Information processing program, information processing method, information processing system, and game device

The information processing system addresses the lack of player convenience in managing shared game media by linking player IDs with rental media and automating media selection, improving multiplayer game experiences.

JP7765591B1Active Publication Date: 2025-11-06CYGAMES INC
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Patent Information

Application Number
JP2024206556
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-11-27
Publication Date
2025-11-06
Estimated Expiration
2044-11-27

AI Technical Summary

Technical Problem

Existing game technologies do not adequately enhance player convenience, particularly in managing and utilizing shared game media for multiplayer interactions.

Method used

An information processing system that allows players to link their player IDs with owned game media, enabling rental and reservation of game media, managing friend information, and automatically selecting suitable game media based on predefined conditions and priorities, ensuring seamless gameplay experiences.

Benefits of technology

Improves player convenience by facilitating efficient management and utilization of shared game media, enhancing multiplayer interactions and reducing the need for manual selection during multiple battles.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve convenience for players. [Solution] A game selection operation by a player is accepted, a rental game medium linked to each player ID of multiple other players is determined as a target, and a specification process is performed to identify rental game medium from the determined target rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information, and if a rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information is identified, a game of the type selected by the game selection operation is executed based on the identified rental game medium and the scheduled game medium, and if there is no rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information, a third input by the player to select one from the rental game media linked to each player ID of multiple other players is accepted, and the type of game selected by the game selection operation is executed based on the rental game medium selected based on the third input and the scheduled game medium.
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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] For example, Patent Document 1 proposes a game in which a player borrows a character from another player and pits the character against an enemy character. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2021-145944 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the technology described in Patent Document 1 leaves room for improvement in terms of improving convenience for players.

[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 improve convenience for players. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program a process of storing owned game media linked to a player's player ID as rental game media linked to the player's player ID; Linked to the player's player ID The owned game media receiving a first input from the player for selecting a program content from the game content; a process of receiving a second input from the player for specifying a reservation organization condition; a process of storing reservation schedule information including the scheduled game media and the reservation schedule conditions in association with the player ID of the player; a process of receiving a game selection operation by the player to select a type of game; A process of managing friend information including the player ID of another player by linking it to the player ID of the player; The friend information linked to the player ID of the player includes at least Based on multiple The above A process of determining the rental game media linked to each player ID of the other players as the target; a process of executing a process of identifying, from the determined target rental game media, rental game media that satisfy the reservation schedule conditions included in the reservation schedule information; When the rental game media that satisfy the reservation schedule conditions included in the reservation schedule information are identified, a process of executing the game of the type selected by the game selection operation based on the identified rental game media and the scheduled game media; If there is no rental game medium that satisfies the reservation schedule conditions included in the reservation schedule information, The above receiving a third input from the player selecting one of the rental game media associated with each player ID of the other players; a process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the organized game medium; The computer performs the following.

[0007] The reservation composition conditions include: A game medium ID for identifying the rental game medium is included, The process of executing the specific process is From the rental game media determined as the target, the rental game media that matches the game medium ID included in the reservation scheduling conditions may be identified.

[0008] A parameter value is associated with the rental game medium, The reservation composition conditions include: the parameter values ​​include values ​​for the parameter values; The process of executing the specific process is From the rental game media determined as the target, rental game media associated with a parameter value equal to or greater than the value included in the reservation scheduling conditions may be identified.

[0009] The rental game media is associated with an attribute type; The reservation composition conditions include: The attribute type is included, The process of executing the specific process is From the rental game media determined as the target, rental game media that match the attribute type included in the reservation scheduling conditions may be identified.

[0011] A plurality of reservation organization conditions can be set, each associated with a priority; The specifying process may be executed in order from the reservation organization condition associated with the relatively high priority.

[0012] 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 a process of storing owned game media linked to a player's player ID as rental game media linked to the player's player ID; Linked to the player's player ID The owned game media receiving a first input from the player for selecting a program content from the game content; a process of receiving a second input from the player for specifying a reservation organization condition; a process of storing reservation schedule information including the scheduled game media and the reservation schedule conditions in association with the player ID of the player; a process of receiving a game selection operation by the player to select a type of game; A process of managing friend information including the player ID of another player by linking it to the player ID of the player; The friend information linked to the player ID of the player includes at least Based on multiple The aboveA process of determining the rental game media linked to each player ID of the other players as the target; a process of executing a process of identifying, from the determined target rental game media, rental game media that satisfy the reservation schedule conditions included in the reservation schedule information; When the rental game media that satisfy the reservation schedule conditions included in the reservation schedule information are identified, a process of executing the game of the type selected by the game selection operation based on the identified rental game media and the scheduled game media; If there is no rental game medium that satisfies the reservation schedule conditions included in the reservation schedule information, The above receiving a third input from the player selecting one of the rental game media associated with each player ID of the other players; a process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the organized game medium; Carry out the following.

[0013] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process of storing owned game media linked to a player's player ID as rental game media linked to the player's player ID; Linked to the player's player ID The owned game media receiving a first input from the player for selecting a program content from the game content; a process of receiving a second input from the player for specifying a reservation organization condition; a process of storing reservation schedule information including the scheduled game media and the reservation schedule conditions in association with the player ID of the player; a process of receiving a game selection operation by the player to select a type of game; A process of managing friend information including the player ID of another player by linking it to the player ID of the player; The friend information linked to the player ID of the player includes at least Based on multiple The above A process of determining the rental game media linked to each player ID of the other players as the target; a process of executing a process of identifying, from the determined target rental game media, rental game media that satisfy the reservation schedule conditions included in the reservation schedule information; When the rental game media that satisfy the reservation schedule conditions included in the reservation schedule information are identified, a process of executing the game of the type selected by the game selection operation based on the identified rental game media and the scheduled game media; If there is no rental game medium that satisfies the reservation schedule conditions included in the reservation schedule information, The above receiving a third input from the player selecting one of the rental game media associated with each player ID of the other players; a process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the organized game medium; Carry out the following.

[0014] In order to solve the above problem, the game device one or more computers; The computer a process of storing owned game media linked to a player's player ID as rental game media linked to the player's player ID; Linked to the player's player ID The owned game media receiving a first input from the player for selecting a program content from the game content; a process of receiving a second input from the player for specifying a reservation organization condition; a process of storing reservation schedule information including the scheduled game media and the reservation schedule conditions in association with the player ID of the player; a process of receiving a game selection operation by the player to select a type of game; A process of managing friend information including the player ID of another player by linking it to the player ID of the player; The friend information linked to the player ID of the player includes at least Based on multiple The above A process of determining the rental game media linked to each player ID of the other players as the target; a process of executing a process of identifying, from the determined target rental game media, rental game media that satisfy the reservation schedule conditions included in the reservation schedule information; When the rental game media that satisfy the reservation schedule conditions included in the reservation schedule information are identified, a process of executing the game of the type selected by the game selection operation based on the identified rental game media and the scheduled game media; If there is no rental game medium that satisfies the reservation schedule conditions included in the reservation schedule information, The above receiving a third input from the player selecting one of the rental game media associated with each player ID of the other players; a process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the organized game medium; Carry out the following. [Effects of the Invention]

[0015] According to the present invention, it is possible to improve convenience for players. [Brief explanation of the drawings]

[0016] [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. 3A is a diagram showing an example of a My Page screen, and Fig. 3B is a diagram showing an example of a quest list screen. [Figure 4] FIG. 4 is a diagram showing an example of the organization screen. [Figure 5] FIG. 5 is a diagram showing an example of supporter summon stone information. [Figure 6] FIG. 6 is a first diagram showing an example of the supporter summon stone automatic selection screen. [Figure 7] FIG. 7 is a first diagram showing an example of a summon stone details screen. [Figure 8] FIG. 8 is a second diagram showing an example of the supporter summon stone automatic selection screen. [Figure 9] FIG. 9 is a second diagram showing an example of the summon stone details screen. [Figure 10] FIG. 10 is a third diagram showing an example of the supporter summon stone automatic selection screen. [Figure 11] Fig. 11A is a diagram showing an example of friend information, and Fig. 11B is a diagram showing an example of supporter summon stone list information. [Figure 12] Fig. 12A is a diagram showing an example of a supporter selection screen, and Fig. 12B is a diagram showing an example of a registration formation dialogue. [Figure 13] FIG. 13 is a diagram showing an example of the battle screen. [Figure 14] FIG. 14 is a functional block diagram of the player terminal. [Figure 15] FIG. 15 is a functional block diagram of the server. [Figure 16] FIG. 16 is a sequence diagram illustrating the processing of the player terminal and the server. [Figure 17] FIG. 17 is a flowchart illustrating the server-side pre-battle processing. [Figure 18] FIG. 18 is a flowchart illustrating the terminal-side pre-battle processing. DETAILED DESCRIPTION OF THE INVENTION

[0017] 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.

[0018] (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 that includes player terminals 1, a server 1000, and a communication network N having a communication base station Na. The information processing program is a variety of programs executed in the information processing system S.

[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. 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.

[0020] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 manages the game and accumulates various information (player information) for each player playing the game. The server 1000 also updates the accumulated information and controls the progress of the game based on operations input from the player terminals 1.

[0021] The communication base station Na is connected to the communication network N. The communication base station Na transmits and receives information wirelessly to and from the player terminal 1. The server 1000 is connected to the communication network N. The communication network N is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc. The communication network N realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0022] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0023] A game realized by the information processing system S is, for example, a browser game. In a browser game, the player terminal 1 transmits information based on an input operation by the player to the server 1000. The server 1000 controls the progress of the game based on the received information and causes the player terminal 1 to receive screen information according to the progress of the game. The player terminal 1 displays a game screen on a display based on the received screen information. Note that the game realized by the information processing system S is not limited to a browser game, and may be an application game in which at least a part of the progress of the game is controlled by the player terminal 1.

[0024] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of a player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of a server 1000. As shown in Fig. 2A, the player terminal 1 is configured to include one or more CPUs (Central Processing Units) 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.

[0025] As shown in FIG. 2B, the server 1000 includes one or more CPUs 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0026] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 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 1000 will be omitted.

[0027] 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.

[0028] 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.

[0029] The storage unit 18 is configured with a ROM or RAM, and stores various programs and data. In the player terminal 1, the programs or data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.

[0030] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the program or data received from the server 1000 is stored in the storage device 12 or the storage unit 18.

[0031] 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.

[0032] 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.

[0033] (Game content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. The game of this embodiment is a so-called online role-playing game (RPG), in which multiple players can simultaneously play the game in one game world via a communication network N. A player is given a main character by the operator. In addition to the main character, the player can acquire multiple sub-characters through a lottery or other means and make them his or her allies. Hereinafter, the main character and the sub-characters that have been acquired as allies will be referred to as "ally characters." A player can also possess weapons acquired through a lottery or weapons distributed by the operator. A player can also possess items acquired through a lottery or items distributed by the operator. Specifically, a character ID that can identify the main character or sub-character is linked to the player's player ID, thereby allowing the player to possess the main character or sub-character. Similarly, a weapon ID that can identify a weapon or an item ID that can identify an item is linked to the player's player ID, thereby allowing the player to possess weapons and items.

[0034] Various quests are available in the game. The game progresses as the player accepts a quest, i.e., the player selects a type of quest. A quest involves a battle between an enemy character according to the content of the quest and the player's ally character. The quest is cleared by winning the battle. Note that the number of enemy characters in one battle is not limited to one, and may be multiple. The game content of this embodiment will be described in detail below.

[0035] FIG. 3A is a diagram showing an example of a My Page screen. FIG. 3B is a diagram showing an example of a quest list screen. When the player terminal 1 accesses the server 1000 and enters a logged-in state, the game starts. When the game starts, the My Page screen shown in FIG. 3A is displayed on the display 26 of the player terminal 1. The My Page screen has a plurality of operation units, such as tabs, that can be operated by the player. Note that operation units that can be operated by the player are also provided on various screens other than the My Page screen, which will be described later.

[0036] As shown in Fig. 3A, on the My Page screen, a frame bar 30 is displayed at the bottom of the display 26. The frame bar 30 is also displayed when the screen displayed on the display 26 changes to a screen other than the My Page screen. The frame bar 30 has a My Page tab 30a labeled "My Page," a reload tab 30b labeled "Reload," and a back tab 30c labeled "Back."

[0037] When the My Page tab 30a is operated, the My Page screen is displayed, and it is possible to return to the My Page screen from a screen other than the My Page screen. When the Reload tab 30b is operated, the screen currently being displayed on the display 26 is reloaded and the currently displayed screen is updated. When the Back tab 30c is operated, it is possible to return to the screen that was displayed immediately before the screen currently being displayed on the display 26.

[0038] As shown in FIG. 3A, a menu tab 31a labeled "Menu" is displayed in the upper right corner of the My Page screen. When the menu tab 31a is operated, a menu screen (not shown) is displayed. The player can configure various settings related to the game on the menu screen.

[0039] As shown in Figure 3A, the My Page screen displays an organization tab 32a labeled "Organization," an enhancement tab 32b labeled "Enhancement," a gacha tab 32c labeled "Gacha," and a quest tab 32d labeled "Quest."

[0040] When the strengthening tab 32b is operated, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters, weapons, and items they possess in accordance with predetermined rules. By strengthening the characters, weapons, and items, the player can increase the levels set for the characters, weapons, and items. Various parameters are set for the characters, weapons, and items, and the parameters increase when they are strengthened. By increasing the parameters of the characters, weapons, and items, the player can progress in battles with an advantage.

[0041] When the gacha tab 32c is operated, a gacha screen (not shown) is displayed. On the gacha screen, characters, weapons, and items can be acquired by lottery by consuming in-game currency. Furthermore, when a specific type of weapon is acquired for the first time, a sub-character corresponding to that specific type of weapon can be acquired. The acquired sub-character can then be organized into a party.

[0042] As shown in Figure 3A, AP (Active Points) is displayed near the Quest tab 32d. AP is the point required to perform a quest, and the player consumes AP to perform the quest. AP is recovered over time or by consuming a predetermined item.

[0043] When the quest tab 32d is operated, the quest list screen shown in Fig. 3B is displayed. The quest list screen displays a quest selection tab 33. The quest selection tab 33 displays information related to executable quests.

[0044] Quests include main quests related to the progress of the main story, and freely set free quests. A quest selection tab 33 is displayed for each executable quest. If there are multiple executable quests, they are displayed side by side at the bottom of the quest list screen. If there are many quests, all of the quests can be displayed by scrolling down the quest list screen.

[0045] When the organization tab 32a is operated on the My Page screen of FIG. 3A, the organization screen is displayed. FIG. 4 is a diagram showing an example of the organization screen. On the organization screen, a party to be used in a quest battle can be organized. A party is organized with main members who are starting members in the battle and sub-members who are substitutes. The main members are organized with a total of four characters, including the main character and three sub-characters. The sub-members are organized with two sub-characters. In a battle, if one of the main member characters becomes unable to fight, a sub-character from the sub-member will be added to the battle.

[0046] As shown in FIG. 4, a main member display section 40 is displayed at the top of the organization screen. Images of the main members and various statuses of the main members are displayed in the main member display section 40. In the example shown in FIG. 4, the various statuses of the main members are displayed as parameter values ​​of HP (hit points) and attack power. Note that rarity, level, defensive power, etc. may also be displayed as the various statuses of the main members.

[0047] In addition, an operation unit display area 50 is displayed below the main member display area 40. The operation unit display area 50 is provided with a character operation unit 52 labeled "character" and a weapon operation unit 54 labeled "weapon" and a summon stone operation unit 56 labeled "summon stone."

[0048] In addition, a team composition display area 60 is displayed below the operation unit display area 50. When the character operation unit 52 is tapped, the character operation unit 52 is highlighted, and a change operation for changing the team composition of main members and sub-members is accepted in the team composition display area 60. The player can select characters to be organized as main members and sub-members by performing a change operation by operating the various operation units displayed in the team composition display area 60. Hereinafter, main members and sub-members will be collectively referred to as members.

[0049] Furthermore, the player can equip members with equipment such as weapons on the organization screen. When the weapon operation section 54 is tapped, the weapon operation section 54 is highlighted, and a change operation for changing the weapons equipped to the members is accepted in the organization content display area 60. The player can select weapons to equip the members organized into the party by performing a change operation by operating the various operation sections displayed in the organization content display area 60.

[0050] Additionally, party members can be equipped with summon stones, which are items that can be used in quests. When the summon stone operation unit 56 is tapped, the summon stone operation unit 56 is highlighted as shown in FIG. 4, and a change operation to change the summon stone equipped to the member is accepted in the formation content display area 60. In this embodiment, the player can organize a total of six summon stones as summon stones to be equipped to the member. Of the six summon stones that the player can organize, some (five in this embodiment) must be selected from the summon stones that the player possesses. Furthermore, of the six summon stones that the player can organize, the other part (one in this embodiment) must be selected from the summon stones that other players have set as supporter summon stones. Supporter summon stones will be described in more detail below.

[0051] As shown in Fig. 4, five summon stone display frames 62 are displayed in the formation content display area 60. When a summon stone display frame 62 is tapped, a selection screen (not shown) is displayed that displays a list of icons corresponding to the summon stones possessed by the player. By tapping one of the icons displayed on this selection screen, the player can select a summon stone.

[0052] When a summon stone is selected by the player, an image showing the selected summon stone is displayed in the corresponding summon stone display frame 62. In addition, the various statuses of the summon stone set in each summon stone display frame 62 are displayed below each summon stone display frame 62. In the example shown in FIG. 4, the various statuses of the summon stone are displayed as parameter values ​​of HP (hit points) and attack power. Note that the various statuses of the summon stone may also be displayed as attribute, rarity, level, defensive power, etc.

[0053] The party content, in which the members, weapons, and summon stones are organized as described above, is stored as a registered party. Note that multiple registered parties may be stored.

[0054] This embodiment provides a function for sharing summon stones among players. Players can select from their own summon stones (owned game media) as supporter summon stones (lendable game media) that other players can use in battle. That is, players can select summon stones to lend to other players. In this embodiment, six attributes of summon stones are provided: "fire," "water," "earth," "wind," "light," and "darkness." There are seven slots available for setting supporter summon stones: six slots corresponding to the six attributes and one slot ("free") that does not require any attribute. Up to two summon stones can be set as supporter summon stones in each of these seven slots. Players can change the summon stones they select as supporter summon stones from their own summon stones on a menu screen (not shown).

[0055] 5 is a diagram showing an example of supporter summon stone information. When a supporter summon stone is set by a player, the supporter summon stone information stored in the server 1000 is updated. As shown in FIG. 5, the supporter summon stone information is linked to a player ID for identifying the player. The player ID is used to identify the player, and a unique ID that differs for each player is assigned.

[0056] The Supporter Summon Stone information is also linked to a Summon Stone ID that identifies the Supporter Summon Stone set by the player in each slot. The Supporter Summon Stones set by the player are also linked and stored with the same stats (HP, attack power, attributes, rarity, level, defense power, etc.) as the Summon Stones possessed by the player.

[0057] As described above, in this embodiment, one of the six summon stones that a player can organize must be selected from among the summon stones that other players have set as supporter summon stones. As will be described in detail later, in this embodiment, the player can select the supporter summon stone immediately before the start of the battle. For example, if multiple battles are performed in succession, the player will have to select the supporter summon stone multiple times, which may reduce the player's convenience.

[0058] In this embodiment, an automatic supporter summon stone selection function is provided. When the automatic supporter summon stone selection function is used, it is possible to automatically select a supporter summon stone just before the start of a battle. This improves convenience for the player.

[0059] Returning to Figure 4, an automatic supporter selection operation section 64 labeled "Automatic Supporter Selection" is displayed at the bottom of the formation content display area 60. When the automatic supporter selection operation section 64 is tapped, an automatic supporter summon stone selection screen is displayed.

[0060] FIG. 6 is a first diagram showing an example of the Supporter Summon Stone Automatic Selection screen. The Supporter Summon Stone Automatic Selection screen allows users to configure the details of the Supporter Summon Stone Automatic Selection function. As shown in FIG. 6, an explanation display section 70 is displayed at the top of the Supporter Summon Stone Automatic Selection screen, stating, "By configuring summon stones and turning on automatic selection, Supporter Summon Stones will be automatically selected." The explanation display section 70 also includes an automatic setting operation section 70a. When the automatic setting operation section 70a is tapped, the display mode of the automatic setting operation section 70a changes, switching the Supporter Summon Stone Automatic Selection function between enabled and disabled. FIG. 6 illustrates the case where the Supporter Summon Stone Automatic Selection function is enabled.

[0061] Furthermore, three setting frames 74 are displayed at the bottom of the explanation display section 70. A priority order is set in advance for each setting frame 74. Specifically, the setting frame 74 marked "Setting 1" has the highest priority, followed by the setting frame 74 marked "Setting 2," and the setting frame 74 marked "Setting 3" has the lowest priority.

[0062] In this embodiment, the case where the number of setting frames 74 is three is shown, but the number of setting frames 74 may be one or more, and may be two, four or more.

[0063] 6, no summon stone is set in the setting frame 74 marked "Setting 1" and the setting frame 74 marked "Setting 3." An image marked "Not set" is displayed in the setting frame 74 in which no summon stone is set.

[0064] The example shown in FIG. 6 shows a case where a summon stone is set only in the setting frame 74 marked "Setting 2." The setting frame 74 in which the summon stone is set displays an image showing the set summon stone and various statuses of the set summon stone. The example shown in FIG. 6 shows a case where the rarity (number of stars) and level are displayed as the status of the summon stone.

[0065] Also, as shown in FIG. 6, a setting cancel operation section 76 is displayed in the setting frame 74 in which a summon stone is set. When the setting cancel operation section 76 is tapped, the summon stone setting for the corresponding setting frame 74 is canceled, and the setting frame 74 is returned to an unset state. Note that when using the supporter summon stone automatic selection function, it is not necessary to set a summon stone in each setting frame 74, and a summon stone may be set in only one of the three setting frames 74 (for example, only the setting frame 74 marked "Setting 1"). Also, even when not using the supporter summon stone automatic selection function, it may be possible to set a summon stone in each setting frame 74.

[0066] In this embodiment, each summon stone is associated with multiple cap break stages. The player can increase the level of the summon stone according to predetermined rules. However, for each cap break stage, a maximum level that the summon stone can reach is set. In this embodiment, as the cap break stage increases, the rarity of the summon stone increases, and the maximum level that the summon stone can reach also increases. Furthermore, when the cap break stage of a summon stone is increased to a predetermined cap break stage, a new utility is added to the summon stone. In other words, the higher the cap break stage and level of the summon stone, the more advantageous it is for the player.

[0067] A summon stone display area 80 is displayed below the setting frame 74. In the summon stone display area 80, a list of icons 82 indicating summon stones that can be set in each setting frame is displayed. Note that icons 82 corresponding to summon stones that have already been set in one of the setting frames 74 are displayed in an unselectable manner. Specifically, as shown in FIG. 6, an image labeled "Selected" and an image labeled "Setting 2," which identifies the type of setting frame 74, are displayed. Furthermore, icons 82 corresponding to summon stones that have not yet been set in a setting frame 74 are displayed in a selectable manner.

[0068] In this embodiment, the summon stones that can be set in the setting slot 74 are the same for all players, regardless of whether the player actually owns them. However, the types of summon stones that can be set in the setting slot 74 may be different for each player.

[0069] In addition to the type of summon stone, the present embodiment also allows the upper limit release stage and lower limit value of the summon stone to be set in the setting frame 74.

[0070] The summon stone display area 80 displays a narrowing operation section 84 and a detailed operation section 86. When the narrowing operation section 84 is tapped, a narrowing dialog (not shown) is displayed. In the narrowing dialog, it is possible to set narrowing conditions according to the summon stone's upper limit release stage and level. As shown in FIG. 6, the contents of the narrowing conditions set in the narrowing dialog are displayed in the narrowing operation section 84.

[0071] Furthermore, when the detail operation section 86 is tapped, a detail dialog box (not shown) is displayed. In the detail dialog box, it is possible to set the sorting conditions for summon stones and more detailed narrowing conditions.

[0072] When the filtering and sorting conditions are set in the filtering dialog and the details dialog, the icons 82 displayed in the summon stone display area 80 are filtered and sorted according to the settings, which improves the convenience of the player when searching for the summon stone they want.

[0073] An operation section 88 labeled "Go to Formation TOP" is provided below the summon stone display area 80. When the operation section 88 is tapped, the formation screen of FIG. 4 is displayed.

[0074] The following describes the process of setting a summon stone in the setting frame 74 marked "Setting 1." When setting a summon stone in one of the setting frames 74, the player taps the setting frame 74 of the target to be set. Figure 6 shows the case where the setting frame 74 marked "Setting 1" is tapped. At this time, the tapped setting frame 74, in this case the setting frame 74 marked "Setting 1," is highlighted.

[0075] When a selectable icon 82 among the icons 82 displayed in the summon stone display area 80 is tapped, a summon stone details screen corresponding to the tapped icon 82 is displayed.

[0076] FIG. 7 is a first diagram showing an example of a summon stone details screen. As shown in FIG. 7, a status display section 90 is displayed at the top of the summon stone details screen. The status display section 90 displays an image of the summon stone selected by the player and various statuses. In the example shown in FIG. 4, the various statuses of the summon stone are displayed as HP (hit points) parameter value, attack power parameter value, rarity (number of stars), and level. In addition, a detailed information display section 92 is displayed at the bottom of the summon stone details screen. The detailed information display section 92 displays detailed information such as various utilities set for the summon stone selected by the player.

[0077] In addition, a cancel operation section 94 marked "Cancel" and a setting operation section 96 marked "Set" are provided between the status display section 90 and the detailed information display section 92. In addition, an operation section 98 marked "Return to automatic selection of supporter summon stone" is provided below the detailed information display section 92.

[0078] When the cancel operation unit 94 or the operation unit 98 is tapped, the summon stone details screen is hidden and the supporter summon stone automatic selection screen (FIG. 6) is displayed. In this case, the summon stone is not set in the setting frame 74 of "Setting 1" selected by the player.

[0079] Furthermore, when the setting operation unit 96 is tapped, the summon stone selected by the player, i.e., the summon stone displayed on the summon stone details screen, is set in the setting frame 74 for "Setting 1" selected by the player. When the summon stone is set in the setting frame 74, a summon stone ID for identifying the set summon stone and various status values ​​of the set summon stone are stored. Then, the summon stone details screen is hidden, and the supporter summon stone automatic selection screen (Figure 8) is displayed.

[0080] 8 is a second diagram showing an example of the supporter summon stone automatic selection screen. When a new summon stone is set in the "Setting 1" setting frame 74 as described above, an image showing the newly set summon stone and various statuses of the set summon stone are displayed in the "Setting 1" setting frame 74, as shown in FIG. 8. In addition, in the summon stone display area 80, icons 82 corresponding to the summon stones set in the "Setting 1" and "Setting 2" setting frames 74 are displayed in an unselectable manner.

[0081] Next, we will explain the process for changing the summon stone set in the "Setting 1" setting frame 74. As shown in Figure 8, when the "Setting 1" setting frame 74 is tapped and selected, and a selectable icon 82 is tapped among the icons 82 displayed in the summon stone display area 80, the summon stone details screen (Figure 9) corresponding to the tapped icon 82 is displayed.

[0082] FIG. 9 is a second diagram showing an example of the summon stone details screen. As shown in FIG. 9, the status display section 90 of the summon stone details screen displays an image of the summon stone selected by the player and various statuses. The detailed information display section 92 of the summon stone details screen displays detailed information such as various effects set for the summon stone selected by the player. When the setting operation section 96 is tapped, the summon stone selected by the player, i.e., the summon stone displayed on the summon stone details screen, is set in the setting frame 74 for "Setting 1" selected by the player. The summon stone details screen is then hidden, and the supporter summon stone automatic selection screen (FIG. 10) is displayed.

[0083] Figure 10 is a third diagram showing an example of the supporter summon stone automatic selection screen. When the summon stone set in the "Setting 1" setting frame 74 is changed as described above, an image showing the newly set summon stone and various statuses of the set summon stone are displayed in the "Setting 1" setting frame 74, as shown in Figure 10. Also, in the summon stone display area 80, icons 82 corresponding to the summon stones set in the "Setting 1" and "Setting 2" setting frames 74 are displayed in an unselectable manner.

[0084] FIG. 11A is a diagram showing an example of friend information. In this embodiment, a player can set up friends on a menu screen. In the friend setting, a player can register other players as friends. Friend registration is performed when a player sends a friend request to another player and the other player accepts the friend request, or when a player accepts a friend request sent from another player.

[0085] When the friend registration is completed, the player IDs of the other players who have been registered as friends are stored in association with the player IDs of the players as friend information that is stored in the server 1000 in association with the player IDs of the players.

[0086] FIG. 11B is a diagram showing an example of supporter summon stone list information. When a predetermined timing arrives, the server 1000 sets the supporter summon stone list information and stores it in association with the player's player ID. The predetermined timing for setting the supporter summon stone list information may be set, for example, at predetermined time intervals (e.g., every two hours). However, the predetermined timing for setting the supporter summon stone list information may also be set at a predetermined trigger, such as when the player logs into the game or when the player taps the quest selection tab 33 (FIG. 3B).

[0087] As shown in FIG. 11B, the supporter summon stone list information has 10 slots, numbered 001 to 010. Each slot stores the player ID of the other player who has been selected as the player's supporter, a friend identifier indicating whether or not the other player is registered as a friend of the player, and a summon stone ID for identifying the summon stone that the other player has set as a supporter summon stone. In FIG. 11B, if a "1" is stored as the friend identifier, it indicates that the player is registered as a friend, and if a "0" is stored as the friend identifier, it indicates that the player is not registered as a friend.

[0088] In this embodiment, six slots, numbered 001 to 006, are set as friend priority slots. For example, when a predetermined timing arrives for setting the supporter summon stone list information, the server 1000 randomly selects six players as supporters from among the player and other players who are registered as friends. The server 1000 also randomly selects four players as supporters from among other players who are not registered as friends of the player. If the number of players registered as friends of the player is less than the number of friend priority slots, the server 1000 may simply select all other players registered as friends of the player as supporters without randomly selecting them. The supporter summon stone list information may be set based on predetermined conditions, and is not limited to the above example.

[0089] The following describes the process leading up to the start of a battle when the automatic supporter summon stone selection function is disabled. When the automatic supporter summon stone selection function is disabled and one of the quest selection tabs 33 in Figure 3B is operated (a game selection operation), the supporter selection screen is displayed.

[0090] 12A is a diagram showing an example of a supporter selection screen. As shown in FIG. 12A, at the top of the supporter selection screen, display switching tabs 100 are displayed, each labeled "Fire," "Water," "Earth," "Wind," "Light," "Dark," and "Free," which correspond to the setting frames for supporter summon stones. In addition, at the bottom of the display switching tabs 100, a supporter display area 110 is displayed.

[0091] As shown in Fig. 12A, the supporter display area 110 displays a list of selection tabs 112 for each summon stone that another player who has been set as a supporter has set as a supporter summon stone. Fig. 12A shows a state in which the display switching tab 100 labeled "Wind" is selected. In this case, a list of selection tabs 112 is displayed for each summon stone that another player who has been set as a supporter has set as a supporter summon stone in the "Wind" setting frame for supporter summon stone.

[0092] 12A, each selection tab 112 displays the player name of the other player set as a supporter, various statuses of the other player, and an image identifying whether the other player is registered as a friend. Also, each selection tab 112 displays detailed information such as an image of a summon stone, various statuses of the summon stone, and various utilities set for the summon stone.

[0093] 12A, an automatic selection operation section 114 labeled "Auto Select" is provided at the top of the display switching tab 100. When the automatic selection operation section 114 is tapped, the supporter summon stone automatic selection screen (FIG. 6) is displayed, and as described above, it becomes possible to configure settings related to the supporter summon stone automatic selection function.

[0094] In this embodiment, of the six summon stones that a player can organize, one summon stone must be selected from among the summon stones set as supporter summon stones by another player who is set as a supporter. The player can select the supporter summon stone to organize by tapping one of the selection tabs 112 displayed in the supporter display area 110. When the selection tab 112 is tapped, a registration organization screen is displayed.

[0095] FIG. 12B is a diagram showing an example of a registration organization screen. As shown in FIG. 12B, a registered party display section 120 is displayed at the top of the registration organization screen. The registered party display section 120 displays various images indicating the registered party previously set by the player on the organization screen as described above. The example shown in FIG. 12B illustrates a case in which the main members, sub-members, some weapons, and some summon stones formed in the registered party are displayed. Note that the registration organization screen may be configured to allow switching to another previously set registered party. Furthermore, by tapping the registered party display section 120, the organization screen (FIG. 4) may be displayed, allowing the contents of the registered party to be edited. In this case, an operation section for transitioning from the organization screen to the registration organization screen may be displayed within the organization screen.

[0096] 12B, a supporter summon stone display section 122 is displayed below the registered party display section 120. The supporter summon stone display section 122 corresponds to the selection tab 112 selected by the player, and displays detailed information such as the player name of the other player set as a supporter, various statuses of the other player, an image identifying whether the other player is registered as a friend, an image showing the summon stone, various statuses of the summon stone, and various utilities set for the summon stone.

[0097] As shown in FIG. 12B, a cancel operation section 124 marked "Cancel" and a decision operation section 126 marked "OK" are provided at the bottom of the registered schedule screen.

[0098] When the cancel operation unit 124 is tapped, the registration formation screen is hidden. Then, the selection of the selection tab 112 by the player is canceled, and the supporter selection screen (FIG. 12) is displayed.

[0099] Furthermore, when the decision operation unit 126 is tapped, it is decided that a battle will start with the formation content displayed on the registered formation screen, and the battle screen (FIG. 13) is displayed.

[0100] Next, we will explain the process leading up to the start of a battle when the Supporter Summon Stone Auto-Selection function is enabled. When the Supporter Summon Stone Auto-Selection function is enabled and one of the quest selection tabs 33 in Figure 3B is operated, an automatic selection process is executed to automatically select a Supporter Summon Stone based on the settings of the Supporter Summon Stone Auto-Selection function.

[0101] In this embodiment, when using Supporter Summon Stones, a predetermined usage limit is set. Specifically, for example, Supporter Summon Stones of other players who are set as friends can be used a maximum of 30 times in succession, and after using them 30 times in succession, they cannot be used for a certain period of time (for example, 1 hour). Also, Supporter Summon Stones of other players who are not set as friends cannot be used for a certain period of time (for example, 1 hour) after being used once. Therefore, it is basically preferable to use Supporter Summon Stones of other players who are set as friends continuously.

[0102] In the automatic selection process, a supporter summon stone can be automatically selected based on the following determination process executed by the server 1000. However, the automatic selection process may also be executed in the player terminal 1.

[0103] Decision Processing (1) If the Supporter Summon Stone used in the previous battle belongs to another player who is registered as a friend, and if that Supporter Summon Stone satisfies the settings of the Supporter Summon Stone Auto-Selection function and can be used consecutively, then that Supporter Summon Stone will be used.

[0104] Note that a case where the setting contents of the Supporter Summon Stone Auto Selection function are satisfied is specifically when the Supporter Summon Stone matches the Summon Stone ID of the Summon Stone set in the setting frame 74, and the value of a predetermined status of the Supporter Summon Stone is equal to or greater than the value of the predetermined status of the Summon Stone set in the setting frame 74. In this embodiment, the predetermined status is set to be rarity (number of stars) and level.

[0105] The Supporter Summon Stone Auto-Selection Screen (FIG. 10) may also include a checkbox labeled "Include Higher Values" and a checkbox labeled "Exact Match Values ​​Only" for a specific status. For example, if the checkbox labeled "Include Higher Values" is selected, a Supporter Summon Stone that matches the Summon Stone ID of the Summon Stone set in the setting frame 74 and the value of the specific status of the Supporter Summon Stone is equal to or greater than the value of the specific status of the Summon Stone set in the setting frame 74 may be treated as satisfying the settings of the Supporter Summon Stone Auto-Selection Function. Also, for example, if the checkbox labeled "Exact Match Values ​​Only" is selected, a Supporter Summon Stone that matches the Summon Stone ID of the Summon Stone set in the setting frame 74 and the value of the specific status of the Supporter Summon Stone matches the value of the specific status of the Summon Stone set in the setting frame 74 may be treated as satisfying the settings of the Supporter Summon Stone Auto-Selection Function.

[0106] Furthermore, on the Supporter Summon Stone Auto-Selection screen (FIG. 10), only the predetermined status value of the summon stone may be set in the setting frame 74. For example, if a checkbox marked "Include higher values" is selected, the setting contents of the Supporter Summon Stone Auto-Selection function may be satisfied if the predetermined status value of the Supporter Summon Stone is equal to or greater than the predetermined status value of the summon stone set in the setting frame 74. Also, for example, if a checkbox marked "Exact match values ​​only" is selected, the setting contents of the Supporter Summon Stone Auto-Selection function may be satisfied if the predetermined status value of the Supporter Summon Stone matches the predetermined status value of the summon stone set in the setting frame 74. In other words, the search criteria for the Supporter Summon Stone Auto-Selection function do not need to include the summon stone ID.

[0107] Furthermore, on the Supporter Summon Stone Auto-Selection Screen (FIG. 10), only the type of summon stone, i.e., the summon stone ID of the summon stone, may be set in the setting frame 74. In this case, a Supporter Summon Stone with a summon stone ID that matches the summon stone ID set in the setting frame 74 may be treated as satisfying the settings of the Supporter Summon Stone Auto-Selection function. In other words, the search conditions for the Supporter Summon Stone Auto-Selection function do not need to include the specified status of the summon stone.

[0108] Furthermore, on the Supporter Summon Stone Auto-Selection Screen (FIG. 10), only the attribute of the summon stone may be set in the setting frame 74. In this case, a Supporter Summon Stone with an attribute that matches the attribute of the summon stone set in the setting frame 74 may be treated as satisfying the settings of the Supporter Summon Stone Auto-Selection function. In other words, the search criteria for the Supporter Summon Stone Auto-Selection function do not need to include the summon stone ID or the specified status of the summon stone.

[0109] Decision Processing (2) If the Supporter Summon Stone is not determined in the judgment process (1), the Supporter Summon Stone list information in Figure 11B is referenced to list the Supporter Summon Stones set to each attribute ("Fire", "Water", "Earth", "Wind", "Light", "Dark", and "Free").

[0110] Decision Processing (3) A supporter summon stone that satisfies the setting contents set in the setting frame 74 of "Setting 1" is searched for from among the summon stones that are set to the predetermined attribute listed in the judgment process (2). If the selected battle has been conducted before, the predetermined attribute will set the attribute tab of the supporter summon stone selected by the player at that time. If the selected battle has not been conducted before, the attribute tab of the supporter summon stone selected by the player in the most recent battle may be set to a predetermined attribute.

[0111] Decision Processing (4) If the search in the judgment process (3) finds a supporter summon stone that satisfies the settings set in the setting frame 74, it is decided to use the supporter summon stone with the highest limit release stage among them. At this time, if there are multiple supporter summon stones with the highest upper limit release stage, it is determined that the supporter summon stone of another player who is registered as a friend will be used preferentially. At this time, it is possible to determine whether the predetermined status of the determined supporter summon stone is the maximum value that can be achieved in the game, and if the predetermined status is the maximum value, the subsequent determination process may be omitted.

[0112] Decision Processing (5) If the search in the determination process (3) does not find a supporter summon stone that satisfies the settings set in the setting frame 74, a search is made from the list of supporter summon stones that are set to "free."

[0113] Decision Processing (6) If the search in decision process (5) does not find a Supporter Summon Stone that satisfies the settings set in setting frame 74, a search is made from the list of Supporter Summon Stones that are set to all remaining attributes, starting with "fire."

[0114] Decision Processing (7) If the summon stone is not found in the search of the judgment process (6), the judgment processes of the judgment process (3) to the judgment process (6) are repeated for the summon stone set in the setting frame 74 of "Setting 2".

[0115] Decision Processing (8) If the summon stone is not found in the search of the judgment process (7), the judgment processes of the judgment process (3) to the judgment process (6) are repeated for the summon stone set in the setting frame 74 of "Setting 3".

[0116] In the above judgment processes (1) to (8), if the supporter summon stone is automatically determined, the display of the supporter selection screen (Figure 12A) is omitted, and the registration formation screen (Figure 12B) is displayed based on the automatically determined supporter summon stone.

[0117] On the other hand, if the Supporter Summon Stone is not automatically determined in the above determination processes (1) to (8), the Supporter Selection Screen (FIG. 12A) is displayed, and the player's tap on the selection tab 112 is accepted. Note that in this embodiment, the Supporter Summon Stone List Information used to determine the Supporter Summon Stone in the Supporter Summon Stone Automatic Selection function and the Supporter Summon Stone List Information referenced to display the Supporter Selection Screen (FIG. 12A) have the same content. However, the Supporter Summon Stone List Information used to determine the Supporter Summon Stone in the Supporter Summon Stone Automatic Selection function and the Supporter Summon Stone List Information referenced to display the Supporter Selection Screen may have different content.

[0118] When the Supporter Summon Stone Auto Selection function is enabled, the Supporter Summon Stone can be automatically selected as described above, so for example, when a battle is performed multiple times in succession, the player does not need to select the Supporter Summon Stone each time, which greatly improves the convenience of the player.

[0119] Furthermore, when a player manually determines a supporter summoning stone without using the automatic supporter summoning stone selection function, the player terminal 1 must execute communication to acquire supporter summoning stone list information (FIG. 11B) linked to the player ID from the server 1000 in order to display the supporter selection screen (FIG. 12A). Furthermore, when a player manually determines a supporter summoning stone without using the automatic supporter summoning stone selection function, the player terminal 1 must execute communication to transmit to the server 1000 information for identifying the supporter summoning stone corresponding to the selection tab 112 selected by input from the player. On the other hand, when the automatic supporter summoning stone selection function of this embodiment is used, it is possible to omit displaying the supporter selection screen (FIG. 12A), thereby reducing the amount of data communication between the player terminal 1 and the server 1000 related to determining a supporter summoning stone.

[0120] In addition, it is possible to use the supporter summon stones of other players who are set as friends preferentially and consecutively so as to fill the summon stones set in the setting slot 74. This also reduces the risk of restrictions being placed on the use of the supporter summon stones of all other players who are set as friends.

[0121] In addition, by performing a search preferentially from the attribute tab that makes it easier to find the summon stone set in the setting frame 74, it is possible to reduce the processing load of the search.

[0122] Note that if the supporter summon stone automatic selection function is enabled, and the registered party display section 120 is tapped to display the organization screen (FIG. 4), and the organization screen transitions back to the registered organization screen, the above automatic selection process may be executed again. In this case, for example, if the supporter summon stone list information (FIG. 11B) has been updated, the summon stone selected by the supporter summon stone automatic selection function may be changed by executing the automatic selection process again.

[0123] Fig. 13 is a diagram showing an example of a battle screen. As shown in Fig. 13, an ally character 151a and an enemy character 151b are displayed in the upper half of the battle screen. At the start of a battle, a main member of the party is displayed as the ally character 151a. Fig. 13 also shows an example in which there is one enemy character 151b.

[0124] The enemy character 151b and each of the ally characters 151a are each set with a parameter value (e.g., an HP value) related to life (or physical strength) (specifically, HP (hit points)). The HP value of the enemy character 151b decreases, and when the HP value reaches a predetermined limit value (e.g., 0), the enemy character 151b disappears (is removed from the screen).

[0125] When all enemy characters 151b on the battle screen are eliminated, the battle is won and the quest is cleared. By clearing the quest, the player is awarded a reward. Furthermore, when the HP value of any of the ally characters 151a reaches a predetermined limit (for example, 0), that character becomes unable to fight. A character that has become unable to fight is removed from the battle screen, and if there is a sub-member, the sub-member appears on the battle screen.

[0126] The survival or disappearance of the enemy character 151b may be determined not only based on the HP value but also based on, for example, an HP ratio (parameter ratio) indicating the ratio of the remaining HP value to the maximum HP value. The HP ratio indicates the ratio of the remaining HP and may be expressed as a percentage. For example, when the HP ratio of the enemy character 151b decreases and reaches a ratio corresponding to a limit value (for example, 0%), the enemy character 151b may disappear.

[0127] Furthermore, the parameter relating to the life of the enemy character 151b is not limited to HP, but may be, for example, damage received by the enemy character 151b. In this case, the survival or disappearance of the enemy character 151b may be determined based on a total damage value obtained by accumulating the damage received. For example, when the total damage value of the enemy character 151b increases and reaches a predetermined limit value (for example, a value corresponding to the maximum value of HP), the enemy character 151b may disappear.

[0128] Furthermore, the survival or disappearance of the enemy character 151b may be determined based on a total damage ratio indicating the ratio of the total damage value to the maximum HP. The total damage ratio may be expressed as a percentage. For example, when the total damage ratio of the enemy character 151b increases and reaches a ratio corresponding to a limit value (e.g., 100%), the enemy character 151b may disappear.

[0129] 13, a normal attack tab 152 labeled "attack" is displayed on the battle screen. The normal attack tab 152 is located, for example, below the ally character 151a on the screen. The normal attack tab 152 accepts an input indicating an action (for example, an attack) of the player.

[0130] The battle basically proceeds in a turn-based manner. When the normal attack tab 152 is operated, the ally character 151a attacks the enemy character 151b, and then the enemy character 151b takes action, and one turn passes. When the ally character 151a attacks the enemy character 151b, the HP value of the enemy character 151b changes based on the attack.

[0131] When the enemy character 151b attacks the ally character 151a, the HP value of the ally character 151a changes based on the attack. After that, no turn passes until the normal attack tab 152 is next operated, and the enemy character 151b does not perform any action during that time.

[0132] Additionally, an ability selection tab 153a, a summon stone selection tab 153b, and a recovery tab 153c labeled "Recovery" are displayed in the lower half of the battle screen. An ability selection tab 153a is displayed for each ally character 151a displayed in the upper half of the screen. When the ability selection tab 153a is operated to determine the type of ability to be activated, the determined ability is activated by the ally character 151a.

[0133] Although details of abilities are omitted, when an ability is activated, a special effect of the activated ability is given to the enemy character 151b or the ally character 151a. Each ability has a set number of turns from when it is activated until it can be activated again.

[0134] When the summon stone selection tab 153b is operated, the type of summon stone to be used can be selected. Once the summon stone to be used is determined, a summon action is executed. In the summon action, a summon character, which is a character linked to the determined summon stone, is summoned, and an attack by the summon character is made against the enemy character 151b. Note that the summon action can only be executed once per turn.

[0135] When the recovery tab 153c is operated and the type of recovery item to be used is determined, the HP value of the ally character 151a is recovered by the determined recovery item.

[0136] Note that a turn does not end with the activation of an ability, the use of a summon stone, or the use of a recovery item. Each turn ends with an attack being executed by operating the normal attack tab 152. In other words, the player can activate an ability, use a summon stone, or use a recovery item before operating the normal attack tab 152. This allows the player to activate an ability, use a summon stone, or use a recovery item in addition to a normal attack during one turn.

[0137] As shown in FIG. 13, an HP gauge 155 of the enemy character 151b is displayed at the top of the battle screen. The HP gauge 155 is an image that indicates the HP percentage of the enemy character 151b. The HP gauge 155 is displayed in the shape of a bar extending in the left-right direction of the screen. The HP gauge 155 is displayed in a predetermined color. The predetermined color is, for example, red, but can be set to any color. The left edge of the HP gauge 155 on the screen corresponds to the HP percentage corresponding to the limit value (for example, 0%). In FIG. 13, the HP gauge 155 is displayed when the HP percentage is 100%. As the HP percentage decreases, the right edge of the HP gauge 155 on the screen moves to the left, and the length of the HP gauge 155 is shortened. By displaying the HP gauge 155 on the battle screen, the player can easily recognize the HP status of the enemy character 151b.

[0138] The actions of the enemy character 151b are broadly divided into normal actions and special actions. Actions other than special actions are all considered normal actions. Special actions have characteristics such as being stronger than normal actions, having a wider attack range, or having a larger number of attacks.

[0139] The special action is managed in association with the parameter value (e.g., HP value) or parameter ratio (a ratio based on the maximum parameter value, e.g., HP ratio) of the enemy character 151b. The special action is executed when a specific condition is met. The specific condition may be, for example, when the normal attack tab 152 is operated and the parameter value or parameter ratio of the enemy character 151b reaches a predetermined specific value.

[0140] Then, when the HP of the enemy character 151b reaches 0 during one turn of the battle game, the end condition of the battle game is met, and the battle game ends with the player's victory.

[0141] The following describes the processing of the player terminal 1 and the server 1000 to realize the above game, and the functional units that perform each of these processes. Note that the following describes processing related to the supporter summon stone automatic selection function in particular, and other processing will be omitted.

[0142] (Functional parts of player terminal 1) 14 is a functional block diagram of the player terminal 1. A program storage area 12a and a data storage area 12b are provided in the storage device 12 of the player terminal 1. When the game starts or the browser is launched, the CPU 10 stores a program (module) that controls the browser in the program storage area 12a.

[0143] The programs that control the browser include a game execution control program 200. Note that the programs listed in Fig. 14 are just examples, and many other programs are provided as programs that control the browser.

[0144] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. In other words, the player terminal 1 is an information processing device equipped with a terminal control unit 1A that executes the processing of various information processing programs. The terminal control unit 1A includes a game execution control unit 200a.

[0145] Specifically, the CPU 10 runs a game execution control program 200, causing the computer to function as a game execution control unit 200a.

[0146] The data storage area 12b is provided with a game information storage area 201 and a player information storage area 202 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 12b is provided with many other storage areas in addition to these.

[0147] The game information storage unit 201 stores various information relating to the progress of the game, such as the game progress status, for each battle.

[0148] The player information storage unit 202 stores various pieces of information about players, such as player IDs.

[0149] The game execution control unit 200a controls the overall progress of the game. For example, the game execution control unit 200a controls the supporter summon stone automatic selection function. Furthermore, the game execution control unit 200a cooperates with the server 1000 to control the execution of battles in accordance with the player's operations or the progress of the game. For example, the game execution control unit 200a displays an image on the display 26 based on information received from the server 1000. In other words, the game execution control unit 200a executes a battle of the type selected by the player.

[0150] (Functional part of server 1000) 15 is a functional block diagram of the server 1000. The storage device 1012 of the server 1000 is provided with a program storage area 1012a and a data storage area 1012b. A game execution control program 1200 is stored in the program storage area 1012a. Note that the programs listed in FIG. 15 are just examples, and many other programs are stored in the program storage area 1012a.

[0151] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server control unit 1000A. In other words, the server 1000 is an information processing device equipped with a server control unit 1000A that executes the processing of various information processing programs. The server control unit 1000A includes a game execution control unit 1200a.

[0152] Specifically, the CPU 1010 runs a game execution control program 1200, causing the computer to function as a game execution control unit 1200a.

[0153] The data storage area 1012b is provided with a game information storage area 1201 and a player information storage area 1202 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 1012b is provided with many other storage areas.

[0154] The game information storage unit 1201 stores various information relating to the progress of the game, such as the game progress status, for each battle.

[0155] The player information storage unit 1202 stores various pieces of information about the players for each player (player ID).

[0156] The game execution control unit 1200a controls the progress of the entire game. For example, the game execution control unit 1200a updates the game information of the entire game based on the reception of various information indicating input operations by the player to the player terminal 1. Furthermore, when the game information of the entire game is updated, the game execution control unit 1200a causes the player terminal 1 to receive the updated game information.

[0157] Furthermore, the game execution control unit 1200a cooperates with the game execution control unit 200a of the player terminal 1 to control the execution of the battle.

[0158] (Communication processing between player terminal 1 and server 1000) The following describes the process relating to the above battle among the communication processes between the player terminal 1 and the server 1000.

[0159] 16 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000. In the following description, the processing in the player terminal 1 is referred to as step Pn (n is any integer), and the processing in the server 1000 is referred to as step Sn (n is any integer).

[0160] As shown in FIG. 16, the game execution control unit 200a of the player terminal 1 executes a supporter summoning stone setting process (step P1). Specifically, in the supporter summoning stone setting process, the game execution control unit 200a accepts an operation on a menu screen (not shown) to set or change a summoning stone to be set as a supporter summoning stone from among the summoning stones possessed by the player. When an operation to set or change a summoning stone to be set as a supporter summoning stone is input, the game execution control unit 200a updates the supporter summoning stone information (FIG. 5). The game execution control unit 200a also transmits the updated supporter summoning stone information to the server 1000. Upon receiving the supporter summoning stone information, the server 1000 stores the received supporter summoning stone information in the player information storage unit 1202, linking it to the player's player ID. In other words, the server 1000 stores the owned game media (summoning stones) linked to the player's player ID as loaned game media (supporter summoning stones) linked to the player's player ID.

[0161] Furthermore, the game execution control unit 200a of the player terminal 1 executes a friend setting process (step P2). Specifically, in the friend setting process, the game execution control unit 200a accepts an operation on a menu screen (not shown) for registering the player and another player as friends.

[0162] When an operation to register the player as a friend of another player is input, the game execution control unit 200a updates the friend information (FIG. 11A) and transmits the updated friend information to the server 1000.

[0163] When the server 1000 receives the friend information, the server 1000 associates the friend information with the player's player ID and stores the received friend information in the player information storage unit 1202. In other words, the friend information including the player ID of another player is managed in association with the player's player ID.

[0164] The game execution control unit 200a of the player terminal 1 also executes a formation reservation process (step P3). Specifically, in the formation reservation process, the game execution control unit 200a accepts a player's operation (first input) to form a party to be used in battle on the formation screen (FIG. 4). That is, a first input is accepted from the player to select game media to be formed (registered party) from game media (characters, weapons, summon stones) possessed by the player. The game execution control unit 200a also accepts a player's operation (second input) to select whether or not to use automatic selection of supporter summon stones and to select summon stones to set in each setting frame 74 on the supporter summon stone automatic selection screen (FIG. 6).

[0165] Setting a summon stone in each setting frame 74 can be said to be specifying the conditions for organizing the supporter summon stone (reservation formation conditions). Also, it can be said that a second input from the player for specifying the reservation formation conditions is accepted.

[0166] The game execution control unit 200a then generates reserved formation information including information for identifying registered parties and information for identifying summon stones set in each setting slot 74 (summon stone IDs), and stores the information in the player information storage unit 202. The game execution control unit 200a also transmits the reserved formation information to the server 1000. Upon receiving the reserved formation information, the game execution control unit 1200a of the server 1000 stores the received reserved formation information in the player information storage unit 1202, linking it to the player ID of the player. In other words, the game execution control units 200a, 1200a store the reserved formation information, including the organized game media and the reserved formation conditions, linking it to the player ID.

[0167] Furthermore, when a predetermined timing arrives, the game execution control unit 1200a of the server 1000 executes a supporter summoning stone list information setting process (step S1) to set supporter summoning stone list information and store the information in association with the player's player ID. Specifically, in the supporter summoning stone list information setting process, the game execution control unit 1200a references the friend information (FIG. 11A) and determines six players to be supporters from among other players who are registered as friends of the player. The game execution control unit 1200a also determines four players to be supporters from among other players who are not registered as friends of the player. The game execution control unit 1200a then generates supporter summoning stone list information (FIG. 11B) based on the supporter summoning stone information (FIG. 5) linked to the player ID of the other players determined to be supporters, and stores the information in the player information storage unit 1202 in association with the player's player ID. Here, the Supporter Summon Stones set in the Supporter Summon Stone List Information are set as search targets in the Supporter Summon Stone Automatic Selection Function. In other words, based on predetermined conditions, the loaned game media (Supporter Summon Stones) linked to the player IDs of multiple other players are determined as search targets. In this embodiment, the Supporter Summon Stone List Information is transmitted to the player terminal 1 in step S2-4, which will be described later. In other words, the Supporter Summon Stone List Information is transmitted to the player terminal 1 at the timing when the Supporter Selection screen (FIG. 12A) is displayed on the player terminal 1.

[0168] Furthermore, the game execution control unit 200a of the player terminal 1 accepts an operation on the quest selection tab 33 on the quest list screen (FIG. 3), and when the quest selection tab 33 is operated, transmits battle selection information including information that can identify the type of the selected battle to the server 1000 (step P4). The battle selection information includes the player ID, battle identification information that identifies the type of battle, etc.

[0169] When the server 1000 receives the battle selection information from the player terminal 1, it executes server-side pre-battle start processing (step S2). Furthermore, the game execution control unit 200a of the player terminal 1 executes terminal-side pre-battle start processing (step P5).

[0170] 17 is a flowchart illustrating the server-side pre-battle processing (step S2). The game execution control unit 1200a of the server 1000 determines whether the supporter summon stone automatic selection function is enabled for the player ID included in the battle selection information (step S2-1). As a result, if the supporter summon stone automatic selection function is enabled (YES in step S2-1), the game execution control unit 1200a proceeds to step S2-2. On the other hand, if the supporter summon stone automatic selection function is disabled (NO in step S2-1), the game execution control unit 1200a proceeds to step S2-4.

[0171] The game execution control unit 1200a executes an automatic selection process that sequentially executes the above-mentioned determination processes (1) to (8) (step S2-2). That is, the game execution control unit 1200a searches for a supporter summon stone that satisfies the settings set in the setting slot 74, starting with the summon stone set in the setting slot 74 with the relatively highest priority. Then, when a supporter summon stone that satisfies the settings set in the setting slot 74 is found, the game execution control unit 1200a decides to use the supporter summon stone with the highest upper limit release stage among them.

[0172] If a supporter summon stone is determined as a result of the automatic selection process (YES in step S2-3), the game execution control unit 1200a proceeds to step S2-6. If a supporter summon stone is not determined as a result of the automatic selection process (NO in step S2-3), the game execution control unit 1200a proceeds to step S2-4.

[0173] The game execution control unit 1200a executes a supporter selection screen information generation process (step S2-4) that references the supporter summon stone list information (FIG. 11B) and generates supporter selection screen information for displaying the supporter selection screen (FIG. 12A). Here, the game execution control unit 1200a causes the player terminal 1 to receive the generated supporter selection screen information. The supporter selection screen information includes the supporter summon stone list information (FIG. 11B) set in the above step S1.

[0174] The game execution control unit 1200a then waits until it receives selection operation information based on the player tapping the selection tab 112 (FIG. 12A) from the player terminal 1 (step S2-5). If the selection operation information has been received (YES in step S2-5), the game execution control unit 1200a proceeds to step S2-6.

[0175] The game execution control unit 1200a executes a registration formation screen information generation process (step S2-6) to generate registration formation screen information for displaying a registration formation screen (FIG. 12B) based on the supporter summon stones determined based on the automatic selection process (step S2-2) or the player's manual input (step S2-5) and the registered parties previously set by the player on the formation screen. Here, the game execution control unit 1200a causes the player terminal 1 to receive the generated registration formation screen information. The registration formation screen information includes information for identifying the supporter summon stones determined based on the automatic selection process (step S2-2) or the player's manual input (step S2-5) and the registered parties previously set by the player on the formation screen.

[0176] If a supporter summon stone is determined in the automatic selection process (step S2-2), the process of step S2-4 is not executed, and the process of step S2-6 is executed. Therefore, in this case, the supporter summon stone list information (FIG. 11B) is not transmitted from the server 1000 to the player terminal 1.

[0177] 18 is a flowchart illustrating the terminal-side pre-battle processing (step P5). The game execution control unit 200a of the player terminal 1 determines whether or not supporter selection screen information has been received from the server 1000 (step P5-1). If supporter selection screen information has not been received (NO in step P5-1), the game execution control unit 200a proceeds to step P5-5.

[0178] When supporter selection screen information is received (YES in step P5-1), the game execution control unit 200a displays the supporter selection screen (FIG. 12A) based on the received supporter selection screen information (step P5-2). The game execution control unit 200a also accepts a tap on the selection tab 112 by the player (step P5-3). That is, the supporter selection screen is displayed when the supporter summon stone automatic selection function is disabled, or when a supporter summon stone is not automatically selected even though the supporter summon stone automatic selection function is enabled. In other words, when there are no lending game media (supporter summon stones) that satisfy the conditions for organizing supporter summon stones (reservation formation conditions) set in each setting frame 74, a tap on the selection tab 112 on the supporter selection screen (FIG. 12A) by the player (third input) is accepted.

[0179] Then, when the player taps the selection tab 112 (YES in step P5-3), the game execution control unit 200a transmits selection operation information to the server 1000 (step P5-4). The selection operation information includes the player's player ID and information for identifying the supporter summon stone corresponding to the tapped selection tab 112.

[0180] The game execution control unit 200a also determines whether or not registered formation screen information has been received from the server 1000 (step P5-5). If registered formation screen information has not been received (NO in step P5-5), the game execution control unit 200a proceeds to step P5-1.

[0181] If the registered formation screen information has been received (YES in step P5-5), the game execution control unit 200a displays the registered formation screen (FIG. 12B) based on the received registered formation screen information (step P5-6).

[0182] 16, when an operation (battle start operation) is input to the decision operation unit 126 on the registration formation screen (FIG. 12B), the game execution control unit 200a of the player terminal 1 transmits battle start request information to the server 1000 (step P6). The battle start request information includes the player ID, formation information indicating the party formation details, battle identification information identifying the type of battle, etc.

[0183] When the game execution control unit 1200a of the server 1000 receives the battle start request information, it executes a start setting process to perform various start settings related to the battle (step S3). For example, the game execution control unit 1200a performs settings for the enemy character 151b in the battle specified by the battle identification information in the battle start request information, initial settings for the HP value of the enemy character 151b, settings for special actions of the enemy character 151b, etc.

[0184] Next, the game execution control unit 1200a executes a battle screen information generation process to generate battle screen information for displaying a battle screen (step S4). Here, the game execution control unit 1200a causes the player terminal 1 to receive the generated battle screen information.

[0185] The game execution control unit 200a of the player terminal 1 performs a battle screen display process to display a battle screen on the display 26 based on the received battle screen information (step P7). Thereafter, the game execution control unit 200a of the player terminal 1 performs a terminal-side battle execution process to execute a battle by communicating with the server 1000 based on an input operation by the player on the battle screen (step P8).

[0186] Furthermore, the game execution control unit 1200a of the server 1000 performs a server-side battle execution process for executing a battle based on the operation information received from the player terminal 1 (step S5).

[0187] Then, when the battle end condition is met, the game execution control unit 1200a of the server 1000 performs a battle game end process to end the battle (step S6). At this time, the game execution control unit 1200a causes the player terminal 1 to receive battle game end information to end the battle. The game execution control unit 1200a also updates the player information based on the game result information of the ended battle. The game execution control unit 200a of the player terminal 1 performs a battle game end process to end the battle based on the received battle game end information (step P9).

[0188] 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.

[0189] In the above embodiment, an example was described in which the player terminal 1 was a smartphone. However, the player terminal 1 is not limited to a smartphone, and may be any computer such as a personal computer.

[0190] Furthermore, the game content in the above embodiment is merely an example. Furthermore, the game genre to which the above technical matters can be applied is not particularly limited. For example, the above technical matters can be applied to any game genre, such as RPG, action games, puzzle games, training games, sports games, etc.

[0191] In any case, the information processing system S (game device G) comprises one or more computers, and the computers carry out the following processes.

[0192] (Computer-implemented processing) A process of storing owned game media (in the above embodiment, one example is summon stones) linked to the player's player ID as loaned game media (in the above embodiment, one example is supporter summon stones) linked to the player's player ID (in the above embodiment, one example is step P1). A process of accepting a first input from the player to select an organized game medium from the game medium owned by the player (in the above embodiment, as an example, characters, weapons, and summon stones) linked to the player's player ID (in the above embodiment, as an example, step P3). A process (in the above embodiment, as an example, step P3) of accepting the player's second input to specify the reservation formation conditions (in the above embodiment, as an example, the type and status of the summon stone set in each setting slot 74). A process of storing reservation schedule information including the scheduled game media and the reservation schedule conditions in association with the player ID of the player (step P3 in the above embodiment, as an example). A process of accepting a game selection operation by a player to select a type of game (step P4 in the above embodiment, as an example). A process of determining the loaned game media linked to each player ID of multiple other players as the target (in the above embodiment, as an example, supporter summon stones that are set as search targets by being set in the supporter summon stone list information) based on specified conditions (in the above embodiment, as an example, step S1). A process of executing a specification process for specifying, from the determined target rental game media, rental game media that satisfy the reservation schedule conditions included in the reservation schedule information (in the above embodiment, step S2-2 is an example). When a rental game medium that satisfies the reservation scheduling conditions included in the reservation scheduling information is identified (in the above embodiment, as an example, YES in step S2-3), a process is performed to execute a game of the type selected by the game selection operation based on the identified rental game medium and the scheduled game medium (in the above embodiment, as an example, steps S2-6, P5-5, P5-6, P6 to P8, S3 to S5). If there is no rental game media that satisfies the reservation scheduling conditions included in the reservation scheduling information (in the above embodiment, as an example, NO in step S2-3), a process is performed to accept a third input from the player (in the above embodiment, as an example, tapping the selection tab 112) to select one from the rental game media linked to each player ID of multiple other players (in the above embodiment, as an example, steps S2-4, S2-5, P5-1 to P5-3). A process of executing a game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the organized game medium (in the above embodiment, as an example, steps S2-5, S2-6, P5-5, P5-6, P6 to P8, S3 to S5).

[0193] The reservation scheduling conditions may include a game medium ID for identifying the rental game medium. The process of executing the identification process may identify, from the target rental game media, rental game media that matches the game media ID included in the reservation scheduling conditions (in the above embodiment, step S2-2 as an example).

[0194] A parameter value (in the above embodiment, for example, rarity (number of stars) and level) may be associated with the rental game medium. The reservation composition conditions may include the values ​​of the parameters. The process of executing the identification process may identify, from the rental game media determined as targets, rental game media that are linked to parameter values ​​that are greater than or equal to the values ​​included in the reservation scheduling conditions (in the above embodiment, as an example, step S2-2).

[0195] The rental game media may be linked to an attribute type. The reservation scheduling conditions may include an attribute type. The process of executing the identification process may identify, from the target rental game media, rental game media that match the attribute type included in the reservation scheduling conditions (in the above embodiment, step S2-2 as an example).

[0196] The information processing program may cause the computer to perform a process of managing friend information including the player IDs of other players by linking it to the player ID of the player (step P2 in the above embodiment, as an example). The process of determining a rental game medium linked to the player IDs of multiple other players as a target may determine the target based at least on friend information linked to the player ID of the player.

[0197] It may be possible to set multiple reservation organization conditions with linked priorities (in the above embodiment, as an example, the setting slot 74 marked "Setting 1" has the highest priority, followed by the setting slot 74 marked "Setting 2", and the setting slot 74 marked "Setting 3" has the lowest priority). The specific processing may be executed in order from the reservation organization condition associated with the relatively higher priority (in the above embodiment, step S2-2, for example).

[0198] In the above embodiment, the information processing system S (game device G), which is a client-server system, performs the above-mentioned information processing. However, the functions of the server 1000 in the above embodiment may be provided by the player terminal 1. Furthermore, the functions of the player terminal 1 in the above embodiment may be provided by the server 1000. In other words, the above-mentioned processes may be performed by either the player terminal 1 or the server 1000. Specifically, for example, in the above embodiment, the case where the processes of step S2 (server-side pre-battle start processing) are executed by the server 1000 has been described, but the processes of step S2 (server-side pre-battle start processing) may also be executed by the player terminal 1. In this way, it is possible to improve the convenience for the player in the battle pre-start processing (steps S2, P5).

[0199] The program in the above embodiment may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, the program may be provided as a game terminal device or information processing system including the storage medium. The above embodiment may also be an information processing method that realizes each function and step shown in the flowchart. [Explanation of symbols]

[0200] 1. Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. a process of storing owned game media linked to a player's player ID as rental game media linked to the player's player ID; receiving a first input from the player for selecting a program game medium from the owned game media linked to the player ID of the player; a process of receiving a second input from the player for specifying a reservation organization condition; a process of storing reservation schedule information including the scheduling game medium and the reservation schedule conditions in association with the player ID of the player; a process of receiving a game selection operation by the player to select a type of game; a process of managing friend information including the player ID of another player by linking it to the player ID of the player; determining, based at least on the friend information linked to the player ID of the player, the rental game media linked to each of the player IDs of the other players; a process of executing a process of identifying, from the determined target rental game media, rental game media that satisfy the reservation schedule conditions included in the reservation schedule information; When the rental game media that satisfy the reservation schedule conditions included in the reservation schedule information are identified, a process of executing the game of the type selected by the game selection operation based on the identified rental game media and the scheduled game media; receiving a third input from the player to select one of the rental game media linked to each player ID of the other players when there is no rental game media that satisfies the reservation schedule conditions included in the reservation schedule information; a process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the organized game medium; The computer executes the following: Information processing program.

2. The reservation composition conditions include: A game medium ID for identifying the rental game medium is included, The process of executing the specific process is Identifying the rental game media that match the game medium ID included in the reservation scheduling conditions from the rental game media determined as the target. The information processing program according to claim 1 .

3. A parameter value is associated with the rental game medium, The reservation composition conditions include: the parameter values ​​include values ​​for the parameter values; The process of executing the specific process is Identifying, from the rental game media determined as the target, the rental game media associated with the parameter value equal to or greater than the value included in the reservation scheduling conditions.

3. The information processing program according to claim 1.

4. The rental game media is associated with an attribute type; The reservation composition conditions include: The attribute type is included, The process of executing the specific process is Identifying the rental game media that match the attribute type included in the reservation scheduling conditions from the rental game media determined as the target.

3. The information processing program according to claim 1.

5. A plurality of reservation organization conditions can be set, each associated with a priority; The specifying process is executed in order from the reservation organization condition associated with the relatively high priority.

3. The information processing program according to claim 1.

6. 1. An information processing method performed by one or more computers, comprising: The computer a process of storing owned game media linked to a player's player ID as rental game media linked to the player's player ID; receiving a first input from the player for selecting a program game medium from the owned game media linked to the player ID of the player; a process of receiving a second input from the player for specifying a reservation organization condition; a process of storing reservation schedule information including the scheduling game medium and the reservation schedule conditions in association with the player ID of the player; a process of receiving a game selection operation by the player to select a type of game; a process of managing friend information including the player ID of another player by linking it to the player ID of the player; determining, based at least on the friend information linked to the player ID of the player, the rental game media linked to each of the player IDs of the other players; a process of executing a process of identifying, from the determined target rental game media, rental game media that satisfy the reservation schedule conditions included in the reservation schedule information; When the rental game media that satisfy the reservation schedule conditions included in the reservation schedule information are identified, a process of executing the game of the type selected by the game selection operation based on the identified rental game media and the scheduled game media; receiving a third input from the player to select one of the rental game media linked to each player ID of the other players when there is no rental game media that satisfies the reservation schedule conditions included in the reservation schedule information; a process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the organized game medium; An information processing method for carrying out the above.

7. An information processing system comprising one or more computers, The computer a process of storing owned game media linked to a player's player ID as rental game media linked to the player's player ID; receiving a first input from the player for selecting a program game medium from the owned game media linked to the player ID of the player; a process of receiving a second input from the player for specifying a reservation organization condition; a process of storing reservation schedule information including the scheduling game medium and the reservation schedule conditions in association with the player ID of the player; a process of receiving a game selection operation by the player to select a type of game; a process of managing friend information including the player ID of another player by linking it to the player ID of the player; determining, based at least on the friend information linked to the player ID of the player, the rental game media linked to each of the player IDs of the other players; a process of executing a process of identifying, from the determined target rental game media, rental game media that satisfy the reservation schedule conditions included in the reservation schedule information; When the rental game media that satisfy the reservation schedule conditions included in the reservation schedule information are identified, a process of executing the game of the type selected by the game selection operation based on the identified rental game media and the scheduled game media; receiving a third input from the player to select one of the rental game media linked to each player ID of the other players when there is no rental game media that satisfies the reservation schedule conditions included in the reservation schedule information; a process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the organized game medium; An information processing system that carries out the above.

8. one or more computers; The computer a process of storing owned game media linked to a player's player ID as rental game media linked to the player's player ID; receiving a first input from the player for selecting a program game medium from the owned game media linked to the player ID of the player; a process of receiving a second input from the player for specifying a reservation organization condition; a process of storing reservation schedule information including the scheduling game medium and the reservation schedule conditions in association with the player ID of the player; a process of receiving a game selection operation by the player to select a type of game; a process of managing friend information including the player ID of another player by linking it to the player ID of the player; determining, based at least on the friend information linked to the player ID of the player, the rental game media linked to each of the player IDs of the other players; a process of executing a process of identifying, from the determined target rental game media, rental game media that satisfy the reservation schedule conditions included in the reservation schedule information; When the rental game media that satisfy the reservation schedule conditions included in the reservation schedule information are identified, a process of executing the game of the type selected by the game selection operation based on the identified rental game media and the scheduled game media; receiving a third input from the player to select one of the rental game media linked to each player ID of the other players when there is no rental game media that satisfies the reservation schedule conditions included in the reservation schedule information; a process of executing the game of the type selected by the game selection operation based on the rental game medium selected based on the third input and the organized game medium; A game device that performs the above.

Citation Information

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