PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM
The system automates character level synchronization in games based on player progress, simplifying level adjustment and improving player satisfaction by reducing manual effort.
Patent Information
- Application Number
- JP2025101336
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-06-17
- Publication Date
- 2026-02-10
- Estimated Expiration
- 2045-06-17
AI Technical Summary
Conventional level linking in games requires players to manually adjust character levels, which is time-consuming and cumbersome, disrupting the player's progress.
A system that automatically adjusts character levels based on the player's progress in the game, using a level link process tied to player experience points, allowing for easier level synchronization across characters.
Simplifies the level adjustment process, enhancing player satisfaction by reducing complexity and enabling players to focus on game progression.
Smart Images

Figure 0007812532000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, an information processing device, an information processing method, and an information processing system. [Background technology]
[0002] There are known games in which players select multiple characters to form a team and complete an event as a team. In such games, the level of the characters can generally be increased as the player trains the characters.
[0003] In some games like those mentioned above, the player can acquire new characters during the game and select characters to incorporate into their team from a succession of characters. In such games, the level of the newly acquired character is usually set to an initial value, resulting in a difference in level between the newly acquired character and the character the player has previously used. As a result, the newly acquired character may not immediately function in the team, which can be inconvenient.
[0004] Therefore, an increasing number of games are adopting a function called level link. In a typical level link, the level of one character is adjusted based on the level of another character (see, for example, Patent Document 1).
[0005] There are also known games in which a player's level increases as the player progresses through the game, such as by acquiring experience points. In such games, for example, items and benefits that can be acquired in the game change advantageously depending on the player's level. This makes it easier for the player to progress through the game efficiently. [Prior art documents] [Patent documents]
[0006] [Patent Document 1] Japanese Patent Application Publication No. 2024-124228 Summary of the Invention [Problem to be solved by the invention]
[0007] In conventional level linking, players would need to select the character they wanted to link the level of and set it in a specific slot (level link slot). Furthermore, in order to raise the level of the character targeted for level linking, it was generally necessary to raise the level of some of the preceding characters. However, these operations and tasks were time-consuming and cumbersome for some players.
[0008] Therefore, the present disclosure aims to provide a program, an information processing device, an information processing method, and an information processing system that can improve a player's game satisfaction by allowing the player to easily adjust the character's level and making it easier for the player to concentrate on progressing through the game. [Means for solving the problem]
[0009] The program according to the first aspect causes a computer to execute a player level setting step of setting a player level of a player based on the player's progress in a game, and a level link step of adjusting the character levels of at least some of a plurality of characters owned by the player based on the player level.
[0010] The information processing device according to the second aspect includes a player level setting unit that sets the player level of a player based on the player's progress in a game, and a level link unit that adjusts the character levels of at least some of the characters owned by the player based on the player level.
[0011] The information processing method according to the third aspect includes a player level setting step of setting a player level of a player based on the player's progress in the game, and a level link step of adjusting the character levels of at least some of a plurality of characters owned by the player based on the player level.
[0012] The information processing system according to the fourth aspect includes a player level setting unit that sets the player level of a player based on the player's progress in the game, and a level link unit that adjusts the character levels of at least some of the characters owned by the player based on the player level. [Effects of the Invention]
[0013] According to the present disclosure, it is possible to provide a program, an information processing device, an information processing method, and an information processing system that can improve a player's game satisfaction by allowing the player to easily adjust the character's level and making it easier for the player to concentrate on progressing through the game. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a schematic diagram illustrating a game system that is an example of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a functional block diagram of a game server and a user terminal according to an embodiment of the present disclosure. [Figure 3] FIG. 10 is a diagram illustrating an example of a level adjustment table that defines the correspondence between the player level and the reference character level used in the level link process according to an embodiment of the present disclosure. [Figure 4] 10 is a flowchart illustrating an example of the operation of a game system according to an embodiment of the present disclosure. [Figure 5] FIG. 10 is a diagram illustrating an example of a screen displayed on a user terminal according to an embodiment of the present disclosure. [Figure 6]FIG. 1 is a diagram illustrating an example of a hardware configuration of an information processing device that can constitute a game server and a user terminal according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0015] Hereinafter, a game system 1 according to an embodiment of the present disclosure will be described with reference to the drawings. In all drawings describing the embodiment, common components are denoted by the same reference numerals, and repeated description will be omitted.
[0016] <Outline of game system configuration> 1 is a schematic diagram illustrating a game system 1, which is an example of an information processing system according to an embodiment of the present disclosure. The game system 1 includes a game server 10 and a user terminal 20. The game server 10 and the user terminal 20 communicate with each other via a network NW.
[0017] The network NW is configured with a public line such as the Internet, and may include a LAN (Local Area Network), a WAN (Wide Area Network), etc. Although only one game server 10 and one user terminal 20 are shown in Fig. 1, there may be multiple of each.
[0018] The game server 10 is a server that provides a game to the user terminal 20 via the network NW. In response to a request from the user terminal 20, the game server 10 provides the user terminal 20 with various information (such as a game app) required to execute the game via the network NW.
[0019] The user terminal 20 is a device such as a PC (Personal Computer), tablet, or smartphone owned by a game player. The user terminal 20 can install a game app from the game server 10, and the player can play the game by launching the installed game app. In the following explanation, it is assumed that the game app provided by the game server 10 is installed on the user terminal 20.
[0020] In the game provided by the game server 10 in this embodiment, a player progresses through the game using multiple characters owned by the player in the game. The player can also increase the character's level (hereinafter referred to as the character level), and when the character level increases, the character's attribute value increases, providing benefits such as making it easier for the character to complete events. In an RPG game, for example, the character attribute value refers to hit points (stamina), attack power, speed, proficiency, defensive ability, strength, technical ability, endurance, critical probability, etc.
[0021] Furthermore, in the games provided by the game server 10, players can increase their player level (hereinafter referred to as "player level") as they progress through the game. When the player level increases, the player can obtain advantageous benefits, etc., and can obtain benefits such as being able to progress through the game more efficiently.
[0022] In the game setting described above, in this embodiment, a function is implemented that allows the character levels of at least some of the characters owned by the player to be adjusted based on the player level. Below, an example of the functional configuration of each device that makes up the game system 1 will be described.
[0023] <Example of functional configuration> 2 is a block diagram showing an example of the functional configuration of the game server 10 and the user terminal 20. The game server 10 includes a communication unit 101, a storage unit 102, and a processing unit 110. The processing unit 110 is connected to both the communication unit 101 and the storage unit 102.
[0024] The communication unit 101 connects to the user terminal 20 via the network NW, and transmits and receives various types of information to and from the user terminal 20.
[0025] The storage unit 102 stores various types of information that make up the game application and game information about the player. Specifically, the storage unit 102 stores, as game information, information about game characters owned by the player, information about the player level, information about the character level, and the like.
[0026] The processing unit 110 performs various processes for providing a game, and includes an information acquisition unit 111 and a game providing unit 112.
[0027] The information acquisition unit 111 acquires game information of the player transmitted by the user terminal 20, such as information that needs to be managed on the server side, such as characters owned by the player. The information acquisition unit 111 stores the acquired game information of the player in the storage unit 102. The information acquisition unit 111 also acquires information on various operations performed by the player on the game app, transmitted from the user terminal 20.
[0028] The game providing unit 112 provides configuration information of the game app and information configuring the game area or virtual space in which the player plays the game to the user terminal 20 via the communication unit 101. In addition, the game providing unit 112 provides various information corresponding to various operations performed by the player on the game app to the user terminal 20 via the communication unit 101.
[0029] <User device> Next, the user terminal 20 includes a communication unit 201, a storage unit 202, a display unit 203, an operation unit 204, and a processing unit 210. The processing unit 210 is connected to each of the communication unit 201, the storage unit 202, the display unit 203, and the operation unit 204.
[0030] The communication unit 201 connects to the game server 10 via the network NW, and transmits and receives various types of information to and from the game server 10.
[0031] The storage unit 202 stores configuration information of the game application provided by the game server 10. The storage unit 202 also stores various game information such as the game characters owned by the player, the player level, and the character level, which is information generated during game play.
[0032] The display unit 203 is a device that displays the game area or virtual space in which the player plays the game, the character operated by the player, various parameters related to the character, and the like.
[0033] The operation unit 204 is a device that allows the player to perform various operations when playing the game. The operation unit 204 may be a touch panel, a keyboard, a controller, or the like.
[0034] The processing unit 210 performs processing to provide the functions of a game application, and includes an information acquisition unit 211 and a game execution unit 212.
[0035] The information acquisition unit 211 acquires information on various operations by the player from the operation unit 204, such as a login operation, an operation to instruct the movement of a character, and various selection operations.
[0036] The game execution unit 212 executes the functions of the game application in accordance with the player's operation information acquired by the information acquisition unit 211. The game execution unit 212 has, as sub-functional units, a player level setting unit 212a, a level link unit 212b, and a bonus granting unit 212c. The game execution unit 212 has various functional units necessary for the progress of the game in addition to those shown in FIG. 2, but this specification will only describe the functional units relevant to this disclosure, and will not illustrate or describe the other various functional units.
[0037] The player level setting unit 212a sets the player level of the player based on the progress of the player in the game. The player level setting unit 212a may set the player level based on player experience points accumulated as the player progresses in the game.
[0038] The level link unit 212b adjusts the character levels of at least some of the characters owned by the player based on the player level. In more detail, the level link unit 212b in this embodiment adjusts the character levels of at least some of the characters owned by the player depending on whether the player needs to execute level linking and / or the selection of characters to be level linked.
[0039] In this embodiment, as an example, the level link unit 212b adjusts the character level by referring to a level adjustment table that defines the relationship between the player level and the reference character level corresponding to the player level. Details of this level adjustment table will be described later using FIG. 3.
[0040] The reward granting unit 212c changes the content of the reward granted to the player according to the player level. The reward granting unit 212c may, for example, change the number and / or type of rewards granted to the player according to the player level. Furthermore, the reward granting unit 212c may, for example, sequentially unlock functions available to the player according to the player level.
[0041] In this embodiment, in addition to adjusting character levels using the level link unit 212b, the player can also manually and individually raise the character level of a specific character. The level linking performed by the level link unit 212b applies to all characters owned by the player, including characters whose character levels have been manually and individually raised by the player as described above. However, in this embodiment, among characters whose character levels have been manually and individually raised, only characters whose character levels are lower than the reference character level described above are subject to level linking. In other words, the level linking applies to characters owned by the player whose character levels are lower than the reference character level corresponding to the player's most recent player level. This will be described in more detail below using Figures 4 and 5.
[0042] <Level adjustment table> 3 is a diagram illustrating an example of a level adjustment table that defines the correspondence between the player level and the reference character level used in the level link process according to an embodiment of the present disclosure. In this embodiment, the level adjustment table may be stored in the storage unit 202 of the user terminal 20 as part of configuration information of the game app provided to the user terminal 20 from the game server 10.
[0043] In the example level adjustment table shown in Figure 3, the player level minus five levels is set as the base character level. Furthermore, the base character level is not linked to each player level, but is linked to each link point level (in this example, Lv10, 15, 20, etc.) that is set at intervals of a predetermined number of levels in the player level (in this example, five-level intervals). This means that every time the player level in the game increases by a predetermined number of levels, there is an opportunity for level link processing based on the corresponding base character level.
[0044] When performing level adjustment processing using the level adjustment table shown in Figure 3, the above-mentioned level link unit 212b in the user terminal 20 can adjust the character level of a character owned to level 10 (reference character level) when the player level reaches level 15 (15LV), for example. Note that such a standard for level link processing is one example, and character level adjustment may be performed in other ways. For example, instead of using the level adjustment table shown in Figure 3, a configuration may be adopted in which an adjustable character level is automatically determined using a formula or the like according to the player level.
[0045] <Example of game system operation> Next, an example of operation of the level link process according to this embodiment will be described with reference to Fig. 4. Fig. 4 is a flowchart showing an example of operation of the game system 1 according to an embodiment of the present disclosure, and more specifically, a flowchart showing the flow of the level link process. The process shown in Fig. 4 is always performed while the game app is running.
[0046] In step S11, the player level setting unit 212a determines whether or not to raise (increase) the player level. For example, if the accumulated player experience value exceeds a predetermined value, the player level setting unit 212a determines to raise the player level, and in this case, the process proceeds to step S12. On the other hand, if the player level is not raised because the player experience value does not satisfy the criteria for raising the player level, the monitoring of step S11 is repeated ("NO" in step S11).
[0047] In step S12, the player level setting unit 212a sets a new player level.
[0048] Next, in step S13, the level link unit 212b extracts characters whose character levels can be adjusted (increased) based on the player level. In this embodiment, as described above, the targets of level adjustment by the level link unit 212b are characters owned by the player whose character levels are lower than the reference character level corresponding to the player's latest player level. Therefore, in step S13, characters whose character levels are lower than the reference character level corresponding to the player's latest player level are extracted.
[0049] Strictly speaking, step S13 is executed when the player level set in step S12 reaches the link point level (in this example, Lv10, 15, 20, etc.) described with reference to Fig. 3. However, this is just one example, and it is also possible to employ a mode in which the processing of step S13 is performed every time the player level increases by one level.
[0050] Next, in step S14, the level link unit 212b determines whether or not a level link instruction has been given by the player. If an instruction has been given in step S14, the process proceeds to step S15. If it is confirmed in step S14 that no instruction has been given ("NO" in step S14), the process returns to the current flow.
[0051] Then, in step S15, the level link unit 212b adjusts the character level of the character extracted in step S13 based on the player level. Specifically, in this embodiment, the level link unit 212b replaces the character level of the character extracted in step S13 with a reference character level corresponding to the player level set in step S12.
[0052] Next, in step S16, the level link unit 212b further adjusts the character attribute value linked to the character level.
[0053] Character attribute values linked to character level are character attribute values that depend on the character level and increase as the character level increases, and are different parameters from character attribute values that are not linked to the character level. As described above, in an RPG game, for example, character attribute values may be parameters such as hit points (stamina), attack power, speed, proficiency, defensive ability, strength, technical ability, endurance, and critical probability. Character attribute values that are linked or not linked to the character level may be arbitrarily set by the game operator from among multiple types of parameters. For example, in a game battle, a game pattern, such as an attack pattern, may be determined probabilistically using the character attribute values as parameters, and the character attribute values linked to the character level may be set as parameters used to determine the game pattern. The game may be configured so that the higher the numerical value of the parameter, the higher the win rate.
[0054] <Screen example> Next, the flow of the level link processing explained in Fig. 4 will be specifically explained with reference to Fig. 5. Fig. 5 shows an example of a screen displayed on the user terminal 20 when performing the level link processing.
[0055] Screen D10 shown in FIG. 5(A) is an example of a screen displayed on the user terminal 20 when the player's level has increased and it has become possible to perform a character level link process. Screen D10 displays text prompting the player to decide whether or not to perform a level link, and includes a YES button D11 to be pressed when performing a level link and a NO button D12 to be pressed when not performing a level link. Screen D10 also includes an adjustment target character frame D13 that displays characters that can be level linked, and check boxes D14 attached to each character displayed in the adjustment target character frame D13. Screen D10 also includes an owned character frame D15 that displays all characters owned by the player.
[0056] Screen D10 shows that the player level has risen to LV25, and four characters whose character levels are lower than the corresponding reference character level (LV20) are extracted as characters that can be level-linked (characters surrounded by a two-dot chain line frame). For example, the player can select the character to be level-linked on screen D10 by checking the checkbox D14, and then press the YES button D11 to adjust the character level of the selected character based on the player level.
[0057] Screen D20 shown in Fig. 5(B) is an example of a screen that is displayed after checking the checkbox D14 as shown in screen D10 (in the illustrated example, all four characters are selected) and then pressing the YES button D11. In screen D20, the character levels of the four characters displayed in the adjustment target character frame D13 in Fig. 5(A) have increased from LV15 to LV20, as shown in the two-dot chain line frame in Fig. 5(B), indicating that the level link process has been completed.
[0058] <Example of hardware configuration for game server and user device> 6 is a diagram showing an example of the hardware configuration of an information processing device 600 that can constitute the game server 10 and the user terminal 20. Below, an example of the hardware configuration of the game server 10 and the user terminal 20 will be described.
[0059] The information processing device 600 includes a processor 601, a storage device 602, a communication interface 603, an operation device 604, and a display device 605. The processor 601, the storage device 602, the communication interface 603, the operation device 604, and the display device 605 are electrically connected to one another via a communication bus 610.
[0060] The processor 601 includes a CPU and / or a GPU, and controls each unit of the information processing device 600, and is a device that reads and executes various programs stored in the storage device 602.
[0061] The storage device 602 includes a main storage device such as a DRAM (Dynamic Random Access Memory) and an auxiliary storage device such as a hard disk, and is a device that stores the processor 601, the storage device 602, the communication interface 603, the operation device 604, and various programs for executing the operating systems and various applications of the display device 605, as well as information used by these programs. The various functional configurations described above are realized by the processor 601 of each information processing device that constitutes the game server 10 and the user terminal 20 executing the programs stored in the respective storage devices 602.
[0062] The communication interface 603 is a device for communicating with external devices, and transmits and receives information according to instructions from the processor 601. The communication units of the information processing devices constituting the game server 10 and the user terminal 20 are each configured with the communication interface 603, and communicate with other devices including the network NW shown in FIG.
[0063] The operation device 604 is a device that receives input from outside and supplies it to the processor 601, and may be, for example, a touch panel, a keyboard, a mouse, a touch panel, a controller, etc. The display device 605 is a device that outputs the processing results of the processor 601 to the outside, and may be configured to include, for example, a display and a speaker.
[0064] <Program> Next, a program for realizing each functional unit of the user terminal 20 according to this embodiment will be described.
[0065] The user terminal 20 is implemented in an information processing device 600. The operation of each component of the user terminal 20 is stored in the form of a program in the auxiliary storage device of the storage device 602. The processor 601 reads the program from the auxiliary storage device of the storage device 602, loads it into the main storage device of the storage device 602, and executes the above-mentioned processing in accordance with the program. The processor 601 also allocates a storage area corresponding to the above-mentioned storage unit 202 in the main storage device of the storage device 602 in accordance with the program.
[0066] Specifically, the program is a program to be executed by a computer (information processing device 600) having a processor and a memory unit, and causes the computer to execute a player level setting step of setting the player level of the player based on the player's progress in the game, and a level link step of adjusting the character levels of at least some of the multiple characters owned by the player based on the player level.
[0067] The auxiliary storage device of the storage device 602 is an example of a non-transitory tangible medium. Other examples of non-transitory tangible media include a magnetic disk, a magneto-optical disk, a CD-ROM, a DVD-ROM, and a semiconductor memory connected to the information processing device 600. When this program is distributed to the information processing device 600 via the network NW, the information processing device 600 that has received the program may load the program into the main storage device of the storage device 602 and execute the above-mentioned processing.
[0068] The program may also be a program for realizing part of the above-described functions. Furthermore, the program may be a so-called differential file (differential program) that realizes the above-described functions in combination with another program already stored in the auxiliary storage device of the storage device 602.
[0069] According to the game system 1 of this embodiment described above, the time and effort required for setting a level link and strengthening the level is automated, eliminating the complexity of level linking (adjustment). This allows the level of the character to be easily adjusted, making it easier for the player to concentrate on progressing through the game, thereby improving player satisfaction.
[0070] The present disclosure is not limited to the above-described embodiment, and various modifications can be adopted.
[0071] For example, in the above embodiment, the characters that were the targets of the level adjustment process were characters that were below a reference level corresponding to the player level and were selected by the player, but it would also be possible to uniformly adjust all characters owned by the player to the same character level regardless of their character level.
[0072] <Other embodiments> Each operation flow in the above-described embodiment is not limited to being performed independently, but can be performed by combining two or more operation flows. For example, some steps of one operation flow may be added to another operation flow, or some steps of one operation flow may be replaced with some steps of another operation flow. In each flow, it is not necessary to perform all steps, and only some steps may be performed. Furthermore, the order of steps in each flow may be changed as appropriate.
[0073] A program may be provided that causes a computer to execute each process according to the above-described embodiments. The program may be recorded on a computer-readable medium. The computer-readable medium can be used to install the program on a computer. Here, the computer-readable medium on which the program is recorded may be a non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a CD-ROM or a DVD-ROM. Furthermore, circuits that execute each process performed by the device according to the above-described embodiments may be integrated, and at least a part of the device may be configured as a semiconductor integrated circuit (chipset, SoC).
[0074] The functions performed by the apparatus according to the above embodiments may be implemented in circuitry or processing circuitry, including general-purpose processors, special-purpose processors, integrated circuits, ASICs (Application Specific Integrated Circuits), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to perform the described functions. A processor includes transistors and other circuits and is considered to be circuitry or processing circuitry. A processor may also be a programmed processor that executes a program stored in a memory. In this disclosure, a circuit, unit, or means is hardware that is programmed to perform or executes the described functions. The hardware may be any hardware disclosed herein or any hardware known to be programmed to perform or execute the described functions. When the hardware is a processor, which is considered to be a type of circuitry, the circuit, means, or unit is a combination of hardware and software used to configure the hardware and / or processor.
[0075] As used in this disclosure, the terms "based on" and "depending on / in response to" do not mean "based only on" or "depending only on," unless expressly stated otherwise. The term "based on" means both "based only on" and "based at least in part on." Similarly, the term "depending on" means both "depending only on" and "depending at least in part on." The terms "include," "comprise," and variations thereof do not mean including only the listed items, but may mean including only the listed items or may include additional items in addition to the listed items. Additionally, the term "or" as used in this disclosure is not intended to mean an exclusive or. Furthermore, any reference to elements using designations such as "first," "second," etc., as used in this disclosure does not generally limit the quantity or order of those elements. These designations may be used herein as a convenient method of distinguishing between two or more elements. Thus, a reference to a first and a second element does not imply that only two elements may be employed therein or that the first element must precede the second element in some way. In this disclosure, where articles are added by translation, such as a, an, and the in English, these articles shall include the plural unless the context clearly indicates otherwise.
[0076] The above describes the embodiments in detail with reference to the drawings, but the specific configuration is not limited to that described above, and various design changes can be made within the scope that does not deviate from the gist of the invention.
[0077] (Addendum) The following additional notes are about the features of the above-described embodiment. (Appendix 1) a player level setting step of setting a player level of the player based on the progress of the game by the player; a level link step of adjusting the character levels of at least some of the characters owned by the player based on the player level; A program that a computer runs. This automates the work of setting up level links and strengthening levels, eliminating the complexity of level links. This makes it easier to adjust character levels, making it easier for players to concentrate on progressing through the game, thereby improving player satisfaction. (Appendix 2) The program described in Appendix 1, wherein the level link step replaces the character level of a character among multiple characters owned by the player that has a character level lower than a reference character level corresponding to the player level with the reference character level. This allows the character level to be easily adjusted based on a certain standard. (Appendix 3) 3. The program according to claim 1, wherein the level link step further adjusts a character attribute value linked to the character level in addition to adjusting the character level. This will improve player satisfaction. (Appendix 4) 4. The program according to any one of appendices 1 to 3, further causing the computer to execute a benefit granting step of changing the content of the benefit granted to the player depending on the player level. This allows players to be dynamically given benefits according to their player level, making the game more interesting. (Appendix 5) 5. The program described in any one of appendices 1 to 4, wherein the level link step is a step of adjusting the character levels of all of the multiple characters owned by the player to be the same based on the player level. (Appendix 6) a player level setting unit that sets a player level of a player based on the progress of the player in the game; a level link unit that adjusts the character levels of at least some of the characters owned by the player based on the player level; Information processing device. (Appendix 7) a player level setting step of setting a player level of the player based on the progress of the game by the player; and a level link step of adjusting the character levels of at least some of the characters owned by the player based on the player level. Information processing methods. (Appendix 8) a player level setting unit that sets a player level of a player based on the progress of the player in the game; a level link unit that adjusts the character levels of at least some of the characters owned by the player based on the player level; Information processing system. [Explanation of symbols]
[0078] 1. Game System 10...Game server 101…Communications Department 102...Storage section 110... Processing section 111…Information acquisition department 112...Game Provider 20...User terminal 201…Communications Department 202...Storage section 203...Display section 204...Operation unit 210... Processing section 211…Information acquisition department 212...Game Execution Department 212a...Player level setting section 212b...Level Link Section 212c…Benefits Granting Department NW...Network
Claims
1. a player level setting step of setting a player level of the player based on the progress of the game by the player; a level link step of replacing the character levels of at least some of the characters owned by the player with a reference character level corresponding to the player level; A program to be executed by a computer, The level link step replaces the character level of a character, among a plurality of characters owned by the player, whose character level is lower than the reference character level with the reference character level.
2. 2. The program according to claim 1, wherein the level link step further adjusts a character attribute value linked to the character level in addition to replacing the character level.
3. 2. The program according to claim 1, further causing the computer to execute a bonus awarding step of changing the content of the bonus to be awarded to the player according to the player level.
4. a player level setting unit that sets a player level of a player based on the progress of the player in the game; a level link unit that replaces the character levels of at least some of the characters owned by the player with a reference character level corresponding to the player level, the level link unit replaces the character level of a character that is lower than the reference character level among the plurality of characters owned by the player with the reference character level; Information processing device.
5. a player level setting step of setting a player level of the player based on the progress of the game by the player; a level link step of replacing the character levels of at least some of the characters owned by the player with a reference character level corresponding to the player level, using an information processing device; In the level link step, the character level of a character that is lower than the reference character level among the plurality of characters owned by the player is replaced with the reference character level. Information processing methods.
6. a player level setting unit that sets a player level of a player based on the progress of the player in the game; a level link unit that replaces the character levels of at least some of the characters owned by the player with a reference character level corresponding to the player level, the level link unit replaces the character level of a character that is lower than the reference character level among the plurality of characters owned by the player with the reference character level; Information processing system.
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