174] The store presentation control unit 62 of the player terminal 1 displays the home screen shown in FIG. 11 and requests the game server 2 for store information (Step 5).

[0175] The store management unit 82 of the game server 2 receives the request from the player terminal 1, reads out each piece of information of the game elements to be provided from the store management database D5, and sends it as store information (Step 6).

[0176] The store presentation control unit 62 of the player terminal 1 receives store information. For game elements with restrictions on provision among the game elements of the store information, the store presentation control unit 62 collates the provision restrictions with the purchase history information in the player information database D1, and determines whether the provision (granting) of the game element is possible or impossible (Step 7). Then, when the store tab 202 is selected, the store presentation control unit 62 presents the game elements that can be provided (granted) and the game elements that cannot be provided (granted) in a distinguishable form, presents the game elements that can be provided (granted) in a selectable manner, and presents the game elements that cannot be provided (granted) in a non-selectable manner (Step 8).

[0177] Figure 24 is a diagram for explaining the determination of whether a game element can be provided (granted) or cannot be provided (granted). Figure 24 shows the received store information and the purchase history information in the player information database D1. The store presentation control unit 62 determines whether the game element ID with provision restrictions in the received store information is registered in the purchase history information. In the example of Figure 24, the "Good Deal Product" with game element ID "1001", the "FFF Pack" with game element ID "1002",..., the "AAA Deck" with game element ID "1010",..., and the "CCC Deck" with game element ID "1012" have provision restrictions. On the other hand, in the purchase history information, the "AAA Deck" with game element ID "1010", the "CCC Deck" with game element ID "1012", and the "Good Deal Product" with game element ID "1001" have one purchase history record.

[0178] On the screen of the starter deck on the store screen, as shown in Figure 14, the store presentation control unit 62 presents the areas 220 of the "AAA Deck" and "CCC Deck" that are out of stock in black, which is a distinguishable form from the areas 221 of the "BBB Deck" and "DDD Deck" that can be provided, and changes the display of the options 211 of the "AAA Deck" and "CCC Deck" to "SOLD OUT" indicating the out-of-stock state, and presents them to the player in a non-selectable manner.

[0179] Also, the purchase of the "good deal item" with the game element ID "1001" can be made only once and the upper limit of the restricted number of times has not been reached. Therefore, on each screen, when the in-game currency provision screen transition button 209 that transitions to the in-game currency provision screen is selected, as shown in FIG. 16, the store presentation control unit 62 presents the paid currency pack 231 and the paid currency 232 pack of the "good deal item" on the in-game currency provision screen.

[0180] The store presentation control unit 62 gives the game element by the player's selection of the game element, cost, or exchange with in-game currency (Step 9). At the time of this transaction, the store presentation control unit 62 refers to the held currency information in the player information database D1 and consumes it in the following order. 1. Consume the free currency in the order of the earliest acquisition date among the free currency. 2. After the number of free currency becomes zero, consume the paid currency in the order of the earliest acquisition date among the paid currency.

[0181] Then, the store presentation control unit 62 updates the held game card information, held currency information, or purchase history information in the player information database D1, and transmits the updated information in the player information database D1 to the game server 2 (Step 10).

[0182] The player information management unit 80 of the game server 2 receives the updated information in the player information database D1 and updates the player information of the player (Step 11). The above operations are repeated for each player's selection and purchase.

[0183] Next, the operations of the player terminal 1 and the game server 2 at the time of pack purchase will be described. FIG. 29 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2.

[0184] The player of the player terminal 1 selects a desired pack from the store screen, and the player terminal 1 transmits the game element ID of the selected pack (Step 21).

[0185] After the completion of the purchase procedure of the pack, the game server 2 conducts a lottery for the game elements that make up the pack (Step 22). Then, the game server 2 transmits the pack information of that pack (Step 23). In this embodiment, it is assumed that the pack is composed of eight game cards, and the game element IDs selected by the lottery are game element ID "2021", game element ID "2056", game element ID "2078", game element ID "2088", game element ID "2147", game element ID "2159", game element ID "2299", and game element ID "2347".

[0186] The player terminal 1 receives the pack information and starts the pack opening effect process (Step 24).

[0187] Next, the pack opening effect process performed on the player terminal 1 will be described. FIG. 30 is an operation flowchart of the pack opening effect process.

[0188] The effect presentation control unit 63 receives the pack information of the pack provided by the game server 2 (Step 100). Here, the game element IDs of the eight game cards included in the received pack information are game element ID "2021", game element ID "2056", game element ID "2078", game element ID "2088", game element ID "2147", game element ID "2159", game element ID "2299", and game element ID "2347".

[0189] The effect presentation control unit 63 acquires the rarity information corresponding to the game element ID from the game element information database D2. The rarity information corresponding to the game element ID is as follows (Step 101). Rarity information "1" of game element ID "2021" Rarity information "1" of game element ID "2056" Rarity information "3" of game element ID "2078" Rarity information "1" of game element ID "2088" Rarity information "5" of game element ID "2147" Rarity information "1" of game element ID "2159" Rarity information "1" of game element ID "2299" Rarity information "1" of game element ID "2347"

[0190] The production presentation control unit 63 produces and presents the game card in the first mode and the second mode as the first-stage production (Step 102). In this example, the threshold value of the rarity information is set to "2".

[0191] As shown in FIG. 27(a), the production presentation control unit 63 indicates that the card has high rarity information in the first mode in which the outer periphery of the back surface of the game card 303 is thickened as the first-stage production. On the other hand, other game cards excluding the game card 303 are presented in the second mode.

[0192] The production presentation control unit 63 determines the selection of the game card (Step 103). When a game card is selected (Step 104), the rarity information of the game card is determined (Step 105). When the rarity information of the selected game card exceeds the threshold value (Step 106), the mode of the game card is determined (Step 107).

[0193] When the mode of the selected game card is the first mode (Step 108), the production presentation control unit 63 performs the first production (one rotation) as shown in FIG. 27(b) (Step 109). On the other hand, when the mode of the selected game card is not the first mode (Step 108), the production presentation control unit 63 performs the second production (two rotations) as shown in FIG. 27(e) (Step 112).

[0194] The production presentation control unit 63 determines whether or not all the presented game cards have been selected (determination of the end of the pack opening production process) (Step 110). When the selection of all the game cards is completed (Step 111), the pack opening production process is terminated.

[0195] Embodiments of the present invention can continuously maintain a player's interest in game elements by providing (granting) game elements that are limited to a specific number or a specific period separately from the commonly sold game elements.

[0196] In addition, embodiments of the present invention can continuously maintain a player's interest in game elements by presenting non-selectable game elements that cannot currently be provided, so that the player can know the game elements that have been provided in the past. Furthermore, since the player cannot select the presented non-providable game elements, there is no risk of accidental selection, improving the player's convenience.

[0197] Also, in this embodiment, since means (e.g., icons, buttons) for transitioning to an in-game currency providing screen are provided on each screen, it is possible to transition to the in-game currency providing screen for obtaining in-game currency from each screen when necessary, improving the player's convenience.

[0198] In addition, in this embodiment, since means (e.g., icons, buttons) for knowing the breakdown of in-game currency are provided on each screen, the player can know the balance of the in-game currency held, as well as the paid and free breakdowns when necessary, improving the player's convenience.

[0199] Also, in this embodiment, as a method for the opening effect of each game card, it is configured to perform the opening effect of the game card by combining a first effect method performed when the value information does not exceed the threshold, a second effect method performed when the value information exceeds the threshold, and a third effect method performed on a special game card when the value information exceeds the threshold, so that an unexpected and highly interesting game can be provided to the player.

[0200] In addition, this embodiment presents a first area in which the leader card that constitutes the deck is displayed, and a second area in which the other game cards that constitute the deck are displayed. The first area is configured to display only one leader card, so that the leader card necessary for organizing the deck can be made to stand out.

[0201] In addition, in the second area, the same game cards that make up the deck are displayed in a stacked form, so that the player can easily recognize that there are multiple identical game cards.

[0202] In addition, the player can view a list of the game cards that make up the deck, and the player can also enlarge the display to see the details of each game card, improving the player's convenience.

[0203] Furthermore, when a deck is registered, a check is made to see if the deck meets the incompatibility conditions, so a deck that cannot be used in a battle game will not be mistakenly registered as a deck that can be used in a battle.

[0204] In addition, this embodiment is equipped with a viewing function that allows the player to easily see the game cards placed in each area of ​​the playfield, a zoom function for enlarging and reducing the size of the hand, and a selection function, thereby providing a highly convenient environment for the player to play.

[0205] <First Modification of the Embodiment> The store presentation control unit 62 may set an upper limit amount that can be charged on a daily, monthly, or yearly basis, and when trading game elements that require charging, if the total charge exceeds the upper limit amount, it may notify the player to that effect. For example, the store presentation control unit 62 may calculate the total monthly charge from the purchase history information in the player information database D1, and when the total charge exceeds a predetermined amount, it may notify the player to that effect when trading game elements. FIG. 25 is a diagram showing an example of notification when the total charge exceeds a predetermined amount. By configuring in this way, excessive charging can be avoided, and in particular, it is possible to protect those with a weak economic base such as minors.

[0206] <Modification Example 2 of the Embodiment> The store presentation control unit 62 may set an upper limit on the amount of in-game currency that can be held. For example, when a player purchases new in-game currency on the in-game currency supply screen, the store presentation control unit 62 refers to the held currency information in the player information database D1. When purchasing new in-game currency, if the number of held in-game currency (the total number of paid currency and free currency) exceeds a predetermined number, the in-game currency selection button is presented in a form that can be distinguished from other selection buttons. When that selection button is selected, a notification is given that the upper limit of the in-game currency that can be held has been exceeded, and the purchase of new in-game currency is made impossible.

[0207] FIG. 26 is a diagram for explaining Modification Example 2 of the embodiment. In the example of FIG. 26, it is an example when the upper limit of the held currency is set to 1000. When purchasing a bargain item, the total number of held currency becomes 1050, exceeding the upper limit of 1000, but when purchasing a regular item, it becomes 1000, not exceeding the upper limit of 1000. Therefore, the button 240 for selecting the bargain item is made black and non-selectable, and the button 241 for selecting the regular item is presented in white and selectable. As a result, the player cannot select the bargain item. Further, when the player selects the button 240, a message "The number of in-game currency you hold exceeds the number that can be additionally purchased. Please consume in-game currency and then purchase newly." is displayed.

[0208] By adopting such a configuration, it becomes possible to avoid holding more in-game currency than necessary, prevent excessive charging, and in particular, protect those with a weak economic base such as minors.

[0209] <Modification Example 3 of the Embodiment> The modification example 3 of the present embodiment will be described. The modification example 3 of the present embodiment is another example of the above-described pack opening effect. FIG. 31 is a diagram for explaining an opening effect example.

[0210] In the pack opening effect method of the modification example 3 of the present embodiment, in the first stage, regardless of the value information, all game cards are presented in the same size and pattern (back side). And when the value information of the selected game card does not exceed a predetermined threshold value, a first effect (one rotation) that is repeatedly pulled from the back side to the front side is performed, the front side of the game card 2 is displayed, and the character information is presented so as to be recognizable (FIG. 31(c)). On the other hand, when the value information of the selected game card exceeds the predetermined threshold value, the game card is enlarged and displayed, and the character information is presented so as to be recognizable (FIG. 31(e)). Then, the game card is returned to the normal display (FIG. 31(f)). By adopting such an effect method, it becomes possible to perform a pack opening effect according to the value information.

[0211] <Modification Example 4 of the Embodiment> The modification example 4 of the present embodiment will be described. The modification example 4 of the present embodiment is another example of the above-described pack opening effect. FIG. 31 is a diagram for explaining an opening effect example.

[0212] The effect method of the modification example 4 of the present embodiment is a method of enlarging and displaying only the selected game card every time a card is selected in the first stage, regardless of the value information, all game cards are presented in the same size and pattern (back side) (FIG. 32(a)). Since the production method of Modification Example 4 of the present embodiment enlarges and displays game cards one by one, it has the advantage that character information is easy to view.

[0213] As described above, the present invention has been described by giving preferred embodiments. However, the present invention is not necessarily limited to the above embodiments, and can be variously modified and implemented within the scope of its technical idea.

[0214] In addition, some or all of the above embodiments are also described as follows in the appended claims, but are not limited thereto.

[0215] [Appended Claim 1] A computer, Execution means for executing a battle game using game elements, Playfield presentation means for presenting a playfield including a plurality of areas, Game element arrangement means for arranging game elements in the areas, Game element browsing means for presenting a browsing area in which game elements can be browsed on the condition that any one of the icons corresponding to the areas is selected, and displaying the game elements arranged in the area corresponding to the selected icon in the browsing area. A program that functions as.

[0216] [Appended Claim 2] The playfield presentation means displays an icon corresponding to the area within the area of the playfield, The game element browsing means displays a browsing area in which game elements arranged in the area corresponding to the selected icon can be browsed on the condition that the icon displayed within the area of the playfield is selected. The program according to Appended Claim 1.

[0217] [Appended Claim 3] The game element browsing means displays the icons of each area in the browsing area, and on the condition that any one of the icons in the browsing area is selected, displays the game elements arranged in the area corresponding to the selected icon in the browsing area. The program according to Appendix 1 or Appendix 2.

[0218] [Appendix 4] Every time any one of the icons corresponding to each area is selected, the game element browsing means displays so as to transition to the game elements arranged in the area corresponding to the selected icon within the browsing area. The program according to any one of Appendices 1 to 3.

[0219] [Appendix 5] On the condition that any one of the icons corresponding to each area is selected, the game element browsing means presents the browsing area in place of the game elements already displayed. The program according to any one of Appendices 1 to 4.

[0220] [Appendix 6] The display size of the game elements displayed in the browsing area is larger than the display size of the game elements displayed in each area. The program according to any one of Appendices 1 to 5.

[0221] [Appendix 7] The game element browsing means visibly displays the character information of the game elements in the browsing area for the player. The program according to any one of Appendices 1 to 6.

[0222] [Appendix 8] The game element browsing means displays the game elements scrollably in the browsing area. The program according to any one of Appendices 1 to 7.

[0223] [Appendix 9] When the number of game elements arranged in the region exceeds a predetermined number, the game element browsing means displays the game elements scrollably in the browsing region. The program according to any one of Appendices 1 to 8.

[0224] [Appendix 10] The game element browsing means displays the game elements in the browsing region so that they can be selected. The program according to any one of Appendices 1 to 9.

[0225] [Appendix 11] The game element browsing means displays the selected game element among the game elements displayed in the browsing region in a manner that can be distinguished from other game elements. The program according to any one of Appendices 1 to 10.

[0226] [Appendix 12] The game element browsing means moves the selected game element above other game elements and displays it. The program according to any one of Appendices 1 to 11.

[0227] [Appendix 13] The game element arranging means arranges game elements in a region other than the play field. The game element browsing means displays, on the browsing region, the game elements arranged in the region corresponding to the selected icon on the condition that the icon in the region other than the play field is selected. The program according to any one of Appendices 1 to 12.

[0228] [Appendix 14] The game element browsing means displays, in the browsing region, the game elements arranged in the region of the play field and the game elements arranged in the region other than the play field in the same form. The program according to any one of Appendices 1 to 13.

[0229] [Appendix 15] The game elements include a first type of game element and a second type of game element, The game element arranging means arranges the first type of game element in a first form in a first area of the play field, and arranges the second type of game element in a second area other than the first area in a second form, The game element viewing means displays the first type of game element and the second type of game element in the viewing area in the second form. A program according to any one of Appendices 1 to 14.

[0230] [Appendix 16] The first form is a form imitating a character, The second form is a form of a card. A program according to any one of Appendices 1 to 15.

[0231] [Appendix 17] The area includes a public area where the character information of the arranged game elements is visible to the player or the opponent player, and a non-public area where the character information of the arranged game elements is not visible to the player or the opponent player. The game element viewing means displays the game elements arranged in the public area in the viewing area in a state where their character information is visible, and displays the game elements arranged in the non-public area in the viewing area in a state where their character information is not visible. A program according to any one of Appendices 1 to 16.

[0232] [Appendix 18] The icon has a unique form different for each area. A program according to any one of Appendices 1 to 17.

[0233] [Appendix 19] The game element viewing means rearranges and displays the icons in the order of selection frequency. The program according to any one of Supplementary Notes 1 to 18.

[0234] [Supplementary Note 20] Execution means for executing a battle game using game elements, Playfield presentation means for presenting a playfield including a plurality of areas, Game element arrangement means for arranging game elements in the areas, Game element browsing means for presenting a browsing area in which game elements arranged in the area corresponding to the selected icon can be browsed on the condition that any one of the icons corresponding to each area is selected, A game device comprising:

Explanation of Signs

[0235] 1 Player terminal 2 Game server 21 Reader card 22 Battle card 23 Extra card 51 Display unit 52 Game element reading unit 53 Operation input unit 54 Sound output unit 55 Communication unit 56 Storage unit 57 Processing unit 60 Player information management unit 61 Game execution control unit 62 Store presentation control unit 63 Effect presentation control unit 64 Deck compilation unit 65 Playfield presentation unit 66 Game card presentation unit 70 Processing unit 71 Communication unit 72 Storage unit 80 Player information management unit 81 Game execution management unit 82 Store management unit 83 Pack management unit 84 Deck registration unit

Claims

1. A computer, execution means for causing the computer to execute a battle game using game elements, playfield presentation means for presenting a playfield including a plurality of areas, game element placement means for placing game elements in the areas, browsing area presentation means for presenting a browsing area in which game elements can be browsed on the condition that any one of the icons corresponding to the areas is selected, and displaying, in the browsing area, the icons of the respective areas of the playfield and the game elements arranged in the area corresponding to the selected icon; functioning as, the areas include a public area in which the character information of the game elements arranged therein is visible to the player or the opponent player, and a non-public area in which the character information of the game elements arranged therein is not visible to the player or the opponent player, the game element browsing means displays the game elements arranged in the public area in the browsing area in a state where their character information is visible, and displays the game elements arranged in the non-public area in the browsing area in a state where their character information is not visible, a program.

2. the playfield presentation means displays an icon corresponding to an area within the area of the playfield, the game element browsing means presents a browsing area in which the game elements arranged in the area corresponding to the selected icon can be browsed on the condition that the icon displayed within the area of the playfield is selected, The program according to claim 1.

3. each time any one of the icons corresponding to the areas is selected, the game element browsing means displays so as to transition to the game elements arranged in the area corresponding to the selected icon within the browsing area, The program according to claim 1 or claim 2.

4. the game element browsing means presents the browsing area in place of the game elements already displayed on the condition that any one of the icons corresponding to the areas is selected, The program according to claim 2.

5. the display size of the game elements arranged in the public area and displayed in the browsing area is larger than the display size of the game elements arranged in the public area, The program according to claim 2.

6. The game element browsing means displays, in the browsing area, the character information of the game elements arranged in the public area in a visible manner to the player. The program according to claim 2.

7. The game element browsing means scrollably displays game elements in the browsing area. The program according to claim 2.

8. When the number of game elements arranged in the area exceeds a predetermined number, the game element browsing means scrollably displays game elements in the browsing area. The program according to claim 7.

9. The game element browsing means displays game elements in the browsing area in a selectable manner. The program according to claim 2.

10. The game element browsing means displays the selected game element among the game elements displayed in the browsing area in a manner distinguishable from other game elements. The program according to claim 9.

11. The game element browsing means moves and displays the selected game element above other game elements. The program according to claim 10.

12. The icon has a unique form different for each area. The program according to claim 2.

13. Execution means for executing a battle game using game elements, A playfield presentation means for presenting a playfield including a plurality of areas, Game element arrangement means for arranging game elements in the areas, On the condition that any of the icons corresponding to each area is selected, a browsing area in which game elements can be browsed is presented, and in the browsing area, the icons of each area of the playfield and Game element browsing means for displaying the game elements arranged in the area corresponding to the selected icon, Comprising, The area includes a public area where the character information of the arranged game elements is visible to the player or the opponent player, and a non-public area where the character information of the arranged game elements is not visible to the player or the opponent player. The game element browsing means displays the game elements arranged in the public area in the browsing area in a state where their character information is visible, and displays the game elements arranged in the non-public area in the browsing area in a state where their character information is not visible. Game device.

Citation Information

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