Program and information processing device
The program and device facilitate efficient content disposal in games by grouping and merging related items, addressing the inefficiency caused by content ownership limits, ensuring uninterrupted gameplay.
Patent Information
- Application Number
- JP2024161370
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-09-18
- Publication Date
- 2025-09-17
- Estimated Expiration
- 2044-09-18
AI Technical Summary
Players in games with content ownership limits often dispose of items to reduce their content count below the limit, leading to inefficient gameplay due to restrictions on acquiring new content.
A program and information processing device that allow players to efficiently dispose of excess content by grouping and merging related items into a single piece, reducing the overall count through evolutionary synthesis.
Enables efficient disposal of owned content, allowing players to continue gameplay without restrictions by collectively synthesizing items, thereby maintaining gameplay efficiency.
Smart Images

Figure 0007740476000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device.
[0002] Conventionally, there are known games that set an upper limit on the number of pieces of content that a player can own. In such games, if the number of pieces of content owned by a player exceeds the upper limit, play of games for acquiring content (e.g., quests and lottery games) is restricted.
[0003] In this regard, Patent Document 1 discloses a technique for increasing (raising) the upper limit on the number of owned contents and providing an operation button for requesting lottery games all at once, thereby enabling lottery games to be played efficiently. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6149989 Summary of the Invention [Problem to be solved by the invention]
[0005] However, increasing the upper limit on the number of owned contents often requires the consumption of items, points, etc., and players have tended to prioritize disposing of owned content to reduce the number of owned contents below the upper limit.
[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that allow for efficient disposal of owned content in a game in which a maximum number of owned content is set. [Means for solving the problem]
[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as: an execution means for executing a game that allows a player to acquire content; an extraction means for, if the number of contents owned by the player after execution of the game exceeds an upper limit, first extracting, from the owned contents, a plurality of contents that have a predetermined relationship with each other as a first content group; and a combination means for collectively combining each of the first extracted plurality of first content groups into a single piece of content, thereby reducing the number of contents owned by the player.
[0008] In addition, in a second aspect of the present invention, if the number of contents owned by the player exceeds an upper limit even after the merging means has performed the collective merging, the extracting means second-extracts, from the owned contents, a plurality of contents that have a predetermined relationship with each other as a second content group, and the merging means collectively merges each of the second-extracted plurality of second content groups into a single content.
[0009] In addition, in a third aspect of the present invention, the computer functions as a display means for displaying a presentation screen presenting each piece of content included in the first content group or the second content group, and when the synthesis means receives an instruction from the player to execute synthesis on the presentation screen, it collectively synthesizes the first content group or the second content group into a single piece of content.
[0010] In addition, in a fourth aspect of the present invention, the display means presents each content included in the first content group or the second content group on the presentation screen, distinguishing it into source content and material content, respectively.
[0011] In addition, in a fifth aspect of the present invention, the collective synthesis is an evolutionary synthesis in which each of the source contents is evolved at once, and the display means presents evolved content of each of the source contents on the presentation screen.
[0012] In addition, in a sixth aspect of the present invention, the display means displays a screen for increasing the upper limit number when the extraction means is unable to extract the first content group or the second content group.
[0013] In a seventh aspect of the present invention, the predetermined relationship is of the same type.
[0014] In an eighth aspect of the present invention, the predetermined relationship is the same attribute.
[0015] In addition, in a ninth aspect of the present invention, the predetermined relationship is that the items have the same rarity.
[0016] Furthermore, an information processing device according to a tenth aspect of the present invention includes an execution means for executing a game that allows a player to acquire content; an extraction means for, if the number of contents owned by the player after the game is executed exceeds an upper limit, first extracting, from the owned contents, a plurality of contents that have a predetermined relationship with each other as a first content group; and a combination means for collectively combining each of the first extracted plurality of first content groups into a single content, thereby reducing the number of contents owned by the player. [Effects of the Invention]
[0017] According to the present invention, in a game in which an upper limit is set on the number of owned contents, owned contents can be efficiently disposed of. [Brief explanation of the drawings]
[0018] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of functional means of a server device. [Figure 5] 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a lottery game screen of a certain lottery game in the first embodiment. [Figure 7] FIG. 10 is a diagram showing an example of a lottery result screen in the first embodiment. [Figure 8] FIG. 4 is a diagram illustrating an example of a presentation screen according to the first embodiment. [Figure 9] FIG. 10 is a diagram showing an example of a synthesis result screen in the first embodiment. [Figure 10] FIG. 10 is a diagram showing an example of an ascent screen in the first embodiment. [Figure 11] FIG. 10 is a diagram showing an example of an increase result screen in the first embodiment. [Figure 12] 10 is a flowchart showing an example of the flow of processing performed by each functional means in a game system according to a second embodiment. [Figure 13] FIG. 11 is a diagram illustrating an example of a presentation screen according to the second embodiment. [Figure 14] FIG. 11 is a diagram showing an example of a synthesis result screen in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0019] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be designated by the same reference numerals as much as possible, and redundant description will be omitted.
[0020] ---First embodiment--- First, the first embodiment will be described.
[0021] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0022] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.
[0023] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.
[0024] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0025] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.
[0026] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0027] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.
[0028] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.
[0029] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.
[0030] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.
[0031] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.
[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0033] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.
[0034] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.
[0035] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0036] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0037] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0038] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.
[0039] The speaker 42 has a function of outputting game sounds and the like.
[0040] <Game Overview> Games (game types) according to the first embodiment include lottery games, quests, training games, etc. Lottery games may be called gacha, lottery, summons, etc. Quests may be called battle games, dungeons, exploration, missions, scenarios, etc.
[0041] The lottery game according to the first embodiment is a game in which, in response to a request (instruction) from a player to play the lottery game, one or more contents are provided to the player (selected at random) from a group of lottery-target contents that are the subject of the lottery. Such contents include characters.
[0042] This lottery game is executed based on the consumption of game currency owned by the player. Examples of this game currency include paid items (e.g., paid stones), non-paid items (e.g., free stones), coins, points, etc. Paid items are paid items granted to players based on payments made with money, prepaid cards, electronic money, credit cards, crypto assets, etc. Non-paid items are free items granted to players in the game. These non-paid items may have the same value as paid items, or may have a lower value than paid items. For example, in one lottery game, paid items and non-paid items can be consumed without distinction. However, in another lottery game, only paid items may be consumed. Coins and points are in-game currencies that are granted to players along with lottery-selected content when a lottery game is executed, for example.
[0043] A quest according to the first embodiment is a game in which the objective is to fulfill predetermined clearing conditions (tasks). For example, this quest is a game in which a player uses a deck organized with a certain number of characters (for example, one or five) owned by the player based on an instruction (request) to select a quest from a quest menu. A deck is sometimes referred to as a party or team.
[0044] An example of a case where a clearing condition (task) is met is when all enemy characters appearing in the quest are defeated using the deck (for example, when hit points are reduced to 0 or less). An example of a case where a clearing condition is not met (when clearing fails) is when all characters organized in the deck are annihilated (for example, when hit points of all characters are reduced to 0 or less).
[0045] Furthermore, in a quest according to the first embodiment, if a player satisfies the clearing conditions, a clearing reward is given to the player. Examples of this clearing reward include game currency (for example, non-chargeable items, coins, points, etc.), characters, player experience points, etc. Furthermore, in the first embodiment, when a player clears a quest (satisfies the clearing conditions), a new quest (next quest) is opened to the player (made playable). This new quest may be, for example, more difficult than the quest the player cleared, but may also provide a larger amount of clearing reward or a higher quality clearing reward.
[0046] For example, a player can organize a deck to be used for a quest by arbitrarily selecting a certain number or less of characters from the characters he or she owns in an organization menu for organizing a deck to be used for a quest in advance.
[0047] In the training game according to the first embodiment, multiple characters owned by the player can be combined into one character. For example, in this combination, one source character (source content) is combined with one or more material characters (material content), and the normal parameters and special parameters of the source character are changed to be advantageous to the player.
[0048] Examples of normal parameters include level, attack power, defense power, hit points, etc. Note that attack power, defense power, hit points, etc. may be determined according to level. Examples of special parameters include rarity, luck, upper level limit, and number of turns required to activate a skill. Rarity is a numerical value that indicates the rarity of a character. For example, when rarity increases by 1, the character's upper level limit increases by 5. In other words, the higher the rarity number, the more advantageously you can progress in a quest. Luck is a parameter that, for example, when a character is used in a quest, increases the probability that an item that is advantageous for play will appear within the quest, or increases the number and quality of clear rewards obtained. The number of turns required to activate a skill is, for example, the number of turns required for a character to activate a skill in a quest. For example, the lower the number of turns required to activate a skill, the more advantageously the character can progress through the quest. In the first embodiment, the case where the special parameter is rarity will be mainly described.
[0049] For example, the level of a character (a synthesis source character) increases by synthesizing (strengthening synthesis) reinforcement material items (strengthening material contents).
[0050] For example, in a training game, by synthesizing (consuming) one or more evolution material characters (evolution material contents) that are pre-associated with a synthesis source character (synthesis source content) to be trained, evolution synthesis (training) can be performed to change the rarity of the synthesis source character. In other words, this synthesis source character and one or more evolution material characters have a predetermined relationship with each other.
[0051] Examples of this pre-associated evolution material character include at least one of a character of the same series as the original character, a character of the same type as the original character, a character with the same attributes as the original character, or a character of the same rarity as the original character. Characters of the same series include characters before and after evolution (evolution series) of the original character. For example, character K and character N, which is character K evolved n times, are characters of the same series. Furthermore, characters of the same type may have the same character ID, the same name, the same image, etc. Furthermore, characters with the same attribute are characters that have the same attribute set to them. Examples of such attributes include fire (red), water (blue), wood (green), yellow (light), and purple (darkness). In the first embodiment, characters of the same type are characters with the same attribute.
[0052] For example, in the first embodiment, if the rarity of the source character is odd, the evolution material character previously associated with the source character has the same rarity as the source character and is the same type of character as the source character. Also, if the rarity of the source character is even, the evolution material character previously associated with the source character has the same rarity as the source character and is a character with the same attributes as the source character.
[0053] For example, in the evolution synthesis of the first embodiment, the rarity of the original character to be developed is increased by 1 by synthesizing it with one or more characters (evolution material characters) that have the same rarity as the original character and the same attributes or type.
[0054] For example, the character's upper limit for level increases by 5 for every increase in the character's rarity. For example, the higher the upper limit for level, the more the player can increase the level through strengthening synthesis. Therefore, by evolving the character, the player can gain an advantage in progressing through the quest (game). Furthermore, for example, the player can evolve (raise) the character until its rarity reaches an upper limit (for example, 6).
[0055] <Function means> FIG. 4 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.
[0056] 4, the server device 10 has, as functional components, a storage means 50, an execution means 52, an extraction means 54, a display means 56, and a synthesis means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage device 28 or the like. Note that all or part of these functional components may be provided in the terminal device 12.
[0057] The storage means 50 has a function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.
[0058] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, organized deck information, quest progress information, etc.
[0059] The player rank increases, for example, when the player gains player experience points.
[0060] The owned content information includes, for example, owned character information, the number of owned characters (number of owned contents), the upper limit number, and owned game currency information.
[0061] For example, the owned character information is stored in association with the owned character ID for each character owned by the player. This owned character ID is a numerical value that is newly assigned when the player acquires a character (for example, when playing a lottery game, acquiring a clear reward, performing evolutionary synthesis, etc.). For example, the owned character information includes the character's character ID and current parameters. The current parameters include the current values of the normal and special parameters.
[0062] The number of owned characters (number of owned contents) includes the total number of characters currently owned by the player. The number of owned characters increases when the player acquires a character, and decreases when the player disposes of a character (by selling it or using it as material for synthesis).
[0063] The upper limit number includes the upper limit number of owned characters (the number of owned contents), i.e., the number of characters that a player can own. For example, the initial value of the upper limit number is 50. This upper limit number increases by 1 when the player consumes one item of game currency (e.g., a paid item or a non-paid item).
[0064] The owned game currency information includes, for example, the game currency ID and the owned quantity of each game currency (chargeable items, non-chargeable items, coins, points, etc.) owned by the player.
[0065] The organized deck information includes information about the player's organized deck. This organized deck information includes, for example, the owned character IDs of a certain number of characters (e.g., five characters) or less designated by the player in advance, and the arrangement of each designated character (e.g., order from left to right). This deck is used, for example, when executing a quest.
[0066] The quest progress information includes, for example, the quest IDs of quests that the player has cleared and the quest IDs of quests that are playable.
[0067] Character information 50B includes information about the character.
[0068] For example, character information 50B is stored for each character in association with a character ID. Character information 50B includes, for example, a name, an image, attributes, ability information, rarity, evolution information, and the like.
[0069] The attribute includes one or more attributes possessed by the character, such as fire (red), water (blue), wood (green), yellow (light), purple (darkness), etc.
[0070] Ability information includes normal parameter information, special parameter information, and skills. Normal parameter information includes the range (minimum and maximum values) of normal parameters (e.g., level). Special parameter information includes special parameters (rarity) for each evolution count. Skills include, for example, the ability to recover hit points of ally characters (e.g., other characters in the deck) in a quest, strengthen the attack or defense power of ally characters, or inflict damage on enemy characters.
[0071] Rarity includes a numerical range, for example, from 1 to 6. This number may be represented, for example, by the number of stars. In a first embodiment, the numerical range of rarity varies depending on the character. For example, one character may have a rarity range of 1 to 6, and another character may have a rarity range of 3 to 6. Furthermore, rarity may be a name rather than a numerical value, such as, in ascending order, rare (R), rare plus (R+), super rare (SR), super rare plus (SR+), super special rare (SSR), and super special rare plus (SSR+).
[0072] The evolution information includes information about the cost required to evolve a character (for example, to increase the rarity by 1). For example, the evolution information includes, for each character rarity, information specifying the evolution material character associated in advance (for example, the character ID, attributes, and rarity of the evolution material character) and the quantity of the evolution material character.
[0073] For example, the cost (characters and number) required to increase the rarity, which is a special parameter, differs depending on the rarity of the source character. Specifically, the cost (evolution material characters) required to increase (evolve) the rarity of a source character with a rarity of 1 by 1 is two characters of the same type with a rarity of 1. Also, for example, the cost (evolution material characters) required to increase (evolve) the rarity of a source character with a rarity of 2 by 1 is two characters of the same attribute with a rarity of 2. Also, for example, the cost (evolution material characters) required to increase (evolve) the rarity of a source character with a rarity of 3 by 1 is one character of the same type with a rarity of 3. Also, for example, the cost (evolution material characters) required to increase (evolve) the rarity of a source character with a rarity of 4 by 1 is two characters of the same attribute with a rarity of 4. Also, for example, the cost (evolution material character) required to increase (evolve) the rarity of a synthesis source character with a rarity of 5 by 1 is one character of the same type with a rarity of 5. The cost may vary depending on the character's attributes or may vary depending on the character. The required cost (number of evolution material characters) may vary depending on the rarity of the source character, or may be the same.
[0074] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50C includes the name of the lottery game, the prize, lottery target information, and the like.
[0075] The consideration includes the number of game currencies (paid currencies or non-paid currencies) required to execute one lottery. For example, the consideration for a certain lottery game is five paid items or five non-paid items.
[0076] The lottery target information includes identification information of each character (each content) constituting a lottery target character group (lottery target content group) that is a lottery target of the lottery game, and an appearance frequency (weight) associated with the identification information. The identification information includes the character ID of each character that constitutes the lottery target character group. For example, each character that constitutes the lottery target character group is a character with a rarity of 2 to 4. The appearance frequency includes any numerical value between 1 and 10, for example. A low numerical value is set for the appearance frequency of a character with a high rarity, and a high numerical value is set for a character with a low rarity. Note that different numerical values may be set for the appearance frequency between characters of the same rarity (for example, rarity 4). Here, the lottery probability for a character is calculated by dividing the appearance frequency set for that character by the total value of the appearance frequencies set for each character that makes up the group of characters that can be selected. Specifically, if the appearance frequency set for a character is 2 and the total value of the appearance frequencies set for each character that makes up the group of characters that can be selected is 200, the lottery probability for that character is 2 / 200 (1%).
[0077] The quest information 50D is stored for each quest in association with the quest ID of the quest. The quest information 50D includes the name of the quest, enemy character information, and reward information for completing the quest.
[0078] The enemy character information includes the enemy character ID and ability parameters of each enemy character that appears in the quest.
[0079] The clear reward information stores information about the clear reward that the player can acquire when clearing a quest. The clear reward information includes identification information (e.g., character ID) of the character that the player will acquire, the number of characters acquired, and the drop rate. The drop rate is the probability that the player will acquire a character. For example, the drop rate is higher for quests with higher difficulty levels.
[0080] The execution means 52 is a functional means for controlling the entire game. In the first embodiment, the execution means 52 executes a game that allows the player to acquire a character (content). Examples of games that allow the player to acquire a character include quests and lottery games, but may also include login bonuses, mission achievement rewards, purchase benefits for paid items, subscription or renewal benefits for monthly passes, character sales (shops), character generation by consuming character fragments, etc.
[0081] Furthermore, in the first embodiment, when the number of characters owned by a player (the number of owned contents) exceeds the upper limit, the execution means 52 restricts the execution of a game (for example, a quest or a lottery game) that allows the player to acquire a character. In other words, when the number of characters owned by a player is equal to or less than the upper limit, the execution means 52 permits the execution of a game that allows the player to acquire a character.
[0082] The extraction means 54 is a functional means for extracting a character group (content group) consisting of a plurality of characters from the owned characters (owned contents) owned by the player. In the first embodiment, after a game (e.g., a lottery game, a quest, etc.) in which the player acquires characters is executed, if the number of characters owned by the player exceeds an upper limit, the extraction means 54 first extracts, from among the owned characters, a plurality (a predetermined number) of characters (contents) that have a predetermined relationship with each other as a first character group (first content group). For example, the extraction means 54 first extracts one first character group. This predetermined relationship is a pre-associated relationship that allows the characters to be combined into one character, and examples thereof include at least one of being of the same series, the same type, the same attribute, the same rarity (the same special parameter), etc.
[0083] For example, extraction means 54 refers to the owned character information in the owned content information in player information 50A, the evolution information in character information 50B, etc., and first extracts a first character group consisting of a predetermined number of characters that have a predetermined relationship with each other from among the characters owned by the player. This predetermined number is the total number of evolution material characters (e.g., 1 or 2) included in the evolution information in character information 50B and the number of source characters (1), and is, for example, 3 characters when the rarity is 1, 2, or 4, and 2 characters when the rarity is 3 or 5.
[0084] Specifically, the extraction means 54 first extracts a first character group consisting of three fire-attribute characters with a rarity of 2 (for example, character A, character B, and character C). Also, for example, the extraction means 54 first extracts a first character group consisting of two characters of the same type with a rarity of 3 (for example, character F1 and character F2).
[0085] Furthermore, the extraction means 54 determines whether the number of characters owned by the player exceeds the upper limit even after the synthesis means 58 synthesizes (e.g., evolves) the first characters into a single character, thereby reducing the number of characters owned by the player. If the determination is affirmative, the extraction means 54 second-extracts, as a second character group (second content group), a plurality of characters (contents) that have a predetermined relationship with each other from among the owned characters. In other words, the extraction means 54 second-extracts, as a second character group, a plurality of characters that have a predetermined relationship with each other from among the owned characters, including the single character synthesized by the synthesis means 58. For example, the extraction means 54 second-extracts a single second character group.
[0086] The display means 56 is a functional means for displaying various screens on the touch panel 32. In the first embodiment, the display means 56 displays a presentation screen presenting each character included in the first character group or the second character group.
[0087] Furthermore, the display means 56 presents each character included in the first character group or the second character group on the presentation screen, distinguishing between a synthesis source character and a material character. On this presentation screen, for example, a synthesis source character included in the first character group or the second character group and an evolution material character are displayed separately.
[0088] Furthermore, the display means 56 presents evolved characters of the original characters on a presentation screen. On this presentation screen, for example, the original characters included in the first character group or the second character group, the evolution material characters, and the evolved characters are each displayed in a distinguishable manner.
[0089] Furthermore, when the number of characters owned by the player exceeds the upper limit and the extraction means 54 is unable to extract the first character group or the second character group, the display means 56 displays a screen for increasing the upper limit of the number of owned characters. This screen displays, for example, information inquiring whether or not the player wants to increase the upper limit of the number of owned characters by consuming game currency owned by the player.
[0090] The synthesis means 58 is a functional means for synthesizing a plurality (a predetermined number) of characters (contents) into one character (one content). In the first embodiment, the synthesis means 58 synthesizes the first group of characters (first content group) first extracted by the extraction means 54 into one character (one content), thereby reducing the number of characters (number of owned contents) owned by the player. For example, the synthesis means 58 synthesizes one of the characters included in the first extracted group of characters as a source character (source content) and the remaining characters as material characters (material content). An example of this synthesis is evolutionary synthesis, in which the source character evolves.
[0091] For example, synthesis means 58 performs evolutionary synthesis on the first extracted first character group, changing one source character included in the first character group into an evolved character (for example, increasing the rarity of the source character by 1), and deleting (excluding) all evolution material characters included in the first character group from the characters owned by the player. In other words, synthesis means 58 reduces the number of characters owned by the player (number of owned contents) by the number of evolution material characters (the number of characters included in the first character group minus 1) through the evolutionary synthesis.
[0092] Furthermore, the synthesis means 58 synthesizes (e.g., evolution synthesis) the second extracted second character group (second content group) into one character. For example, the synthesis means 58 performs evolution synthesis on the second extracted second character group, changing one synthesis source character included in the second character group into an evolved character (e.g., increasing the rarity of the synthesis source character by 1), and deleting (excluding) all evolution material characters included in the second character group from the characters owned by the player. In other words, the synthesis means 58 reduces the number of characters owned by the player (the number of owned contents) by the number of evolution material characters (the number of characters included in the second character group minus 1) through the evolution synthesis.
[0093] Furthermore, when the synthesis means 58 receives an instruction from the player to execute synthesis on the presentation screen displayed by the display means 56, it synthesizes the first character group or the second character group into one character. For example, when the synthesis means 58 receives an instruction from the player to execute evolutionary synthesis on the presentation screen, it performs evolutionary synthesis of the first character group or the second character group, changing one synthesis source character included in the first character group or the second character group to an evolved character (for example, increasing the rarity of the synthesis source character by 1), and deleting (excluding) all evolution material characters included in the first character group or the second character group from the characters owned by the player.
[0094] <Processing flow> 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 4 in the game system 1 according to the first embodiment. The processing of the following steps is started, for example, when a player selects a certain lottery game from the lottery game menu. The order and content of the following steps can be changed as appropriate.
[0095] (Step SP10) The display means 56 displays a lottery screen for a player to play a certain lottery game.
[0096] FIG. 6 is a diagram showing an example of a lottery game screen 60 of a certain lottery game in the first embodiment.
[0097] As shown in FIG. 6, the lottery game screen 60 is provided with a provision rate button 62, a lottery target information area 64, a first lottery execution button 66, a second lottery execution button 67, and a back button 68. The provision rate button 62 is a button (instruction area) for issuing an instruction to transition to a screen showing the name, rarity, and lottery probability of each character that makes up the character group to be selected by lottery. The lottery target information area 64 displays characters with high rarity and featured characters from the lottery target character group. The first lottery execution button 66 is a button (instruction area) for making a lottery request (lottery instruction) to draw a character once. The second lottery execution button 67 is a button (instruction area) for making a lottery request (lottery instruction) to continuously draw characters (for example, draw 10 times). The back button 68 is a button (instruction area) for issuing an instruction to close the lottery game screen 60 and return to the lottery game menu.
[0098] Returning to FIG. 5, the process proceeds to step SP12.
[0099] (Step SP12) The execution means 52 receives an instruction to execute a lottery game. For example, the execution means 52 receives an instruction to press a first lottery execution button or a second lottery execution button.
[0100] Next, the execution means 52 refers to the lottery game information 50C and executes a lottery game in which one or more characters are selected by lottery from a group of characters to be selected that are included in the lottery information for a certain lottery game. For example, when the execution means 52 receives an instruction from the first lottery execution button, the execution means 52 consumes game currency (e.g., five) required to execute one lottery, and selects one character from the group of characters to be selected by lottery. Also, for example, when the execution means 52 receives an instruction from the second lottery execution button, the execution means 52 consumes game currency (e.g., 50) required to execute multiple lotteries (e.g., 10) in succession, and selects multiple characters in succession from the group of characters to be selected by lottery. Then, the process proceeds to step SP14.
[0101] (Step SP14) The display means 56 displays a lottery result screen for notifying the player of the character selected in step SP12.
[0102] FIG. 7 is a diagram showing an example of a lottery result screen 70 in the first embodiment.
[0103] As shown in FIG. 7, the lottery result screen 70 is provided with a lottery result information area 72 and an acquisition button 74. The lottery result information area 72 displays an image showing one or more characters selected in step SP12. The acquisition button 74 is a button (instruction area) for acquiring one or more characters selected by lottery and issuing an instruction to return to the lottery game screen of a certain lottery game.
[0104] Subsequently, in response to the acquisition button being pressed, the execution means 52 grants (makes the player acquire) one or more characters drawn in step SP12. Specifically, the execution means 52 stores the character IDs of the one or more characters in association with the owned character IDs in the owned character information of the owned content information in the player information 50A, and increases the number of owned characters in the owned content information by the number of characters drawn (acquired). Then, the process proceeds to step SP16.
[0105] (Step SP16) The execution means 52 determines whether or not the number of characters owned by the player exceeds the upper limit by executing the lottery game in step SP14. For example, the execution means 52 refers to the owned content information in the player information 50A, and if the number of owned characters exceeds the upper limit, the execution means 52 makes an affirmative determination. If the determination is affirmative, the process proceeds to step SP 18. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG.
[0106] (Step SP18) The extraction means 54 determines whether or not it is possible to extract a plurality (a predetermined number) of characters that have a predetermined relationship with one another from among the characters owned by the player. For example, in the flowchart shown in Fig. 5, this extraction is referred to as the first extraction if it is the first extraction, the second extraction if it is the second extraction, the third extraction if it is the third extraction, the fourth extraction if it is the fourth extraction, and the same names are used for the fifth and subsequent extractions.
[0107] Specifically, the extraction means 54 refers to the owned character information in the owned content information in the player information 50A and the evolution information in the character information 50B, and if there are a predetermined number of characters (a synthesis source character and a number of evolution material characters required to evolve the synthesis source character) among the owned characters that have a predetermined relationship with each other, the extraction means 54 extracts a character group consisting of the plurality of characters (for example, character A, character B, and character C, which are fire-attribute characters with a rarity of 2) and makes a positive determination. For example, the extraction means 54 searches, in order from the lowest rarity of the owned characters, whether there are a predetermined number of characters that have a predetermined relationship with each other. Also, for example, if there are a predetermined number of characters (a character group) among the owned characters that have a predetermined relationship with each other, the extraction means 54 selects the character with the smallest owned character ID (the character acquired the oldest) among the predetermined number of characters as a synthesis source character, and the remaining characters as evolution material characters. Note that this extraction is performed automatically, without relying on a command operation from the player. If the determination is affirmative, the process proceeds to step SP20. On the other hand, if the determination is negative, that is, if there are not a predetermined number of characters that have a predetermined relationship with each other, the process proceeds to step SP28.
[0108] (Step SP20) The display means 56 displays a presentation screen to inform the player that the number of characters owned by the player has exceeded the upper limit and to present the group of characters extracted in step SP18 to the player.
[0109] FIG. 8 is a diagram showing an example of a presentation screen 80 in the first embodiment.
[0110] As shown in FIG. 8, the presentation screen 80 is provided with a notification information area 82, a synthesis confirmation information area 84, a cancel button 86, and a synthesis execution button 88. The notification information area 82 displays information such as the number of characters owned exceeding the upper limit, and the number of characters owned can be reduced by evolutionary synthesis. The synthesis confirmation information area 84 displays images of each character included in the character group extracted in step SP18. For example, the synthesis confirmation information area 84 displays an image of the original synthesis character, an image of the material character (evolved material character), and an image of the evolved character, all of which are displayed separately. The evolved character is, for example, a character whose rarity has increased by 1 from the original synthesis character. The cancel button 86 is a button (instruction area) for issuing an instruction to cancel the synthesis (evolutionary synthesis) of the character group extracted in step SP18. The synthesis execution button 88 is a button (instruction area) for issuing an instruction to synthesize (evolution synthesis) the group of characters extracted in step SP18.
[0111] Returning to FIG. 5, the process proceeds to step SP22.
[0112] (Step SP22) The execution means 52 determines whether a synthesis instruction has been given on the presentation screen. For example, the execution means 52 makes an affirmative determination when a synthesis execution button has been instructed on the presentation screen. If the determination is affirmative, the process proceeds to step SP24. On the other hand, if the determination is negative, that is, if the cancel button is pressed on the presentation screen, the process proceeds to step SP28.
[0113] (Step SP24) The synthesis means 58 synthesizes (evolution synthesis) the group of characters extracted in step SP18, allowing the player to acquire an evolved character (one character) of the original character, and deletes (removes) the evolution material character from the characters owned by the player, thereby reducing the number of characters owned by the player. For example, the synthesis means 58 changes the original character to an evolved character in the owned character information of the owned content information in the player information 50A, and deletes the evolution material character used in the synthesis. Next, the synthesis means 58 reduces the number of characters owned in the player information 50A by the number of evolution material characters used in the synthesis.
[0114] Next, the display means 56 displays a synthesis result screen for notifying the player of the evolved character that is the synthesis result.
[0115] FIG. 9 is a diagram showing an example of a synthesis result screen 90 in the first embodiment.
[0116] As shown in FIG. 9, the synthesis result screen 90 is provided with a synthesis result information area 92 and a confirmation button 94. The synthesis result information area 92 displays an image of the evolved character that has been synthesized (evolution synthesis). The confirmation button 94 is a button (instruction area) for issuing an instruction to close the synthesis result screen 90 after confirming the evolved character.
[0117] Returning to FIG. 5, the process proceeds to step SP26.
[0118] (Step SP26) The execution means 52 determines whether the number of characters owned by the player is equal to or less than the upper limit due to the reduction in the number of owned characters in step SP24. For example, the execution means 52 refers to the owned content information in the player information 50A, and if the number of owned characters exceeds the upper limit, the execution means 52 makes an affirmative determination. If the determination is affirmative, the process ends the series of steps shown in Fig. 5. On the other hand, if the determination is negative, the process proceeds to step SP18.
[0119] (Step SP28) The display means 56 displays an increase screen for increasing the upper limit of the number of characters that can be owned (the number of characters that the player can own).
[0120] FIG. 10 is a diagram showing an example of the rising screen 100 in the first embodiment.
[0121] As shown in FIG. 10, the rising screen 100 is provided with a notification information area 102, a rising information area 103, a plus button 104, a slide button 105, a plus button 106, a cancel button 107, and a rising execution button 108. The notification information area 102 indicates that the number of characters owned exceeds the upper limit, and that the upper limit can be increased. The increase information area 103 displays the number of increases to be made to the upper limit, the increase number selected by the player, the number of game currencies required for the increase (the number of game currencies to be consumed), the number of game currencies owned by the player, etc. The minus button 104 is a button for issuing an instruction to decrease the increase number of the upper limit number by one unit (for example, 5). For example, when the minus button 104 is operated (for example, touched or tapped) by the player, the display means 56 moves the slide button 105 on the slide bar SB to the left by one unit (for example, 5). The slide button 105 is a button for instructing the player to decrease or increase the increase number by moving (sliding) the slide bar SB left or right. For example, when the display of the ascension screen 100 starts (initial state), the display means 56 places the slide button 105 at a position on the slide bar SB corresponding to the number obtained by subtracting the upper limit number from the number of owned characters (for example, 5). For example, the slide button 105 is prohibited from moving to the left of the position on the slide bar SB corresponding to the number obtained by subtracting the upper limit number from the number of owned characters (for example, 5). The plus button 106 is a button for issuing an instruction to increase the upper limit number by one unit (for example, 5). For example, when the plus button 74 is operated (for example, touched or tapped) by the player, the display means 56 moves the slide button 105 on the slide bar SB to the right by one unit (for example, 5). The cancel button 107 is a button (instruction area) for issuing an instruction to cancel the increase in the upper limit number. The increase execution button 108 is a button (instruction area) for issuing an instruction to increase the number of characters owned by the player by the selected increase number.
[0122] Returning to FIG. 5, the process proceeds to step SP30.
[0123] (Step SP30) The execution means 52 determines whether or not an ascent command has been issued on the ascent screen. For example, the execution means 52 makes an affirmative determination when an ascent execution button has been pressed on the ascent screen. If the determination is affirmative, the process proceeds to step SP32. On the other hand, if the determination is negative, that is, if the cancel button is pressed on the ascent screen, the process ends the series of steps shown in FIG.
[0124] (Step SP32) The execution means 52 increases the upper limit number of owned characters. For example, the execution means 52 increases the upper limit number of owned content information in the player information 50A by the increase number selected on the increase screen. Next, the execution means 52 consumes (subtracts) the number required for the selected increase number from the owned number of owned game currency information (e.g., paid items or non-paid items) in the owned content information.
[0125] Next, the display means 56 displays an increase result screen for notifying the player that the number of owned characters has increased.
[0126] FIG. 11 is a diagram showing an example of the rise result screen 110 in the first embodiment.
[0127] As shown in FIG. 11, the rise result screen 110 is provided with a notification information area 112 and a confirmation button 114. The notification information area 112 displays information such as an increase in the upper limit of the number of characters that can be owned, or the fact that the game currency owned by the player has been consumed (changed). The confirmation button 114 is a button (instruction area) for issuing an instruction to close the increase result screen 110 and return to the lottery game screen of a certain lottery game.
[0128] Then, the series of processes shown in FIG. 5 ends.
[0129] <Effects> As described above, in the first embodiment, the computer functions as an execution means 52 that executes a game that allows the player to acquire content, an extraction means 54 that, if the number of contents owned by the player exceeds an upper limit after the game is executed, first extracts, as a first content group, a plurality of contents that have a predetermined relationship with each other from among the owned contents, and a combination means 58 that combines the first extracted first content group into one content, thereby reducing the number of contents owned by the player.
[0130] With this configuration, if the number of contents owned by a player exceeds the upper limit, multiple contents that have a predetermined relationship with each other can be combined into one piece of content, thereby instantly reducing the number of contents owned by the player. This allows for efficient disposal of owned contents in games that have an upper limit on the number of contents owned.
[0131] Furthermore, in the first embodiment, if the number of contents owned by the player exceeds the upper limit even after the combining means 58 has performed the combining, the extraction means 54 secondly extracts, from the owned contents, a plurality of contents that have a predetermined relationship with each other as a second content group, and the combining means 58 combines the second extracted second content group into one content.
[0132] With this configuration, even after merging, if the number of contents owned by the player exceeds the upper limit, multiple contents having a predetermined relationship with each other can be merged into one content, thereby immediately reducing the number of contents owned by the player. This allows for efficient disposal of owned contents in games that have an upper limit on the number of owned contents.
[0133] Furthermore, in the first embodiment, the computer functions as a display means 56 that displays a presentation screen presenting each piece of content included in the first content group or the second content group, and a synthesis means 58 synthesizes the first content group or the second content group into one piece of content when an instruction to execute synthesis on the presentation screen is received from the player.
[0134] With this configuration, the player can check each piece of content to be combined on the presentation screen before performing the combination, thereby preventing combinations that go against the player's wishes and allowing the player to efficiently dispose of owned content.
[0135] Furthermore, in the first embodiment, the display means 56 presents each piece of content included in the first content group or the second content group on the presentation screen, distinguishing it into a synthesis source content and a material content.
[0136] With this configuration, the player can check the source content and material content to be combined on the presentation screen before performing the combination, thereby preventing combinations that go against the player's wishes and allowing the player to efficiently dispose of owned content.
[0137] Furthermore, in the first embodiment, the synthesis is evolutionary synthesis in which the source content is evolved, and the display means 56 presents the evolved content of the source content on the presentation screen.
[0138] With this configuration, the player can check the evolved content on the presentation screen before performing the synthesis, thereby preventing synthesis that goes against the player's wishes and allowing the player to efficiently dispose of owned content.
[0139] Furthermore, in the first embodiment, when the extraction means 54 is unable to extract the first content group or the second content group, the display means 56 displays a screen for increasing the upper limit number.
[0140] According to this configuration, even if the number of owned contents cannot be reduced by combining, a screen for increasing the upper limit number is displayed, so the upper limit number can be increased efficiently.
[0141] In the first embodiment, the predetermined relationship is that the types are the same.
[0142] According to this configuration, content of the same type can be efficiently disposed of.
[0143] In the first embodiment, the predetermined relationship is the same attribute.
[0144] According to this configuration, contents with the same attribute can be efficiently disposed of.
[0145] In the first embodiment, the predetermined relationship is that the characters have the same rarity.
[0146] This configuration allows for efficient disposal of content of the same rarity.
[0147] ---Second embodiment--- Next, a second embodiment will be described.
[0148] The second embodiment differs from the first embodiment in that the extraction means 54 extracts a plurality of pieces of content having a predetermined relationship with each other as a content group, and that the synthesis means 58 synthesizes each of the extracted content groups into a single piece of content. Note that the configuration and functions of the game system 1 according to the second embodiment, which will not be described below, are the same as those of the game system 1 according to the first embodiment.
[0149] In the second embodiment, after a game that allows a player to acquire characters (for example, a lottery game, a quest, or the like) is played, if the number of characters owned by the player exceeds an upper limit, the extraction means 54 first extracts, from among the owned characters, a plurality (a predetermined number) of characters that have a predetermined relationship with each other as a first character group. For example, the extraction means 54 first extracts a plurality of first characters.
[0150] Specifically, the extraction means 54 first extracts a first character group consisting of three fire-attribute characters with a rarity of 2 (e.g., character A, character B, character C), a first character group consisting of three water-attribute characters with a rarity of 2 (e.g., character Y, character Y, character Z), and a first character group consisting of two characters of the same type with a rarity of 3 (e.g., character F1, character F2).
[0151] Furthermore, when the number of characters owned by the player exceeds the upper limit even after the combining means 58 combines a plurality of (a predetermined number of) first characters into one character at once and the number of characters owned by the player is reduced, the extracting means 54 secondly extracts, as a second character group, a plurality of characters that have a predetermined relationship with each other from among the owned characters. For example, the extracting means 54 secondly extracts one or a plurality of second character groups.
[0152] In the second embodiment, the display means 56 displays a presentation screen that presents each character included in the first character group or the second character group.
[0153] Furthermore, the display means 56 presents each character included in the first character group or the second character group on the presentation screen, distinguishing between a synthesis source character and a material character. On this presentation screen, for example, the synthesis source character and the evolution material character included in each of the first character group or each of the second character groups are displayed separately.
[0154] Furthermore, the display means 56 presents evolved characters of each of the original characters on a presentation screen. On this presentation screen, for example, the original characters, evolution material characters, and evolved characters included in each of the first character groups or each of the second character groups are each displayed in a distinguishable manner.
[0155] In the second embodiment, the synthesis means 58 combines each of the first extracted groups of first characters into one character at a time, thereby reducing the number of characters owned by the player. For example, the synthesis means 58 combines each of the first extracted groups of first characters at a time, using any one character included in each of the first extracted groups of first characters as a source character (source content) and the remaining characters as material characters (material content). That is, the synthesis means 58 combines the same number of characters as the first extracted groups of first characters at a time. For example, this combined combination is evolutionary synthesis in which each of the source characters (source content) evolves at a time.
[0156] For example, the synthesis means 58 performs evolution synthesis on the first extracted multiple first character groups all at once, changing one source character included in each first character group to an evolved character (for example, increasing the rarity of the source character by 1), and deleting (excluding) all evolution material characters included in each first character group from the characters owned by the player. In other words, the synthesis means 58 reduces the number of characters owned by the player (number of owned contents) by the total number of evolution material characters included in each first character group.
[0157] Furthermore, the synthesis means 58 combines the second extracted multiple second character groups into one character at a time. For example, the synthesis means 58 changes one source character included in each second character group into an evolved character (for example, increases the rarity of the source character by 1), and deletes (excludes) all evolution material characters included in each second character group from the characters owned by the player. In other words, the synthesis means 58 reduces the number of characters owned by the player (the number of owned contents) by the total number of evolution material characters included in each second character group through the evolution synthesis.
[0158] Furthermore, when the synthesis means 58 receives an instruction from the player to execute synthesis on the presentation screen displayed by the display means 56, it collectively synthesizes the first character group or the second character group into one character. For example, when the synthesis means 58 receives an instruction from the player to execute evolution synthesis collectively on the presentation screen, it collectively evolves and synthesizes each of the first character group or each of the second character groups, changing one synthesis source character included in each of the first character group or each of the second character groups to an evolved character (for example, increasing the rarity of the synthesis source character by 1), and deleting (excluding) all evolution material characters included in each of the first character group or each of the second character groups from the characters owned by the player.
[0159] <Processing flow> 12 is a flowchart showing an example of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. The processing of the following steps is initiated, for example, when a player selects a certain lottery game from the lottery game menu. The order and content of the following steps can be changed as appropriate.
[0160] (Steps SP40 to SP46) The processing in steps SP40 to SP46 is the same as the processing in steps SP10 to SP16 described above, and therefore a description thereof will be omitted. If the determination in step SP46 is affirmative, the process proceeds to step SP48. On the other hand, if the determination is negative, the process ends the series of steps shown in FIG.
[0161] (Step SP48) The extraction means 54 determines whether or not it is possible to extract one or more character groups, taking a predetermined number of characters that have a predetermined relationship with each other as a character group from among the characters owned by the player. This extraction, for example, in the flowchart shown in Figure 12, is referred to as the first extraction if it is the first extraction, the second extraction if it is the second extraction, the third extraction if it is the third extraction, the fourth extraction if it is the fourth extraction, and similar names are used for the fifth and subsequent extractions.
[0162] Specifically, extraction means 54 refers to the owned content information in player information 50A and the evolution information in character information 50B, and if the owned character information in the owned content information contains one or more predetermined number of characters that have a predetermined relationship with each other (a synthesis source character and the number of evolution material characters required to evolve the synthesis source character), extraction means 54 extracts one or more character groups consisting of the plurality of characters (for example, character A, character B, and character C with a rarity of 2 and fire attribute, character Y, character Y, and character Z with a rarity of 2 and water attribute, character F1 and character F2 with a rarity of 3 and the same type), and makes a positive determination. Note that this extraction is performed automatically, regardless of an instruction operation from the player. If the determination is affirmative, the process proceeds to step SP50. On the other hand, if the determination is negative, that is, if there are not one or more characters with a predetermined number of relationships with each other, the process proceeds to step SP58.
[0163] (Step SP50) The display means 56 displays a presentation screen to inform the player that the number of characters owned by the player has exceeded the upper limit and to present the group of characters extracted in step SP48 to the player.
[0164] FIG. 13 is a diagram showing an example of a presentation screen 130 in the second embodiment.
[0165] As shown in FIG. 13, the presentation screen 130 is provided with a notification information area 132, a synthesis confirmation information area 134, a check box 135, a cancel button 136, and a synthesis execution button 138. The notification information area 132 displays information such as the number of characters owned exceeding the upper limit, and the number of characters owned can be reduced by evolutionary synthesis. The plurality of character groups extracted in step SP48 are displayed in the synthesis confirmation information area 134. For example, for each character group, the synthesis source character, the material character (evolution material character), and the evolved character of the synthesis source character are displayed separately in the synthesis confirmation information area 134. The check boxes 135 are provided in association with each of the multiple character groups extracted in step SP48, and are buttons (instruction areas) for instructing whether the associated character groups are to be the target of evolutionary synthesis or not. The check boxes 135 are displayed in an on state (with a check image) when the display of the presentation screen 130 starts (initial state), for example. For example, the display means 56 switches between the presence and absence of a check image each time the player instructs the check box 135, thereby indicating whether the associated character groups are the target of evolutionary synthesis or not. The cancel button 136 is a button (instruction area) for issuing an instruction to cancel the synthesis (evolutionary synthesis) of all of the character groups extracted in step SP48. The synthesis execution button 138 is a button (instruction area) for issuing an instruction to synthesize (evolution synthesis) a group of characters whose checkboxes are checked among the group of characters extracted in step SP48.
[0166] Returning to FIG. 12, the process proceeds to step SP52.
[0167] (Step SP52) The execution means 52 determines whether a synthesis instruction has been given on the presentation screen. For example, the execution means 52 makes an affirmative determination when a synthesis execution button has been instructed on the presentation screen. If the determination is affirmative, the process proceeds to step SP54. On the other hand, if the determination is negative, that is, if the cancel button is pressed on the presentation screen, the process proceeds to step SP58.
[0168] (Step SP54) The synthesis means 58 synthesizes (evolution synthesis) all of the characters extracted in step SP48 whose checkboxes are checked, allowing the player to acquire evolved characters from the original characters, and deletes (removes) the evolution material characters from the characters owned by the player, thereby reducing the number of characters owned by the player. For example, the synthesis means 58 changes each of the original characters to evolved characters in the owned character information of the owned content information in the player information 50A, and deletes the evolution material characters used in each synthesis. Next, the synthesis means 58 reduces the number of owned characters in the player information 50A by the number of evolution material characters used in each synthesis.
[0169] Next, the display means 56 displays a synthesis result screen for notifying the player of the evolved character that is the synthesis result.
[0170] FIG. 14 is a diagram showing an example of a synthesis result screen 140 in the second embodiment.
[0171] As shown in FIG. 14, the synthesis result screen 140 is provided with a synthesis result information area 142 and a confirmation button 144. The synthesis result information area 142 displays an image of one or more evolved characters that have been synthesized together (evolution synthesis). The confirmation button 144 is a button (instruction area) for issuing an instruction to close the synthesis result screen 140 after confirming one or more evolved characters.
[0172] Returning to FIG. 12, the process proceeds to step SP56.
[0173] (Step SP56 to Step SP62) The processing in steps SP56 to SP62 is the same as the processing in steps SP26 to SP32 described above, and therefore a description thereof will be omitted.
[0174] Then, the series of processes shown in FIG. 12 ends.
[0175] <Effects> As described above, in the second embodiment, the computer functions as an execution means 52 that executes a game that allows the player to acquire content, an extraction means 54 that, if the number of contents owned by the player exceeds an upper limit after the game is executed, first extracts, as a first content group, a plurality of contents that have a predetermined relationship with each other from among the owned contents, and a combination means 58 that collectively combines each of the first extracted plurality of first content groups into a single piece of content, thereby reducing the number of contents owned by the player.
[0176] With this configuration, if the number of contents owned by a player exceeds the upper limit, multiple contents that have a predetermined relationship with each other can be collectively combined into one piece of content, thereby instantly reducing the number of contents owned by the player. This allows for efficient disposal of owned contents in games that have an upper limit on the number of contents owned.
[0177] Furthermore, in the second embodiment, if the number of contents owned by the player exceeds the upper limit even after the compositing means 58 has performed the collective compositing, the extracting means 54 second-extracts, as a second content group, a plurality of contents that have a predetermined relationship with each other from among the owned contents, and the compositing means 58 collectively combines each of the second-extracted groups of second contents into a single piece of content.
[0178] According to this configuration, if the number of contents owned by the player exceeds the upper limit even after the batch merging, multiple contents that have a predetermined relationship with each other can be batch-merged into a single piece of content, thereby immediately reducing the number of contents owned by the player. This allows for efficient disposal of owned contents in games that have an upper limit on the number of owned contents.
[0179] Furthermore, in the second embodiment, the computer functions as a display means 56 that displays a presentation screen presenting each piece of content included in the first content group or the second content group, and when a synthesis means 58 receives an instruction from the player to execute synthesis on the presentation screen, it synthesizes the first content group or the second content group into a single piece of content.
[0180] With this configuration, the player can check each piece of content to be collectively combined on the presentation screen before performing the collectively combined process, thereby preventing collectively combined content from being performed against the player's wishes and enabling the player to efficiently dispose of owned content.
[0181] Furthermore, in the second embodiment, the display means 56 presents each of the contents included in the first content group or the second content group on the presentation screen, distinguishing them as source content and material content.
[0182] With this configuration, the player can check each source content and each material content to be collectively combined on the presentation screen before performing the collectively combined operation, thereby preventing collectively combined operations that are contrary to the player's wishes and enabling the player to efficiently dispose of owned content.
[0183] In the second embodiment, the collective synthesis is an evolutionary synthesis in which each of the source contents is evolved at once, and the display means 56 presents the evolved content of each of the source contents on the presentation screen.
[0184] With this configuration, the player can check each evolved content on the presentation screen before performing the synthesis, thereby preventing bulk synthesis that goes against the player's wishes and allowing the player to efficiently dispose of owned content.
[0185] Furthermore, in the second embodiment, the display means 56 displays a screen for increasing the upper limit number when the extraction means 54 is unable to extract the first content group or the second content group.
[0186] According to this configuration, even if the number of owned contents cannot be reduced by batch merging, a screen for increasing the upper limit number is displayed, so the upper limit number can be increased efficiently.
[0187] In the second embodiment, the predetermined relationship is that the types are the same.
[0188] According to this configuration, content of the same type can be efficiently disposed of.
[0189] In the second embodiment, the predetermined relationship is the same attribute.
[0190] According to this configuration, contents with the same attribute can be efficiently disposed of.
[0191] In the second embodiment, the predetermined relationship is that the characters have the same rarity.
[0192] This configuration allows for efficient disposal of content of the same rarity.
[0193] ---Variations--- The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.
[0194] For example, in the first embodiment, the execution means 52 has been described as restricting the execution of a game in which characters can be acquired if the number of characters owned by a player exceeds an upper limit, but it may also be possible to store the characters exceeding the upper limit in a present box or the like corresponding to the player and allow the execution of a game in which characters can be acquired.
[0195] Furthermore, in the first embodiment, the execution means 52 has been described as increasing the upper limit of the number of owned characters, but the upper limit may be restricted from increasing beyond a certain value. This certain value may be an initial value (for example, 50) or a numerical value such as 100 or 200. In this case, for example, when the number of owned characters exceeds the upper limit (certain value), the player must dispose of the owned characters by merging or the like to reduce the number of owned characters to below the upper limit.
[0196] Furthermore, in the first and second embodiments, the extraction means 54 has been described as extracting a predetermined number of characters that have a predetermined relationship with each other when the number of characters owned by a player exceeds an upper limit due to a lottery game, but such extraction may also be performed when the number of characters owned by a player exceeds the upper limit due to quests, login bonuses, mission achievement rewards, purchase benefits for paid items, monthly pass subscription or renewal benefits, character sales (shop), character generation by consuming character fragments, etc.
[0197] In the first embodiment, the extraction means 54 searches for whether there are a plurality of (predetermined number of) characters that have a predetermined relationship with each other, in order from the owned characters with the lowest rarity, but the search may be performed in order from the owned characters with the highest rarity. The extraction means 54 may also perform the search in order from the owned characters included in the player's organized deck, or may perform the search in order from the owned characters not included in the organized deck.
[0198] Furthermore, in the first embodiment, the extraction means 54 was described as setting the character with the smallest owned character ID (the character acquired the oldest) among the predetermined number of characters that have a predetermined relationship with each other as a source character for synthesis, and the remaining characters as evolution material characters, but it is also possible to set the character with the largest owned character ID (the character acquired most recently) as a source character for synthesis, and the remaining characters as evolution material characters.
[0199] Furthermore, in the first and second embodiments, the display means 56 has been described as presenting an image of a source character, an image of an evolution material character, and an image of an evolved character on the presentation screen, but a swap button (instruction area) for swapping the source character and the evolution material character may be provided. For example, when the player instructs the swap button on the presentation screen, the display means 56 swaps and displays (changes) the image of the source character and the image of the evolution material character, and changes the image of the evolved character.
[0200] In the first embodiment, the display means 56 displays a synthesis confirmation information area or the like on the presentation screen, but the display means 56 may display the number of characters owned by the player and the upper limit number on the presentation screen. The display means 56 may also display the number of characters owned by the player and the upper limit number on the lottery game screen, lottery result screen, synthesis result screen, rise screen, etc.
[0201] In the first embodiment, the display means 56 displays an acquisition button or the like on the lottery result screen, but if the number of owned characters does not exceed the upper limit, the display means 56 may display buttons similar to the first lottery execution button and the second lottery execution button provided on the lottery game screen, thereby enabling the player to repeatedly play the lottery game.
[0202] In addition, in the first and second embodiments, the synthesis means 58 has been described as changing (increasing or decreasing) the special parameters (e.g., rarity, luck, upper level limit, etc.) of a character (source character) through evolutionary synthesis, but the special parameters of a character (source character) may also be changed through strengthening synthesis. For example, the synthesis means 58 may synthesize a source character with a strengthening material character (strengthening material content) that is pre-associated with the source character to change the special parameters of the source character. The pre-associated strengthening material character may be at least one of a character of the same series as the source character, a character of the same type as the source character, a character with the same attribute as the source character, a character of the same rarity as the source character, etc. The synthesis means 58 may synthesize a source character with a generic character (general content) to change the special parameters of the source character. The generic character may be a material character that is associated with multiple characters in advance and that can change the special parameters of the multiple characters.
[0203] In the first and second embodiments, the synthesis means 58 has been described as synthesizing (evolutionary synthesis) a group of extracted characters when a synthesis instruction is given on the presentation screen, but the extracted characters may be automatically synthesized (automatic synthesis) when the number of characters owned by the player exceeds an upper limit, regardless of a synthesis instruction. Note that this synthesis (automatic synthesis) may be performed when the player has previously registered to allow automatic synthesis.
[0204] In the first and second embodiments, characters of the same type have the same attributes, but this is not limited to this. For example, characters with the same name may have different attributes. Furthermore, for example, a character's attributes may change as it evolves.
[0205] In the first and second embodiments, the evolution material character has the same rarity as the source character, but this is not limited to this. For example, the rarity of the evolution material character may be lower or higher than the rarity of the source character.
[0206] Furthermore, in the first and second embodiments, the synthesis source character and the evolution material character have the same attributes, but they may have different attributes.
[0207] Furthermore, in the first and second embodiments, the content is mainly a character, but it may also be an item (weapon, armor, accessory), a card, a figure, or the like. [Explanation of symbols]
[0208] 10...Server device 12...Terminal device 50...Memory means 52...Means of Execution 54...Extraction means 56...Display means 58…Synthesis means
Claims
1. Computer, an execution means for executing a game that allows a player to acquire content; an extraction means for first extracting, as a first content group, a plurality of pieces of content that have a predetermined relationship with each other from among the pieces of content owned by the player, without an instruction operation from the player, when the number of pieces of content owned by the player exceeds an upper limit number that is the number of pieces of content that the player can own and execution of the game is restricted; a combining means for combining the first extracted plurality of first content groups into one content at a time, thereby reducing the number of contents owned by the player; It functions as the execution means restricts execution of the game when the number of contents owned by the player exceeds the upper limit number. program.
2. when the number of contents owned by the player exceeds the upper limit and execution of the game is restricted even after the collective merging by the merging means, the extracting means second-extracts, from the owned contents, a plurality of contents having a predetermined relationship with each other as a second content group; the combining means combines the second extracted plurality of second content groups into one content at a time; The program according to claim 1.
3. The computer a display means for displaying a presentation screen that presents each of the contents included in the first content group or the second content group; It functions as the combining means combines the first content group or the second content group into one content when receiving an instruction to perform combining from the player on the presentation screen; The program according to claim 2.
4. the display means displays, on the presentation screen, each of the contents included in the first content group or the second content group, distinguishing it from other contents included in the first content group or the second content group, and displaying the other contents as original contents and material contents. The program according to claim 3.
5. The collective synthesis is an evolutionary synthesis in which the synthesis source contents are evolved at the same time, the display means displays evolved content of each of the source contents on the display screen; The program according to claim 4.
6. the display means displays a screen for increasing the upper limit number when the extraction means is unable to extract the first content group or the second content group. The program according to claim 5.
7. The predetermined relationship is that the types are the same. The program according to claim 1.
8. The predetermined relationship is that the attributes are the same. The program according to claim 1.
9. The predetermined relationship is that the two items have the same rarity. The program according to claim 1.
10. an execution means for executing a game that allows a player to acquire content; an extraction means for first extracting, as a first content group, a plurality of pieces of content that have a predetermined relationship with each other from among the pieces of content owned by the player, without an instruction operation from the player, when the number of pieces of content owned by the player exceeds an upper limit number that is the number of pieces of content that the player can own and execution of the game is restricted; a combining means for combining the first extracted plurality of first content groups into one content at a time, thereby reducing the number of contents owned by the player; Equipped with the execution means restricts execution of the game when the number of contents owned by the player exceeds the upper limit number. Information processing device.
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