Program and information processing device

The program and device streamline the content development process in games by automatically matching parameters and displaying change information, reducing player effort and complexity.

JP7772014B2Active Publication Date: 2025-11-18SEGA CORP
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Patent Information

Application Number
JP2023046277
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-23
Publication Date
2025-11-18
Estimated Expiration
2042-12-12

AI Technical Summary

Technical Problem

In games where players develop content, the process of matching the predetermined parameters of owned content with a reference content is cumbersome, requiring players to manually search and specify the reference content, leading to increased effort.

Method used

A program and information processing device that extracts owned content in descending order of a parameter, identifies the lowest parameter content as a reference, sets other content, and automatically matches parameters without additional costs, while displaying change information to simplify the development process.

Benefits of technology

Reduces the effort required for players to develop reference content by automating parameter matching and providing clear change information, thereby enhancing gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To reduce trouble that a player grows a reference content.SOLUTION: A program allows a computer to function as extraction means 52 for extracting a predetermined number of contents in order of a higher predetermined parameter from among player's possessed contents, specification means 54 for specifying a content having the lowest predetermined parameter as a reference content from among the extracted contents, setting means 56 for setting one portion or the entire portion of a non-extracted possessed content as a setting content, and control means 58 for matching a predetermined parameter of each of the setting contents to a predetermined parameter of the reference content. The control means 58 provides an instruction area for increasing a predetermined parameter of the reference content in a setting screen in which a player sets a setting content.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a program and an information processing device.

[0002] Conventionally, games have been known in which a player develops content (e.g., characters, items, etc.) that the player owns. Examples of this development include increasing a predetermined parameter (e.g., level) of the content (owned content) that the player owns.

[0003] In this regard, Patent Document 1 discloses a technique for collectively combining groups of owned content that are of the same type, thereby reducing the effort required of the player in raising the content. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6891987 Summary of the Invention [Problem to be solved by the invention]

[0005] In such games, in order to reduce the effort required to develop content, it is conceivable to use owned content whose predetermined parameter is ranked in a predetermined order (for example, third place) as the reference content, and to match the predetermined parameter of the set content, which is preset on the setting screen, with the predetermined parameter of the reference content (reference parameter). However, if a player wants to increase the predetermined parameter of the reference content so that the predetermined parameter matches the predetermined parameter of the set content, the player must first check the reference content on the setting screen, then search for the reference content in a list of owned characters, and then specify the reference content on the development screen.

[0006] The present invention has been made in view of the above-mentioned problems, and its object is to provide a program and an information processing device that can reduce the effort required for a player to develop reference content. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as extraction means for extracting a predetermined number of pieces of content owned by a player in descending order of a predetermined parameter; identification means for identifying, from the extracted pieces of content, the piece with the lowest predetermined parameter as reference content; setting means for setting some or all of the owned content not extracted as setting content; and control means for matching the predetermined parameter of each of the setting content with the predetermined parameter of the reference content, wherein the control means provides an instruction area for increasing the predetermined parameter of the reference content on a setting screen on which the player sets the setting content.

[0008] In addition, in a second aspect of the present invention, the control means displays change information indicating the change based on the fact that the reference content has been changed to another content due to an increase in a predetermined parameter of the reference content.

[0009] In a third aspect of the present invention, the change information includes a name or an image of the changed different content.

[0010] In addition, in a fourth aspect of the present invention, the change information includes a predetermined parameter of the changed different content.

[0011] In a fifth aspect of the present invention, the control means consumes a cost associated with the player when increasing a predetermined parameter of the reference content.

[0012] In a sixth aspect of the present invention, the control means does not consume the cost when matching the predetermined parameters of the set content with the predetermined parameters of the reference content. [Effects of the Invention]

[0013]

[0014]

[0015] According to the present invention, it is possible to reduce the effort required for a player to develop reference content. [Brief explanation of the drawings]

[0016] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of functional means of a server device. [Figure 5] 10 is a flowchart showing an example of a processing flow for displaying change information indicating that the reference character has been changed in the game system according to the first embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a breeding screen including an image showing a breeding character. [Figure 7] FIG. 10 is a diagram showing an example of a development screen including change information. [Figure 8] FIG. 10 is a diagram showing an example of a training screen in the case where training is continued without switching the training character. [Figure 9] FIG. 10 is a diagram showing an example of a training screen in which the training character is switched to the reference character. [Figure 10] 10 is a flowchart showing an example of the flow of a process for switching a development character to a reference character in a game system according to a second embodiment. [Figure 11] FIG. 10 is a diagram showing an example of a owned character list screen for specifying a character to be trained. [Figure 12] FIG. 10 is a diagram showing an example of an owned character list screen including an inquiry as to whether or not to switch the character being trained. [Figure 13] FIG. 10 is a diagram showing an example of a training screen in which the training character is switched to the reference character. [Figure 14] 11 is a flowchart showing an example of the flow of a process for canceling the setting of a character to be raised in a game system according to a third embodiment. [Figure 15] FIG. 10 is a diagram showing an example of an owned character list screen including an inquiry as to whether or not to cancel the setting. [Figure 16] FIG. 10 is a diagram showing an example of a development screen including an image showing a development character whose setting has been cancelled. [Figure 17] 13 is a flowchart showing an example of a processing flow for raising a reference character from a setting screen in a game system according to a fourth embodiment. [Figure 18] FIG. 10 is a diagram showing an example of a setting screen for setting a set character. DETAILED DESCRIPTION OF THE INVENTION

[0017] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be designated by the same reference numerals as much as possible, and redundant description will be omitted.

[0018] ---First embodiment--- First, the first embodiment will be described.

[0019] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.

[0020] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0021] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0022] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0023] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0024] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0025] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0026] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0027] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0028] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0029] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.

[0030] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0031] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.

[0032] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0033] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0034] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0035] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0036] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0037] The speaker 42 has a function of outputting game sounds and the like.

[0038] <Game Overview> The game according to the first embodiment includes a lottery game or quest in which characters can be acquired as an example of content, and a training game in which the content (characters) can be trained. The lottery game may be called gacha, lottery, summoning, etc. The quest may be called a fighting game, dungeon, exploration, mission, etc.

[0039] The lottery game according to the first embodiment is a game in which one or more characters (contents) are selected by lottery (randomly selected) from a group of characters (contents) to be selected by lottery in response to a request (instruction) from the player to play the lottery game. This lottery game is played based on the consumption of game currency owned by the player. This game currency includes, for example, paid currency and free currency. Paid currency is paid content granted to a player based on payment of money, prepaid cards, credit cards, electronic money, crypto assets, etc. Examples of paid currency include paid items (paid items), paid coins (paid coins), and paid points (paid points). For example, in the game according to the first embodiment, a paid item can be purchased for 160 yen. On the other hand, free currency is free content granted to a player by playing the game. Examples of free currency include non-paid items (free items), non-paid coins (free coins), and non-paid points (free points). Examples of game play include a player logging into the game, winning a quest, completing a mission, etc. Free currency can be consumed interchangeably with paid currency in various games. For example, in a certain lottery game, paid items and non-paid items can be consumed interchangeably. Note that in another lottery game, only paid items may be consumed.

[0040] In addition, the quest in the first embodiment is a game in which a deck (party) made up of characters owned by the player is pitted against enemy characters (including boss characters) that appear, based on instructions (requests) from the player to carry out a quest specified by the player. For example, a player can organize a deck to be used in a quest by arbitrarily selecting a predetermined number (e.g., 5) or less of characters from the characters he or she owns in an organization menu for organizing a deck to be used in advance. When a player clears a quest, the player can earn a clear reward. Examples of such a clear reward include defeating all enemy characters that appear in the quest (reducing their hit points to 0 or less) or defeating the boss character that appears at the end of the quest. Examples of such a clear reward include game currency (non-chargeable items), enemy characters (characters) that appear in the quest, player experience points, various items, etc.

[0041] The training game according to the first embodiment is a game in which a player selects a character from among owned characters (owned contents) to be trained as a training character (training content), and strengthens or evolves the character by consuming costs (material contents) owned by the player. Examples of costs (material contents) include material characters, material items (strengthening agents), coins, currency items, etc.

[0042] In the training game of the first embodiment, the first character synthesis is a strengthening synthesis that increases (changes) a specified parameter of the training character by consuming predetermined material content for each specified parameter (e.g., level) of the training character. For example, a player can select the Owned Characters (Strengthening) tab in the character menu, and then designate a character from the list of owned characters to make that character a training character. By designating this training character, the player can issue a request (strengthening instruction) to increase a predetermined parameter of the training character on a training screen that includes an image of the training character. In the first embodiment, when this request is made, predetermined material content is consumed for each predetermined parameter (e.g., level) of the training character.

[0043] Furthermore, in the training game according to the first embodiment, as the second character synthesis, an evolution synthesis is performed in which the training character evolves by consuming material content that has been previously associated with the training character. Examples of this previously associated material content include a character with the same name as the training character (a character of the same type), a character with the same attributes as the training character, etc. Examples of the evolution of the training character include an increase in the rarity of the training character, an increase in the upper limit of a predetermined parameter (for example, level) of the training character, etc. For example, a player can select the evolution tab in the character menu and then designate one of the characters owned by the player to make that character a development character. By designating this development character, the player can issue a request to evolve that development character (an evolution instruction). In the first embodiment, when this request is made, material content previously associated with the development character is consumed.

[0044] Furthermore, in the training game according to the first embodiment, the predetermined parameters of a setting character (setting content) described below automatically match (link) with the predetermined parameters of a reference character (reference content) described below, and therefore the setting character cannot be designated as a training target. In other words, after selecting the owned character tab in the character menu, the player cannot designate a setting character from the list of owned characters. For example, if a player wants to increase a predetermined parameter of a set character, the player must increase the predetermined parameter of a reference character, or cancel the setting of the set character on the setting screen and then designate it as a character to be developed.

[0045] <Function means> FIG. 4 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.

[0046] As shown in FIG. 4 , the server device 10 includes, as functional components, a storage means 50, an extraction means 52, an identification means 54, a setting means 56, and a control means 58. The storage means 50 is realized by one or more storage devices 28. Functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage device 28 or the like. Note that some or all of these functional components may be provided in the terminal device 12. Furthermore, some or all of the processes executed by these functional components may be executed by the terminal device 12.

[0047] The storage means 50 has a function of storing player information 50A, character information 50B, quest information 50C, and the like.

[0048] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, reference character information, set character information, and the settable number.

[0049] The player rank increases, for example, when the player acquires player experience points.

[0050] The owned content information includes owned character information, owned item information, and the like.

[0051] The owned character information is stored in association with an owned character ID for each owned character owned by the player. This owned character ID is assigned, for example, each time the player acquires (owns) a character. For example, the more recently acquired a character is by the player, the higher the owned character ID will be. Also, for example, even for characters of the same type, the owned character ID will have different values. The owned character information includes, for example, the character's character ID and ability parameters. Examples of ability parameters include the level, hit points, attack power, defensive power, etc. In the first embodiment, for example, when a character's level increases through a training game, the character's hit points, attack power, defensive power, etc. increase.

[0052] The owned item information includes the item IDs and quantities of various items owned by the player, such as game currency (for example, paid items and non-paid items), weapons, and armor.

[0053] The reference character information includes the owned character ID of the reference character. This reference character is, for example, a character whose predetermined parameter (for example, level) is ranked in a predetermined order (for example, third place) from the top of the owned characters.

[0054] The set character information includes the character ID of each set character and a predetermined parameter (e.g., level) of each set character before setting. The set character is, for example, one or more characters that are set (selected) in advance by the player from among the characters owned by the player.

[0055] The settable number includes the number of characters (upper limit) that the player can set as a set character. This settable number increases, for example, as the player's rank increases or the player spends game currency.

[0056] Character information 50B is stored for each character in association with the character ID of the character. Character information 50B includes, for example, the character's name and image (character image or icon image), ability information, rarity, etc. This character information 50B is updated as the game operator updates the game.

[0057] The ability information includes the initial values ​​and upper limits of ability parameters (level, hit points, etc.), skills, etc. Skills include the ability to recover hit points of ally characters in a quest or to inflict great damage on enemy characters.

[0058] Rarity includes a number ranging from 1 to 6, for example. This number may be expressed, for example, as the number of stars. Characters with high rarity are set with advantageous ability parameters (for example, upper level limit) and skills in the game (for example, quests).

[0059] The quest information 50C is stored for each quest in association with the quest ID of the quest. The quest information 50C includes the name and difficulty level of the quest, enemy character information, and reward information for completion.

[0060] The difficulty level includes, for example, numbers from 1 to 6. For example, the higher the number, the more difficult it is to complete the level.

[0061] The enemy character information includes the character ID and ability parameters of each enemy character that appears in the quest.

[0062] The clear reward information includes a clear reward that can be acquired when a quest is cleared. Examples of the clear reward include game currency (non-chargeable items), character IDs of characters that can be acquired, player experience points, various items, etc. For example, the more difficult the quest, the greater the amount of clear reward that can be acquired. For example, the clear reward for a certain quest may include 300 game currency and a weapon item.

[0063] The extraction means 52 is a functional means for extracting a predetermined number of characters. In the first embodiment, the extraction means 52 extracts a predetermined number of characters from among the characters owned by the player in descending order of a predetermined parameter (e.g., level). An example of this predetermined number is three. In other words, the extraction means 52 extracts, from among the owned characters, characters whose predetermined parameters reach a predetermined rank (e.g., third place) from the top as higher characters. For example, when extracting the predetermined number of characters, if there are multiple characters with the same predetermined parameter, the extraction means 52 preferentially extracts from among the multiple characters the character whose owned character ID contains the highest numerical value (the character with the latest acquisition date and time). Furthermore, the extraction means 52 extracts a predetermined number of characters from among the owned characters, excluding characters that have already been set as set characters. Note that, if the predetermined parameters of a character that has already been set as a set character are ranked from the top in a predetermined order, the extraction means 52 may cancel the setting of the set character by the setting means 56 and extract the character.

[0064] The identification means 54 is a functional means for identifying one character as a reference character. In the first embodiment, the identification means 54 identifies, as the reference character, the character with the lowest predetermined parameter (e.g., level) among the predetermined number of characters extracted by the extraction means 52. For example, if there are multiple characters with the lowest predetermined parameter among the predetermined number of extracted characters, the identification means 54 identifies, as the reference character, the character with the highest numerical value included in the owned character ID (the character with the latest acquisition date and time) among the multiple characters. Next, the identification means 54 stores the owned character ID of the identified reference character in the reference character information of the player information 50A. In other words, the specifying means 54 specifies, as the reference character, a character whose predetermined parameter is ranked in a predetermined order (for example, third place) from the top of the characters owned by the player.

[0065] The setting means 56 is a functional means for setting characters as set characters. In the first embodiment, the setting means 56 sets some or all of the owned characters not extracted by the extraction means 52 as set characters. For example, the setting means 56 sets one or more characters selected by the player from among the owned characters not extracted by the extraction means 52 on the setting screen as set characters. In other words, the setting means 56 sets one or more characters selected by the player from among the owned characters excluding the higher-ranked characters extracted by the extraction means 52 as set characters. Subsequently, the setting means 56 stores the owned character IDs of the set set characters in the set character information of the player information 50A.

[0066] The setting means 56 also manages the settable number of set character information in the player information 50 A. For example, the setting means 56 increases the settable number when the player's rank increases or when the player consumes game currency.

[0067] Furthermore, the setting means 56 cancels the setting of the set character in response to an instruction from the player to cancel the setting of the set character on the setting screen (for example, pressing a setting cancel button). For example, the setting means 56 refers to the set character information in the player information 50A and returns (for example, lowers) the predetermined parameters of the set character to the predetermined parameters before the setting. Subsequently, the setting means 56 deletes the information of the character whose setting has been canceled from the set character information in the player information 50A.

[0068] The control means 58 is a functional means for controlling the entire game. In the first embodiment, the control means 58 matches the predetermined parameters of each set character with the predetermined parameters (reference parameters) of a reference character. For example, the control means 58 matches (links) the predetermined parameters (e.g., level) of one or more set characters with the predetermined parameters (e.g., level) of the reference character by referring to the owned character information, set character information, and reference character information in the player information 50A. Here, the control means 58 does not consume the cost (material content) associated with the player (owned by the player) when matching the predetermined parameters of the set characters with the predetermined parameters of the reference character. In other words, the control means 58 automatically matches the predetermined parameters of each set character with the predetermined parameters of the reference character.

[0069] Furthermore, the control means 58 displays change information indicating that the reference character has been changed to another character. For example, the control means 58 displays the change information on the touch panel 32 of the terminal device 12 held by the player based on the fact that the owned character ID included in the reference character information of the player information 50A has been changed at a predetermined timing (for example, at a timing when a predetermined parameter of the owned character has changed).

[0070] For example, the change information includes the name or image of the changed different character (reference character). Specifically, the control means 58 refers to the reference character information of the player information 50A, the character information 50B, etc., and causes the touch panel 32 to display the change information including the name or image of the changed different character.

[0071] Furthermore, for example, the change information includes predetermined parameters of the changed different character (reference character). Specifically, the control means 58 refers to the owned character information, reference character information, etc. of the player information 50A, and causes the touch panel 32 to display change information including predetermined parameters (for example, level) of the changed different character (reference character).

[0072] Furthermore, the control means 58 increases a predetermined parameter of a training character in response to a request (strengthening instruction) from the player to train the training character on a training screen including an image of the training character designated by the player as a training target from among the owned characters. Examples of the image of the training character include the name or image of the training character. For example, when increasing the predetermined parameter of the training character, the control means 58 consumes a cost associated with the player (for example, material content owned by the player).

[0073] Furthermore, in the first embodiment, the control means 58 prohibits the player from raising a set character from among the owned characters. For example, the control means 58 prohibits the designation of a set character from the list of owned characters as a raised character, and does not transition to the raising screen. Note that, when a set character from the list of owned characters is designated as a raised character, the control means 58 may make it impossible to issue an instruction to strengthen the set character on the raising screen (disable the strengthen button). By configuring in this way, it is possible to reduce the complexity of the process of matching predetermined parameters and the confusion that may arise among players.

[0074] Furthermore, when the reference character is changed to another character as a result of increasing a predetermined parameter of the development character, the control means 58 displays change information on the development screen. For example, the change information includes an inquiry as to whether or not to switch the development character to another changed character (reference character). For example, when there is a request to switch (switching instruction) from the player, the control means 58 switches the development character to another changed character (reference character).

[0075] Furthermore, the change information may be information that the development character is automatically switched to another character (reference character) without an inquiry. For example, an image showing that the development character has been switched to another character (reference character) or the changed character (reference character) is displayed on the development screen.

[0076] Furthermore, when a request is made by the player to switch the development character to another character (reference character), the control means 58 may not make an inquiry from the second time onwards and may automatically switch the development character to another character (reference character). Similarly, when a request is made by the player not to switch, the control means 58 may not make an inquiry from the second time onwards and may not switch the development character. By configuring in this way, even if the reference character is changed frequently, the player will not feel bothered.

[0077] <Display process flow> 5 is a flowchart showing an example of the flow of processing for displaying change information indicating that the reference character has been changed in the game system 1 according to the first embodiment. The processing of the following steps is initiated when the player selects the owned character tab in the character menu and then designates one character (character C) from the list of owned characters as a character to be developed. The order and content of the following steps can be changed as appropriate.

[0078] (Step SP10) The control means 58 displays a breeding screen including an image showing a breeding character on the touch panel 32. For example, this breeding character is a reference character.

[0079] FIG. 6 is a diagram showing an example of a breeding screen 60 including an image showing a character to be raised.

[0080] As shown in FIG. 6, the character development screen 60 is provided with a character development information area 62, a cost information area 64, a cancel button 66, and an enhancement button 68. The development character information area 62 displays an image of the development character, ability parameters including predetermined parameters (levels), etc. In addition, the image of the development character is marked with a mark M indicating that the development character (character C) is a reference character. The cost information area 64 displays the cost (material content) required to increase the predetermined parameter (level) of the character being trained by one level, and the cost owned by the player. The cancel button 66 is a button for issuing an instruction to return to the screen showing the list of owned characters without training the training character (strengthening predetermined parameters). The strengthening button 68 is a button for issuing an instruction to increase a predetermined parameter (level) of the development character. For example, the player can increase the predetermined parameter of the development character by one each time he or she presses the strengthening button 68. Note that this strengthening button 68 can be issued when the predetermined parameter of the development character is lower than the upper limit and the player has the cost. Furthermore, when the predetermined parameter of the development character is at the upper limit, this strengthening button 68 is replaced with a button for issuing an instruction to transition to a screen for evolving the development character.

[0081] Returning to FIG. 5, the process proceeds to step SP12.

[0082] (Step SP12) The control means 58 determines whether or not a strengthening instruction has been given by the player. For example, the control means 58 determines whether or not the strengthening button has been pressed on the training screen. If the determination is affirmative, the process proceeds to step SP14. On the other hand, if the determination is negative, i.e., if the cancel button has been pressed, the process ends the series of steps shown in FIG. 5.

[0083] (Step SP14) The control means 58 consumes the cost (material contents) owned by the player to perform a strengthening synthesis that increases a predetermined parameter (for example, level) of the character being trained by 1. Then, the processing proceeds to the processing of step SP16.

[0084] (Step SP16) The extraction means 52 refers to the owned character information in the player information 50A and extracts a predetermined number (e.g., three) of characters from the owned characters in descending order of a predetermined parameter (e.g., level). For example, the extraction means 52 extracts, from the owned characters, character A whose predetermined parameter is 90, character B whose predetermined parameter is 65, and character C whose predetermined parameter is 60. Then, the processing proceeds to the processing of step SP18.

[0085] (Step SP18) The identification means 54 identifies the character with the lowest predetermined parameter (e.g., level) from among the predetermined number of characters extracted in step SP16 as the reference character. For example, the identification means 54 identifies character C, whose predetermined parameter is 60, as the reference character. Then, the process proceeds to step SP20.

[0086] (Step SP20) The identification means 54 stores the possessed character ID of the reference character (character C) identified in step SP18 in the reference character information of the player information 50A. Then, the process proceeds to step SP22.

[0087] (Step SP22) The control means 58 refers to the owned character information, set character information, and reference character information in the player information 50A and matches (links) the predetermined parameters (e.g., level) of each set character with the predetermined parameters of the reference character. For example, the control means 58 stores the predetermined parameters of each set character as 60, which is the predetermined parameter (reference parameter) of the reference character (character C), in the owned character information in the player information 50A. Then, the processing proceeds to step SP24.

[0088] (Step SP24) The control means 58 determines whether the reference character has been changed to another character. For example, the control means 58 determines whether the possessed character ID included in the reference character information of the player information 50A in step SP20 has been changed to another possessed character ID. If the determination is affirmative, the process proceeds to step SP26. On the other hand, if the determination is negative, the process proceeds to step SP10.

[0089] (Step SP26) The control means 58 causes the touch panel 32 to display a development screen including the change information.

[0090] FIG. 7 is a diagram showing an example of a development screen 70 including change information.

[0091] As shown in FIG. 7, the development screen 70 is provided with a change information area 72, an inquiry information area 74, a cancel button 76, and a switch button 78. The change information area 72 displays information indicating that the reference character has been changed to another character, an image and predetermined parameters showing the previous reference character (character C), an image and predetermined parameters showing the new reference character (character B), etc. In addition, the image showing the new reference character is marked with a mark M indicating that it is the reference character. The inquiry information area 74 displays an inquiry as to whether or not to switch the character being raised to a new reference character (character B). The cancel button 76 is a button for issuing an instruction to continue raising the character without switching the character to be raised. The switch button 78 is a button for issuing an instruction to switch the character being raised to a new reference character (character B).

[0092] Returning to FIG. 5, the process proceeds to step SP28.

[0093] (Step SP28) The control means 58 determines whether or not a switching instruction has been issued by the player. For example, the control means 58 determines whether or not a switching button has been pressed on a training screen including change information. If the determination is negative, that is, if the cancel button has been pressed and training is to continue without switching the training character, the processing proceeds to step SP10.

[0094] FIG. 8 is a diagram showing an example of a breeding screen 80 in the case where breeding is continued without switching breeding characters.

[0095] As shown in FIG. 8, the character development screen 80 is provided with a character development information area 82, a cost information area 84, a cancel button 86, and an enhancement button 88. The training character information area 82 displays an image showing the training character, ability parameters including predetermined parameters (level), and the like.

[0096] Returning to FIG. 5, if the determination in step SP28 is affirmative, the process proceeds to step SP30.

[0097] (Step SP30) The control means 58 switches the character to be raised to the reference character, and the process then proceeds to step SP10.

[0098] FIG. 9 is a diagram showing an example of the breeding screen 90 in which the breeding character has been switched to the reference character.

[0099] As shown in FIG. 9, the character development screen 90 is provided with a character development information area 92, a cost information area 94, a cancel button 96, and an enhancement button 98. The development character information area 92 displays an image of the development character, ability parameters including predetermined parameters (levels), etc. In addition, the image of the development character is marked with a mark M indicating that the development character (character B) is a reference character.

[0100] <Effects> As described above, in the first embodiment, a computer functions as extraction means 52 that extracts a predetermined number of pieces of content owned by a player in descending order of a predetermined parameter, identification means 54 that identifies, from the extracted pieces of content, the piece with the lowest predetermined parameter as reference content, setting means 56 that sets some or all of the owned content that was not extracted as set content, and control means 58 that matches the predetermined parameters of each set content with the predetermined parameters of the reference content, and the control means 58 displays change information indicating that the reference content has been changed to another content.

[0101] According to this configuration, change information is displayed based on the fact that the reference content has been changed to another content, so that the player can easily recognize the reference content that serves as the basis for the predetermined parameter.

[0102] In the first embodiment, the change information includes the name or image of the changed different content.

[0103] According to this configuration, the name or image of the changed different content is included in the change information, so that the player can easily recognize the reference content that serves as the reference for the predetermined parameter.

[0104] In the first embodiment, the change information includes predetermined parameters of the changed content.

[0105] According to this configuration, the change information includes the predetermined parameters of the other content that have been changed, so that the player can easily recognize the predetermined parameters of the reference content that serve as the basis for the predetermined parameters.

[0106] In addition, in the first embodiment, the content designated by the player as the target for development from among the owned contents is set as development content, and the control means 58 increases a predetermined parameter of the development content on a development screen including an image showing the development content in response to a request from the player to develop the development content, and if the reference content is changed to another content as a result of increasing the predetermined parameter of the development content, the control means 58 displays change information on the development screen.

[0107] According to this configuration, the change information is displayed on the development screen, so that the player who is developing the content can easily recognize the reference content that serves as the basis for the predetermined parameters.

[0108] Also, in the first embodiment, the change information includes an inquiry as to whether or not to switch the development content to another changed content, and the control means 58 switches the development content to another changed content when a request to switch is received from the player.

[0109] With this configuration, the player can request to switch the development content to another changed content, which allows the player to easily recognize the reference content that serves as the basis for the predetermined parameters. Also, the player can easily increase the predetermined parameters of the changed content (reference content), thereby easily matching (increasing) the predetermined parameters of the setting content.

[0110] In addition, in the first embodiment, the change information is to switch the development content to another changed content.

[0111] According to this configuration, the training content is changed to another content that has been changed to the reference content, which does not cause the player to feel annoyed. Also, the player can easily increase the predetermined parameter of the other content (reference content).

[0112] Furthermore, in the first embodiment, the control means 58 consumes a cost associated with the player when increasing a predetermined parameter of the development content.

[0113] According to this configuration, it is possible to prevent the player from accidentally increasing the predetermined parameter of the owned content other than the reference content, thereby consuming costs.

[0114] Furthermore, in the first embodiment, the control means 58 does not incur any costs when matching the predetermined parameters of the set content with the predetermined parameters of the reference content.

[0115] This configuration allows the player to reduce the effort required to obtain the cost of developing the setting content, thereby providing the player with motivation to play the game. ---Second embodiment--- Next, a second embodiment will be described.

[0116] The second embodiment differs from the first embodiment in that the control means 58 switches the development character to the reference character based on the designation of a set character as the development character. Note that the configuration and functions of the game system according to the second embodiment, which will not be described below, are the same as those of the game system according to the first embodiment.

[0117] In the second embodiment, the control means 58 switches the development character to a reference character based on the designation of a setting character as the development character. For example, when a setting character is designated as a development character, the control means 58 automatically switches the development character to a reference character. Next, the control means 58 displays a development screen including an image showing the reference character. For example, this development screen includes information indicating that the development character has been switched to the reference character because the designated development character was a setting character.

[0118] For example, when a set character is designated as a development character, the control means 58 inquires as to whether or not to switch the development character to a reference character. Subsequently, when the player requests switching (a switching instruction) in response to the inquiry, the control means 58 switches the development character to the reference character. Subsequently, the control means 58 displays a development screen including an image showing the reference character. On the other hand, when the player requests not to switch in response to the inquiry, the control means 58 does not switch the development character to the reference character, erases the inquiry, and displays a screen listing the characters in possession for specifying the development character. Note that the setting means 56 may cancel the setting of the development character (setting character) when there is a request from the player not to switch. Subsequently, the control means 58 displays a development screen including an image showing the character whose setting has been canceled as the development character.

[0119] Furthermore, when a setting character is designated as a development character, the control means 58 receives an instruction from the player to switch the development character to a reference character on a development screen including an image showing the development content. That is, even when a setting character is designated as a development character, the control means 58 displays the development screen without inquiring as to whether or not to switch the development character to a reference character. On this development screen, for example, a strengthening button for issuing an instruction to strengthen the development character (setting character) is not provided (is disabled), but instead a switching button for issuing an instruction to switch the development character to the reference character is provided. Subsequently, the control means 58 switches the development character to the reference character on the development screen in response to the switching instruction from the player (pressing the switching button). The development screen may be provided with a setting cancellation button for issuing an instruction to cancel the setting of the development character (setting character). For example, the setting means 56 cancels the setting of the development character in response to the cancellation instruction (pressing the setting cancellation button). Subsequently, the control means 58 provides (enables) an enhancement button on the development screen.

[0120] <Switching process flow> 10 is a flowchart showing an example of the process flow for switching a training character to a reference character in the game system 1 according to the second embodiment. The process of the following steps is initiated, for example, when the player selects the tab for the character they own in the character menu. The order and content of the following steps can be changed as appropriate.

[0121] (Step SP40) The control means 58 causes the touch panel 32 to display a list of owned characters on which the player can specify a character to be trained.

[0122] FIG. 11 is a diagram showing an example of the owned character list screen 100 for specifying a character to be trained.

[0123] As shown in FIG. 11, the owned character list screen 100 is provided with an owned character information area 102 and a back button 104. The owned character information area 102 displays an image and predetermined parameters (level) of each of the player's owned characters, information indicating whether the character is a set character, and the like. Also, in the owned character information area 102, a mark M is attached to the reference character. Also, in the owned character information area 102, the predetermined parameters of the set character are displayed with the same values ​​as the predetermined parameters of the reference character, and are displayed in a manner different from the predetermined parameters of characters other than the set character. Note that the owned character information area 102 may also display the predetermined parameters of the set character before setting. The back button 104 is a button for issuing an instruction to return (transition) from the character menu to the main menu screen. When the back button 104 is pressed, the series of processes shown in FIG. 10 ends.

[0124] Returning to FIG. 10, the process proceeds to step SP42.

[0125] (Step SP42) The control means 58 determines whether or not the set character has been designated as a character to be raised by the player. For example, the control means 58 determines whether or not an image representing the set character has been designated (pressed) on the owned character list screen. If the determination is affirmative, the process proceeds to step SP44. On the other hand, if the determination is negative, i.e., if an image representing a character other than the set character has been designated, the process proceeds to step SP52.

[0126] (Step SP44) The control means 58 causes the touch panel 32 to display a list of owned characters including an inquiry as to whether or not to switch the character to be raised.

[0127] FIG. 12 is a diagram showing an example of the owned character list screen 110 including an inquiry as to whether or not to switch the character being raised.

[0128] As shown in FIG. 12, the owned character list screen 110 is provided with a designated character information area 112, a query information area 114, a cancel button 116, and a switch button 118. The designated character information area 112 displays information indicating that a set character has been designated as a character to be raised. The inquiry information area 114 displays an inquiry as to whether or not to switch the character to be raised to the reference character (character C). The cancel button 116 is a button for issuing an instruction to erase the inquiry without switching the character to be raised and to return to the screen for specifying the character to be raised (the screen listing the characters owned). The switch button 118 is a button for issuing an instruction to switch the character being raised to the reference character (character C).

[0129] Returning to FIG. 10, the process proceeds to step SP46.

[0130] (Step SP46) The control means 58 determines whether or not a switching instruction has been issued by the player. For example, the control means 58 determines whether or not the switch button has been pressed on the owned character list screen, which includes an inquiry as to whether or not to switch the character being trained. If the determination is affirmative, the process proceeds to step SP48. On the other hand, if the determination is negative, i.e., if the cancel button has been pressed, the process proceeds to step SP40.

[0131] (Step SP48) The control means 58 switches the character to be raised to the reference character, and the process then proceeds to step SP50.

[0132] (Step SP50) The control means 58 causes the touch panel 32 to display a breeding screen in which the breeding character has been switched to the reference character.

[0133] FIG. 13 is a diagram showing an example of the breeding screen 120 in which the breeding character has been switched to the reference character.

[0134] As shown in FIG. 13, the character development screen 120 is provided with a character development information area 122, a cost information area 124, a cancel button 126, and an enhancement button 128. The development character information area 122 displays information such as that the development character has been switched to the reference character, an image showing the development character (reference character), and ability parameters including predetermined parameters (level).

[0135] Then, the series of processes shown in FIG. 10 ends.

[0136] (Step SP52) The control means 58 causes a breeding screen including an image showing the designated breeding character to be displayed on the touch panel 32. This breeding screen is the same as that shown in Fig. 8. Then, the series of processes shown in Fig. 10 ends.

[0137] <Effects> As described above, in the second embodiment, the computer functions as an extraction means 52 that extracts a predetermined number of contents from the player's owned contents in order of highest predetermined parameter, an identification means 54 that identifies the extracted content with the lowest predetermined parameter as reference content, a setting means 56 that sets some or all of the owned contents that were not extracted as set content, and a control means 58 that matches the predetermined parameters of each set content with the predetermined parameters of the reference content, and the control means 58 switches the content designated by the player as a training target from among the owned contents to the reference content based on the designation of the set content as training content.

[0138] According to this configuration, when a set content is designated as the development content, the development content is switched to the reference content, so that the player can easily recognize the reference content that serves as the basis for the specified parameters.

[0139] In addition, in the second embodiment, when a set content is specified as the development content, the control means 58 inquires as to whether or not to switch the development content to the reference content, and when the player requests to switch in response to the inquiry, the control means 58 switches the development content to the reference content.

[0140] With this configuration, the player can request to switch the training content to the reference content, which allows the player to easily recognize the reference content that serves as the basis for the predetermined parameter. Also, the player can easily increase the predetermined parameter of the reference content, thereby easily matching (increasing) the predetermined parameter of the setting content.

[0141] In addition, in the second embodiment, when the player requests not to switch in response to an inquiry, the setting means 56 cancels the setting of the development content, and the control means 58 displays a development screen including an image showing the development content whose setting has been canceled.

[0142] According to this configuration, if the development content is not switched to the reference content, the setting of the development content is canceled, so that the player can develop the development content immediately.

[0143] In addition, in the second embodiment, when a set content is designated as the development content, the control means 58 receives an instruction from the player to switch the development content to the reference content on a development screen including an image showing the development content, and the control means 58 switches the development content to the reference content in accordance with the switching instruction.

[0144] With this configuration, even if the player designates the setting content as the development content, the player can instruct the development screen to switch the development content to the reference content. This allows the player to easily increase the predetermined parameter of the reference content, thereby easily matching (increasing) the predetermined parameter of the setting content.

[0145] Furthermore, in the second embodiment, the control means 58 consumes a cost associated with the player when increasing a predetermined parameter of the development content.

[0146] According to this configuration, it is possible to prevent the player from accidentally increasing the predetermined parameter of the owned content other than the reference content, thereby consuming costs.

[0147] Furthermore, in the second embodiment, the control means 58 does not incur any costs when matching the predetermined parameters of the set content with the predetermined parameters of the reference content.

[0148] This configuration allows the player to reduce the effort required to obtain the cost of developing the setting content, thereby providing the player with motivation to play the game. ---Third embodiment--- Next, a third embodiment will be described.

[0149] The third embodiment differs from the second embodiment in that the setting means 56 cancels the setting of the development character based on the designation of the development character as a development character. Note that the configuration and functions of the game system according to the third embodiment, which will not be described below, are the same as those of the game systems according to the first and second embodiments.

[0150] In the third embodiment, the setting means 56 cancels the setting of a set character based on the player's designation of the set character as a development character. For example, when a set character is designated as a development character, the control means 58 automatically cancels the setting of the set character. Subsequently, the control means 58 displays a development screen including an image showing the development character whose setting has been canceled. For example, this development screen includes information indicating that the designated development character was a development character and therefore the development character's setting has been canceled.

[0151] Furthermore, when a set character is designated as a development character, the control means 58 inquires of the player as to whether or not to cancel the setting of the development character. Subsequently, when the player requests cancellation in response to the inquiry, the setting means 56 cancels the setting of the development character. Subsequently, the control means 58 displays a development screen including an image showing the development character whose setting has been canceled. On the other hand, if the player requests not to cancel the character in response to the inquiry, the control means 58 will erase the inquiry and display a list of characters in possession for specifying a character to be trained. Note that the control means 58 may switch the development character to the reference character if the player requests not to cancel the development character. Subsequently, the control means 58 displays a development screen including an image showing the reference character as the development character.

[0152] Furthermore, when a set character is designated as a development character, the control means 58 receives an instruction from the player to cancel the setting of the development character on a development screen including an image of the development character. That is, even when a set character is designated as a development character, the control means 58 displays the development screen without inquiring as to whether or not to cancel the setting of the development character. On this development screen, for example, an enhancement button for issuing an instruction to enhance the development character (set character) is not provided (is disabled), but instead a setting cancellation button for issuing an instruction to cancel the setting of the development character is provided. Next, the setting means 56 cancels the setting of the development character in response to the cancellation instruction (pressing the setting cancellation button). Next, the control means 58 provides (enables) the enhancement button on the development screen. The development screen may be provided with a switch button for issuing an instruction to switch the development character (setting character) to the reference character. For example, in response to an instruction to switch (pressing the switch button), the control means 58 displays an image showing the reference character and a development screen on which an enhancement button is provided (enabled).

[0153] <Flow of the setting cancellation process> 14 is a flowchart showing an example of the processing flow for canceling the setting of a development character in the game system 1 according to the third embodiment. The processing of the following steps is initiated, for example, when the player selects the tab for the owned character in the character menu. The order and content of the following steps can be changed as appropriate.

[0154] (Step SP60 to Step SP62) The processing in steps SP60 to SP62 is the same as the processing in steps SP40 to SP42 described above, and therefore a description thereof will be omitted.

[0155] (Step SP64) The control means 58 causes the touch panel 32 to display a screen listing the characters owned, including an inquiry as to whether or not to cancel the setting.

[0156] FIG. 15 is a diagram showing an example of the owned character list screen 130 including an inquiry as to whether or not to cancel the setting.

[0157] As shown in FIG. 15, the owned character list screen 130 is provided with a designated character information area 132, an inquiry information area 134, a cancel button 136, and a setting release button 138. The designated character information area 132 displays information indicating that a set character has been designated as a character to be raised. The inquiry information area 134 displays an inquiry as to whether or not to cancel the setting of the development character. The inquiry information area 134 also displays the predetermined parameters of the development character before (current) the setting is canceled and the predetermined parameters after (pre-setting) the setting is canceled. The cancel button 136 is a button for issuing an instruction to erase the inquiry and return to the screen for specifying the character to be raised (the screen listing the characters owned) without canceling the setting of the character to be raised. The setting cancellation button 138 is a button for issuing an instruction to cancel the setting of the character to be raised.

[0158] Returning to FIG. 14, the process proceeds to step SP66.

[0159] (Step SP66) The control means 58 determines whether or not a cancellation instruction has been issued by the player. For example, the control means 58 determines whether or not the Cancel Setting button has been pressed on the owned character list screen, which includes an inquiry as to whether or not to cancel the setting. If the determination is affirmative, the process proceeds to step SP68. On the other hand, if the determination is negative, i.e., if the Cancel button has been pressed, the process proceeds to step SP60.

[0160] (Step SP68) The setting means 56 cancels the setting of the character to be raised (set character) designated by the player. For example, the setting means 56 refers to the set character information in the player information 50A and restores the predetermined parameters of the designated character to the predetermined parameters before the setting. Subsequently, the setting means 56 deletes the information of the character whose setting has been canceled from the set character information in the player information 50A. Then, the processing proceeds to the processing of step SP70.

[0161] (Step SP70) The control means 58 causes the touch panel 32 to display a breeding screen including an image showing the breeding character whose setting has been cancelled.

[0162] FIG. 16 is a diagram showing an example of the breeding screen 140 including an image showing a breeding character whose setting has been cancelled.

[0163] As shown in FIG. 16, the character development screen 140 is provided with a character development information area 142, a cost information area 144, a cancel button 146, and an enhancement button 148. The development character information area 142 displays information such as that the development character setting has been cancelled, an image showing the development character, and ability parameters including predetermined parameters (level) after the setting has been cancelled.

[0164] Then, the series of processes shown in FIG. 16 ends.

[0165] (Step SP72) The process of step SP72 is the same as that of step SP52 described above, and therefore its explanation will be omitted. Then, the series of processes shown in FIG. 16 ends.

[0166] <Effects> As described above, in the third embodiment, the computer functions as an extraction means 52 that extracts a predetermined number of contents from the player's owned contents in descending order of predetermined parameters, an identification means 54 that identifies the extracted content with the lowest predetermined parameter as reference content, a setting means 56 that sets some or all of the owned contents that were not extracted as set content at the player's request, and a control means 58 that matches the predetermined parameters of each set content with the predetermined parameters of the reference content, and the setting means 56 sets the content designated by the player as a development target from among the owned contents as development content, and cancels the setting of the set content based on the designation of the set content as development content.

[0167] According to this configuration, the setting of the setting content is cancelled based on the setting content being designated as the development content, thereby reducing the effort required for the player to develop the setting content directly.

[0168] In addition, in the third embodiment, when setting content is specified as development content, the control means 58 inquires of the player as to whether or not to cancel the setting of the development content, and the setting means 56 cancels the setting of the development content if the player requests cancellation in response to the inquiry.

[0169] According to this configuration, when setting content is specified as development content, the player can request that the development content (setting content) be set to be cancelled, thereby reducing the effort required for the player to directly develop the setting content.

[0170] Furthermore, in the third embodiment, when the player requests not to cancel the training content in response to an inquiry, the control means 58 switches the training content to the reference content.

[0171] According to this configuration, if the setting of the development content (setting content) is not cancelled, the development content is switched to the reference content, thereby reducing the effort required for the player to develop the reference content.

[0172] In addition, in the third embodiment, when setting content is specified as development content, the control means 58 receives an instruction from the player to cancel the setting of the development content on a development screen including an image showing the development content, and the setting means 56 cancels the setting of the development content in accordance with the cancellation instruction.

[0173] With this configuration, even if a player specifies setting content as development content, the player can issue an instruction to cancel the setting of the development content on the development screen, thereby reducing the effort required for the player to directly develop the setting content.

[0174] Furthermore, in the third embodiment, the control means 58 consumes a cost associated with the player when increasing a predetermined parameter of the development content.

[0175] According to this configuration, in cases where a player wishes to directly develop setting content by spending money, the effort required for such development can be reduced, thereby preventing a decrease in the player's motivation for the game.

[0176] Furthermore, in the third embodiment, the control means 58 does not incur any costs when matching the predetermined parameters of the set content with the predetermined parameters of the reference content.

[0177] According to this configuration, the player can reduce the effort required to obtain the cost for developing the setting content, thereby providing the player with motivation to play the game. ---Fourth embodiment--- Next, a fourth embodiment will be described.

[0178] The fourth embodiment differs from the first embodiment in that the control means 58 provides a designation area for raising a reference character on the setting screen. Note that the configuration and functions of the game system according to the fourth embodiment, which will not be described below, are similar to the configurations and functions of the game systems according to the first to third embodiments.

[0179] In the fourth embodiment, the control means 58 provides an instruction area for increasing a predetermined parameter of a reference character on a setting screen where the player sets a setting character. For example, the control means 58 provides an instruction area (development button) on the setting screen for designating the reference character as a development character and transitioning to a development screen where the predetermined parameter can be increased. The control means 58 may provide an enhancement button on the setting screen for issuing an enhancement instruction to increase a predetermined parameter of the reference character. For example, the control means 58 increases the predetermined parameter of the reference character by 1 each time the player presses the enhancement button on the setting screen. The setting screen may also display the cost (material content) required to increase the predetermined parameter of the reference character by 1, and the cost owned by the player.

[0180] Furthermore, when the reference character is changed to another character due to an increase in a predetermined parameter of the reference character, the control means 58 displays change information indicating the change. Note that the control means 58 may display this change information on the setting screen or on the development screen.

[0181] <Flow of the development process> 17 is a flowchart showing an example of the flow of processing for raising a reference character from the setting screen in the game system 1 according to the fourth embodiment. The processing of the following steps is started when the player selects the setting tab in the character menu. The order and content of the following steps can be changed as appropriate.

[0182] (Step SP80) The control means 58 causes the touch panel 32 to display a setting screen for setting a set character.

[0183] FIG. 18 is a diagram showing an example of a setting screen 150 for setting a set character.

[0184] As shown in FIG. 18, the setting screen 150 is provided with a higher-ranking character information area 152, a development button 154, a set character information area 156, an add button 157, a cancel setting button 158, and a back button 159. The higher-ranking character information area 152 displays images of characters (higher-ranking characters) with the highest (1st to 3rd place) predetermined parameters (levels) including the reference character among the characters owned by the player, as well as the predetermined parameters (levels) of each of the higher-ranking characters. Also, a mark M is attached to the reference character. The development button 154 is an instruction area for increasing a predetermined parameter of a reference character. For example, the development button 154 is a button for designating the reference character as a development character and issuing an instruction to transition to a development screen where the predetermined parameter can be increased. The set character information area 156 displays an image of a character that the player has set as a set character from among the characters owned by the player, as well as predetermined parameters of the set character that match the predetermined parameters of the reference character. The set character information area 156 also displays the number of set characters set by the player and the number that can be set. Note that the set character information area 156 may also display predetermined parameters of each set character before they are set. The add button 157 is a button for issuing an instruction to add a new set character from among the characters owned by the player, excluding high-ranking characters. The setting cancellation button 158 is a button for issuing an instruction to cancel the setting of each set character. The back button 159 is a button for issuing an instruction to return (transition) from the character menu to the main menu screen.

[0185] Returning to FIG. 17, the process proceeds to step SP82.

[0186] (Step SP82) The control means 58 determines whether or not a training instruction has been given by the player. For example, the control means 58 determines whether or not the training button has been pressed on the setting screen. If the determination is affirmative, the process proceeds to step SP84. On the other hand, if the determination is negative (for example, if the back button has been pressed), the process ends the series of steps shown in FIG. 17.

[0187] (Step SP84 to Step SP104) The processing in steps SP84 to SP104 is the same as the processing in steps SP10 to SP30 described above, and therefore a description thereof will be omitted.

[0188] <Effects> As described above, in the fourth embodiment, a computer functions as extraction means 52 that extracts a predetermined number of pieces of content owned by a player in descending order of a predetermined parameter, identification means 54 that identifies, from the extracted pieces of content, the piece with the lowest predetermined parameter as reference content, setting means 56 that sets some or all of the owned content not extracted as setting content, and control means 58 that matches the predetermined parameters of each setting content with the predetermined parameters of the reference content, and the control means 58 provides an instruction area for increasing the predetermined parameter of the reference content on a setting screen on which the player sets the setting content.

[0189] According to this configuration, the setting screen for the setting content has an instruction area for increasing a predetermined parameter of the reference content, which reduces the effort required for the player to develop the reference content.

[0190] Furthermore, in the fourth embodiment, the control means 58 displays change information indicating the change based on the fact that the reference content has been changed to another content due to an increase in a predetermined parameter of the reference content.

[0191] According to this configuration, change information is displayed on the setting screen based on the fact that the reference content has been changed to another content, so that the player can easily recognize the reference content that serves as the basis for the specified parameter.

[0192] In the fourth embodiment, the change information includes the name or image of the changed different content.

[0193] According to this configuration, the name or image of the changed different content is included in the change information, so that the player can easily recognize the reference content that serves as the reference for the predetermined parameter.

[0194] In the fourth embodiment, the change information includes predetermined parameters of the changed content.

[0195] According to this configuration, the change information includes the predetermined parameters of the other content that have been changed, so that the player can easily recognize the predetermined parameters of the reference content that serve as the basis for the predetermined parameters.

[0196] Furthermore, in the fourth embodiment, the control means 58 consumes the cost associated with the player when increasing a predetermined parameter of the reference content.

[0197] According to this configuration, when a player wants to spend money to develop reference content, the effort required for the development can be reduced, thereby preventing the player's motivation for the game from decreasing.

[0198] Furthermore, in the fourth embodiment, the control means 58 does not incur any costs when matching the predetermined parameters of the set content with the predetermined parameters of the reference content.

[0199] This configuration allows the player to reduce the effort required to obtain the cost of developing the setting content, thereby providing the player with motivation to play the game.

[0200] ---Variations--- The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0201] For example, in the first embodiment, the control means 58 matches the predetermined parameters of each set character with the predetermined parameters of the reference character when the predetermined parameters of the development character increase, but this is not limited to this. For example, the timing for matching the predetermined parameters may be at regular intervals, when the player logs in, before the character menu (the owned character list screen or the setting screen, etc.) is displayed, before a quest is performed, when the player acquires (owns) a character, when an owned character is sold (released), when an owned character is consumed as a material character, etc.

[0202] Furthermore, in the first embodiment, the control means 58 has been described as displaying change information when a predetermined parameter of a character being developed increases, but the change information may also be displayed when a player acquires (owns) a character, when an owned character is sold (released), when an owned character is consumed as a material character, etc.

[0203] In the first embodiment, the training game is described as consuming predetermined material content for each of the predetermined parameters of the training character as the first character combination, but material content arbitrarily selected by the player may be consumed in the first character combination. For example, the first character combination may be a combination in which the player arbitrarily selects and combines the training character with material content to be consumed from among the characters owned by the player, thereby strengthening the training character.

[0204] Furthermore, in the first embodiment, the control means 58 has been described as increasing a predetermined parameter of a character being trained on the training screen, but the predetermined parameter may also be decreased. For example, if the lower the value of the predetermined parameter, the more advantageously the player can progress through the game, the control means 58 may decrease the predetermined parameter on the training screen. Examples of the predetermined parameter include the number of turns required to activate a skill and the cost required to organize owned characters into a deck (party). In this case, the reference character may be a character that is ranked in a predetermined order (e.g., third place) from the bottom in terms of the predetermined parameter among the characters owned by the player.

[0205] In the first embodiment, the control means 58 does not consume the cost (material content) associated with the player when matching the predetermined parameters of the set character with the predetermined parameters of the reference character, but the cost may be consumed. Also, the cost may be the passage of time.

[0206] Furthermore, in the first embodiment, the set characters are, for example, one or more characters that are set (selected) in advance by the player from among the characters owned by the player. However, the set characters may be set automatically without being selected by the player. For example, the setting means 56 may automatically set a predetermined number (less than the settable number) of characters from among the owned characters that were not extracted by the extraction means 52. For example, the setting means 56 may preferentially set characters with high rarity or characters with low predetermined parameters (levels).

[0207] In the first embodiment, a reference character is designated as the character to be raised on the raising screen of Fig. 6, but a character other than the reference character may be designated. Here, when a character whose predetermined parameter is ranked fifth from the top is raised, and the predetermined parameter of the character becomes third from the top and the character becomes the reference character, the control means 58 displays change information. It should be noted that this change information only needs to have a change information area indicating that the character being raised has become the reference character, and there is no need to provide an inquiry information area or a switching button.

[0208] Furthermore, in the fourth embodiment, the control means 58 has been described as displaying an instruction area (development button) on the setting screen for increasing a predetermined parameter of a reference character, but an image showing the character (reference character) may be the instruction area. Furthermore, the setting screen may be provided with an instruction area for increasing a predetermined parameter of each higher-ranking character. Furthermore, the setting screen may be provided with an instruction area for canceling the setting of each set character and transitioning the character whose setting has been canceled to the development screen as a development character.

[0209] Furthermore, in the first to fourth embodiments, the reference character is described as being one character (one entity), but it may be multiple characters. For example, when there are multiple characters with the lowest predetermined parameters (e.g., levels) among the predetermined number of characters (high-ranking characters) extracted by the extraction means 52, the identification means 54 identifies the multiple characters as reference characters. In this case, the control means 58 may simultaneously train (increase predetermined parameters) the multiple reference characters on the training screen or setting screen. For example, the training screen or setting screen may display an image representing each of the multiple reference characters and a button for simultaneously increasing the predetermined parameters of the multiple reference characters. For example, when the reference character is changed to another character due to a simultaneous increase in the predetermined parameters of the multiple reference characters, the control means 58 displays change information including an image representing the other character. Note that the other characters may be multiple characters.

[0210] Furthermore, in the first to fourth embodiments, the specified parameter has mainly been described as level, but it may also be luck, upper level limit, skill level, rarity, hit points, attack power, defense power, etc.

[0211] Furthermore, in the first to fourth embodiments, the case where characters are mainly used as an example of content has been described, but the content may also be weapon items, armor items, cards, avatars, costumes, etc. [Explanation of symbols]

[0212] 10...Server device 12...Terminal device 50...Memory means 52...Extraction means 54…Identification means 56...Setting method 58...Control means

Claims

1. Computer, a first setting means for extracting a weapon item that satisfies a predetermined condition from among weapon items owned by the player and setting the extracted weapon item as a first reference item; a second setting means for setting an item having the lowest predetermined parameter among the first reference items as a second reference item; a third setting means for setting a owned weapon item that has not been set as the first reference item as a set item; a control means for matching a predetermined parameter of the setting item with a predetermined parameter of the second reference item; It functions as the control means provides an instruction area for increasing a predetermined parameter of the second reference item on a setting screen on which the player sets the setting item; program.

2. The number of frames that can be set by the third setting means for the setting item is predetermined. The program according to claim 1.

3. Increasing the number of slots that can be set as the setting item by consuming in-game costs owned by the player. The program according to claim 2.

4. The third setting means cancels the setting of the set character in response to an instruction from the player to cancel the setting of the set character. The program according to claim 2.

5. a first setting means for extracting a weapon item that satisfies a predetermined condition from among weapon items owned by a player and setting the extracted weapon item as a first reference item; a second setting means for setting an item having the lowest predetermined parameter among the first reference items as a second reference item; a third setting means for setting a owned weapon item that has not been set as the first reference item as a set item; a control means for matching a predetermined parameter of the setting item with a predetermined parameter of the second reference item; Equipped with the control means provides an instruction area for increasing a predetermined parameter of the second reference item on a setting screen on which the player sets the setting item; Information processing device.

Citation Information

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