Programs and Systems

The mechanism to change character appearance or status without altering ability values addresses the issue of limited character use, enhancing player motivation and enjoyment in games with multiple characters.

JP7802641B2Active Publication Date: 2026-01-20COLOPL
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Patent Information

Application Number
JP2022158446
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-30
Publication Date
2026-01-20
Estimated Expiration
2042-09-30

AI Technical Summary

Technical Problem

In games where multiple characters appear, players may be forced to use advantageous characters, limiting the use of their preferred characters, which can reduce motivation and interest in continuing to play.

Method used

A mechanism that allows changing the appearance or status of a character without altering its ability values, enabling players to use their preferred characters effectively in quests.

Benefits of technology

Enhances player motivation and enjoyment by allowing the use of preferred characters, thereby improving the overall entertainment value of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A game system displays a first character having a first ability value as an ability value in a game and a second character having a second ability value different from the first ability value and having a different mode from the first character. A game play environment is provided in which the first character's mode can be changed to the second character's mode without changing the first character's ability value from the first ability value, or the first character's ability value can be changed to the second character's second ability value without changing the first character's mode.SELECTED DRAWING: Figure 15
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Description

[Technical Field]

[0001] The present invention relates to a program and a system. [Background technology]

[0002] In recent years, game systems have become known that allow users to play games online, for example.

[0003] It is expected that a variety of users will play the game in such a game system, and the operator of the game system hopes that many users will continue to play the game.

[0004] In games in which multiple characters appear, characters that are advantageous in progressing through the game may be used preferentially, and the player may not be able to use the character of their choice. In this way, an environment in which the player's preferred character cannot be used is less interesting and may reduce the player's motivation to continue playing the game. [Prior art documents] [Non-patent literature]

[0005] [Non-Patent Document 1] “[Dragon Quest Walk] List of Appearance Equipment and How to Change It [DQ Walk]”, [online], [searched September 20, 2022], Internet<URL: https: / / gamewith.jp / dq-walk / article / show / 174130> Summary of the Invention [Problem to be solved by the invention]

[0006] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and a system that can improve the entertainment value of a game. [Means for solving the problem]

[0007] According to one aspect of the present invention, a computer is configured to function as a display means for displaying a first character having a first ability value as an ability value in a game, and a second character having a second ability value different from the first ability value and having a different appearance from the first character, and as a change means for changing the appearance of the first character to the appearance of the second character without changing the ability value of the first character from the first ability value, or for changing the ability value of the first character to the second ability value of the second character without changing the appearance of the first character, The game includes a quest for which a predetermined clearing condition is set, the change means changes the appearance of the first character used by the user in the quest to the appearance of the second character, and the display means displays the first character used by the user in the quest in the appearance of the first character on a result screen showing the result of the quest. Programs are offered. [Effects of the Invention]

[0008] The present invention makes it possible to improve the entertainment value of the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of the hardware configuration of a user terminal. [Figure 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 4] FIG. 2 is a diagram showing an example of the functional configuration of a user terminal. [Figure 5] FIG. 2 is a diagram illustrating an example of the functional configuration of a server device. [Figure 6] FIG. 10 is a diagram showing an example of a game part. [Figure 7] 10 is a flowchart showing an example of a procedure for deck organization processing. [Figure 8] FIG. 4 is a diagram showing an example of the data structure of deck information. [Figure 9] FIG. 10 is a diagram showing an example of a deck organization screen. [Figure 10] 10 is a flowchart showing an example of a procedure for skin editing processing. [Figure 11] FIG. 10 is a diagram showing an example of a skin editing screen. [Figure 12] FIG. 10 is a diagram showing an example of a sortie preparation screen. [Figure 13] FIG. 10 is a diagram showing an example of a deck selection dialog. [Figure 14] FIG. 10 is a diagram showing an example of a skin selection dialog. [Figure 15] 10 is a flowchart showing an example of a procedure for a skin application process. [Figure 16] 10A to 10C are diagrams showing a specific example of skin application processing. [Figure 17] FIG. 10 is a diagram showing another specific example of the skin application process. [Figure 18] FIG. 10 is a diagram showing an example of a battle screen. [Figure 19] FIG. 10 is a diagram showing an example of a quest result screen. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Fig. 1 is a diagram showing an example of the configuration of a game system according to this embodiment. The game system 1 shown in Fig. 1 is configured to enable users to play games online, for example, and includes a user terminal 10 and a server device 20.

[0011] The user terminal 10 is, for example, an electronic device used by a user. In this embodiment, it is assumed that the user terminal 10 is, for example, a smartphone, but the user terminal 10 may be, for example, another electronic device such as a tablet terminal or a personal computer.

[0012] The server device 20 is communicably connected to a user terminal 10 via a network 30 such as the Internet.

[0013] Although only one user terminal 10 is shown in Figure 1, the game system 1 is assumed to have multiple user terminals 10 used by each of multiple users (i.e., multiple users who can play games provided by the game system 1) who have been pre-registered in the game system 1 (server device 20).

[0014] Fig. 2 is a diagram showing an example of the hardware configuration of the user terminal 10 shown in Fig. 1. Here, with reference to Fig. 2, a hardware configuration in the case where the user terminal 10 is a smartphone will be described.

[0015] As shown in FIG. 2, the user terminal 10 includes a nonvolatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.

[0016] The nonvolatile memory 11 stores various programs, including, for example, an operating system (OS) and various applications that run on the user terminal 10.

[0017] The CPU 12 is a processor that controls the operation of various components within the user terminal 10, and executes various programs stored in the non-volatile memory 11, for example. The CPU 12 may be a single processor or may be composed of multiple processors. The various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 to the main memory 13 and executed by the CPU 12, and the programs (application programs) executed by the CPU 12 include a game program 13A for operating as a user terminal in the game system 1.

[0018] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 20, etc.).

[0019] The display 15 is a display device for displaying various screens relating to the game provided by the game system 1.

[0020] The touch panel 16 is an input device that detects the position where the user's fingertip or the like touches, and is disposed, for example, on top of the front surface of the display 15.

[0021] The display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect various operations performed by the user on the screen.

[0022] Fig. 3 is a diagram showing an example of the hardware configuration of the server device 20 shown in Fig. 1. As shown in Fig. 3, the server device 20 includes a nonvolatile memory 21, a CPU 22, a main memory 23, a wireless communication device 24, and the like.

[0023] The nonvolatile memory 21 stores various programs, including, for example, an operating system (OS) and various application programs that run on the server device 20.

[0024] The CPU 22 is a processor for controlling the operation of various components in the server device 20, and executes various programs stored in the nonvolatile memory 21, for example. The CPU 22 may be a single processor or may be composed of multiple processors. The various programs stored in the nonvolatile memory 21 are loaded from the nonvolatile memory 21 to the main memory 23 and executed by the CPU 22, and the programs (application programs) executed by the CPU 22 include a game program 23A for operating as a server device in the game system 1.

[0025] The wireless communication device 24 is a device for performing wireless communication with an external device (for example, the user terminal 10, etc.).

[0026] The functional configuration of the game system 1 according to this embodiment will be described below. The game system 1 according to this embodiment has a function of providing a game play environment in which a user can play a game, for example, by the user terminal 10 and the server device 20 operating in cooperation with each other. In this embodiment, the game play environment refers to the environment necessary to play a game in a broad sense, and includes various elements related to the game. An example of a game play environment is a game space.

[0027] Fig. 4 is a diagram showing an example of the functional configuration of the user terminal 10. As shown in Fig. 4, the user terminal 10 includes an operation receiving unit 101, a control unit 102, a display processing unit 103, a storage unit 104, and the like.

[0028] 4 are functional units realized by, for example, a CPU 12 (a computer of the user terminal 10) provided in the user terminal 10 executing the above-described game program 13A (i.e., software). This game program 13A may be downloaded to the user terminal 10 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.

[0029] 4 is realized by the nonvolatile memory 11 shown in FIG. 2 or another storage device (not shown).

[0030] The operation reception unit 101 receives user operations (instructions) for playing a game in a game play environment provided by the game system 1. As described above, when the user terminal 10 is a smartphone, the operations received by the operation reception unit 101 include operations of touching a fingertip to the touch panel 16 (touch screen display) provided in the user terminal 10 (for example, a tap operation, a drag operation, a flick operation, a swipe operation, etc.).

[0031] The control unit 102 interprets the operation received by the operation receiving unit 101 and executes control to progress the game being played in the game play environment.

[0032] The display processing unit 103 executes processing to display the above-described game play environment and screens (images) according to the progress of the game in accordance with the control of the control unit 102. The user can perform operations to play the game while referring to the screens displayed by the display processing unit 103.

[0033] The storage unit 104 stores, for example, game data and user data. The game data includes, for example, data for defining a game play environment and setting data related to the game, and is data common to all users who play the game implemented in the game system 1. On the other hand, the user data is data managed for each user account.

[0034] Fig. 5 is a diagram showing an example of the functional configuration of the server device 20. As shown in Fig. 5, the server device 20 includes a storage unit 201, a data management unit 202, a control unit 203, and the like.

[0035] The storage unit 201 shown in FIG. 5 is realized by the nonvolatile memory 21 shown in FIG. 3 or another storage device (not shown).

[0036] 5 are functional units realized by, for example, a CPU 22 (a computer of the server device 20) provided in the server device 20 executing the above-described game program 23A (i.e., software). This game program 23A may be downloaded to the server device 20 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.

[0037] The storage unit 201 stores game data similar to the game data stored in the storage unit 104 included in the above-described user terminal 10. The storage unit 201 also stores user data for each user who is pre-registered in the game system 1 (server device 20).

[0038] The data management unit 202 manages the game data and user data stored in the storage unit 201. Specifically, the data management unit 202 executes processes such as adding, updating, and deleting game data and user data.

[0039] As described above, game data and user data are stored in the storage unit 104 included in the user terminal 10, and the game data and user data are transmitted from the data management unit 202 (server device 20) to the user terminal 10 and stored in the storage unit 104. As described above, game data is common to all users and is therefore transmitted to the user terminals of all users pre-registered in the game system 1, but user data is transmitted only to the user terminal used by the user corresponding to the user data.

[0040] The control unit 203 controls the processing for realizing the game to be played in the game play environment provided by the game system 1.

[0041] Here, an overview of the game realized in the game system 1 according to this embodiment will be described. As an example, a game realized in the game system 1 according to this embodiment has a format in which a user is presented with multiple options and the game progresses according to the option selected by the user. As long as the game realized in the game system 1 has the above format, it is not limited to a specific genre and may be a game of any genre. Games of any genre include, for example, sports games based on sports such as tennis, table tennis, dodgeball, baseball, soccer, and hockey, puzzle games, quiz games, RPGs, quiz RPGs, adventure games, shooting games, simulation games, training games, and action games.

[0042] Furthermore, the game system 1 is not limited to a specific play style, and may be a system for executing games of any play style. Games of any play style include, for example, single-play games played by a single user and multi-play games played by multiple users. Multi-play games played by multiple users include, for example, cooperative play games in which multiple users cooperate and competitive games in which multiple users compete against each other.

[0043] In this embodiment, as an example, it is assumed that the game realized in the game system 1 is a quiz RPG in which a player challenges a quest using a deck composed of one or more ally characters, damages enemy characters by answering quizzes correctly, and aims to clear the quest by defeating the enemy character.

[0044] 6 is a diagram illustrating game parts included in the quiz RPG of this embodiment. As shown in FIG. 6, the quiz RPG of this embodiment includes, for example, a deck organization part P1, a sortie preparation part P2, a battle part P3, a result part P4, and a main part P5.

[0045] The deck organization part P1 is a part for organizing a deck to be used in a quest. In this deck organization part P1, the user selects one or more characters from among the characters they own and organizes a deck composed of the selected characters. As will be described in detail later, the deck organization part P1 may also include a skin organization part P11 for organizing a deck skin that changes the appearance or status of an ally character organized in the deck to the appearance or status of another character. Status is data that indicates a character's ability values, such as hit points (HP), attack power, cost, skills, attributes, etc.

[0046] The sortie preparation part P2 is, for example, a part in which the user makes various settings for challenging a quest between the time when the user completes deck organization in the deck organization part P1 and the time when the user moves on to playing the quest. The sortie preparation part P2 may include a part that allows the user to select a quest to play from multiple quests. The sortie preparation part P2 may also include a part that allows the user to select a deck to use for the quest. The sortie preparation part P2 may also include a part that allows the user to select a deck skin to be applied to the deck to use for the quest. The sortie preparation part P2 may also include a part that allows the user to select whether to have another user's character participate in the quest as a helper, or a part that allows the user to select the other user's character to participate as the helper.

[0047] The battle part P3 corresponds to a quest. More specifically, the battle part P3 is a part in which one or more battles are conducted in which one or more ally characters organized in the deck fight an enemy character using the deck selected by the user in the sortie preparation part P2. In the quiz RPG of this embodiment, a quiz is conducted in each battle with an enemy character, and each battle progresses according to the user's play results for the quiz. More specifically, in the quiz RPG of this embodiment, the actions of the ally characters organized in the deck are determined according to the correctness or incorrectness of the user's answers to the quiz questions asked during the battle with the enemy character and the answer time, and each battle progresses by having the ally characters perform a predetermined action. Examples of predetermined actions include, for example, an attack action that inflicts damage on an enemy character and an action that activates an ally character's skill.

[0048] The result part P4 is a part to which the user transitions from the battle part P3 when the end condition of the battle part P3 is met, and it presents the result of the battle part P3 (for example, success or failure of the quest), as well as the items and experience points acquired in the battle part P3, to the user. The end conditions of the battle part P3 include the ally characters defeating all enemy characters that appear in the quest (i.e., clearing the quest), all ally characters being defeated by enemy characters that appear in the quest (i.e., failing the quest), the user retiring (withdrawing midway), etc.

[0049] The main part P5 includes parts related to the game progression other than the deck organization part P1, the sortie preparation part P2, the battle part P3, and the result part P4. The main part P5 may include a part that presents the user with video related to the game scenario (story). The main part P5 may include a part that presents the user with a screen for changing game settings. The main part P5 may include a part related to gacha for acquiring characters.

[0050] The quiz RPG in this embodiment may further include game parts other than the various game parts shown in FIG.

[0051] Here, the characters that appear in the quiz RPG of this embodiment will be described. In the quiz RPG of this embodiment, the characters are provided to the user as digital data that resembles a card. The form in which this digital data is provided to the user is not particularly limited, and for example, the digital data may be provided to the user by being transmitted from the server device 20 to the user terminal 10 via the network 30. Alternatively, the digital data may be a code, password, barcode, QR code, etc. TM The digital data may be provided to the user on a physical medium on which the digital data is printed. In this case, the user terminal 10 reads the digital data printed on the physical medium, and the character associated with the digital data is made available for use in the game executed by the user terminal 10. Information about the character owned by the user is stored in the server device 20 (storage unit 201) as the user data of the user.

[0052] Each of the many characters that appear in a quiz RPG is assigned a different appearance, voice, and status. As mentioned above, one of the elements included in the status is the attribute. The attribute is a factor used to determine compatibility with an enemy character, and examples include fire, water, lightning, light, and dark attributes. To explain in more detail, the fire attribute is stronger than the lightning attribute but weaker than the water attribute, the water attribute is stronger than the fire attribute but weaker than the lightning attribute, and the lightning attribute is stronger than the water attribute but weaker than the fire attribute. Furthermore, the light attribute is stronger than the dark attribute, and the dark attribute is stronger than the light attribute.

[0053] For example, when challenging a quest in which many enemy characters with water attributes appear, the user can advance the quest to an advantage by organizing many ally characters with lightning attributes, which are stronger than water attributes, in the deck. In this way, attributes are a very important factor in progressing through this game.

[0054] Incidentally, users often desire to be able to organize and use their favorite characters (for example, characters whose appearance or voice they like) in a deck. However, as described above, in order to progress through quests advantageously, it is important to organize a deck taking into account attributes and other stats. As a result, users may not be able to organize their favorite characters in a deck. Not being able to organize their favorite characters in a deck and play a game may lead to a decrease in the user's motivation (enthusiasm) for the game. Furthermore, an environment in which only a few strong characters are used and other characters are not used often reduces the interest of the game.

[0055] Therefore, in the game system 1 according to this embodiment, a mechanism is proposed that suppresses the decrease in motivation and improves the enjoyment of the game. Specifically, by implementing a deck skin function that changes the behavior or status of an ally character organized in a deck to the behavior or status of another character, the decrease in motivation is suppressed and the enjoyment of the game is improved.

[0056] Note that changing the appearance of a character to that of another character includes changing the display appearance (appearance) identifiable as the character to that of the other character, and changing the voice identifiable as the character to that of the other character. Also, when the appearance of a character is changed to that of another character, only the appearance of the character may be changed to that of the other character, only the voice of the character may be changed to that of the other character, or both the appearance and voice of the character may be changed to that of the other character.

[0057] First, the deck compilation process in the quiz RPG implemented in the game system 1 according to this embodiment will be described below with reference to Fig. 7. Fig. 7 is a flowchart showing an example of the procedure of the deck compilation process executed by the user terminal 10.

[0058] First, the operation reception unit 101 receives a user operation for transitioning to the deck organization part P1 on the game screen (hereinafter referred to as a deck organization start operation) (step S1). The deck organization start operation includes various operations for transitioning to a deck organization screen described later, such as tapping a tab on a home screen (not shown) for transitioning to the deck organization screen, and tapping a button on a deck selection dialog described later for transitioning to the deck organization screen.

[0059] When the operation reception unit 101 receives the deck organization start operation, the control unit 102 transmits a deck organization start request to the server device 20 (step S2). The deck organization start request includes, for example, a user ID for identifying the user who uses the user terminal 10.

[0060] When the server device 20 receives a deck organization start request transmitted from the user terminal 10, it reads out from the storage unit 201 the user data associated with the user ID included in the received deck organization start request, and transmits the user data to the user terminal 10 of the user identified by the user ID. As a result, the user terminal 10 (control unit 102) acquires the user data from the server device 20 (step S3). The user data includes, for example, deck information and possessed character information.

[0061] An example of the data structure of deck information will now be described with reference to FIG. Deck information is information that defines a deck composed of characters owned by a user. As shown in FIG. 8, the deck information includes one or more slots. The one or more slots are slots for associating characters to be organized into the deck. The one or more slots may be referred to as the first slot, second slot, third slot, fourth slot, and fifth slot, from left to right in the figure. For example, in the deck information shown in FIG. 8, characters A to E are associated with slots 1 to 5, respectively. Note that associating a character with a specific slot includes, for example, associating a character ID with the specific slot. A character ID is information for identifying a character. While FIG. 8 shows a case in which the deck information includes five slots, the number of slots included in the deck information is not limited to this, and the deck information may include any number of slots as long as the number is an integer greater than or equal to one.

[0062] Returning to the explanation of Fig. 7, the display processing unit 103, under the control of the control unit 102, displays the deck organization screen 400 based on the user data acquired in the processing of step S3 on the display 15 of the user terminal 10 (step S4).

[0063] Here, the deck organization screen 400 will be described with reference to FIG. As shown in FIG. 9, the deck organization screen 400 includes a deck name display area 401, a deck organization display area 402, a possessed character display area 403, a confirm button 404, various tabs 405, and the like.

[0064] The name of the deck is displayed in the deck name display area 401. In the deck organization screen 400 shown in Fig. 9, the name of the deck is displayed as "Deck 1." The name of the deck displayed in the deck name display area 401 can be changed by the user as desired.

[0065] The deck organization display area 402 displays one or more characters that make up the deck. More specifically, the deck organization display area 402 displays one or more characters that are respectively associated with one or more slots included in the deck information. Each of the one or more characters displayed in the deck organization display area 402 includes an attribute icon 402a that indicates an attribute, which is one of the character's statuses. In the deck organization screen 400 shown in FIG. 9, "Character A," "Character B," "Character C," "Character D," and "Character E" are displayed in order from left to right as characters associated with the first to fifth slots included in the deck information. Each of Characters A to E includes an attribute icon 402a that indicates a "lightning attribute." Although details will be omitted here, the deck organization display area 402 also displays other statuses (HP, attack power, cost) of each character in addition to the attribute icon 402a.

[0066] The possessed character display area 403 displays characters possessed by the user of the user terminal 10. That is, the possessed character display area 403 displays the possessed characters indicated by the possessed character information. Note that there is a limit to the number of characters that can be displayed in the possessed character display area 403 at one time, and the user can display a group of characters other than the group of characters currently displayed in the possessed character display area 403 by, for example, swiping left or right in the possessed character display area 403. Also, in FIG. 9, the attribute icon of the possessed character displayed in the possessed character display area 403 is left blank, but actually indicates one of the fire attribute, water attribute, lightning attribute, light attribute, and dark attribute. The possessed character display area 403, for example, displays the level of the character (e.g., Lv6, Lv3, etc.) described below in an identifiable manner.

[0067] The user can associate a character displayed in possessed character display area 403 with one of the one or more frames displayed in deck composition display area 402 by dragging and dropping the character into the frame. The user can also disassociate a character displayed in a frame within deck composition display area 402 from the frame by dragging and dropping the character outside of deck composition display area 402.

[0068] The decision button 404 is a button for finalizing the deck configuration displayed in the deck configuration display area 402. As will be described later, when the user taps (presses) this decision button 404, the user terminal 10 transmits deck information corresponding to the deck configuration displayed in the deck configuration display area 402 to the server device 20.

[0069] The various tabs 405 include at least a deck organization tab 405a and a skin organization tab 405b. The deck organization tab 405a is a tab for transitioning the game part to the deck organization part P1 and displaying a deck organization screen 400 on the display 15 of the user terminal 10. The skin organization tab 405b is a tab for transitioning the game part to the skin organization part P11 included in the deck organization part P1 and displaying a skin organization screen, which will be described later, on the display 15 of the user terminal 10.

[0070] Returning to the explanation of FIG. 7 again, operation reception unit 101 receives a user operation for organizing a deck (hereinafter referred to as a deck organizing operation) (step S5). Deck organizing operations include an operation for associating a character selected by the user with one or more frames included in the deck information (i.e., an operation for dragging and dropping a character in possessed character display area 403 into a frame in deck organization display area 402), or an operation for canceling the association between one or more frames included in the deck information and a character (i.e., an operation for dragging and dropping a character in deck organization display area 402 from inside a frame to outside the frame). The character to be associated with one or more frames included in the deck information is selected by the user from among the possessed characters displayed in possessed character display area 403.

[0071] When the operation reception unit 101 receives the user's operation of tapping the decision button 404 on the deck organization screen 400 (step S6), the control unit 102 transmits deck information corresponding to the deck configuration displayed in the deck organization display area 402 to the server device 20 (step S7), and terminates the deck organization process.

[0072] Next, a skin editing process in a quiz RPG implemented in the game system 1 according to this embodiment will be described with reference to Fig. 10. Fig. 10 is a flowchart showing an example of the procedure of the skin editing process executed by the user terminal 10.

[0073] First, the operation receiving unit 101 receives a user operation for transitioning to the skin organization part P11 on the game screen (hereinafter referred to as a skin organization start operation) (step S11). The skin organization start operation includes various operations for transitioning to the skin organization screen described later, such as tapping the skin organization tab 405b on the deck organization screen 400 shown in Fig. 9, tapping a button for transitioning to the skin organization screen in the skin selection dialog described later, and the like.

[0074] When the operation reception unit 101 receives the skin organization start operation, the control unit 102 transmits a skin organization start request to the server device 20 (step S12). The skin organization start request includes, for example, a user ID for identifying the user who uses the user terminal 10.

[0075] When the server device 20 receives the skin organization start request transmitted from the user terminal 10, it reads out from the storage unit 201 the user data associated with the user ID included in the received skin organization start request, and transmits the user data to the user terminal 10 of the user identified by the user ID. As a result, the user terminal 10 (control unit 102) acquires the user data from the server device 20 (step S13). The user data includes, for example, deck skin information and possessed character information.

[0076] The data structure of the deck skin information is similar to that of the deck information shown in Figure 8, so a detailed explanation will be omitted here, but the deck skin information is information that defines a deck skin made up of characters owned by the user, and includes one or more slots (for example, slots 1 to 5) for associating characters to be organized as deck skins.

[0077] Furthermore, the processing of steps S12 and S13 described above may be omitted. For example, when a transition is made from the deck organizing part P1 to the skin organizing part P11 (that is, when the operation receiving unit 101 receives a user operation of tapping the skin organizing tab 405b on the deck organizing screen 400 in the processing of step S11), the user data has already been acquired in the processing of step S3 shown in Fig. 7, and in this case, the processing of steps S12 and S13 described above is omitted. The processing of steps S12 and S13 described above is mainly executed when a transition is made from a game part other than the deck organizing part P1 to the skin organizing part P11.

[0078] The display processing unit 103, under the control of the control unit 102, displays the skin organization screen 410 based on the user data acquired in the processing of step S13 (or step S3) on the display 15 of the user terminal 10 (step S14).

[0079] Here, the skin organization screen 410 will be described with reference to FIG. As shown in FIG. 11, the skin organization screen 410 includes a skin name display area 411, a skin organization display area 412, a skin-configurable character display area 413, a confirm button 414, various tabs 415, and the like.

[0080] The name of the deck skin is displayed in the skin name display area 411. In the skin organization screen 410 shown in Fig. 11, the name of the deck skin is displayed as "Deck Skin 2." The name of the deck skin displayed in the skin name display area 411 can be changed by the user as desired.

[0081] The skin organization display area 412 displays one or more characters that make up the deck skin. More specifically, the skin organization display area 412 displays one or more characters that are respectively associated with one or more slots included in the deck skin information. Each of the one or more characters displayed in the skin organization display area 412 includes an empty attribute icon (a colorless attribute icon, an attribute icon with no attribute) 412a, rather than the attribute icon of the attribute originally assigned to the character. In the skin organization screen 410 shown in FIG. 11, "character a," "character a," "character b," "character c," and "character d" are displayed in order from left to right in the figure as characters associated with the first to fifth slots included in the deck skin information, respectively.

[0082] The skin-configurable character display area 413 displays characters that meet the conditions for setting as a deck skin from among the characters owned by the user of the user terminal 10. In other words, the skin-configurable character display area 413 does not display characters that do not meet the conditions for setting as a deck skin, even if they are owned by the user.

[0083] The conditions for setting a character as a deck skin are, for example, that the character's level is at or above a predetermined level (a threshold level or above) and that the character is not a special character. Note that the conditions for setting a character as a deck skin are not limited to this, and any conditions may be set depending on the game implemented in the game system 1.

[0084] Note that the "character level" here refers to the level associated with a character, and if, for example, a user owns multiple characters, the "character levels" of these identical characters will all be the same level.

[0085] The character's level increases based on experience points acquired by, for example, correctly answering quizzes posed during battles in battle part P3. Experience points for increasing a character's level can be acquired not only by correctly answering quizzes posed during battles in battle part P3, but also by using items acquired when certain conditions are met in the game (e.g., items acquired when a mission is completed). A variety of items for acquiring the above-mentioned experience points may be provided, such as items that can be used until the character reaches a certain level and items that can be used after the character reaches a certain level.

[0086] The initial value of a character's level may also differ depending on the rarity of the character. For example, the rarer the character, the higher the initial value of the character's level may be set.

[0087] A special character is, for example, a character that is distributed to each user in the game on a limited basis, and whose appearance and attributes are customized by each user. Note that the definition of a special character may be changed as appropriate depending on the game implemented in the game system 1.

[0088] There is a limit to the number of characters that can be displayed at one time in the skin-configurable character display area 413, and the user can display a group of characters different from the group of characters currently being displayed in the skin-configurable character display area 413 by, for example, swiping left or right in the skin-configurable character display area 413.

[0089] The user can associate a character displayed in skin settable display area 413 with one of the one or more frames displayed in skin organization display area 412 by dragging and dropping the character into the frame. The user can also cancel the association between a character displayed in a frame within skin organization display area 412 and the frame by dragging and dropping the character out of skin organization display area 412.

[0090] The confirm button 414 is a button for confirming the deck skin configuration displayed in the skin organization display area 412. As will be described later, when the user taps (presses) this confirm button 414, the user terminal 10 transmits deck skin information corresponding to the deck skin configuration displayed in the skin organization display area 412 to the server device 20.

[0091] The various tabs 415 include at least a deck organization tab 415a and a skin organization tab 415b. The deck organization tab 415a is a tab for transitioning the game part to the deck organization part P1 and displaying the deck organization screen 400 on the display 15 of the user terminal 10. The skin organization tab 415b is a tab for transitioning the game part to the skin organization part P11 included in the deck organization part P1 and displaying the skin organization screen 410 on the display 15 of the user terminal 10.

[0092] Returning to the explanation of FIG. 11 again, the operation reception unit 101 receives a user operation for organizing a deck skin (hereinafter referred to as a skin organizing operation) (step S15). The skin organizing operation includes an operation for associating a character selected by the user with one or more frames included in the deck skin information (i.e., an operation of dragging and dropping a character in the skin-configurable character display area 413 into a frame in the skin organization display area 412), or an operation for releasing the association between one or more frames included in the deck information and a character (i.e., an operation of dragging and dropping a character in the skin organization display area 412 from inside a frame to outside the frame). The character to be associated with one or more frames included in the deck skin information is selected by the user from among the skin-configurable characters displayed in the skin-configurable character display area 413.

[0093] When the operation receiving unit 101 receives a user operation of tapping the decision button 414 on the skin organization screen 410 (step S16), the control unit 102 transmits deck skin information corresponding to the deck skin configuration displayed in the skin organization display area 412 to the server device 20 (step S17), and terminates the skin organization process.

[0094] Next, the sortie preparation part P2 will be described with reference to the screen examples of Figures 12 to 14. Figure 12 shows an example of a sortie preparation screen 420, Figure 13 shows an example of a deck selection dialogue 430, and Figure 14 shows an example of a skin selection dialogue 440.

[0095] As shown in FIG. 12, the sortie preparation screen 420 includes a quest name display area 421, a selected deck name display area 422, a selected deck composition display area 423, a helper display area 424, a challenge button 425, and the like.

[0096] The name of the quest is displayed in the quest name display area 421. In the sortie preparation screen 420 shown in Fig. 12, the name of the quest is displayed as "Quest 1".

[0097] The selected deck name display area 422 displays the name of the deck selected by the user as the deck to be used in the quest (hereinafter referred to as the selected deck). In the sortie preparation screen 420 shown in FIG. 12, the name "Deck 1" is displayed as the name of the selected deck. The selected deck name display area 422 includes a deck selection button 422a for displaying a deck selection dialog 430 on the sortie preparation screen 420 for selecting the deck to be used in the quest.

[0098] The selected deck composition display area 423 displays one or more characters that make up the selected deck. More specifically, the selected deck composition display area 423 displays one or more characters that are respectively associated with one or more frames included in the deck information of the selected deck. Each of the one or more characters displayed in the selected deck composition display area 423 includes an attribute icon 423a that indicates an attribute, which is one of the character's statuses. In the sortie preparation screen 420 shown in FIG. 12, the characters that make up the selected deck, "Character A," "Character B," "Character C," "Character D," and "Character E," are displayed in order from left to right in the figure. Characters A to E all include an attribute icon 423a that indicates the "lightning attribute."

[0099] Characters of other users who will participate in the quest as helpers are displayed in the helper display area 424. A helper character with a "lightning attribute" is displayed on the sortie preparation screen 420 shown in Fig. 12 .

[0100] The challenge button 425 is a button for issuing an instruction to challenge the quest, that is, a button for transitioning the game part from the sortie preparation part P2 to the battle part P3.

[0101] When the deck selection button 422a is tapped on the sortie preparation screen 420 shown in Figure 12, that is, when the operation receiving unit 101 receives the user's operation of tapping the deck selection button 422a, the display processing unit 103 displays the deck selection dialog 430 on the display 15 of the user terminal 10 in accordance with the control of the control unit 102.

[0102] As shown in FIG. 13, the deck selection dialog 430 includes a plurality of deck display areas 431, a skin application button 432, a skin selection button 433, a close button 434, and the like.

[0103] Each of the multiple deck display areas 431 displays the name of a deck previously organized in the deck organization part P1 and the character associated with the first slot from among the one or more characters that make up the deck. Each of the multiple deck display areas 431 includes a selection button 431a and a deck edit button 431b. The selection button 431a is a button for selecting the deck displayed in the corresponding deck display area 431 as the deck to be used in the quest. The deck edit button 431b is a button for editing the deck displayed in the corresponding deck display area 431, and is a button for transitioning the game part to the deck organization part P1 (in other words, a button for transitioning the game screen to the deck organization screen 400).

[0104] The skin application button 432 is a button for switching whether or not a deck skin is applied, and when this skin application button 432 is on, the deck skin is applied to the selected deck. On the other hand, when this skin application button 432 is off, the deck skin is not applied to the selected deck. When the skin application button 432 is on, the selected deck composition display area 423 of the sortie preparation screen 420 displays one or more characters that make up the selected deck and one or more characters that make up the deck skin, switching between them at regular intervals. This allows the user to visually confirm both the selected deck and the deck skin that will be applied to the selected deck on the sortie preparation screen 420.

[0105] The skin selection button 433 is a button for further opening a skin selection dialog 440 for selecting a deck skin to be applied to the selected deck.

[0106] The close button 434 is a button for closing the deck selection dialogue 430 and displaying the sortie preparation screen 420 again on the display 15 of the user terminal 10.

[0107] When the skin selection button 433 is tapped in the deck selection dialog 430 shown in Figure 13, that is, when the operation receiving unit 101 receives the user's operation of tapping the skin selection button 433, the display processing unit 103 displays the skin selection dialog 440 on the display 15 of the user terminal 10 in accordance with the control of the control unit 102.

[0108] As shown in FIG. 14, the skin selection dialog 440 includes a plurality of deck skin display areas 441, a close button 442, and the like.

[0109] Each of the multiple deck skin display areas 441 displays the name of a deck skin that has been pre-organized in the skin organization part P11 and one or more characters that make up that deck skin. Each of the multiple deck skin display areas 441 includes a selection button 441a and a skin edit button 441b. The selection button 441a is a button for selecting the deck skin displayed in the corresponding deck skin display area 441 as the deck skin to be applied to the selected deck. The skin edit button 441b is a button for editing the deck skin displayed in the corresponding deck skin display area 441, and is a button for transitioning the game part to the skin organization part P11 (in other words, a button for transitioning the game screen to the skin organization screen 410).

[0110] The close button 442 is a button for closing the skin selection dialog 440 and displaying the deck selection dialog 430 again on the display 15 of the user terminal 10.

[0111] Next, a skin application process in a quiz RPG implemented in the game system 1 according to this embodiment will be described with reference to Fig. 15. Fig. 15 is a flowchart showing an example of the procedure of the skin application process executed by the user terminal 10.

[0112] First, when the operation receiving unit 101 receives a user operation of tapping the challenge button 425 on the sortie preparation screen 420, the control unit 102 determines whether the skin application button 432 is turned on (step S21).

[0113] In the processing of step S21, if it is determined that the skin application button 432 is not turned on, that is, that the skin application button 432 is turned off (No in step S21), the control unit 102 does not apply a deck skin to the deck (selected deck) selected by the user in the deck selection dialog 430, and proceeds to the processing of step S26 described below.

[0114] On the other hand, if it is determined in the processing of step S21 that the skin application button 432 is turned on (Yes in step S21), the control unit 102 determines whether a character associated with a predetermined frame among one or more frames included in the deck information corresponding to the deck selected by the user in the deck selection dialog 430 (selected deck) satisfies the conditions for applying a deck skin. More specifically, the control unit 102 determines whether the level of the character associated with the predetermined frame is equal to or higher than a threshold level, and whether the character associated with the predetermined frame is not a special character (step S22). Note that this processing is performed, for example, sequentially from the first frame included in the deck information.

[0115] In the processing of step S22, if it is determined that the character associated with the specified frame does not meet the conditions for applying a deck skin (No in step S22), the control unit 102 does not apply a deck skin to the character associated with the specified frame (step S23) and proceeds to the processing of step S25 described below.

[0116] On the other hand, if it is determined in the processing of step S22 that the character associated with a specified frame meets the conditions for applying a deck skin (Yes in step S22), the control unit 102 applies, as a deck skin to the character associated with the specified frame, the character associated with the frame corresponding to the specified frame from among one or more frames included in the deck skin information corresponding to the deck skin selected by the user in the skin selection dialog 440 (step S24).

[0117] The control unit 102 determines whether the processing of step S24 described above has been performed (whether it has determined whether or not a deck skin can be applied) for all characters associated with one or more frames included in the deck information corresponding to the selected deck (step S25).

[0118] In the processing of step S25, if it is determined that the processing of step S22 described above has not been performed for all characters, that is, that the applicability of deck skins has not been determined for all characters (No in step S25), the control unit 102 performs the processing of step S22 described above for characters associated with frames for which the applicability of deck skins has not yet been determined.

[0119] On the other hand, if it is determined in the processing of step S25 that the processing of step S22 described above has been performed for all characters (Yes in step S25), the control unit 102 sends a quest start request to the server device 20 to transition to the battle part P3 (step S26), and ends the skin application processing.

[0120] Here, a specific example of the skin application process will be described with reference to FIGS.

[0121] The case shown in Figure 16 assumes that the characters that make up the selected deck are "Character A," "Character B," "Character C," "Character D," and "Character E," and the characters that make up the deck skin are "Character a," "Character a," "Character b," "Character c," and "Character d." The case shown in Figure 16 also assumes that, of the characters A to E that make up the selected deck, only character C has a character level that is below the threshold level. In this case, the corresponding deck skin (i.e., character b in the third slot) is not applied only to character C, and the corresponding deck skins are applied to the other characters A, B, D, and E, so that in battle part P3, decks that look like "Character a," "Character a," "Character C," "Character c," and "Character d" are displayed.

[0122] The case shown in Figure 17 assumes that the characters that make up the selected deck are "Character A," "Character B," "Character C," "Character D," and "Character E," and the characters that make up the deck skin are "Character a," "Character a," "Character b," "Character c," and "Character d." The case shown in Figure 17 also assumes that, of the characters A to E that make up the selected deck, only character C is a special character. In this case, the corresponding deck skin (i.e., character b in the third slot) is not applied only to character C, and the corresponding deck skins are applied to the other characters A, B, D, and E, so that in battle part P3, a deck that looks like "Character a," "Character a," "Character C," "Character c," and "Character d" is displayed.

[0123] Next, the battle part P3 will be described with reference to the screen example of FIG. 18. FIG. 18 is a diagram showing an example of a battle screen 450. Note that FIG. 18 assumes that the characters constituting the selected deck are "character A," "character B," "character C," "character D," and "character E," and that the characters constituting the deck skin are "character a," "character a," "character b," "character c," and "character d." Also, FIG. 18 assumes that the skin application button 432 is on, and that characters A to E constituting the selected deck meet the conditions for applying a deck skin. In other words, it is assumed that a quest start request is sent from the user terminal 10 to the server device 20 in a state in which deck skins have been applied to characters A to E by the skin application process shown in FIG. 15.

[0124] As shown in FIG. 18, the battle screen 450 includes an enemy character display area 451, an ally character display area 452, a quiz menu display area 453, and the like.

[0125] Enemy characters that fight against friendly characters are displayed in the enemy character display area 451. Three water-attribute enemy characters are displayed on the battle screen 450 shown in Fig. 18 .

[0126] One or more ally characters that make up the selected deck and that fight against enemy characters are displayed in ally character display area 452. As described above, in Figure 18, it is assumed that skin application button 432 is on and characters A to E that make up the deck meet the conditions for applying a deck skin, and therefore in place of characters A to E that make up the selected deck, ally character display area 452 displays characters that make up the deck skin, "character a," "character a," "character b," "character c," and "character d," lined up in order from left to right in the figure.

[0127] More specifically, character a having the status of character A is displayed in the first frame of ally character display area 452, which displays the character associated with the first frame included in the deck information of the selected deck. In other words, by applying the deck skin, the appearance of the first frame of ally character display area 452 has changed from character A to character a, while the status of character A remains the same. Therefore, character a including attribute icon 452a indicating the "lightning attribute," which is the attribute of character A, is displayed in the first frame of ally character display area 452.

[0128] Similarly, the second frame of ally character display area 452, which displays the character associated with the second frame included in the deck information of the selected deck, displays character a with the status of character B. In other words, the second frame of ally character display area 452 retains the status of character B, but the appearance has changed from character B to character a. Therefore, the second frame of ally character display area 452 displays character a including attribute icon 452a indicating the "lightning attribute," which is character B's attribute.

[0129] Additionally, character b having the status of character C is displayed in the third frame of ally character display area 452, which displays the character associated with the third frame included in the deck information of the selected deck. In other words, the appearance of the third frame of ally character display area 452 has been changed from character C to character b, while the status of character C remains the same. Therefore, character b including attribute icon 452a indicating the "lightning attribute," which is the attribute of character C, is displayed in the third frame of ally character display area 452.

[0130] Furthermore, the fourth frame of the ally character display area 452, which displays the character associated with the fourth frame included in the deck information of the selected deck, displays character c with the status of character D. In other words, the fourth frame of the ally character display area 452 retains the status of character D, but the appearance has been changed from character D to character c. Therefore, the fourth frame of the ally character display area 452 displays character c including attribute icon 452a indicating the "lightning attribute," which is the attribute of character D.

[0131] Additionally, character d having the status of character E is displayed in the fifth frame of ally character display area 452, which displays the character associated with the fifth frame included in the deck information of the selected deck. In other words, the appearance of the fifth frame of ally character display area 452 has been changed from character E to character d, while the status of character E remains the same. Therefore, character d including an attribute icon indicating the "lightning attribute," which is the attribute of character E, is displayed in the fifth frame of ally character display area 452.

[0132] 18, an icon 452b indicating that a deck skin is being applied is displayed at the bottom left of each frame in the ally character display area 452. This allows the user of the user terminal 10 to recognize that a deck skin is being applied to the character in the frame in which the icon 452b is displayed (that is, the character in the frame in which the icon 452b is displayed is a deck skin character).

[0133] Furthermore, while playing a game, a user of the user terminal 10 may take a screenshot of the battle screen 450 and show (transmit) the screenshot to other users, for example, via social networking sites. By viewing such a screenshot, other users can obtain information useful for clearing the quest, such as characters that are advantageous in the quest. In this case, if a deck skin has been applied to the characters that make up the selected deck, the characters of the deck skin are displayed on the battle screen 450 as described above, which may lead other users to mistakenly believe that the characters of the deck skin are characters that are advantageous in the quest. However, by displaying the icon 452b indicating that a deck skin has been applied, other users can recognize that the character in the frame in which the icon 452b is displayed is a character of the deck skin, thereby preventing the above-mentioned mistaken recognition from occurring.

[0134] The form of the icon 452b is not limited to the form shown in FIG. 18, and any form may be used as long as it is possible to identify that a deck skin has been applied.

[0135] Furthermore, in each frame of the ally character display area 452, the characters before the deck skin is applied, i.e., the characters of the selected deck, may be displayed flashing at regular intervals. Users tend to remember the association between the appearance of a character and its status. For this reason, by displaying the characters before the deck skin is applied, i.e., the characters that make up the selected deck, flashing at regular intervals, the user can easily recognize the actual status of the characters in each frame of the ally character display area 452.

[0136] A quiz menu for selecting the genre of the quiz to be asked during the battle is displayed in the quiz menu display area 453. In the battle screen 450 shown in Fig. 18, a quiz menu is displayed from which the genres "Entertainment," "Trivia," "Sports," and "Entertainment" can be selected. When one of these quiz menus is selected, a quiz corresponding to the selected genre is asked to the user.

[0137] Next, the result part P4 will be described with reference to the screen example of Fig. 19. Fig. 19 is a diagram showing an example of a clear result screen 460.

[0138] As shown in FIG. 19, the clear result screen 460 includes a quest name display area 461, a cleared formation display area 462, an OK button 463, a retry button 464, and the like.

[0139] The name of the quest is displayed in the quest name display area 461. In the clear result screen 460 shown in Fig. 19, the name of the quest is displayed as "Quest 1".

[0140] The cleared formation display area 462 displays one or more characters that make up the deck that cleared the quest (hereinafter referred to as the cleared deck). More specifically, the cleared formation display area 462 displays one or more characters that are respectively associated with one or more frames included in the deck information of the cleared deck. The selected deck used for the quest and the cleared deck that cleared the quest using the selected deck are the same.

[0141] Even if a deck skin has been applied to the selected deck through the skin application process shown in FIG. 15 , the selected deck without the deck skin applied is displayed as the cleared deck in the cleared formation display area 462. This prevents the selected deck with the deck skin applied from being displayed as the cleared deck, even if the user of the user terminal 10 takes a screenshot of the cleared result screen 460 and shows (disseminates) the screenshot to other users, for example, via social media. Therefore, the selected deck with the deck skin applied is not displayed as the cleared deck, preventing the incorrect deck formation from being disseminated to other users. Note that, in addition to the cleared deck, the cleared result screen 460 may further display information indicating that a deck skin has been applied to the cleared deck and the configuration of the deck skin. Similarly to the quest result screen 460, it is desirable to display a deck without the deck skin applied in an environment where other users can view the decks used, such as during a specific event.

[0142] In addition, the experience points gained by correctly answering the quizzes given during the quest may be given to the characters that make up the selected deck, or may be divided and given to the characters that make up the selected deck and the characters that make up the deck skin.

[0143] The OK button 463 is a button for transitioning the game part from the result part P4 to the main part P5. The retry button 464 is a button for transitioning the game part from the result part P4 to the battle part P3 and instructing to retry the quest using the clear deck displayed in the clear formation display area 462.

[0144] As described above, in this embodiment, a character (first character) having a predetermined status (ability value) in a game realized in the game system is displayed, and another character (second character) having a status different from the predetermined status and having a different appearance or voice from the first character is displayed. Also, in this embodiment, the appearance or voice of the first character is changed to the appearance or voice of the second character without changing the status of the first character. Alternatively, the status of the first character is changed to the status of the second character without changing the appearance or voice of the first character.

[0145] In this embodiment, the above-described configuration makes it possible to increase the interest of a user playing a game (quiz RPG) featuring a large number of characters while preventing a decline in motivation of the user.

[0146] Specifically, as a comparative example of this embodiment, a configuration is conceivable in which the appearance of equipment equipped by one character is changed to another piece of equipment while maintaining the performance of the equipment, but such a configuration only allows the appearance of the equipment to be changed, and does not allow the appearance or voice of the character to be changed to that of another character, which makes it impossible to satisfy the user's desire to use a favorite character.

[0147] In contrast, in this embodiment, the appearance (appearance) of a character organized in a deck can be changed to the appearance (appearance) of another character organized in a deck skin, which makes it possible to satisfy the above-mentioned user's needs and prevent a decrease in the user's motivation to play the game.

[0148] Furthermore, in this embodiment, the voice of a character organized in a deck can be changed to the voice of another character organized in a deck skin. This makes it possible to satisfy the needs of users who, for example, like the character's voice rather than its appearance, and to prevent a decline in the motivation of such users.

[0149] Furthermore, in this embodiment, if a character organized in a deck meets the conditions for applying a deck skin and the character desired to be organized in a deck skin meets the conditions for setting the character as a deck skin, the appearance or voice of the character organized in the deck can be changed to the appearance or voice of the character organized in the deck skin. In other words, both the character organized in the deck and the character organized in the deck skin must meet certain conditions, and a favorite character cannot be immediately used as a deck skin in any deck organization. Therefore, it is expected that this will increase the user's motivation to "try hard to use a favorite character" and encourage the user to continue playing the game.

[0150] Furthermore, in this embodiment, the appearance or voice of a character can be changed to that of another character all at once on a deck-by-deck basis, thereby reducing the burden (effort) on the user compared to changing the appearance or voice of each character one by one.

[0151] In addition, in this embodiment, since it is possible to set multiple identical characters as deck skins, for example, it is possible to change the appearance or voice of all the characters that make up a deck to the appearance or voice of just one character of the user's choice, which satisfies the needs of even the most hardcore users.

[0152] Furthermore, in this embodiment, as shown in Figure 18, an icon 452b indicating that a deck skin has been applied is displayed near the character of that deck skin, and the character before the deck skin was applied can be displayed flashing at regular intervals. In short, in this embodiment, information that allows users to identify that a deck skin has been applied can be displayed in association with the character of that deck skin. This prevents users from becoming confused and prevents other users from misunderstanding the information.

[0153] Furthermore, in this embodiment, even if a deck skin is applied to a deck used in a quest, the deck without the deck skin applied is displayed as a cleared deck on the quest result screen 460 shown in Fig. 19. This prevents other users from mistakenly recognizing a deck with a deck skin applied as a cleared deck.

[0154] Furthermore, in this embodiment, during multiplayer mode, where multiple users cooperate to play a single quest, even if other users have applied deck skins, the decks displayed will be those without deck skins applied. This allows users to accurately understand the deck configurations of other users and develop strategies for conquering the quest.

[0155] In the present embodiment described above, the case where the appearance or voice of a character is changed to that of another character on a deck-by-deck basis has been described, but it is also possible to change the appearance or voice of each character individually.

[0156] Furthermore, in this embodiment, the case where the appearance or voice of a character is changed to that of another character without changing the character's status has been mainly described, but it is also possible to change the status of a character to that of another character without changing the appearance or voice of the character by using similar control.

[0157] Furthermore, in this embodiment, a case has been described in which one or more frames constituting a deck correspond to one or more frames constituting a deck skin, but this is not limited to this. For example, a priority may be set in advance for one or more characters constituting a deck skin, and the deck skin may be applied to one or more characters constituting a deck in order of the deck skin with the highest priority.

[0158] The present invention is not limited to the above-described embodiments, and the components can be modified and embodied in practice without departing from the spirit of the invention. Furthermore, various inventions can be created by appropriately combining multiple components disclosed in the above-described embodiments. For example, some components may be omitted from all the components shown in the embodiments. Furthermore, components from different embodiments may be appropriately combined. [Explanation of symbols]

[0159] 1...game system, 10...user terminal, 11...non-volatile memory, 12...CPU, 13...main memory, 13A...game program, 14...wireless communication device, 15...display, 16...touch panel, 20...server device, 21...non-volatile memory, 22...CPU, 23...main memory, 23A...game program, 24...wireless communication device, 30...network, 101...operation reception unit, 102...control unit, 103...display processing unit, 104...storage unit, 201...storage unit, 202...data management unit, 203...control unit.

Claims

1. Computer, a display means for displaying a first character having a first ability value as an ability value in a game, and a second character having a second ability value different from the first ability value and having a different aspect from the first character; a change means for changing the state of the first character to the state of the second character without changing the ability value of the first character from the first ability value, or for changing the ability value of the first character to the second ability value of the second character without changing the state of the first character; The game includes a quest with a predetermined completion condition set therefor, the change means changes the appearance of the first character used by the user in the quest to the appearance of the second character; The display means displays the first character used by the user in the quest in the form of the first character on a result screen showing the result of the quest.

2. Computer, a display means for displaying a first character having a first ability value as an ability value in a game, and a second character having a second ability value different from the first ability value and having a different aspect from the first character; a change means for changing the state of the first character to the state of the second character without changing the ability value of the first character from the first ability value, or for changing the ability value of the first character to the second ability value of the second character without changing the state of the first character; The game includes a quest for which a predetermined clearing condition is set, and includes a game environment in which the quest is shared and played by a plurality of users; the change means changes the appearance of the first character used by the user in the quest to the appearance of the second character; The display means displays the first character having the aspect of the second character used by another user in the quest in the aspect of the first character.

3. a display means for displaying a first character having a first ability value as an ability value in a game, and a second character having a second ability value different from the first ability value and having a different aspect from the first character; a change means for changing the state of the first character to the state of the second character without changing the ability value of the first character from the first ability value, or for changing the ability value of the first character to the second ability value of the second character without changing the state of the first character; Equipped with The game includes a quest with a predetermined completion condition set therefor, the change means changes the appearance of the first character used by the user in the quest to the appearance of the second character; The display means displays the first character used by the user in the quest in the form of the first character on a result screen showing the result of the quest.

4. A display means for displaying a first character having a first ability value as an ability value in a game, and a second character having a second ability value different from the first ability value and having a different aspect from the first character; a change means for changing the state of the first character to the state of the second character without changing the ability value of the first character from the first ability value, or for changing the ability value of the first character to the second ability value of the second character without changing the state of the first character; Equipped with The game includes a quest for which a predetermined clearing condition is set, and includes a game environment in which the quest is shared and played by a plurality of users; the change means changes the appearance of the first character used by the user in the quest to the appearance of the second character; The display means displays the first character having the appearance of the second character used by another user in the quest in the appearance of the first character.

Citation Information

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