Program, information processing method, and information processing device

The mechanism addresses deck organization issues by allowing automatic or manual selection of owned content to fill gaps, enhancing user convenience in managing game decks.

JP7784234B2Active Publication Date: 2025-12-11KOEI TECMO GAMES CO LTD
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
JP2021057445
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-30
Publication Date
2025-12-11
Estimated Expiration
2041-03-30

AI Technical Summary

Technical Problem

Conventional game decks face issues with empty spaces due to cards being used as material or sold, leading to inconvenience in organizing decks.

Method used

A mechanism that allows users to automatically or manually select content from their owned state to fill vacant spaces in decks based on user operations, using a determination unit, selection receiving unit, and organization processing unit to manage deck organization.

Benefits of technology

Improves the convenience of organizing decks by addressing gaps caused by cards changing ownership states, ensuring decks remain functional without user hassle.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007784234000001
    Figure 0007784234000001
  • Figure 0007784234000002
    Figure 0007784234000002
  • Figure 0007784234000003
    Figure 0007784234000003
Patent Text Reader

Abstract

To provide a new setup for increasing convenience of organization of a deck in which organized content becomes vacant.SOLUTION: Provided is a program for allowing an information processor allowing a user to play a game using a deck organized by content owned by the user to function as: a determination part for determining whether content changed from the user's possessed state to a non-possessed state is organized in the deck; a selection reception part for allowing the user to select whether possessed content is automatically selected and organized or the user manually selects content and organizes it in a vacant deck area when content changed to a non-possessed state is organized in the deck; and an organization processing part for organizing content selected automatically from content in a possessed state, or content selected manually by the user from content in a possessed state in a vacant deck area according to the user's selection.SELECTED DRAWING: Figure 4
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present disclosure relates to a program, an information processing method, and an information processing device. [Background technology]

[0002] There have been games in which players play using a deck made up of virtual cards. In the game, virtual cards are used as material cards to strengthen specific cards, or are sold and converted into virtual currency points in the game. Cards used as material cards and cards sold are removed from the player's card inventory.

[0003] For example, there is a program that displays a warning message to prevent cards that make up a recommended deck from being designated as material cards or cards to be sold (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2018-38895 Summary of the Invention [Problem to be solved by the invention]

[0005] In games played using conventional decks, it is common for multiple decks to be organized and for the player to select a deck from among the organized decks. When a deck contains cards that have been used as material cards or cards that have been sold, games played using conventional decks have a problem of leaving empty spaces in the deck. Patent Document 1 does not solve this problem.

[0006] An object of the present disclosure is to provide a new mechanism that improves the convenience of organizing a deck when a gap has appeared in the organized content. [Means for solving the problem]

[0007] According to the present disclosure, there is provided a program for causing an information processing device that allows a user to play a game in which content within the game is the target of organization and which uses a deck organized from the content that the user owns, to function as: a determination unit that determines, based on an operation from the user, whether the content that changes from a state in which the user owns to a state in which the user does not own is organized in the deck; a selection receiving unit that, if the content that changes to a state in which the user does not own is organized in the deck, allows the user to select whether to automatically select and organize from the content that is in the owned state to fill a vacant space in the deck created by the content changing to a state in which the user does not own it, or to organize by the user manually selecting from the content that is in the owned state; and an organization processing unit that, in accordance with the user's selection, organizes the content automatically selected from the content that is in the owned state or the content manually selected by the user from the content that is in the owned state to fill a vacant space in the deck created by the content changing to a state in which the user does not own it. [Effects of the Invention]

[0008] According to the present disclosure, a new mechanism can be provided that improves the convenience of organizing a deck when a gap has appeared in the organized content. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram illustrating an example of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 illustrates an example of a hardware configuration of a client. [Figure 3] FIG. 2 illustrates an example of a hardware configuration of a server. [Figure 4] FIG. 2 illustrates an example of a functional configuration of a client. [Figure 5] FIG. 2 illustrates an example of a functional configuration of a server. [Figure 6]FIG. 2 is a diagram illustrating an example of a configuration of a possessed content information table used in the present embodiment. [Figure 7] FIG. 2 is a diagram illustrating an example of a deck information table used in this embodiment. [Figure 8] 10 is a flowchart illustrating an example of processing related to the deck organization function according to this embodiment. [Figure 9] 10 is a flowchart illustrating an example of a process for automatically organizing owned content into empty spaces on a deck. [Figure 10] 10 is a flowchart illustrating an example of processing related to the content enhancement function and deck organization function according to the present embodiment. [Figure 11] FIG. 10 is an image diagram of an example of an enhancement screen in which an enhancement target content is being selected. [Figure 12] FIG. 10 is an image diagram of an example of a reinforcement screen when material content is being selected. [Figure 13] FIG. 10 is an image diagram of an example of a strengthening screen that accepts a user's selection of whether or not to continue strengthening the strengthening target content with the currently selected material content. [Figure 14] FIG. 10 is an image diagram of an example of an enhancement screen that accepts a user's selection of how to deal with empty spaces in the deck. [Figure 15] FIG. 10 is an image diagram of an example of a deck organization screen. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In this embodiment, an example of a deck organization function for organizing in-game content such as characters, weapons, equipment, items, and cards in a game will be described, but the function is not limited to in-game content. The deck organization function in this embodiment is an example of information processing for organizing a deck using content owned by a user.

[0011] [Game System] First, a game system 10 according to one embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of the game system 10 according to this embodiment. The game system 10 according to one embodiment has a configuration in which a client 20 and a server 30 are connected to each other via a network 40 so as to be able to communicate with each other.

[0012] The client 20 is an example of an information processing device on which a user plays a game. The client 20 may be a portable game console, a personal computer, a tablet terminal, a mobile phone such as a smartphone, a home game device, an arcade game device, or the like. The client 20 accepts operations from the user via an input device such as a touch panel, a controller, a mouse, or a keyboard, and displays images corresponding to the operations on a display device, allowing the user to play the game. The number of clients 20 is not limited to three and may be any number other than three.

[0013] The server 30 is an example of an information processing device that provides the client 20 with functions and information required for the game by transmitting and receiving data to the client 20. The server 30 may be realized by a cloud computer. The number of servers 30 shown in FIG. 1 is not limited to one, and two or more servers may perform distributed processing. For example, the server 30 is used for downloading game programs (applications) to the client 20, user login processing, processing related to a deck organization function for organizing in-game content, and management of various tables.

[0014] 2 is a diagram showing an example of the hardware configuration of the client 20. The client 20 has a CPU (Central Processing Unit) 121, a storage device 122, a communication device 123, an input device 124, and a display device 125. The CPU 121 controls the client 20. The storage device 122 is, for example, a memory such as a ROM (Read Only Memory) or a RAM (Random Access Memory), or a storage such as an HDD (Hard Disk Drive) or an SSD (Solid State Drive).

[0015] The communication device 123 is a communication device such as a network circuit that controls communication. The input device 124 is an input device such as a touchpad, controller, mouse, keyboard, camera, or microphone. The display device 125 is an output device such as a display or speaker. A touch panel is realized by combining a touchpad and a display.

[0016] 3 is a diagram showing an example of the hardware configuration of the server 30. The server 30 has a CPU 131, a storage device 132, and a communication device 133. The CPU 131 controls the server 30. The storage device 132 is, for example, a memory such as a ROM or RAM, or a storage such as an HDD or SSD. The communication device 133 is a communication device such as a network card that controls communication.

[0017] 4 is a diagram showing an example of the functional configuration of client 20. Client 20 has a storage unit 21, a client control unit 22, an operation reception unit 23, an output control unit 24, and a client-side communication unit 25. Storage unit 21 stores programs such as a game program 51, and data used by the programs, such as a possessed content information table 52 and a deck information table 53. Storage unit 21 may be realized by storage device 122, or may be realized by a storage device connected via network 40.

[0018] The owned content information table 52 manages content that is owned in the game by a user playing a game on the client 20 (user owned content). The user's owned content managed by the owned content information table 52 is content in the game that can be organized into a deck by the user. The deck information table 53 stores information about the organized decks that the user has organized and saved. Details of the owned content information table 52 and the deck information table 53 will be described later.

[0019] The client control unit 22 performs overall control of the client 20. The overall control of the client 20 includes control over the entire game played by the user. The client control unit 22 is realized by the CPU 121 executing the processing described in the game program 51. The client control unit 22 has a request sending unit 61, a result receiving unit 62, a content enhancement control unit 63, a determination unit 64, a selection receiving unit 65, a composition processing unit 66, and a game control unit 67.

[0020] The request sending unit 61 makes various requests to the server 30 based on user operations. The result receiving unit 62 receives results of the various requests from the server 30. The content enhancement control unit 63 controls the content enhancement function. The content enhancement function is information processing that uses enhancement target content and material content specified by the user from the content owned by the user, and consumes the material content to enhance the enhancement target content.

[0021] When the determination unit 64 receives a request from the user to change the user's owned content to a non-owned state based on the user's operation, it determines whether the content to be changed to a non-owned state is organized in an organized deck. A request to change the user's owned content to a non-owned state may be, for example, a request to use the content as material content or a request to sell the content. Selling content is an example of information processing that converts in-game content into other in-game value, such as in-game currency.

[0022] If the content to be changed to the non-possessed state is organized in an organized deck, processing the request from the user as is will result in a vacant space in the organized deck. When a vacant space occurs in the organized deck, the selection receiving unit 65 receives from the user a selection of how to deal with the vacant space in the deck, as described below.

[0023] The organization processing unit 66 controls the deck organization function. For example, the organization processing unit 66 organizes content selected from the user's owned content into empty spaces on the deck in accordance with the selection of a response to empty spaces on the deck, as described below, received by the selection receiving unit 65. The game control unit 67 controls games that use the deck.

[0024] The operation reception unit 23 receives various operations from the player via the input device 124. The output control unit 24 outputs game screens and game sounds to the display device 125. The operation reception unit 23 is realized by the CPU 121 controlling the input device 124. The output control unit 24 is realized by the CPU 121 controlling the display device 125.

[0025] Here, various operations by the user on the input device 124 refer to operations by the user playing the game operating the operation acceptance unit 23 in order to cause the CPU 121 to execute processing. The operation acceptance unit 23 accepts various operations from the user playing the game. The client control unit 22 progresses the game based on the various operations accepted from the user via the operation acceptance unit 23.

[0026] The output control unit 24 outputs game screens and game sounds to the display device 125 based on the image data and sound data generated by the client control unit 22. The client-side communication unit 25 communicates with the server 30. The client-side communication unit 25 is realized by the CPU 121 executing the game program 51 and controlling the communication device 123 in accordance with the game program 51.

[0027] 5 is a diagram showing an example of the functional configuration of the server 30. The server 30 in FIG.

[0028] The storage unit 31 stores a server program 71, a game program 72, data used by various programs, a user information table 73, and a content information table 74. The storage unit 31 may be realized by the storage device 132, or may be realized by a storage device connected via the network 40.

[0029] The user information table 73 stores information about users who play games on the clients 20. The user information table 73 manages user information that associates users who play games on the clients 20 with the content owned by each user.

[0030] The content information table 74 manages information about the content in the game that is the target of deck organization. The information about the content includes various information necessary for organizing the content into a deck and using it in the game, such as the rarity, level, content name, abilities, attributes, image, and deck parameter values ​​(described below) of the content in the game that is the target of deck organization.

[0031] The rarity of content is an example of information accompanying content, and represents the scarcity, strength, excellence, etc. of the content within the game. The level of content is an example of information accompanying content, and is a number or the like that represents the level of strength of the content within the game. The attributes of content are an example of information accompanying content, and represent the nature, characteristics, etc. of the content within the game. In this embodiment, the information accompanying content may be any indicator that can classify content within the game.

[0032] The server control unit 32 performs overall control of the server 30. The server control unit 32 is realized by the CPU 131 executing the processing described in the server program 71. For example, the server control unit 32 performs a download process that downloads the game program 72 stored in the storage unit 31, data used by the game program 72, and the like to the client 20.

[0033] The server control unit 32 has a configuration including a request receiving unit 81, a processing unit 82, and a result sending unit 83. The request receiving unit 81 receives various processing requests sent from the client 20 based on user operations. The processing unit 82 performs processing in response to the various requests. The result sending unit 83 sends the results of processing in response to the various requests to the client 20.

[0034] The server-side communication unit 33 communicates with the client 20. The server-side communication unit 33 is realized by the CPU 131 executing the server program 71 and controlling the communication device 133 in accordance with the server program 71.

[0035] Note that the functional configuration of the client 20 shown in Fig. 4 and the functional configuration of the server 30 shown in Fig. 5 are examples, and for example, at least one of the functional configurations of the client 20 shown in Fig. 4 may be included in the functional configuration of the server 30 shown in Fig. 5. In other words, it is sufficient that either the client 20 or the server 30 has the functional configurations shown in Fig. 4 and Fig. 5.

[0036] An example of the structure of the owned content information table 52 and the deck information table 53 stored in the storage unit 21 of the client 20 is as follows.

[0037] Fig. 6 is a diagram showing an example of the configuration of the owned content information table 52 used in this embodiment. The owned content information table 52 manages the owned content of the user who plays the game on the client 20. The owned content information table 52 in Fig. 6 has the following items: owned content ID, rarity, level, attribute, and deck parameter value.

[0038] The owned content ID is an example of identification information for owned content that the user owns in the game. The rarity indicates the rarity of the content identified by the owned content ID. The level indicates the level of the content identified by the owned content ID. The attribute indicates the attribute of the content identified by the owned content ID.

[0039] The deck parameter value represents the deck parameter value of the content identified by the owned content ID. The deck parameter value is used to calculate the total deck parameter value, which will be described later. For decks with a maximum total deck parameter value set, the content must be organized so that the maximum total deck parameter value is not exceeded.

[0040] For example, if the content is a card, the deck parameter value in this embodiment may be referred to as the card cost. Furthermore, the maximum total deck parameter value set for a deck may be referred to as the deck cost. The user must organize a deck so that the total cost of the cards organized in the deck does not exceed the deck cost.

[0041] 7 is a diagram showing an example of the configuration of the deck information table 53 used in this embodiment. The deck information table 53 manages organized decks that have been organized and saved by the user, as shown in FIG. 7(A) or 7(B).

[0042] Fig. 7(A) shows an example of deck information table 53 when the maximum total deck parameter value is fixed, and Fig. 7(B) shows an example of deck information table 53 when the maximum total deck parameter value is variable.

[0043] The deck information table 53 in FIG. 7(A) has the following items: deck ID, organized content ID, and total deck parameter value. The deck ID is an example of deck identification information. The organized content ID is set for each deck, and the multiple owned content IDs that make up the deck are assigned to each deck. The total deck parameter value is the sum of the deck parameter values ​​of the content of the multiple owned content IDs that make up the deck. The deck information table 53 in FIG. 7(A) is an example in which the maximum value of the total deck parameter value is fixed, and the decks are organized so that the total deck parameter value of each deck does not exceed the maximum value of the total deck parameter value.

[0044] 7(B) has the following items: deck ID, organized content ID, total deck parameter value, and organized content condition. The deck information table 53 of FIG. 7(B) has a configuration in which organized content condition is added to the items of the deck information table 53 of FIG. 7(A).

[0045] The content creation conditions are set for each deck and represent the conditions for deck creation. The content creation conditions include the maximum total deck parameter value, as well as restrictions on the attributes and rarity of the content that can be created in a deck.

[0046] The composition content condition in Figure 7(B) "Total deck parameter value is less than or equal to 50" is an example in which the maximum value of the total deck parameter value is used as a deck composition condition, and the maximum value of the total deck parameter value can be changed by changing the value "50".

[0047] The content organization condition "attribute 'red' only" in Figure 7(B) is an example in which the attribute of the content is used as a condition for deck organization, and by changing the attribute "red", other attributes can be used as a condition for deck organization. The content organization condition "rarity 'N' only" in Figure 7(B) is an example in which the rarity of the content is used as a condition for deck organization, and by changing the rarity "N", other rarities can be used as a condition for deck organization.

[0048] For example, in a game that uses a deck, deck composition conditions such as those shown in the composition content conditions of FIG. 7(B) may be attached to the deck used in a specific scene in the game (such as a quest).

[0049] Therefore, in games that use decks, it is often possible for a user to organize multiple decks that meet various deck organization conditions, such as a deck that is the strongest deck for the user, or a deck that is composed only of content with rarity "N". However, even if multiple decks that meet various deck organization conditions are organized, there will be differences in the frequency of use of the multiple decks. For example, decks other than the deck that is the strongest deck for the user will only be used in specific situations in the game, and will therefore be used less frequently.

[0050] On the other hand, content owned by a user may change to an unowned state due to factors such as use as material content or sale, regardless of the deck organization function. If the content that has changed to an unowned state is organized into an infrequently used deck, a vacant space will be created in that infrequently used deck. A vacant space in a deck occurs when at least one piece of content is deleted from a deck that has been organized with content after the change to an unowned state.

[0051] For this reason, a deck that has been organized for use in a specific scene in a game may have empty spaces in the deck by the time the user uses the deck, which may require the user to take the trouble of organizing the deck before using it. Therefore, in this embodiment, the user's response to empty spaces in the deck that was organized by the user is supported as follows, thereby improving the convenience of organizing a deck that has empty spaces.

[0052] [Game Actions] The following describes processing when a user operation is received to request that content possessed by the user be changed from possessed to non-possessed, such as a request to use the content as material content or a request to sell the content.

[0053] 8 is a flowchart of an example of processing related to the deck organization function according to this embodiment. In step S10, the game control unit 67 of the client 20 receives a request from the user to change the content possessed by the user from a possessed state to a non-possessed state.

[0054] 7, the determination unit 64 determines whether the content to be changed to the non-possessed state is organized in an organized deck. If the content to be changed to the non-possessed state is organized in an organized deck, the selection receiving unit 65 displays a message in step S14 indicating that the content to be changed to the non-possessed state is included in the deck. By displaying the message, the selection receiving unit 65 notifies the user that processing the request will result in a vacant space being created in the organized deck.

[0055] In step S16, the selection receiving unit 65 determines whether or not the user has issued a continuation instruction for the request to change the user's owned content from a owned state to a non-owned state. If the user has issued a continuation instruction for the request to change the user's owned content from a owned state to a non-owned state, the selection receiving unit 65 displays a message informing the user that a vacant space will be created on the deck and receives a selection from the user regarding how to deal with the vacant space on the deck in step S18.

[0056] 8 shows an example in which the user selects one of two ways to deal with empty spaces on the deck: automatically organizing owned content into the empty spaces on the deck, or manually organizing owned content into the empty spaces on the deck from the deck organization screen. Note that another way to deal with empty spaces on the deck is to leave the empty spaces on the deck as they are.

[0057] If the user selects to automatically organize owned content into the empty space on the deck as a response to the empty space on the deck, the organization processing unit 66 proceeds from step S20 to step S22, selects content from the user's owned content that is related to the content that has changed to an unowned state, which caused the empty space on the deck, and organizes it into the empty space on the deck, thereby completing the processing of Figure 8.

[0058] The content related to the content that has changed to a non-possessed state is the content in the possessed content information table that is related to the organization content conditions of the deck that has become empty, and is the same content that has changed to a non-possessed state. For example, if the organization content condition in Figure 7(B) is "Attribute 'Red' Limited," the item in the possessed content information table that is related to the organization content conditions of the deck that has become empty will be "Attribute." Also, if the organization content condition in Figure 7(B) is "Rarity 'N' Limited," the item in the possessed content information table that is related to the organization content conditions of the deck that has become empty will be "Rarity."

[0059] The content related to the content that has changed to a non-possessed state may be content that, when organized into a deck that has an empty space, does not exceed the maximum value of the total deck parameter value set in the deck that has an empty space.

[0060] If the user does not select the option to automatically organize owned content into empty spaces on the deck, the organization processing unit 66 proceeds from step S20 to step S24 and displays a deck organization screen. The user manually selects content to be organized into empty spaces on the deck from among the owned content. In step S26, the organization processing unit 66 organizes the content selected on the deck organization screen into the empty spaces on the deck, and ends the processing of FIG. 8.

[0061] If it is determined in step S12 that the content to be changed to the non-possessed state is not organized in the organized deck, processing the request from the user will not create a vacant space in the organized deck, and the process in Fig. 8 is terminated. If there is no instruction to continue the request to change the user's owned content from the possessed state to the non-possessed state in step S16, no vacant space will be created in the organized deck, and the process in Fig. 8 is terminated.

[0062] 8, even if a space in the organized deck becomes available because the content owned by the user changes to a non-owned state, the user can be assisted in dealing with the space in the deck. Therefore, according to this embodiment, it becomes easy to deal with the space in the organized deck, improving user convenience.

[0063] The process of step S22 is performed, for example, according to the procedure shown in Fig. 9. Fig. 9 is a flowchart showing an example of a process for automatically organizing owned content into empty spaces on a deck.

[0064] In step S30, the organization processing unit 66 reads information about the content that will change to a non-possessed state from the possessed content information table of Fig. 6. In the example of the possessed content information table of Fig. 6, the rarity, level, attribute, and deck parameter value are read as information about the content that will change to a non-possessed state.

[0065] In step S32, the organization processing unit 66 reads information about the deck in which the content to be changed to the non-possessed state was organized from the deck information table of Fig. 7. For example, in the example of the deck information table of Fig. 7(A), the organized content ID and the total deck parameter value are read. In the example of the deck information table of Fig. 7(B), the organized content ID, the total deck parameter value, and the organized content condition are read.

[0066] An example of the deck information table in Fig. 7(B) will be described below. In step S34, the organization processing unit 66 determines whether the content owned by the user includes content that satisfies the organized content conditions of the deck in which the content to be changed to the non-owned state was organized.

[0067] For example, if the deck organization content condition is "total deck parameter value is 50 or less," the organization processing unit 66 determines whether the content owned by the user contains content that does not exceed the maximum total deck parameter value of 50 set on the deck that has become empty when organized into the deck that has become empty.

[0068] For example, if the content composition condition for a deck is "attribute 'red' only," when the composition processing unit 66 is to compose content into a deck that has space, it will determine whether the content possessed by the user includes content with the attribute 'red'.

[0069] For example, if the deck organization content condition is "limited to rarity "N"," when organizing into a deck that has space, the organization processing unit 66 determines whether content with rarity "N" is included in the content owned by the user.

[0070] If the content that satisfies the content conditions for organizing the deck is included in the content owned by the user, the organizing processing unit 66 proceeds to the processing of step S36. In step S36, the organizing processing unit 66 selects content that satisfies the content conditions for organizing the deck from the content owned by the user. In step S38, the organizing processing unit 66 organizes the content selected in step S36 into an empty space on the deck.

[0071] If the content that satisfies the content conditions for organizing the deck is not included in the content owned by the user, the organizing processing unit 66 proceeds to the process of step S40. In step S40, the organizing processing unit 66 cannot organize content so as to satisfy the content conditions for organizing the deck, and therefore stops the process of automatically organizing the owned content into the empty space on the deck.

[0072] Next, a process for enhancing content by a user specifying enhancement target content and material content will be described.

[0073] 10 is a flowchart illustrating an example of processing related to the content enhancement function and deck organization function according to this embodiment. In step S50, the content enhancement control unit 63 receives a content enhancement request from the user, specifying the enhancement target content and material content from among the content owned by the user.

[0074] For example, the content enhancement control unit 63 displays an enhancement screen 1000 as shown in Fig. 11 to accept selection of enhancement target content from the user. Fig. 11 is an image diagram of an example of the enhancement screen 1000 when enhancement target content is being selected. The enhancement screen 1000 in Fig. 11 includes a field 1004 that displays at least some of the content owned by the user, a button 1008 for switching the owned content displayed in field 1004, a field 1002 that displays detailed information about a candidate enhancement target content selected from field 1004, and a confirmation button 1006 that confirms the candidate enhancement target content as the enhancement target content.

[0075] Furthermore, for example, the content enhancement control unit 63 displays an enhancement screen 1000 as shown in Fig. 12 to accept a selection of material content from the user. Fig. 12 is an image diagram of an example of the enhancement screen 1000 when material content is being selected. The enhancement screen 1000 in Fig. 12 includes a field 1004 that displays at least some of the content owned by the user, a button 1008 for switching the owned content displayed in field 1004, a field 1002 that displays detailed information about candidate content to be enhanced, and a confirmation button 1006 for confirming the candidate material content as the material content. In the enhancement screen 1000 in Fig. 12, when the user selects a candidate material content from field 1004, the enhancement content that would be achieved if the candidate material content were enhanced with the selected candidate material content is additionally displayed in field 1002.

[0076] In step S52, the determination unit 64 refers to the deck information table 53 as shown in FIG. 7, for example, to determine whether or not the material content selected by the user has been organized into an already organized deck.

[0077] If the selected material content is included in an already organized deck, the selection receiving unit 65 displays a message indicating that the material content is included in the deck in step S54, as shown in FIG. 13, and also displays a button to allow the user to select whether or not to continue enhancing the content to be enhanced with the selected material content.

[0078] 13 is an image diagram of an example of a strengthening screen 1000 that accepts a user's choice of whether or not to continue strengthening the strengthening target content with the selected material content. The strengthening screen 1000 in FIG. 13 displays in a field 1010 a message indicating that the material content is included in the deck, and a button that accepts a user's choice of whether or not to continue strengthening the strengthening target content with the selected material content.

[0079] The user can understand by checking the message displayed in field 1010 that strengthening the strengthening target content with the selected material content will result in a gap in the organized deck. The user can select whether or not to continue strengthening the strengthening target content with the selected material content by operating the button in field 1010.

[0080] In step S56, the selection receiving unit 65 determines whether or not a selection to continue enhancing the enhancement target content in the selected material content has been received from the user. If it is determined that a selection to continue enhancing the enhancement target content in the selected material content has been received from the user, the selection receiving unit 65 proceeds to the processing of step S58.

[0081] In step S58, the selection receiving unit 65 displays a message notifying that a vacant space will be created on the deck, as shown in FIG. 14, for example, and also displays buttons for receiving a selection of how to deal with the vacant space on the deck.

[0082] 14 is an image diagram of an example of an enhancement screen 1000 that accepts a user's selection of how to deal with an empty space on the deck. The enhancement screen 1000 in FIG. 14 displays a message asking what to do with the empty space on the deck and buttons that accept a user's selection of how to deal with the empty space on the deck in a field 1020. The user can select how to deal with the empty space on the deck by operating the button in field 1020.

[0083] In the field 1020 in FIG. 14, one of automatic deck organization (without confirmation), automatic deck organization (with confirmation), manual deck organization, and no action on the deck can be selected as a response to an empty deck.

[0084] In step S60, the selection receiving unit 65 determines whether or not a selection of either automatic deck organization (without confirmation) or automatic deck organization (with confirmation) has been accepted as a response to an empty deck. If it is determined that a selection of either automatic deck organization (without confirmation) or automatic deck organization (with confirmation) has been accepted as a response to an empty deck, the selection receiving unit 65 proceeds to the processing of step S64.

[0085] In step S64, the selection receiving unit 65 requests the organization processing unit 66 to automatically organize owned content into empty spaces on the deck. The organization processing unit 66 executes the process of automatically organizing owned content into empty spaces on the deck, and proceeds to the process of step S70. Note that if automatic deck organization (with confirmation) is selected, an additional process is added in which the user is prompted to confirm the results of the deck organization by automatic deck organization.

[0086] Furthermore, if it is determined that the selection of either automatic deck organization (without confirmation) or automatic deck organization (with confirmation) has not been accepted as a response to an empty deck, the selection accepting unit 65 proceeds to the processing of step S62.

[0087] In step S62, the selection receiving unit 65 determines whether or not a selection of manual deck organization has been accepted as a response to an empty deck. If it is determined that a selection of manual deck organization has been accepted as a response to an empty deck, the selection receiving unit 65 proceeds to the processing of step S66.

[0088] In step S66, the composition processing unit 66 displays, for example, a deck composition screen 1100 shown in Fig. 15. Fig. 15 is an image diagram of an example of the deck composition screen 1100. For example, the deck composition screen 1100 in Fig. 15 includes a field 1104 in which at least some of the content owned by the user is displayed, a button 1108 for switching between the owned content displayed in field 1104, a field 1102 in which decks composed of content selected from field 1104 are displayed, a button 1108 for switching between decks displayed in field 1102, and a confirm button 1106 for finalizing the decks displayed sequentially in field 1102.

[0089] The deck displayed in column 1102 of the deck organization screen 1100 in Figure 15 is an example of a deck with empty spaces, and shows that the leftmost placement position of the five placement positions in which content selected from column 1104 can be placed is empty.

[0090] In step S68, the user performs an operation to organize their owned content into empty spaces on the deck from the deck organization screen 1100 of Fig. 15. The organization processing unit 66 performs a process to organize the user's owned content into empty spaces on the deck in accordance with the operation accepted from the user, and proceeds to the processing of step S70. Even if it is determined in step S62 that the selection of manual deck organization has not been accepted in response to empty spaces on the deck, the selection accepting unit 65 proceeds to the processing of step S70. Furthermore, in step S52, if the determination unit 64 determines that the selected material content has not been organized into an already organized deck, it proceeds to the processing of step S70.

[0091] In step S70, the content enhancement control unit 63 uses the enhancement target content and material content designated by the user in step S50, and performs enhancement processing of the enhancement target content, consuming the material content to enhance the enhancement target content.

[0092] If it is determined in step S56 that a selection not to continue enhancing the enhancement target content with the currently selected material content has been accepted from the user, the selection accepting unit 65 ends the processing of FIG.

[0093] According to this embodiment, when a gap occurs in an organized deck that is not important to the user, such as a deck that is only used in specific scenes in the game (such as a quest), a mechanism can be provided that automatically fills the gap in the deck while still satisfying the organized content conditions.

[0094] The disclosed embodiment of the game system 10, client 20, and server 30 should be considered as illustrative and not restrictive. The above embodiment can be modified and improved in various ways without departing from the spirit and scope of the appended claims. Furthermore, the features described in the above-described embodiments can be configured differently and can be combined within a consistent range. [Explanation of symbols]

[0095] 10. Game System 20 clients 21 Memory section 22 Client control section 23 Operation reception section 24 Output control section 25 Client-side communication section 30 servers 31 Storage section 32 Server control unit 33 Server-side communication unit 40 Network 51 Game Program 52 Owned Content Information Table 53 Deck Information Table 61 Request sending section 62 Result receiving unit 63 Content Enhancement Control Unit 64 Judgment section 65 Selection Reception Department 66 Organization Processing Unit 67 Game control unit 81 Request Receiver 82 Processing section 83 Result transmission unit

Claims

1. An information processing device that allows a user to play a game using a deck organized from in-game content and the content owned by the user, a determination unit that determines whether or not the content that changes from a possessed state to a non-possessed state of the user based on an operation from the user is organized in the deck; a selection receiving unit that, if the content that is to be changed to a non-possessed state is organized in the deck, allows the user to select whether to automatically select and organize from the content that is in a possessed state into the vacant space on the deck that is created by the change of the content to a non-possessed state, or to manually select and organize from the content that is in a possessed state by the user; an organization processing unit that organizes the content automatically selected from the content in a owned state or the content manually selected by the user from the content in a owned state into a vacant space on the deck that is created when the content changes to a non-owned state in accordance with the user's selection; It functions as the content that changes from a possessed state to a non-possessed state by the user is the content that changes from a possessed state to a non-possessed state by being used to enhance other content or by being converted into other value in a game, The formation processing unit forms a plurality of decks corresponding to a plurality of formation conditions of the decks, and when the rarity of the content is limited as a formation condition of a deck to be used in a specific scene in the game among the plurality of decks, automatically selects a content in a possessed state that has the same rarity as the content that will be changed to a non-possessed state based on the rarity of the content that will be changed to a non-possessed state in the deck to be used in the specific scene, and forms the content in a vacant space in the deck to be used in the specific scene. A program characterized by.

2. The deck has conditions set for the content being organized, The organization processing unit organizes the content automatically selected from the content in possession into the empty space on the deck so that the conditions of the content set on the deck do not change. The program according to claim 1 .

3. the condition for the content set on the deck is a total parameter limit value of parameter values ​​set for each of the content items organized on the deck, The organization processing unit organizes the content automatically selected from the content in possession into the free space on the deck so as not to exceed the total parameter limit value set on the deck.

3. The program according to claim 2,

4. An information processing device that allows a user to play a game using a deck organized from in-game content and the content owned by the user, a determination step of determining whether or not the content that changes from a possessed state to a non-possessed state by the user is organized in the deck based on an operation by the user; a selection receiving step in which, if the content to be changed to a non-possessed state is organized in the deck, the user is prompted to select whether to automatically select and organize from the content in a possessed state, or to manually select and organize from the content in a possessed state, into the vacant space on the deck that is created by the change of the content to a non-possessed state; an organizing processing step of organizing the content automatically selected from the content in a possessed state or the content manually selected by the user from the content in a possessed state into the vacant space on the deck that is created when the content changes to a non-possessed state according to the user's selection; and the content that changes from a possessed state to a non-possessed state by the user is the content that changes from a possessed state to a non-possessed state by being used to enhance other content or by being converted into other value in a game, The organization processing step organizes a plurality of decks corresponding to a plurality of organization conditions of the decks, and when the rarity of the content is limited as an organization condition of a deck to be used in a specific scene in the game among the plurality of decks, automatically selects a content in a possessed state that has the same rarity as the content that will be changed to a non-possessed state based on the rarity of the content that will be changed to a non-possessed state in the deck to be used in the specific scene, and organizes the content in a vacant space in the deck to be used in the specific scene. An information processing method comprising:

5. An information processing device that allows a user to play a game using a deck organized from in-game content and the content owned by the user, a determination unit that determines whether the content that changes from a possessed state to a non-possessed state of the user based on an operation from the user is organized in the deck; a selection receiving unit that allows the user to select, if the content that changes to a non-possessed state is organized in the deck, whether to automatically select and organize from the content that is in a possessed state into the vacant space on the deck that is created by the change of the content to a non-possessed state, or to manually select and organize from the content that is in a possessed state by the user; an organization processing unit that organizes the content automatically selected from the content in a owned state or the content manually selected by the user from the content in a owned state into a vacant space on the deck that is created when the content changes to a non-owned state in accordance with the user's selection; and the content that changes from a possessed state to a non-possessed state by the user is the content that changes from a possessed state to a non-possessed state by being used to enhance other content or by being converted into other value in a game, The formation processing unit forms a plurality of decks corresponding to a plurality of formation conditions of the decks, and when the rarity of the content is limited as a formation condition of a deck to be used in a specific scene in the game among the plurality of decks, automatically selects a content in a possessed state that has the same rarity as the content that will be changed to a non-possessed state based on the rarity of the content that will be changed to a non-possessed state in the deck to be used in the specific scene, and forms the content in a vacant space in the deck to be used in the specific scene. An information processing device characterized by:

Citation Information

Patent Citations

  • Program, game device, and server system

    JP2017055996A

  • Program and server system

    JP2018038895A

  • Program, control method, and information processor

    JP2019010136A

  • Game device, game processing method, and program

    JP2020054478A

  • Information processor and game program

    JP2020142106A