Information processing program, information processing method, information processing system, and game device
The information processing system addresses the risk of accidental game content consumption by updating possession information and executing recovery processes, reducing processing load through controlled operation cancellation.
Patent Information
- Application Number
- JP2024206904
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-28
- Publication Date
- 2025-10-16
- Estimated Expiration
- 2044-11-28
AI Technical Summary
The risk of accidentally consuming game content and the resulting increased processing load on computers due to the cancellation of operations in game systems where players exchange items.
Implementing an information processing system that updates possession information, generates history information, displays selection screens, and executes recovery processes to reduce processing load by allowing players to cancel operations within a predetermined time frame.
Reduces the processing load on computers by enabling players to cancel operations within a specified time, thereby minimizing system overhead.
Smart Images

Figure 0007755718000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [Background technology]
[0002] In various game genres, game contents such as items or characters that can be used in the game are provided to players. For example, Patent Document 1 discloses a game in which a player can consume game contents that he or she owns to generate new game contents. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-038273 Summary of the Invention [Problem to be solved by the invention]
[0004] In a system in which a player can acquire game content in exchange for consuming game content that the player owns, there is a risk that the player may accidentally consume game content. Therefore, adopting a function that allows the player to cancel an operation improves convenience for the player. However, allowing an operation to be canceled may increase the processing load on the computer.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can reduce the processing load on a computer. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program executing an exchange process including updating the possession information of the first identification information of the first game medium selected by the player's input of a first operation so as to decrease the possession information of the first identification information of the first game medium, and updating the possession information of the second identification information of the second game medium so as to increase the possession information of the second game medium; generating history information including at least the first identification information and time information for identifying the time when the first operation was input; displaying a selection screen on which the first identification information included in the history information can be selected based on the history information; executing a return process including updating the possession information of the first identification information so as to increase the possession information of the first identification information and updating the possession information of the second identification information so as to decrease the possession information of the second identification information, based on the first identification information selected by inputting a second operation by the player; updating the history information so as to make it impossible to input the second operation for the first identification information selected by the player's input of the second operation; updating the history information based on the time information of the first identification information included in the history information so as to disable input of the second operation for the first identification information after a predetermined time has elapsed; Let the computer carry out 、 the first identification information selected by the input of the first operation by the player is associated with one or more parameters that can be updated from initial values; Executing the recovery process includes: The method includes determining, as the initial values, at least some of the parameters associated with the first identification information that is updated to increase the possession information.
[0007] In addition, an upper limit is set on the possessed information linked to the first identification information, Executing the recovery process includes: The possession information may be updated within the range of the upper limit.
[0008] In addition, executing the return process allowing the player to input a third operation for increasing the first identification information selected by inputting the second operation; updating the possession information of the first identification information so as to increase it based on the input of the third operation by the player; Including, After a predetermined time has elapsed, the third operation may be made unavailable for input.
[0009] Executing the recovery process includes: The method may include determining, based on the parameter, the parameter linked to the first identification information to be updated so as to increase possession information.
[0010] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer executing an exchange process including updating the possession information of the first identification information of the first game medium selected by the player's input of a first operation so as to decrease the possession information of the first identification information of the first game medium, and updating the possession information of the second identification information of the second game medium so as to increase the possession information of the second game medium; generating history information including at least the first identification information and time information for identifying the time when the first operation was input; displaying a selection screen on which the first identification information included in the history information can be selected based on the history information; executing a return process including updating the possession information of the first identification information so as to increase the possession information of the first identification information and updating the possession information of the second identification information so as to decrease the possession information of the second identification information, based on the first identification information selected by inputting a second operation by the player; updating the history information so as to make it impossible to input the second operation for the first identification information selected by the player's input of the second operation; updating the history information based on the time information of the first identification information included in the history information so as to disable input of the second operation for the first identification information after a predetermined time has elapsed; Carry out death, the first identification information selected by the input of the first operation by the player is associated with one or more parameters that can be updated from initial values; Executing the recovery process includes: and determining, as the initial values, at least some of the parameters associated with the first identification information that is updated to increase the possession information. .
[0011] In order to solve the above problem, the information processing system includes: one or more computers; The computer executing an exchange process including updating the possession information of the first identification information of the first game medium selected by the player's input of a first operation so as to decrease the possession information of the first identification information of the first game medium, and updating the possession information of the second identification information of the second game medium so as to increase the possession information of the second game medium; generating history information including at least the first identification information and time information for identifying the time when the first operation was input; displaying a selection screen on which the first identification information included in the history information can be selected based on the history information; executing a return process including updating the possession information of the first identification information so as to increase the possession information of the first identification information and updating the possession information of the second identification information so as to decrease the possession information of the second identification information, based on the first identification information selected by inputting a second operation by the player; updating the history information so as to make it impossible to input the second operation for the first identification information selected by the player's input of the second operation; updating the history information based on the time information of the first identification information included in the history information so as to disable input of the second operation for the first identification information after a predetermined time has elapsed; Carry out death, the first identification information selected by the input of the first operation by the player is associated with one or more parameters that can be updated from initial values; Executing the recovery process includes: and determining, as the initial values, at least some of the parameters associated with the first identification information that is updated to increase the possession information. .
[0012] In order to solve the above problem, the game device one or more computers; The computer executing an exchange process including updating the possession information of the first identification information of the first game medium selected by the player's input of a first operation so as to decrease the possession information of the first identification information of the first game medium, and updating the possession information of the second identification information of the second game medium so as to increase the possession information of the second game medium; generating history information including at least the first identification information and time information for identifying the time when the first operation was input; displaying a selection screen on which the first identification information included in the history information can be selected based on the history information; executing a return process including updating the possession information of the first identification information so as to increase the possession information of the first identification information and updating the possession information of the second identification information so as to decrease the possession information of the second identification information, based on the first identification information selected by inputting a second operation by the player; updating the history information so as to make it impossible to input the second operation for the first identification information selected by the player's input of the second operation; updating the history information based on the time information of the first identification information included in the history information so as to disable input of the second operation for the first identification information after a predetermined time has elapsed; Carry out death, the first identification information selected by the input of the first operation by the player is associated with one or more parameters that can be updated from initial values; Executing the recovery process includes: and determining, as the initial values, at least some of the parameters associated with the first identification information that is updated to increase the possession information. . [Effects of the Invention]
[0013] According to the present invention, the processing load on a computer can be reduced. [Brief explanation of the drawings]
[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] FIG. 3 is a diagram illustrating an example of a weapon exchange means. [Figure 4] FIG. 4 is a diagram showing an example of the selling screen. [Figure 5] FIG. 5 is a diagram showing an example of the rewind screen. [Figure 6] FIG. 6 is a diagram showing an example of the confirmation screen. [Figure 7] FIG. 7 is a diagram showing an example of the completion dialog. [Figure 8] FIG. 8 is a diagram showing an example of a present list. [Figure 9] FIG. 9 is a diagram illustrating parameters associated with weapon IDs after rewinding. [Figure 10] Fig. 10A is a diagram showing an example of possession information for weapons, and Fig. 10B is a diagram showing an example of possession information for enhancement items. [Figure 11] FIG. 11 is a diagram illustrating an example of history information. [Figure 12] FIG. 12 is a diagram illustrating the functions of a computer in a player terminal. [Figure 13] FIG. 13 is a diagram illustrating the configuration of a storage device in a server and its functions as a computer. [Figure 14] FIG. 14 is a flowchart illustrating an example of a game content provision process in the server. [Figure 15] FIG. 15 is a flowchart illustrating an example of the exchange process in the server. [Figure 16] FIG. 16 is a flowchart illustrating an example of the rewinding process in the server. [Figure 17] FIG. 17 is a flowchart illustrating an example of a receiving process in the server. [Figure 18] FIG. 18 is a flowchart illustrating an example of a history information deletion process in the server. DETAILED DESCRIPTION OF THE INVENTION
[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0016] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system in which a player terminal 1 and a server 100 are connected via a communication network N having a communication base station Na.
[0017] The player terminal 1 can establish communication with the server 100 via a communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0018] The server 100 is connected for communication with a plurality of player terminals 1. The server 100 accumulates player information for each player playing the game. Furthermore, the server 100 updates the accumulated information and controls the progress of the game based on operations input from the player terminals 1.
[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.
[0020] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game. The game can progress through cooperation between the player terminal 1 and the server 100.
[0021] (Hardware Configuration of Player Terminal 1 and Server 100) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 100. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0022] As shown in FIG. 2B, the server 100 includes a CPU 110, a storage device 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.
[0023] The configurations and functions of the CPU 110, storage device 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 100 will be omitted.
[0024] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0026] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.
[0027] The communication unit 20 is connected to the communication base station Na by radio communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network N. In the player terminal 1, the programs and the like received from the server 100 are stored in the storage device 12 or the storage unit 18.
[0028] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0030] The information processing system S and game device G of this embodiment can be applied to any game genre. In other words, there are no particular limitations on the content of the game to which the information processing system S and game device G of this embodiment can be applied. For example, games provided by the information processing system S and game device G include RPGs (Roll Playing Games), shooting games, training games, action games, sports games, simulation games, and puzzle games. However, the information processing system S and game device G can be widely applied to games other than those mentioned above.
[0031] In this embodiment, an RPG game genre in which quests are provided will be described as an example. A player can possess characters and items as game media. Each game media is assigned unique identification information. The game media can be used in various games, including quests. A player can organize the characters he possesses into a party and play quests using the party. Characters organized into a party can be equipped with various items, including weapons. A player can acquire items as rewards through a lottery game known as gacha and by playing quests. In addition, in the game of this embodiment, in-game currency is provided as game media. A player can also purchase items by spending the in-game currency he possesses.
[0032] Items are classified into several types depending on their purpose. Here, items are assumed to include at least equipment items, normal items, and enhancement items. As mentioned above, equipment items are intended to be equipped to characters, and here there are two types of equipment items: weapons and summon stones. Note that the following will discuss weapons in detail, and a detailed explanation of summon stones will be omitted. Normal items are items that can be used in quests, for example. Enhancement items are items used to enhance characters or equipment items.
[0033] As will be described in more detail later, whether a player possesses an item is managed by possession information. Item possession information is information for determining whether or not a player possesses an item, and includes at least the item's unique identification information. In one example, whether or not an item is possessed is determined based on the presence or absence of the item's unique identification information. That is, if the item's unique identification information exists, it is determined that the item is possessed. In this case, enabling (adding or granting) the item's identification information can be considered an increase in the number of items. Also, disabling (deleting or consuming) the item's identification information can be considered a decrease in the number of items. In another example, possession information for determining whether or not a player possesses an item includes the item's unique identification information and the number of items possessed. That is, if the number of items possessed is one or more, it is determined that the item is possessed. In this case, an increase in the number of items possessed can be considered an increase in the number of items. Also, a decrease in the number of items possessed can be considered a decrease in the number of items. Items included in the possession information can be used for various purposes in the game (e.g., for use in quests, consumption to strengthen weapons, etc.).
[0034] A large number of weapons are provided, and each weapon is assigned a unique identification, a weapon ID. The weapon ID has various parameters. These will be explained in more detail later, but the parameters set in the weapon ID include the upper limit release stage, level, weapon experience points, HP (Hit points), attack power, and skill level.
[0035] The initial value of the cap break stage is "0", and the maximum value varies depending on the weapon. Here, the maximum value of the cap break stage is between "3" and "5". Each cap break stage has a set upper limit for the level. For example, if the cap break stage is "0", the upper limit for the level is "25", if the cap break stage is "2", the upper limit for the level is "50", and if the cap break stage is "3", the upper limit for the level is "100". In this way, the cap break stage is a parameter that determines the upper limit for the level, and the higher the cap break stage, the higher the upper limit for the level.
[0036] The level is a parameter that indicates the strength of a weapon. As the level increases, the weapon's HP and attack power also increase. The higher the weapon's level, i.e., the weapon's HP and attack power, the more advantageous the player can progress through the quest. The HP and attack power at each level are preset for each weapon.
[0037] Weapon Experience is a parameter associated with each weapon's level. Each time a weapon reaches a threshold, the level increases by one. The higher the level, the more weapon experience points are required to advance to the next level. Players can increase weapon experience by using enhancement items.
[0038] The skill level is a parameter that indicates the strength of the skill attached to a weapon. The player can activate the skill attached to the weapon during a quest. When a skill is activated, it brings about advantageous effects for the player, such as dealing damage to enemies or increasing the party's attack power. As the skill level increases, the effect of the skill when activated becomes even greater. The player can increase the skill level by using enhancement items.
[0039] Here, an upper limit is set for the number of weapons that a player can possess. Here, as an example, it is assumed that a player can possess a maximum of 500 weapons. However, the number of weapons that a player can possess is not limited to this. Also, for example, an upper limit for the number of weapons that can be possessed may be set for each type of weapon, i.e., each weapon ID. Furthermore, a player can increase the upper limit for the number of weapons that can be possessed by consuming in-game currency.
[0040] FIG. 3 is a diagram illustrating an example of a weapon exchange method. A player can consume weapons or summon stones that they own to acquire other items. In other words, a player can exchange their weapons or summon stones for other items. Three exchange methods are provided: selling, converting to items, and recycling. Each exchange method has a set exchange target. An exchange target is something that a player can acquire by consuming a weapon or summon stone. A player can exchange a weapon or summon stone for a specified exchange target by specifying the weapon or summon stone to be consumed and the exchange method. Note that the basic content of each exchange method is common to weapons and summon stones, so the exchange methods will be explained below using weapons.
[0041] Among the exchange means, selling is set as an exchange item for in-game currency. By selling weapons, players can acquire in-game currency. As mentioned above, the in-game currency can be used to play lottery games, purchase items, etc. The amount of in-game currency that can be acquired by selling is set in advance for each weapon type and each weapon's enhancement status, such as its upper limit release stage, level, and weapon experience points.
[0042] In this case, for example, the higher the parameter related to the strength of the weapon, or the higher the rarity of the weapon (hereinafter referred to as rarity), the more in-game currency is set to be exchanged. Note that multiple in-game currencies with different uses may be provided, and different in-game currencies may be acquired as exchangeable currencies depending on the type of weapon or its strengthening status. Alternatively, the player may be able to select the in-game currency to be exchanged.
[0043] The itemization of the exchange means allows for an enhancement item to be set as an exchange target. By converting a weapon into an item, a player can acquire an enhancement item. As described above, an enhancement item is used to enhance a character or a weapon. For example, enhancement items may include items that can only be used to enhance a character, items that can only be used to enhance a weapon, and items that can be used to enhance both a character and a weapon.
[0044] Although a detailed explanation will be omitted, characters, like weapons, have parameters of a cap break stage and a level. Enhancement items that can be used to enhance characters include those that can be used to enhance either or both of a character's cap break stage and level. Also, enhancement items that can be used to enhance weapons include those that can be used to enhance either or both of a weapon's cap break stage and level.
[0045] Each character and weapon is assigned a type called an attribute. For example, there may be 3 to 10 types of attributes. In this case, the strengthening items may include items with strengthenable attributes and items that can be used for all attributes.
[0046] The types and number of enhancement items that can be acquired by itemization are preset for each weapon type and enhancement status. At this time, for example, the higher the parameter related to the strength of the weapon or the higher the rarity of the weapon, the more valuable enhancement items are set as exchange targets. Note that here, it is assumed that one to five types of enhancement items are set as exchange targets for one weapon, but the number of types of enhancement items set as exchange targets is not particularly limited.
[0047] One of the exchange methods, recycling, is set as an exchange target for specific item experience points. By recycling weapons, players can acquire specific item experience points. Specific item experience points are parameters associated with specific items. When the specific item experience points acquired by a player reach a predetermined threshold, one specific item is granted to the player. In this example, the predetermined threshold is set to "30,000." When the specific item experience points reach "30,000," the specific item experience points are reset to the initial value of "0," and one specific item is granted in exchange. The amount of specific item experience points that can be acquired through recycling is preset for each weapon's enhancement status, such as type of weapon, limit release stage, level, and weapon experience points.
[0048] The specific item may be, for example, an enhancement item that increases the level of a weapon. However, the purpose of the specific item can be set as appropriate. The specific item may be an enhancement item that enhances a character, or may be the above-mentioned normal item.
[0049] FIG. 4 is a diagram showing an example of a selling screen 30. For example, when a predetermined operation input is made on the top screen of the game, an exchange method selection screen (not shown) is displayed. On the exchange method selection screen, the player can select one of three exchange methods: selling, itemizing, and recycling. FIG. 4 shows the selling screen 30 that is displayed when selling is selected on the exchange method selection screen.
[0050] As will be described later, on the selling screen 30, the player can perform a selection operation to select equipment (weapons or summon stones) to sell, and can input an execution operation to execute the sale. When itemization is selected, an itemization screen (not shown) is displayed instead of the selling screen 30. When recycling is selected, a recycling screen (not shown) is displayed. On the itemization screen, a selection operation to select equipment to be itemized and an execution operation to execute itemization can be input. Similarly, on the recycling screen, a selection operation to select equipment to be recycled and an execution operation to execute recycling can be input. The basic configurations of the itemization screen and the recycling screen are the same as those of the selling screen 30, so a description of the itemization screen and the recycling screen will be omitted here.
[0051] The selling screen 30 is provided with a weapon selection tab 32a and a summon stone selection tab 32b. By selecting the weapon selection tab 32a, the player can select a weapon as the equipment to be consumed in the sale. Furthermore, by selecting the summon stone selection tab 32b, the player can select a summon stone as the equipment to be consumed in the sale. A list display area 34 is provided below the weapon selection tab 32a and the summon stone selection tab 32b. When the weapon selection tab 32a is selected, a list of weapons possessed by the player is displayed in the list display area 34. Furthermore, when the summon stone selection tab 32b is selected, a list of summon stones possessed by the player is displayed in the list display area 34. FIG. 4 shows the state in which the weapon selection tab 32a is selected.
[0052] Equipment icons 36 are displayed in the list display area 34. An equipment icon 36 is provided for each weapon possessed by the player. Therefore, for example, if the player possesses 100 weapons, 100 equipment icons 36 are displayed in the list display area 34. The player can check all of the equipment icons 36 by inputting a scroll operation in the up or down direction in the list display area 34.
[0053] The equipment icon 36 includes a first display area 36a and a second display area 36b. The first display area 36a displays a weapon icon image provided for each type of weapon. The first display area 36a also displays an attribute icon image indicating the weapon's attributes. The second display area 36b is provided below the first display area 36a. The second display area 36b displays star marks indicating the upper limit break stage. For example, in the second display area 36b, the number of stages that can be upper limit broken is indicated by the number of star marks. Therefore, for example, three star marks indicates that the weapon's upper limit break stage can be raised up to the "3rd" stage.
[0054] In addition, in the second display area 36b, the color of the star marks indicates the current level of the upper limit break. For example, when the upper limit break level is the initial value "0," all star marks are displayed in the white display mode shown in the figure. When the upper limit break level is "1," one star mark is displayed in the black display mode shown in the figure, and when the upper limit break level is "2," two star marks are displayed in the black display mode shown in the figure. Therefore, it can be said that the star mark in the black display mode shown in the figure indicates the number of times the upper limit has been broken. In addition, the current level of the weapon is displayed in the second display area 36b.
[0055] The equipment icon 36 functions as an operation unit that accepts player operations. The player operations accepted by the equipment icon 36 include a selection operation. The selection operation is an operation to select a weapon to be consumed in exchange for obtaining an exchange object. The player operations accepted by the equipment icon 36 may also include a detail display operation for displaying a detail display screen (not shown). For example, the detail display operation may be a long press operation on the equipment icon 36. When the detail display operation is input on the equipment icon 36, a detail display screen (not shown) is displayed. The detail display screen displays, for example, exchange objects that the player can obtain when selling, itemizing, or recycling the weapon corresponding to the equipment icon 36 for which the detail display operation was input.
[0056] A narrowing operation unit 38 is provided in the list display area 34. The narrowing operation unit 38 functions as an operation unit that accepts operations by the player. When the player inputs an operation to the narrowing operation unit 38, a narrowing search screen (not shown) is displayed. On the narrowing search screen, the player can set narrowing conditions for narrowing down the equipment icons 36 displayed in the list display area 34. The narrowing conditions include, for example, the weapon's upper limit release stage, level, and rarity. When the narrowing conditions are set on the narrowing search screen, equipment icons 36 corresponding to weapons that satisfy the set narrowing conditions are displayed in the list display area 34.
[0057] An execution operation unit 40 is provided below the list display area 34. The execution operation unit 40 functions as an operation unit that accepts execution operations from the player. The execution operation is an operation that executes the sale of the weapon selected by the player. The execution operation unit 40 accepts the execution operation from the player when one or more weapons, i.e., one or more equipment icons 36, are selected.
[0058] Specifically, when a selection operation is input for an equipment icon 36, the equipment icon 36 for which the selection operation was input is placed in a selected state. Here, the player can select multiple equipment icons 36 on the sale screen 30. Then, when an execution operation is input to the execution operation unit 40 while one or more equipment icons 36 are selected, a sale confirmation screen (not shown) is displayed. The sale confirmation screen displays the equipment items (weapons, summon stones) to be sold and the type and amount of in-game currency to be acquired through the sale. When a predetermined operation is input on the sale confirmation screen, the weapon corresponding to the selected equipment icon 36 is sold. By inputting an execution operation to the execution operation unit 40, the player can consume the selected weapon and acquire the game content set as the exchange target for the selected weapon. Note that the weapon may be sold by inputting an operation to the execution operation unit 40 without displaying the sale confirmation screen.
[0059] Here, the player can select multiple equipment icons 36 at one time. That is, the player can sell multiple weapons at once. There may or may not be an upper limit on the number of weapons that can be sold at once. Alternatively, weapons may not be sold in bulk, and only one weapon may be sold at a time.
[0060] As described above, the player can sell the weapon he or she has selected on the selling screen 30. The itemization screen and the recycling screen described above differ from the selling screen 30 only in that the weapon is itemized or recycled by inputting an execution operation to the execution operation unit 40.
[0061] Here, there is a risk that a weapon that the player does not intend to sell, itemize, or recycle may be sold, itemized, or recycled due to an erroneous operation on the selling screen 30, the itemization screen, or the recycling screen. Therefore, in this embodiment, a rewind function is provided that cancels the execution of the three exchange methods of selling, itemization, and recycling. The rewind function returns the possession information of weapons, items, etc. that has been updated by the execution of the exchange method to the state before the execution of the exchange method.
[0062] In other words, the rewind function allows the player to regain possession of the weapon consumed by executing the exchange means and cancels the granting of the game content by executing the exchange means. However, the rewind function can only be used within a period from the execution of the exchange means until a predetermined time has elapsed. Here, the time during which the rewind function can be used is set to 24 hours. However, the time during which the rewind function can be used is not limited to this and can be set as appropriate. Hereinafter, the rewind function or the action caused by the rewind function may be simply referred to as rewind.
[0063] FIG. 5 is a diagram showing an example of a rewind screen 50. The rewind screen 50 is displayed on the display 26 when a predetermined operation is input on a predetermined game screen. For example, the rewind screen 50 may transition from an inquiry screen that includes contact information and inquiry means for the player to inquire about malfunctions or questions about the operating company. The rewind screen 50, like the sell screen 30, is provided with a weapon selection tab 32a and a summon stone selection tab 32b. By selecting the weapon selection tab 32a, the player can select a weapon as the equipment to be rewound. Furthermore, by selecting the summon stone selection tab 32b, the player can select a summon stone as the equipment to be rewound.
[0064] Similar to the selling screen 30, a list display area 34 is provided below the weapon selection tab 32a and the summon stone selection tab 32b. When the weapon selection tab 32a is selected, a list of weapons consumed by executing the exchange method within the past 24 hours is displayed in the list display area 34. When the summon stone selection tab 32b is selected, a list of summon stones consumed by executing the exchange method within the past 24 hours is displayed in the list display area 34. FIG. 5 shows the weapon selection tab 32a selected.
[0065] On the rewind screen 50, as on the selling screen 30, equipment icons 36 and a filtering operation section 38 are displayed in the list display area 34. An equipment icon 36 is provided for each weapon consumed by executing the exchange means within the past 24 hours. Therefore, for example, if the player has sold 100 weapons within the past 24 hours, 100 equipment icons 36 are displayed in the list display area 34. The player can view all of the equipment icons 36 by inputting a scroll operation in the up or down direction in the list display area 34.
[0066] On the rewind screen 50, the equipment icon 36 also functions as an operation unit that accepts operations from the player. Similar to the above, the player's operations accepted by the equipment icon 36 on the rewind screen 50 include a selection operation. The player can select a weapon to rewind by inputting a selection operation to the equipment icon 36.
[0067] On the rewind screen 50, the narrowing operation unit 38 also functions as an operation unit that accepts player operations. When the player inputs an operation to the narrowing operation unit 38, a narrowing search screen (not shown) is displayed, as described above. On the narrowing search screen, the player can set narrowing conditions for narrowing down the equipment icons 36 displayed in the list display area 34 on the rewind screen 50. Note that the narrowing conditions may be the same or different for replacing equipment and for rewinding.
[0068] As described above, the selling screen 30, the itemizing screen, and the recycling screen are provided with the execution operation unit 40, but the rewinding screen 50 is not provided with the execution operation unit 40.
[0069] 6 is a diagram showing an example of a confirmation screen 60. When a selection operation is input for any one of the equipment icons 36 on the rewind screen 50, the confirmation screen 60 is displayed on the display 26. The confirmation screen 60 displays information about the weapon corresponding to the equipment icon 36 for which a selection operation was input on the rewind screen 50. Specifically, the confirmation screen 60 is provided with an equipment information display area 62. A weapon icon image is displayed in the equipment information display area 62. The equipment information display area 62 also displays parameters of the weapon selected by the player, which are the parameters before the exchange means is executed.
[0070] In this embodiment, the rewind function restores the possession information of the equipment selected as the target for rewinding to the state before the exchange means was executed. For example, if a specific weapon is possessed, possession information indicating that the weapon is possessed is stored. Furthermore, various parameters such as the upper limit release stage are linked to and stored with the weapon ID. In this state, if the weapon is sold, the possession information of the weapon is updated from information indicating possession to information indicating non-possession. Thereafter, when the weapon is rewound, the possession information of the weapon is updated from information indicating non-possession to information indicating possession.
[0071] At this time, the weapon ID is linked to the same parameters as before the sale. In other words, the rewind function not only restores the number of weapons in possession, but also restores the parameters to the same values as before the exchange method was executed.
[0072] The equipment information display area 62 displays the parameters before the exchange process is performed, in other words, the restored parameters of the equipment restored by the rewind function. Here, a star mark indicating the upper limit release stage, the level, weapon experience points, HP, and attack power are displayed.
[0073] The confirmation screen 60 also has a skill display area 64. As described above, some weapons have skills set thereto. A skill is, for example, a special ability that provides an advantageous utility to the player during a quest, and the details of the skill are displayed in the skill display area 64. Although a detailed explanation will be omitted, the player can increase the skill level of the skill set to the weapon by using a predetermined enhancement item. As the skill level increases, the utility provided by the skill becomes more advantageous. The player may be able to change the skill set to the weapon by using an enhancement item.
[0074] Here, some skills and skill levels set on a weapon are not restored by rewinding. In other words, when a weapon is restored by rewinding, the restored weapon will have its default skills set, or no skills set. However, when rewinding is performed, the skills and skill levels, like other parameters, may be restored to the state before the exchange procedure was performed.
[0075] In this embodiment, the use of the rewind function requires game media acquired by the player through the execution of the exchange means. For example, suppose that 100 in-game currency is acquired by selling the first weapon. In this case, 100 in-game currency is required to rewind the first weapon. Also, suppose that 10 first enhancement items, 5 second enhancement items, and 1 third enhancement item are acquired by itemizing the first weapon. In this case, 10 first enhancement items, 5 second enhancement items, and 1 third enhancement item are required to rewind the first weapon. Also, suppose that 2000 specific item experience points are acquired by recycling the first weapon. In this case, 2000 specific item experience points are required to rewind the first weapon.
[0076] As described above, the game contents required to use the rewind function are exactly the same as the game contents acquired by the player through the exchange means. However, when using the rewind function, in addition to the game contents acquired by the player through the exchange means, for example, a specific game content may be additionally required as a fee. For example, additional game contents such as a dedicated rewind ticket may be required. Alternatively, an increased amount of the game contents acquired by the player through the exchange means may be required.
[0077] The confirmation screen 60 has an enhancement item display area 66. Enhancement item icons 68 are displayed in the enhancement item display area 66. Each enhancement item icon 68 corresponds to one of the enhancement items, and an enhancement item icon 68 corresponding to an enhancement item required to use the rewind function is displayed in the enhancement item display area 66. An enhancement item image indicating the corresponding enhancement item is displayed in the enhancement item icon 68. In addition, the enhancement item icon 68 displays the current number of the corresponding enhancement item possessed and the number of enhancement items required for rewinding. Here, the number of possessed enhancement items is displayed in the numerator, and the number of enhancement items required for rewinding is displayed in the denominator.
[0078] As described above, enhancement items are obtained by turning equipment into items. Therefore, the only time an enhancement item is required when rewinding is when rewinding the weapon that was used to turn it into an item. Therefore, the enhancement item icon 68 is displayed in the enhancement item display area 66 only if the weapon selected on the rewind screen 50 has been turned into an item. In other words, if the weapon selected on the rewind screen 50 has been sold or recycled, the enhancement item icon 68 is not displayed in the enhancement item display area 66.
[0079] The confirmation screen 60 also has a specific item display area 70. The specific item display area 70 displays the specific item experience points required to use the rewind function and the number of specific items acquired when recycling is performed. Recycling allows the player to acquire specific item experience points. At this time, when the specific item experience points reach a threshold, one specific item is granted, and the surplus specific item experience points are added to the initial value.
[0080] To rewind a recycled weapon, the specific item experience points and specific items acquired when the recycling was performed are required. The specific item display area 70 displays the number of specific items currently possessed and the number of specific items after rewinding. The specific item display area 70 also displays the current specific item experience points and the specific item experience points after rewinding.
[0081] As described above, specific item experience points and specific items are acquired by recycling equipment. Therefore, specific item experience points and specific items are required when rewinding only when rewinding a weapon that was used for recycling. Therefore, changes in the specific item experience points and the number of specific items possessed are notified in the specific item display area 70 only when the weapon selected on the rewind screen 50 has been recycled. In other words, if the weapon selected on the rewind screen 50 has been sold or turned into an item, the numbers displayed on the left and right of the arrow in the specific item display area 70 will be the same. Note that if the weapon selected on the rewind screen 50 has been sold or turned into an item, the specific item display area 70 may be hidden.
[0082] The confirmation screen 60 also has an in-game currency display area 72. The in-game currency display area 72 displays the amount of in-game currency required to use the rewind function. The player can acquire in-game currency through a sale. In order to rewind a sold weapon, the in-game currency acquired when the sale was executed is required. The in-game currency display area 72 displays the in-game currency currently possessed and the in-game currency after rewinding. Here, in the in-game currency display area 72, the in-game currency currently possessed is displayed in the numerator, and the in-game currency after rewinding is displayed in the denominator.
[0083] As described above, in-game currency is acquired by selling weapons. Therefore, in-game currency is required when rewinding only when rewinding the weapon that was used for selling. Therefore, only when the weapon selected on the rewind screen 50 has been sold, a change in the amount of in-game currency possessed is notified in the in-game currency display area 72. In other words, if the weapon selected on the rewind screen 50 has been turned into an item or recycled, the numerator and denominator values displayed in the in-game currency display area 72 will be the same. Note that if the weapon selected on the rewind screen 50 has been turned into an item or recycled, the in-game currency display area 72 may be hidden.
[0084] The confirmation screen 60 is provided with a decision operation unit 74. The decision operation unit 74 functions as an operation unit that accepts a decision operation from the player. When the decision operation from the player is input to the decision operation unit 74, a return process is executed that rewinds the weapon selected by the player.
[0085] 7 is a diagram showing an example of the completion dialog 80. When a confirmation operation is input to the decision operation unit 74 on the confirmation screen 60 and the restoration process is executed, the completion dialog 80 is superimposed on the confirmation screen 60. The completion dialog 80 displays a message indicating that rewinding has been executed and the name of the weapon that has been rewound. The completion dialog 80 also displays the message "The weapon has been sent to the gift box."
[0086] In addition, if there is a shortage of game content required to perform rewinding, a dialog (not shown) will be displayed instead of the completion dialog 80, informing the user that there is a shortage of game content or that rewinding is not possible.
[0087] In this embodiment, the rewound weapon is stored in the present box. The present box is a storage area for temporarily storing game content acquired by a player. Game content stored in the present box can be said to be owned by the player. However, the player cannot use the game content stored in the present box in the game. In addition, a receipt deadline is set for each game content stored in the present box. The game content can be used by performing a receipt operation within the receipt deadline.
[0088] Therefore, after rewinding is performed, the weapon possession information is restored to the same state as before the exchange procedure was performed by performing the receiving operation. In other words, when the decision operation unit 74 is operated on the confirmation screen 60, rewinding is performed, but the rewinding is not complete until the receiving operation is input. The period from when the decision operation unit 74 is operated until the receiving operation is input can be said to be an intermediate stage of rewinding. This prevents the player from continuing to hold a number of items that exceeds the set upper limit.
[0089] However, by operating the decision operation unit 74 on the confirmation screen 60, the weapon possession information may be updated to the same state as before the exchange procedure was performed. In this case, when the decision operation unit 74 is operated to execute rewinding, the rewinding is completed immediately. Note that if the receiving operation is not performed within the receiving deadline, the player will not be able to receive the game media. However, the receiving deadline is not required.
[0090] FIG. 8 is a diagram showing an example of a present list 90. When a predetermined operation is input on a game screen such as the top screen, the present list 90 is displayed on the display 26. The present list 90 displays an individual list display area 90a. Each individual list display area 90a is associated with one game medium stored in the present box. Therefore, the present list 90 displays the same number of individual list display areas 90a as the number of game media stored in the present box.
[0091] The individual list display area 90a is provided with a receiving operation unit 92. The receiving operation unit 92 functions as an operation unit that accepts a receiving operation from a player. When a receiving operation is input by the player to the receiving operation unit 92, the game content corresponding to the individual list display area 90a where the receiving operation unit 92 is provided is given to the player. This completes the receipt of the game content. In other words, receiving the game content means making the game content usable, and the player's receiving operation makes the game content stored in the present box usable. Note that once the game content has been received, it is deleted from the present box, i.e., from a temporary storage area for which a receiving deadline is set.
[0092] Figure 9 is a diagram explaining the parameters linked to the weapon ID after rewinding. As described above, the weapon ID is linked to the upper limit release stage, level, weapon experience value, HP, attack power, skill ID, and skill level. The skill ID is unique identification information set for each skill. The skill ID linked to the weapon ID indicates the skill that can be activated when the weapon is equipped.
[0093] Once the weapon rewind is complete, the parameters associated with the rewound weapon will be as shown in Figure 9. In other words, the upper limit release stage, level, weapon experience points, HP, and attack power will all be in the state they were in before the exchange procedure was performed. Meanwhile, the skill ID and skill level will be the initial values set for each weapon ID.
[0094] Note that the state of each parameter when rewinding is executed is not limited to this. For example, all parameters may be set to their initial values, or all parameters may be set to the state before the execution of the exchange means.
[0095] FIG. 10A is a diagram showing an example of weapon possession information. The player ID is linked to the weapon possession information. As shown in FIG. 10A, the player ID is linked to the weapon ID of the weapon possessed by the player and managed. The weapon ID is linked to the upper limit release stage, level, weapon experience value, HP, attack power, skill ID, and skill level. The example shown in FIG. 10A shows that the player possesses three weapons with a weapon ID of "0001." As described above, the player can strengthen each weapon by using an strengthening item. When an operation to strengthen a weapon is input, the possession information shown in FIG. 10A, i.e., the parameters linked to the weapon ID of the weapon selected by the player, are updated. Note that if a weapon is reduced (consumed or deleted), information indicating the deletion may be linked to the weapon ID of the weapon.
[0096] FIG. 10B is a diagram showing an example of possession information for enhancement items. The player ID is linked to the possession information for enhancement items. As shown in FIG. 10B, the player ID is linked to the possession number for each enhancement item ID set for the enhancement item. When an enhancement item is acquired, the possession number in the possession information for the enhancement item increases, and when an enhancement item is consumed, the possession number in the possession information for the enhancement item decreases. Although not shown, in-game currency and specific item experience points are also provided with possession information linked to the player ID in the same manner as above. When an enhancement item is reduced (consumed or deleted), information indicating the reduced number may be linked to the item ID of the enhancement item.
[0097] FIG. 11 is a diagram showing an example of history information. When a weapon is sold, turned into an item, or recycled, history information is generated. The history information is information that is referenced when rewinding. History information is generated for each weapon, so if, for example, 10 weapons are sold at once, 10 pieces of history information are generated. History information is information linked to a player ID. In other words, the history information includes a player ID that is unique to the player.
[0098] As shown in FIG. 11, the history information also includes a weapon ID. The weapon ID included in the history information is the weapon ID of a weapon that has been sold, turned into an item, or recycled, i.e., the weapon consumed by executing the exchange means. The history information also includes the weapon's upper limit release stage at the time of exchange, the weapon's level at the time of exchange, the weapon experience value at the time of exchange, the skill level at the time of exchange, and the skill ID of the skill set for the weapon. In this way, the history information includes the parameters of the weapon consumed by executing the exchange means at the time of exchange (immediately before the exchange). In other words, the history information can be said to be information in which the weapon ID of the weapon consumed in the exchange and the parameters of the weapon at the time of exchange are linked to the player ID. Note that the parameters of the weapon at the time of exchange may be data that references the possession information of the weapon at the time of exchange.
[0099] Furthermore, the history information includes information about game contents provided to the player through execution of the exchange means. Specifically, the history information includes the in-game currency acquired by the player through selling, the specific experience points acquired by the player through recycling, the item IDs of the enhancement items acquired by the player through itemization, and the number of enhancement items acquired by the player through itemization. Note that the number of item IDs and enhancement items stored is equal to the number of types of enhancement items acquired by the player through itemization. As described above, one to five types of enhancement items are provided through itemization. Therefore, the number of item IDs and enhancement items included in the history information is one to five. Note that the game contents acquired by the player may be data that references acquisition information from the exchange process.
[0100] The history information also includes time information. The time information includes the date and time when rewinding was performed, the date and time when the history information was generated, and the date and time when the history information was deleted. When a weapon is sold, itemized, or recycled, history information is generated. The date and time at this time is stored as the date and time when the history information was generated. When the weapon is subsequently rewound, the date and time at this time is stored as the date and time of rewinding. When the weapon is rewound, the history information is deleted. In one example, the time information is determined based on time information held by the server 100. The time information held by the server 100 may also be determined based on standard time information obtained from an external NTP server.
[0101] However, here, the execution of a process to treat history information as having been deleted is referred to as "deleting history information." Therefore, even if the deletion of history information is executed, the history information is not physically cleared from the storage area. Here, the deletion date and time are stored as information for treating the history information as having been deleted thereafter. Although the history information for which the deletion date and time are stored is stored in the storage area, it is treated as having been deleted thereafter.
[0102] When a weapon is rewound, the rewind date and time is stored in the history information, and at the same time, the deletion date and time of the history information is also stored. In other words, when a weapon is rewound, the same date and time are stored simultaneously as the rewind date and time and the deletion date and time.
[0103] If unlimited rewinding were possible for all weapons that have been exchanged in the past, a huge amount of history information would have to be maintained, which would put a strain on data capacity. Also, when rewinding, the history information to be rewound would have to be extracted from the huge amount of history information, which would increase the processing load.
[0104] Therefore, in this embodiment, weapon rewinding is only possible within a predetermined time after the history information is generated, i.e., within a predetermined time after the weapon is replaced. The time during which weapon rewinding can be performed can be set as appropriate, but here it is set to 24 hours.
[0105] The rewind screen 50 displays equipment icons 36 corresponding to weapons for which rewinding is possible. When the rewind screen 50 is displayed, history information for which 24 hours have not yet elapsed since the creation date and time is extracted. Then, the equipment icons 36 corresponding to the extracted history information are displayed so that they can be selected. In other words, history information for which 24 hours have elapsed since the creation date and time is excluded from the targets for rewinding.
[0106] The server 100 updates the history information, for example, at a predetermined time every day. At the predetermined time, a deletion date and time is stored for history information that does not have a deletion date and time stored and for which 24 hours have passed since the creation date and time. In this way, the server 100 deletes history information by batch processing.
[0107] Next, a description will be given of the functional configuration of the player terminal 1 and the server 100, and specific processing in the server 100. Note that the following will describe the configuration and processing related to the above-mentioned rewinding, and will omit a description of the configuration and processing unrelated to rewinding.
[0108] (Functional Configuration of Player Terminal 1) FIG. 12 is a diagram illustrating the functions of the player terminal 1 as a computer. The storage device 12 is provided with a program storage area 12a. The CPU 10 stores various programs in the program storage area 12a when the game starts. The programs stored in the program storage area 12a include an image control program 94 and an operation determination program 96. Note that the programs shown in FIG. 12 are just examples, and the player terminal 1 is provided with many other programs as well.
[0109] The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a game control unit 1A. The game control unit 1A includes an image control unit 94a and an operation determination unit 96a.
[0110] Specifically, the CPU 10 runs an image control program 94, causing the computer to function as an image control unit 94a. Similarly, the CPU 10 runs an operation determination program 96, causing the computer to function as an operation determination unit 96a.
[0111] The image control unit 94a displays the game image generated by the server 100 on the display 26. The operation determination unit 96a analyzes the operation input to the touch panel and transmits the operation content to the server 100.
[0112] (Functional configuration of server 100) FIG. 13 is a diagram illustrating the configuration of the storage device 112 in the server 100 and its functions as a computer. The storage device 112 is provided with a program storage area 112a and a data storage area 112b. The CPU 110 stores various programs in the program storage area 112a. The programs stored in the program storage area 112a include a game execution program 130, an exchange execution program 132, a history information generation program 134, a rewind execution program 136, a history information update program 138, and a possession information management program 140. Note that the programs shown in FIG. 13 are just examples, and the server 100 is provided with many other programs.
[0113] The data storage area 112b is provided with a possession information storage unit 150, a history information storage unit 152, and a gift information storage unit 154 as storage units for storing data. Note that the above-mentioned storage units are merely examples, and the data storage area 112b is provided with many other storage units. Furthermore, each of these storage units is provided for each player. The possession information storage unit 150 stores possession information of weapons and items, and the history information storage unit 152 stores the above-mentioned history information. The gift information storage unit 154 is the above-mentioned gift box, and stores information about game media to be given to the player as a gift.
[0114] The CPU 110 runs each program stored in the program storage area 112a and updates data in each storage unit in the data storage area 112b. The CPU 110 runs each program stored in the program storage area 112a, causing the server 100 (computer) to function as a game control unit 100A. The game control unit 100A includes a game execution unit 130a, an exchange execution unit 132a, a history information generation unit 134a, a rewind execution unit 136a, a history information update unit 138a, and a possession information management unit 140a.
[0115] Specifically, the CPU 110 runs the game execution program 130, causing the computer to function as a game execution unit 130a. Similarly, the CPU 110 runs the exchange execution program 132, the history information generation program 134, the rewind execution program 136, the history information update program 138, and the possession information management program 140, causing them to function as the exchange execution unit 132a, the history information generation unit 134a, the rewind execution unit 136a, the history information update unit 138a, and the possession information management unit 140a, respectively.
[0116] The game execution unit 130a controls the progress of the game, such as quests. The exchange execution unit 132a executes processing related to the execution of exchange means. The history information generation unit 134a generates history information. The rewind execution unit 136a executes processing related to rewinding. The history information update unit 138a updates history information. The possession information management unit 140a manages possession information in the possession information storage unit 150 and information related to game media stored in the gift information storage unit 154.
[0117] (Specific processing of the server 100) FIG. 14 is a flowchart illustrating an example of a game content provision process in the server 100. In this embodiment, various game content is provided to a player at various times. For example, game content is provided to a player as a reward when a quest is completed, a mission is accomplished, or a player logs in. Therefore, the game content provision process shown in FIG. 14 is executed at various times.
[0118] At the timing of providing the game media (YES in S1-1), the possession information management unit 140a updates (S1-2) the possession information in the possession information storage unit 150. Here, the possession information management unit 140a stores, for example, possession information of weapons shown in Fig. 10A in the possession information storage unit 150, and updates, for example, possession information (number of possessions) of enhancement items shown in Fig. 10B.
[0119] 15 is a flowchart illustrating an example of an exchange process in the server 100. This exchange process is initiated when a predetermined operation input is made on the top screen of the game. When the predetermined operation input is made, the exchange execution unit 132a displays an exchange method selection screen on the display 26 (S2-1). As described above, on the exchange method selection screen, the player can select one of the exchange methods from selling, converting into items, and recycling.
[0120] When the player inputs an operation to select an exchange method on the exchange method selection screen (YES in S2-2), the exchange execution unit 132a stores the type of exchange method selected by the player (S2-3). In addition, the exchange execution unit 132a displays an exchange screen (sale screen 30, itemization screen or recycling screen) on the display 26 based on the weapon possession information stored in the possession information storage unit 150 (S2-4).
[0121] When an operation is performed on an equipment icon 36 on the exchange screen, i.e., when a selection operation is input by the player (YES in S2-5), the exchange execution unit 132a updates the selection state of the equipment icon 36 for which the selection operation has been performed, i.e., the weapon (S2-6). Note that the selection state has two states: a selected state indicating that the equipment is currently selected, and an unselected state indicating that the equipment is not currently selected. When a selection operation is input, the selection state is updated from the selected state to the unselected state, or from the unselected state to the selected state.
[0122] When an operation is input to the execution operation unit 40 on the exchange screen, i.e., when an execution operation by the player is input (YES in S2-7), the exchange execution unit 132a updates the possession information in the possession information storage unit 150 (S2-8). Specifically, the exchange execution unit 132a deletes the possession information of the weapon corresponding to the selected equipment icon 36, and sets the weapon to a non-possessed state. Note that the configuration of the possession information and the data managing the number of possessed weapons can be designed as appropriate. In any case, it is sufficient here that the possession information of the weapon selected by the player is updated from possessed to not possessed. Therefore, for example, information indicating that the weapon is now not possessed may be linked to the possession information stored in the possession information storage unit 150.
[0123] In addition, the exchange execution unit 132a grants the game media set as the exchange target to the player. Specifically, the exchange execution unit 132a updates the possession information stored in the possession information storage unit 150 for the game media set as the exchange target for the executed exchange method and corresponding to the selected weapon. In this case, the exchange execution unit 132a updates the possession information to increase the possessed quantities of in-game currency, enhancement items, and specific item experience points.
[0124] Next, the history information generation unit 134a generates history information in the history information storage unit 152 (S2-9). Here, the history information shown in FIG. 11 is generated for each selected weapon. Here, the parameters of the history information (values of upper limit release stage, level, weapon experience value, HP, attack power, skill ID, and skill level) are determined based on the parameters (values of upper limit release stage, level, weapon experience value, HP, attack power, skill ID, and skill level) linked to the selected weapon ID. Furthermore, the parameters of the history information (values of in-game currency, enhancement item, and specific item experience value acquired in the exchange) are determined based on the in-game currency, enhancement item, and specific item experience value that were exchanged. Furthermore, the history information generation unit 134a acquires the current date and time (S2-10) and stores the generation date and time in the history information generated in S2-9 (S2-11).
[0125] FIG. 16 is a flowchart illustrating an example of rewind processing in the server 100. This rewind processing is initiated when a predetermined operation is input on a predetermined game screen. When the predetermined operation is input, the rewind execution unit 136a acquires the current date and time (S3-1). The rewind execution unit 136a also extracts history information that satisfies predetermined conditions from the history information stored in the history information storage unit 152 (S3-2). Here, the predetermined conditions are set such that a deletion date and time is not stored and that 24 hours have not elapsed since the creation date and time to the current date and time. The rewind execution unit 136a then displays a rewind screen 50 on the display 26 based on the history information extracted in S3-2. Here, an equipment icon 36 corresponding to the history information extracted in S3-2 is displayed on the rewind screen 50.
[0126] When an operation is made on the equipment icon 36 on the rewind screen 50, i.e., when a selection operation is made by the player (YES in S3-4), the rewind execution unit 136a displays the confirmation screen 60 on the display 26 (S3-5). When an operation is made on the decision operation unit 74 on the confirmation screen 60, i.e., when an execution operation is made by the player (YES in S3-6), the rewind execution unit 136a updates the possession information in the possession information storage unit 150 (S3-7). Here, the rewind execution unit 136a subtracts the number of possessed game media required to execute the rewind. Also, here, the rewind execution unit 136a determines parameters of the weapon to be rewound based on either parameters linked to the selected weapon ID or parameters of the history information determined based on the parameters, and stores the determined parameters in the gift information storage unit 154.
[0127] The rewind execution unit 136a also stores information about the weapon to be rewound in the present box, i.e., in the present information storage unit 154 (S3-8). Here, information about the parameters of the weapon at the time of exchange, among the information included in the history information, is stored in association with the weapon ID. The rewind execution unit 136a acquires the current date and time (S3-9), and stores the rewind date and time and the deletion date and time in the history information (S3-10). Here, the rewind execution unit 136a also stores the date and time when the information was stored in the present information storage unit 154. The rewind execution unit 136a then displays a completion dialog 80 on the display 26 (S3-11).
[0128] 17 is a flowchart illustrating an example of the receiving process in the server 100. This receiving process is initiated when a predetermined operation is input on a game screen such as the top screen. When the predetermined operation is input, the possession information management unit 140a extracts information stored in the present information storage unit 154 (S4-1). Furthermore, if the information extracted in S4-1 includes information whose receipt deadline has passed (YES in S4-2), the possession information management unit 140a deletes the information whose receipt deadline has passed from the present information storage unit 154 (S4-3).
[0129] The possession information management unit 140a displays the present list 90 on the display 26 based on the information in the present information storage unit 154 (S4-4). Then, when an operation is performed on the reception operation unit 92 of the present list 90, i.e., when a reception operation is input (YES in S4-5), the possession information management unit 140a updates the possession information in the possession information storage unit 150 (S4-6). Here, based on the information stored in the present information storage unit 154 in S3-7, the information shown in FIG. 10A regarding the weapon to be rewound is stored in the possession information storage unit 150. That is, here, the weapon to be rewound is updated from a not-possessed state to a possessed state. Also here, exchange parameters are determined and linked to the weapon ID.
[0130] Then, the possession information management unit 140a deletes the information about the game medium received by the receiving operation from the information stored in the gift information storage unit 154 (S4-7).
[0131] 18 is a flowchart illustrating an example of a history information deletion process in the server 100. This history information deletion process is started in the server 100 at a predetermined time every day. The history information update unit 138a extracts history information for which 24 hours have passed since the creation date and time from the history information stored in the history information storage unit 152 (S5-1). The history information update unit 138a also acquires the current date and time (S5-2) and stores the date and time acquired in S5-2 as the deletion date and time of the history information extracted in S5-1 (S5-3).
[0132] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.
[0133] In the above embodiment, three exchange methods are provided: selling, converting into items, and recycling. However, one or more exchange methods may be provided. Furthermore, the game contents consumed through exchange are not limited to weapons, and may be other items. Furthermore, there is no particular limitation on the game contents that a player can acquire through exchange.
[0134] Furthermore, in the above embodiment, the deletion date and time is stored in the history information of the weapon for which rewinding has been executed, and thereafter the deleted weapon becomes unselectable on the rewind screen 50. However, for example, the history information itself may be deleted.
[0135] Furthermore, in the above embodiment, information about the weapon for which rewinding has been performed is temporarily stored in the present information storage unit 154, and when a receiving operation is input, the information about the weapon is stored in the possession information storage unit 150. However, the information about the weapon may be stored directly in the possession information storage unit 150 without going through the present box. Also, for example, when an exchange is performed, predetermined information indicating that the weapon is no longer in possession may be added to the possession information stored in the possession information storage unit 150. In this case, when rewinding is performed, the predetermined information may be deleted, and the state may be updated again to show that the weapon before the exchange is in possession.
[0136] Furthermore, the rewinding technology of the above embodiment can be applied to any game genre. For example, the above technology can be applied to sports games, training games, action games, and simulation games. In this case, the game content to be exchanged and rewound can be any content that can be used in any of the games, and can be, for example, an item or a character, as described above.
[0137] In any case, the information processing program may cause a computer to perform the following processes.
[0138] (Processing performed by a computer) An exchange process is executed (S2-8, for example, in the embodiment) that includes updating the possession information of the first identification information (weapon ID, for example, in the embodiment) of the first game medium (weapon, for example, in the embodiment) selected by the player's input of a first operation (selection operation on the selling screen 30, for example) so as to decrease the possession information, and updating the possession information of the second identification information (item ID, in-game currency identification information, specific item experience value identification information, for example, in the embodiment) of the second game medium (enhancement item, in-game currency, specific item experience value, for example, in the embodiment) so as to increase the possession information.
[0139] Generating history information including at least the first identification information and time information (in the embodiment, as an example, the generation date and time) for identifying the time when the first operation was input (S2-9 in the embodiment as an example). A selection screen (in the embodiment, as an example, the rewind screen 50) on which the first identification information included in the history information can be selected is displayed based on the history information (in the embodiment, as an example, S3-3). Based on the first identification information selected by the player's input of a second operation (in the embodiment, as an example, a selection operation on the rewind screen 50), a return process is executed (in the embodiment, as an example, S4-6), which includes updating the possessed information of the first identification information to increase it and updating the possessed information of the second identification information to decrease it.
[0140] Updating the history information so as to make it impossible to input the second operation for the first identification information selected by the player's input of the second operation (S3-10 in the embodiment as an example). Based on time information of the first identification information included in the history information, the history information is updated so that input of the second operation for the first identification information after a predetermined time has elapsed is disabled (S5-3 in the embodiment is an example).
[0141] In addition, executing the recovery process A third operation (in the embodiment, as an example, an operation on the receiving operation section 92 of the present list 90) for increasing the first identification information selected by the input of the second operation by the player can be input (S4-3 in the embodiment, as an example); updating the possession information of the first identification information so as to increase it based on the input of the third operation by the player (S4-6 in the embodiment as an example); may include: Furthermore, after a predetermined time has elapsed, the third operation may be made unavailable for input (S5-3 in the embodiment, as an example).
[0142] Note that, as in the above embodiment, weapon rewinding may be completed without going through the present box, i.e., without a receiving operation, in which case the process of S4-6 may be executed in S3-7.
[0143] In the above embodiment, an upper limit may be set on the number of pieces of possession information for the weapons shown in FIG. 10A that can be stored in the possession information storage unit 150. That is, an upper limit may be set on the total number of weapons that a single player can possess. In this case, for example, if rewinding is completed when the number of weapons possessed has reached the upper limit, the player will no longer be able to possess any weapons. Therefore, setting an upper limit on the total number of weapons that can be possessed encourages the exchange of unnecessary weapons.
[0144] Furthermore, in the above embodiment, possession information is stored in the possession information storage unit 150 for each weapon possessed by the player. However, for example, the parameters of the weapons may not change from their initial values, and in this case, possession information in which only the number of weapons possessed is associated with the weapon ID may be stored in the possession information storage unit 150, as in Fig. 10B. In this case, an upper limit may be set on the number of weapons possessed linked to one weapon ID, thereby setting an upper limit on the number of weapons possessed for one weapon.
[0145] In any case, there is an upper limit to the possessed information linked to the first identification information, To perform the recovery process, The possession information may be updated within the upper limit.
[0146] This prevents the number of items held from exceeding the set limit.
[0147] In addition, one or more parameters are associated with the first identification information, To perform the recovery process, The method may include determining, based on the parameter, a parameter linked to the first identification information that is to be updated so as to increase the possession information.
[0148] It goes without saying that the selling screen 30 and the rewinding screen 50 in the above embodiment are merely examples, and the interface for executing the exchange and rewinding can be designed as appropriate.
[0149] According to the above embodiment, the player can rewind the game only within 24 hours after the exchange is executed. In other words, if the player exchanges and consumes a weapon by mistake, the player can cancel the exchange and consumption of the weapon within 24 hours. This improves convenience for the player.
[0150] In the above embodiment, the possession information of a weapon is deleted if 24 hours have passed since the weapon was exchanged. This reduces the processing load required to select a weapon for displaying the equipment icon 36 on the rewind screen 50, for example.
[0151] Furthermore, in the game of the above embodiment, events are held periodically or irregularly. The content of the events is not particularly limited, but one event may last, for example, about two weeks. During the event, for example, an event-specific quest is provided. The player can play the event-specific quest only during the event period.
[0152] Here, in an event-specific quest, for example, it is often possible to progress more advantageously by using a weapon with a predetermined attribute. In such cases, there is a possibility that a player will attempt to turn a weapon into an item in order to borrow an enhancement item during the event period. For example, suppose an event-specific quest is provided in which progress can be made more advantageously by using a first weapon. In this case, there is a player who possesses the first weapon, but the first weapon is not enhanced, and also does not possess an enhancement item to enhance the first weapon.
[0153] Then, suppose that the player possesses a second weapon that will not be used in the event-specific quest. If the second weapon can be turned into an item and exchanged for an enhancement item that can be used to enhance the first weapon, the player first exchanges the second weapon for the enhancement item. The player then uses the enhancement item obtained through the exchange to enhance the first weapon. The player uses the first weapon thus enhanced to play the event-specific quest during the event period.
[0154] By playing the event-specific quests, the player can acquire various enhancement items as rewards. Then, when the event period ends, the player uses the enhancement items acquired by playing the event-specific quests to rewind the second weapon. In this way, the enhancement items are essentially borrowed. In this embodiment, the period during which rewinding can be performed is limited to 24 hours, thereby preventing the above-described borrowing of enhancement items.
[0155] In the above embodiment, the information processing system S, which is a client-server system, performs the above-mentioned information processing. However, the functions of the server 100 in the above embodiment may be provided in the player terminal 1. In this case, the communication function is not essential, and image generation and various processes may be performed in the player terminal 1.
[0156] The programs in the above embodiments and modifications may be stored in a non-transitory computer-readable storage medium and provided as a storage medium. Furthermore, the programs may be provided as a game terminal device or server device that includes the storage medium. The above embodiments and modifications may also be information processing methods that implement the functions and steps shown in the flowcharts. [Explanation of symbols]
[0157] 1. Player terminal 100 servers G Game Device S Information Processing System
Claims
1. executing an exchange process including updating the possession information of the first identification information of the first game medium selected by the input of the first operation by the player so as to decrease the possession information of the second identification information of the second game medium; and generating history information including at least the first identification information and time information for identifying a time when the first operation was input; displaying a selection screen on which the first identification information included in the history information can be selected based on the history information; executing a return process including updating the possession information of the first identification information so as to increase the possession information of the first identification information and updating the possession information of the second identification information so as to decrease the possession information of the second identification information, based on the first identification information selected by inputting a second operation by the player; updating the history information so as to make it impossible to input the second operation for the first identification information selected by the input of the second operation by the player; updating the history information based on the time information of the first identification information included in the history information so as to disable input of the second operation for the first identification information after a predetermined time has elapsed; The computer executes the following: the first identification information selected by the input of the first operation by the player is associated with one or more parameters that can be updated from initial values; Executing the recovery process includes: determining, as the initial values, at least some of the parameters associated with the first identification information that is updated to increase the possession information; Information processing program.
2. an upper limit is set on the possessed information linked to the first identification information; Executing the recovery process includes: Update the possession information within the range of the upper limit. The information processing program according to claim 1 .
3. Executing the recovery process includes: allowing the player to input a third operation for increasing the first identification information selected by inputting the second operation; updating the possession information of the first identification information so as to increase it based on the input of the third operation by the player; Including, After a predetermined time has elapsed, the third operation cannot be input.
2. The information processing program according to claim 1, which causes a computer to execute the steps of:
4. Executing the restoration process determining the parameter associated with the first identification information to be updated so as to increase possession information based on the parameter; The information processing program according to any one of claims 1 to 3.
5. 1. An information processing method performed by one or more computers, comprising: The computer executing an exchange process including updating the possession information of the first identification information of the first game medium selected by the input of the first operation by the player so as to decrease the possession information of the second identification information of the second game medium; and generating history information including at least the first identification information and time information for identifying a time when the first operation was input; displaying a selection screen on which the first identification information included in the history information can be selected based on the history information; executing a return process including updating the possession information of the first identification information so as to increase the possession information of the first identification information and updating the possession information of the second identification information so as to decrease the possession information of the second identification information, based on the first identification information selected by inputting a second operation by the player; updating the history information so as to make it impossible to input the second operation for the first identification information selected by the input of the second operation by the player; updating the history information based on the time information of the first identification information included in the history information so as to disable input of the second operation for the first identification information after a predetermined time has elapsed; and the first identification information selected by the input of the first operation by the player is associated with one or more parameters that can be updated from initial values; Executing the recovery process includes: determining, as the initial values, at least some of the parameters associated with the first identification information that is updated to increase the possession information; Information processing method.
6. one or more computers; The computer executing an exchange process including updating the possession information of the first identification information of the first game medium selected by the input of the first operation by the player so as to decrease the possession information of the second identification information of the second game medium; and generating history information including at least the first identification information and time information for identifying a time when the first operation was input; displaying a selection screen on which the first identification information included in the history information can be selected based on the history information; executing a return process including updating the possession information of the first identification information so as to increase the possession information of the first identification information and updating the possession information of the second identification information so as to decrease the possession information of the second identification information, based on the first identification information selected by inputting a second operation by the player; updating the history information so as to make it impossible to input the second operation for the first identification information selected by the input of the second operation by the player; updating the history information based on the time information of the first identification information included in the history information so as to disable input of the second operation for the first identification information after a predetermined time has elapsed; and the first identification information selected by the input of the first operation by the player is associated with one or more parameters that can be updated from initial values; Executing the recovery process includes: determining, as the initial values, at least some of the parameters associated with the first identification information that is updated to increase the possession information; Information processing system.
7. one or more computers; The computer executing an exchange process including updating the possession information of the first identification information of the first game medium selected by the input of the first operation by the player so as to decrease the possession information of the second identification information of the second game medium; and generating history information including at least the first identification information and time information for identifying a time when the first operation was input; displaying a selection screen on which the first identification information included in the history information can be selected based on the history information; executing a return process including updating the possession information of the first identification information so as to increase the possession information of the first identification information and updating the possession information of the second identification information so as to decrease the possession information of the second identification information, based on the first identification information selected by inputting a second operation by the player; updating the history information so as to make it impossible to input the second operation for the first identification information selected by the input of the second operation by the player; updating the history information based on the time information of the first identification information included in the history information so as to disable input of the second operation for the first identification information after a predetermined time has elapsed; and the first identification information selected by the input of the first operation by the player is associated with one or more parameters that can be updated from initial values; Executing the recovery process includes: determining, as the initial values, at least some of the parameters associated with the first identification information that is updated to increase the possession information; Game device.
Citation Information
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