Program, game control method, game control system, and game control device

The game control system addresses inefficiencies in character and weapon development by automating level synchronization and strategic management, reducing user burden and enhancing object utilization.

JP7812534B1Active Publication Date: 2026-02-10BANK OF INNOVATION INC
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Patent Information

Application Number
JP2025133760
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-08-08
Publication Date
2026-02-10
Estimated Expiration
2045-08-08

AI Technical Summary

Technical Problem

Existing game systems lack flexibility and efficiency in character and weapon development, leading to high user burden and underutilization of game objects due to uniform leveling and manual resource management.

Method used

A game control system that allows users to designate base and synchronized game objects, automatically synchronizing the levels of less developed objects based on a reference, expanding slots as the game progresses, and providing strategic development tools.

Benefits of technology

Reduces user burden and enhances efficient development of multiple game objects by automating level synchronization, allowing users to focus on key objects and improving game object utilization.

✦ Generated by Eureka AI based on patent content.

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Abstract

To efficiently and strategically develop a plurality of game objects while reducing the burden on a user. [Solution] A computer is caused to execute a display process that displays an object group having a plurality of first frames to which a first attribute is assigned and a second frame to which a second attribute is assigned for a set game object; a first setting process that sets a first game object designated by the user from among game objects owned by the user to each of the first frames; a second setting process that sets a second game object designated by the user from among game objects owned by the user to each of the second frames; a level determination process that determines the lowest level value among the level values ​​of the first game objects set to the first attribute; and a level synchronization process that synchronizes the level value of the second game object set to the second attribute with the lowest level value.
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Description

[Technical Field]

[0001] The present disclosure relates to a program, a game control method, a game control system, and a game control device. [Background technology]

[0002] In online games, especially in the field of social games, an important element of game progress is for users (players) to strengthen and develop game objects such as characters that can be used in the game and the weapons and armor (collectively referred to as weapons) that those characters are equipped with. These game objects level up by consuming experience points and specific strengthening materials, and parameters such as attack power and defense power improve.

[0003] In such character development systems, a so-called "level link function" is known as a function that reduces the user's operational burden and supports efficient character development. This function sets a predetermined number of characters with the highest levels among the user's multiple characters as the standard (base characters), and automatically synchronizes the levels of the remaining characters (link characters) to the level of the lowest-level character among the base characters. This allows the user to focus on developing a small number of base characters, and since many other characters are strengthened at the same time, it significantly reduces the effort and resources required for character development.

[0004] For example, Patent Document 1 discloses a technology in which the level of one character, which is set as a reference character among multiple characters owned by a player, is linked to the level of other characters, which are set as set characters. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Publication No. 2024-83818 Summary of the Invention [Problem to be solved by the invention]

[0006] By the way, with the previous level link system, there was little motivation to train characters other than the base character, and all characters were uniformly lowered to the minimum value, making it difficult to develop variety in training or develop attachment to characters. Also, there was no flexibility in expanding the link slot or managing it manually.

[0007] Furthermore, previous level linking functions and related technologies were primarily aimed at character development. However, game objects such as weapons equipped by characters required players to collect strengthening materials individually and manually level up. Because there are a wide variety of weapons in the game, each with its own unique capabilities and skills, players are required to use a variety of weapons depending on the battle situation. However, developing newly acquired powerful weapons or weapons that are only effective in specific situations from scratch each time required a significant amount of time and effort, placing a significant burden on users.

[0008] In particular, as the number of types of weapons increases as the game progresses, it is not realistic to develop all weapons equally, resulting in the problem of many weapons being left unused without being developed. Also, because the types and amounts of resources required to level up and the rate of growth differ between characters and weapons, it was difficult to simply apply the existing character level link function to weapons.

[0009] Therefore, the present disclosure aims to provide a program, a game control method, a game control system, and a game control device that reduce the burden on users not only in developing characters but also in developing game objects such as weapons, and that enable users to develop multiple game objects efficiently and strategically. [Means for solving the problem]

[0010] The program of the present disclosure causes a computer for providing a game to execute a display process for displaying an object group having a plurality of first frames to which a first attribute is assigned and a second frame to which a second attribute is assigned for a set game object; a first setting process for setting a first game object designated by the user from among the game objects owned by the user to each of the first frames in accordance with the user's operation; a second setting process for setting a second game object designated by the user from among the game objects owned by the user to each of the second frames in accordance with the user's operation; a level determination process for determining the lowest level value among the level values ​​of the first game objects set to the first attribute; and a level synchronization process for synchronizing the level value of the second game object set to the second attribute with the lowest level value.

[0011] The game control method of the present disclosure includes a display process in which a computer displays an object group having a plurality of first frames to which a first attribute is assigned and a second frame to which a second attribute is assigned for a set game object; a first setting process in which a first game object designated by the user from among the game objects owned by the user is set for each of the first frames in accordance with the user's operation; a second setting process in which a second game object designated by the user from among the game objects owned by the user is set for each of the second frames in accordance with the user's operation; a level determination process in which the lowest level value of the level values ​​of the first game objects set to the first attribute is determined; and a level synchronization process in which the level value of the second game object set to the second attribute is synchronized with the lowest level value.

[0012] The game control system of the present disclosure includes a display unit that displays an object group having a plurality of first frames to which a first attribute is assigned and a second frame to which a second attribute is assigned for a set game object; a first setting unit that sets a first game object designated by a user from among the game objects owned by the user to each of the first frames in accordance with the user's operation; a second setting unit that sets a second game object designated by the user from among the game objects owned by the user to each of the second frames in accordance with the user's operation; a level determination unit that determines the lowest level value among the level values ​​of the first game objects set to the first attribute; and a level synchronization unit that synchronizes the level value of the second game object set to the second attribute with the lowest level value.

[0013] A game control device according to the present disclosure includes a display unit that displays an object group having a plurality of first frames to which a first attribute is assigned and a second frame to which a second attribute is assigned for a set game object; a first setting unit that sets a first game object designated by a user from among the game objects owned by the user in each of the first frames in accordance with the user's operation; a second setting unit that sets a second game object designated by the user from among the game objects owned by the user in each of the second frames in accordance with the user's operation; a level determination unit that determines the lowest level value among the level values ​​of the first game objects set to the first attribute; and a level synchronization unit that synchronizes the level value of the second game object set to the second attribute with the lowest level value. [Effects of the Invention]

[0014] According to the present disclosure having the above-described configuration, it is possible to provide a program, a game control method, a game control device, and a game control system that can reduce the burden on users not only in developing characters but also in developing game objects such as weapons, and that can develop multiple game objects efficiently and strategically. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 1 is a schematic diagram illustrating a game control system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a functional block diagram of a game server according to an embodiment of the present disclosure. [Figure 3] FIG. 2 is a functional block diagram of a user terminal according to an embodiment of the present disclosure. [Figure 4] FIG. 10 is a diagram illustrating a specific example of a game screen displayed on a user terminal according to an embodiment of the present disclosure. [Figure 5] 10 is a flowchart illustrating a setting process by the game control system according to an embodiment of the present disclosure. [Figure 6] 10 is a flowchart illustrating a release process performed by the game control system according to an embodiment of the present disclosure. [Figure 7] 10 is a flowchart illustrating an expansion process performed by the game control system according to an embodiment of the present disclosure. [Figure 8] 10 is a flowchart illustrating a development notification process by the game control system according to an embodiment of the present disclosure. [Figure 9] FIG. 1 is a block diagram showing the basic configuration of a computer. [Figure 10] FIG. 10 is a diagram showing a specific example of a game screen displayed on a user terminal according to another embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0016] Hereinafter, a game control 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.

[0017] <System configuration> FIG. 1 is a schematic diagram showing a game control system 1 according to an embodiment of the present disclosure.

[0018] First, the overall configuration of a game control system 1 according to an embodiment of the present disclosure will be described with reference to FIG. 1. FIG. 1 is a block diagram showing an example configuration of the game control system 1 according to the present embodiment. As shown in FIG. 1, the game control system 1 is an example of an information processing system, and includes a game server 100 and at least one user terminal 300. The game server 100 and the user terminal 300 are connected to each other so that they can communicate with each other. This connection is realized via a network NW that includes any communication standard, such as the Internet, a dedicated line, a mobile communication network, a LAN (Local Area Network), or a WAN (Wide Area Network). The game server 100 and the user terminal 300 each include one or more computers 900. The basic configuration of the computer 900 will be described later.

[0019] The game server 100 is an information processing device that provides an online game (hereinafter simply referred to as a game) that users (players) play via user terminals 300. The game server 100 is realized, for example, by a physical server computer or a virtual server constructed in a cloud computing environment. The game server 100 has various functions for providing game services, such as game progress management, user data management, and distribution of in-game events. The game G may be any type (as long as it is a game operated by a user), such as an RPG (Role Playing Game), a simulation game, a puzzle game, or a battle game. The game may be, for example, a so-called idle game. An idle game is a game genre in which the game progresses automatically over time with minimal active user interaction.

[0020] The user terminal 300 is an information processing device used by a user to play a game. The user terminal 300 is any electronic device capable of executing a program, such as a smartphone, tablet terminal, personal computer (PC), portable game console, or home game console. A dedicated application program (hereinafter referred to as a "game app") for playing a game provided by the game server 100 is installed in the user terminal 300. The user starts this game app, views the game screen displayed on the user terminal 300, and performs various operations to progress through the game.

[0021] The game provided by the game control system 1 of this embodiment includes an element in which the user acquires and develops various types of game objects. Game objects are operable or manageable objects that appear in the game, and include, for example, characters, weapons, armor, accessories, items, pets, vehicles, summoned creatures, etc. (collectively referred to as weapons, etc.). Each game object has at least a level value as an index of its strength and capabilities. The level value increases through the accumulation of experience points, etc., and as the level value increases, various parameters of the game object improve.

[0022] A "character" is a digital entity that is operated and controlled by the user or the game system within the game's virtual space (also known as the world server) and has a specific role or function. Characters are composed of graphic models, animations, sounds, and attribute data (e.g., name, race, occupation, ability scores, equipment, and behavior patterns), and they form the game's worldview and influence the user's gaming experience. "Characters" include both user characters (PCs) that are directly controlled by the user and non-user characters (NPCs) that are controlled by the game system.

[0023] "Weapons, etc." refers to digital objects that users can acquire, possess, use, or trade within the virtual space of a game. Items have a wide range of functions, such as equipment that improves a character's abilities, consumables that restore stamina or status, keys that enable specific actions, in-game currency, or visual customization elements. These are provided to users through gameplay or in exchange for consideration, including real currency (legal tender).

[0024] Weapon and armor development may include classifications such as leveling up, strengthening, evolving, and polishing. Some development classifications involve the use of development materials. Development materials include, for example, materials used to increase the "+" value of a weapon separately from its level, materials used to increase the rarity or remove the level cap of a weapon, materials used to grant or change additional effects to a weapon, and materials used to equip a weapon to grant or strengthen specific stats and specialize a character's performance in a desired direction regardless of the weapon's level. These development materials are sometimes called gold, strengthening water, strengthening elixirs, weapon parts, Tree of Life Droplets, abrasives, magic crystals, and runes.

[0025] Parameters are numerical representations of the performance of game objects, and for example, character parameters include basic combat ability values ​​such as HP (hit points), MP (magic points), attack power, defense power, magic attack power, magic defense power, speed, hit rate, evasion rate, and critical hit rate, as well as more fundamental status values ​​such as strength (STR), dexterity (DEX), intelligence (INT), stamina (VIT), and mental fortitude (MND). Equipment such as weapons and armor also have their own unique parameters, such as attack power, defense power, resistance to specific attributes (for example, fire, water, wind, earth, light, and darkness), and parameter-boosting effects.

[0026] The game control system 1 of this embodiment particularly provides a level synchronization function (so-called level link function) for efficiently managing the levels of multiple game objects owned by a user. This function automatically raises the level values ​​of other game objects (hereinafter referred to as "second game objects" or "synchronized objects") based on the level values ​​of multiple game objects selected by the user (hereinafter referred to as "first game objects" or "base objects"). This saves the user the trouble of individually raising all game objects, allowing them to focus on raising a small number of strategically important base objects.

[0027] Next, an example of the hardware configuration of the game server 100 according to the present embodiment will be described with reference to FIG. 2. FIG. 2 is a functional block diagram of the game server 100 according to the embodiment of the present disclosure. The game server 100 includes a communication unit 110, a storage unit 120, and a processing unit 130. The game server 100 provides game objects that can be acquired or managed by a user in a game. In the present embodiment, the game objects are mainly described as "weapons" that are equipment equipped by characters and "exclusive weapons" that are exclusive to specific characters, but are not limited to these and may be other equipment such as protective gear or the character itself.

[0028] The communication unit 110 is a network interface that communicates with the user terminal 300 via the network NW. The communication unit 110 passes data received from the user terminal 300 to the processing unit 130, and also transmits data generated by the processing unit 130 to the user terminal 300.

[0029] The storage unit 120 is configured using a storage device such as a magnetic hard disk or a semiconductor storage device. The storage unit 120 stores various information required for the game server 100 to function. The storage unit 120 stores, for example, databases, application programs, etc.

[0030] Although not shown, the storage unit 120 includes, for example, a user information database (DB), a game object information DB, an object group setting DB, and a master data DB.

[0031] The user information DB manages information about each user who plays the game. For each user, the user information DB stores a record having fields such as user ID, account name, password (hashed), last login date and time, amount of in-game currency held, user level, and user experience value.

[0032] The game object information DB manages information about each game object owned by each user. For each game object, the game object information DB stores a record having fields such as an object unique ID (an ID that uniquely identifies each game object), an owner user ID, an object master ID (an ID that identifies the type of game object), a current level, a current experience value, a rarity, a skill level, and an equipment enhancement value.

[0033] The object group setting DB manages setting information related to the level synchronization function for each user. The object group setting DB stores, for each set frame, records having fields such as the user ID, object group number, frame number, frame attribute (a flag indicating the first attribute or the second attribute), and set object unique ID. By referencing this object group setting DB, it is possible to determine which user has set which game object to which frame.

[0034] The master data DB manages static data that defines the basic specifications and parameters of the game. The master data DB includes, for example, an object master table, a level-up table, a skill master table, etc. The object master table defines the name, type (character, weapon, etc.), initial parameters, growth type, etc. of an object in association with an object master ID. The level-up table defines the experience points required for each level and the parameter values ​​that increase with each level. The skill master table defines the name, effect, MP consumption, etc. of a skill in association with a skill ID that identifies each skill.

[0035] The processing unit 130 executes various information processes for providing a game. The processing unit 130 includes, as functional units, a game providing unit 131, a display control unit 132, a first setting unit 133, a second setting unit 134, a level identification unit 135, a level synchronization unit 136, an expansion unit 137, a setting cancellation unit 138, a notification unit 139, and a reset unit 140. The processing unit 130 executes application programs stored in the storage unit 120, thereby realizing each of these functional units and executing setting processing, cancellation processing, expansion processing, and development notification processing. Details of these processes will be described later.

[0036] The game providing unit 131 has the function of providing the basic environment and data necessary for playing the game to the user terminal 300. This includes distribution of the game client program, login authentication processing, generation of the game's virtual space, and provision of master data such as scenario data, character data, and map data.

[0037] The display control unit 132 displays, on the user terminal 300, an object group having a plurality of first frames to which a first attribute is assigned and second frames to which a second attribute is assigned for the set game object.

[0038] Specifically, the display control unit 132 has the function of generating and controlling display data to be displayed on the display unit 340 of the user terminal 300. In particular, in this embodiment, display data for an object group related to the level synchronization function is generated. The object group has a plurality of first frames to which a first attribute is assigned, and at least one second frame to which a second attribute is assigned. The display control unit 132 generates display data including the layout of these frames and information about the game objects set in each frame (icon, name, level, etc.). In this embodiment, the object group will be described as accepting the setting of weapons in the first and second frames.

[0039] The first setting unit 133 sets a first game object designated by the user from among game objects owned by the user in each of the first frames in response to an operation by the user. The first setting unit 133 permits game objects whose level value is equal to or greater than a first predetermined value to be set in an object group.

[0040] Specifically, the first setting unit 133 has a function of setting a game object in the first slot of an object group. The first slot is a slot for placing a base object (also called a reference object) that serves as a reference for level synchronization. The first setting unit 133 sets a first game object in the first slot from among game objects owned by the user, based on a user's designation. A plurality of first slots may be provided. Note that the base object may be called a base weapon (also called a reference weapon) when a weapon is set in the object group, or a base character (also called a reference character) when a character is set.

[0041] The second setting unit 134 sets a second game object designated by the user from among game objects owned by the user in the second frame in response to an operation by the user. The second setting unit 134 permits game objects whose level value is equal to or greater than a first predetermined value to be set in the object group.

[0042] Specifically, the second setting unit 134 has a function of setting a game object in a second frame of an object group. The second frame is a frame for placing a synchronized object (also called a link object) that is the target of level synchronization. The second setting unit 134 sets a second game object in the second frame from among game objects owned by the user, based on a user's designation.

[0043] The level specification unit 135 specifies a level value that satisfies a predetermined condition from among the level values ​​of the first game object set to the first attribute.

[0044] Specifically, the level identification unit 135 has a function of identifying a level value that satisfies a predetermined condition from among the level values ​​of each of the multiple first game objects set in the first slot. The predetermined condition may be, for example, the "average value," "median value," or "lowest level value" of the level values ​​of all game objects set in the first slot. In the following description of this embodiment, the predetermined condition will be described as the "lowest level value." The level identification unit 135 references the level information of each game object stored in the storage unit 120, compares the level values ​​of all game objects set in the first slot, identifies the lowest value among them, and stores it in the storage unit 120 as the minimum level value.

[0045] The level synchronization unit 136 synchronizes the level value of the second game object set to the second attribute with a level value that satisfies a predetermined condition.

[0046] Specifically, the level synchronization unit 136 has a function of matching (synchronizing) the level value of the second game object set in the second slot with a level value that satisfies a predetermined condition specified by the level specification unit 135. As a result, for example, if the predetermined condition is the "lowest level value," the game object set in the second slot is automatically leveled up to the lowest level value in the first slot even if it has not been individually developed. This synchronization process is executed periodically or based on a specific trigger (for example, when the object in the first slot levels up).

[0047] The expansion unit 137 has a function of increasing or decreasing (expanding and reducing) at least one of the number of object groups, the number of first slots, and the number of second slots according to the user's progress in the game. Initially, the number of object groups, the number of first slots, and the number of second slots are each limited, but when the user fulfills a specific condition in the game, the expansion unit 137 performs a process to increase the available number. The specific condition may be, for example, clearing a specific quest, using a specific item, reaching a user level, purchasing something for a fee, etc. Furthermore, the expansion unit 137 may decrease any one of the number of object groups, the number of first slots, and the number of second slots when, for example, the user changes world servers, changes accounts, or when the increase in slots for a fee is limited to a certain period and the period has elapsed. The expansion unit 137 may increase or decrease the number of object groups displayed on the user terminal 300 according to the progress of the user's game. For example, the number of object groups that the user can use may increase as the user acquires more exclusive weapons. For example, the number of object groups may be two in the initial state of the game, and the number of object groups may increase gradually according to the progress of the game. The expansion unit 137 may change the number of first frames for each object group. For example, the number of first frames for the first object group may be 2, the number of first frames for the second object group may be 3, and the number of first frames for the third object group may be 4. Furthermore, the expansion unit 137 may set the number of first frames to be the same for each object group.

[0048] When there are multiple object groups available to the user, the expansion unit 137 may increase the maximum number of first slots that an object group has in accordance with the progress of the user's game. For example, when three object groups are currently available, the expansion unit 137 may increase the number of first slots for at least one of the object groups.

[0049] The expansion unit 137 may increase the number of first slots in accordance with an increase in the number of object groups. For example, the number of first slots may increase each time an object group is added (released), such that the number of first slots for the first object group is two, the number of first slots for the second object group is three, and the number of first slots for the third object group is four.

[0050] The expansion unit 137 may expand the number of second frames in the object group.

[0051] The setting cancellation unit 138 cancels the setting of a game object designated by the user in response to a user operation from among game objects set in an object group. The setting cancellation unit 138 has a function of canceling the setting of a game object set in the first frame or the second frame. The setting cancellation unit 138 performs processing to remove a game object from a specific frame based on a user operation.

[0052] The setting release unit 138 restricts, for a predetermined period of time, resetting a game object that has been released from the second slot into the second slot. The setting release unit 138 imposes a resetting period restriction on a game object that has been released once, such that it is prohibited from being set again in the same slot or another slot for a certain period of time. This is a measure to prevent cheating and disruption of game balance due to frequent replacement. On the other hand, the setting release unit 138 does not restrict resetting a game object that has been released from the first slot into the first slot.

[0053] The notification unit 139 has a function of generating information for notifying the user of the occurrence of a specific event in the game. The notification unit 139 notifies the user that the level value of the game object set in the second slot has been synchronized in response to an increase in the level value of the game object set in the first slot as the user progresses through the game. For example, if the level of the game object in the second slot has increased as a result of level synchronization by the level synchronization unit 136, the notification unit 139 generates notification data for notifying the user terminal 300 of this fact.

[0054] The reset unit 140 executes a reset process to reset the level value of a game object designated by the user in response to a user operation, among the game objects set in the object group. This allows the user to reset the game object while leaving the game object set in the object group.

[0055] In addition to resetting the level value, the reset process may also release the training materials used to train the game object to be reset from its association with the game object, allowing them to be used (released) for other game objects. For example, if the reset process is executed on a game object that is set in the first slot and has a level value of 500 in an object group with a first predetermined value of 300, the level value of the game object will return to the first predetermined value of 300, and at least some of the training materials used to train the game object from level value 300 to level value 500 will be released. Of the training materials, materials (runes) for specializing the character's performance in a desired direction, regardless of the level value of the weapon, may also be released by the reset process.

[0056] The processing unit 130 may limit the game objects that can be reset to the game objects set in the first slot.

[0057] The processing unit 130 of the game server 100 may display a user interface (UI) related to the reset process on the user terminal 300, and may receive an operation from the user to confirm (agree) to the execution of the reset process.

[0058] 3 is a functional block diagram of a user terminal 300 according to an embodiment of the present disclosure. The user terminal 300 includes a communication unit 310, a storage unit 320, a control unit 330, a display unit 340, and an operation unit 350. The communication unit 310, the storage unit 320, the control unit 330, the display unit 340, and the operation unit 350 are electrically connected to one another via a communication bus 360. The user terminal 300 is, for example, a smartphone, a tablet terminal, or a PC. A user inputs operations for a game via the operation unit 350 and plays the game via a game screen displayed on the display unit 340.

[0059] <Screen example> Next, an example of a screen of a game provided by the game server 100 will be described. 4 is an example of a screen D400 displayed on the user terminal 300 according to an embodiment of the present disclosure. This screen D400 is a user interface (UI) that mainly provides a "weapon synchronization" function for synchronizing the levels of weapons.

[0060] At the top of screen D400, a title "Character" 410 is displayed, and below that are multiple function tabs 430. In the example of Fig. 4, the "Weapon Synchro" tab is selected along with tabs such as "Owned Character," "Evolution," and "Level Link." In the center of the screen, multiple object groups 440A, 440B, 440C are displayed as units for level synchronization. Each object group has a "first frame (base frame)" 442 for setting the first game object (base weapon) that will be the basis for level synchronization, and a "second frame (synchronization frame)" 443 for setting the second game object (synchronization weapon) that will be the target of level synchronization.

[0061] Taking object group 440A as an example, first frame 442 includes two slots 444a and 444b, and two first game objects (base weapons) designated by the user are set in each of slots 444a and 444b. Second frame 443 includes one slot 445, and a second game object (synchronized weapon) is set in it. A chain icon is displayed between first frame 442 and second frame 443, visually indicating that the two are in a level-synchronized relationship. Note that, as shown in object groups 440B and 440C, empty slots (with no game object set) have a "+" displayed, indicating that a game object can be set in them.

[0062] The synchronization level display portion 441 of the object group 440A displays "Synchronization Level 360." This indicates that the level of the second game object set in the second frame 443 has been synchronized with the lowest level value of the multiple first game objects set in the two slots (444a, 444b) of the first frame 442.

[0063] Furthermore, in this embodiment, as shown in object groups 440B and 440C, the number of object groups 440 can be increased according to the progress of the user's game, etc. Similarly, the maximum number of slots 444 in the first frame 442 can be increased according to the progress of the user's game. This allows the user to set more weapons as the standard for training, further improving the efficiency of training.

[0064] At the bottom of the screen, a button 470 for closing screen D400 is provided.

[0065] <System Operation> Next, the operation of the game control system 1 having the above-described configuration and functions will be described using a flowchart.

[0066] 5 is a flowchart showing the setting process of the "Weapon Synchronization" function by the game control system 1 according to an embodiment of the present disclosure. Fig. 5 is a flowchart showing in detail the flow of the setting process of game objects in the "Weapon Synchronization" function, which is carried out between the game server 100 and the user terminal 300 according to this embodiment. This process progresses as the user operates the "Weapon Synchronization" screen D400 as shown in Fig. 4.

[0067] In step S101, in response to a request from the user, the display control unit 132 of the game server 100 displays a screen D400 for setting "Weapon Synchronization" on the display unit 340 of the user terminal 300. One or more object groups (440A, 440B, etc. in FIG. 4) that serve as units of level synchronization are displayed on the screen D400.

[0068] In step S102, the user performs an operation on the user terminal 300 to specify a game object (weapon) that the user owns and wishes to place in an empty slot in the object group 440A, for example, the first slot (base slot) 442 or the second slot (synchronization slot) 445, on the screen D400.

[0069] In step S103, the first setting unit 133 and the second setting unit 134 of the game server 100 verify whether the game object designated by the user meets the minimum requirements for setting this function. Specifically, they determine whether the level is equal to or greater than a predetermined first predetermined value. This is a measure to prevent extremely low-level weapons from becoming the standard and to maintain the validity of the entire system. If the level does not meet the first predetermined value (NO), the setting is not permitted, and the process returns to S102, prompting the user to select another game object. If the level meets the requirements (YES), the process proceeds to the next step S104.

[0070] In step S104, the display control unit 132 of the game server 100 determines whether the placement destination designated by the user is the first frame 442, which is the "reference" for level synchronization, or the second frame 443, which is the "target" for synchronization.

[0071] In step S105, i.e., if the destination specified in step S104 is the first slot, the first setting unit 133 of the game server 100, when the destination specified by the user is the first slot (A), places the specified game objects in the slots (444a in FIG. 4, etc.) of the first slot 442 in order, and sets the first attribute, i.e., the attribute as the base weapon that serves as the basis for level synchronization (first setting process).

[0072] In step S106, i.e., if the specified destination is the second slot in step S104, the second setting unit 134 of the game server 100 checks whether a "reset period limit" has been assigned to the specified game object. This corresponds to a certain period of cooldown imposed on an object that has once been released from the second slot, and is a check to prevent abuse of the system. If a "reset period limit" has been assigned (YES), the object cannot be reset, and the process returns to S102. If a "reset period limit" has not been assigned (NO), the process proceeds to the next step S107.

[0073] In step S107, that is, when it is determined in step S106 that no reset period limit has been given (NO), the second setting unit 134 of the game server 100 places the designated game object in the second frame 443, and sets the second attribute, that is, the attribute as a synchronized weapon that is the target of level synchronization (second setting process).

[0074] In step S108, when the setting in any slot is completed, the display control unit 132 of the game server 100 checks whether the prerequisites for activating level synchronization are met. That is, it checks whether game objects have been set in all slots (the first and second slots) in the object group. If there are still empty slots (NO), the synchronization process is not executed, and the process returns to S102 to wait for the user to specify the next object.

[0075] In step S109, that is, when all slots in the object group have been set (YES), the level identification unit 135 of the game server 100 refers to the level values ​​of all game objects set in the first frame 442 and identifies the lowest level value (minimum level value) among them (level identification process).

[0076] In step S110, the level synchronization unit 136 of the game server 100 synchronizes the level value of the game object set in the second frame 443 with the same value as the minimum level value determined in step S109 as needed (level synchronization process). The result of the synchronization is displayed as "Synchro Level 360" in the sync level display unit 441 in Fig. 4. This completes the series of setting processes.

[0077] FIG. 6 is a flowchart showing the flow of processing (setting cancellation processing) performed between the game server 100 and the user terminal 300 according to this embodiment when canceling a game object that has been set to the "weapon synchronization" function.

[0078] In step S201, the display control unit 132 of the game server 100 displays an object group on the user terminal 300 in response to a request from the user.

[0079] In step S202, the user performs an operation on the user terminal 300 to specify the game object whose setting the user wishes to cancel from among the displayed object groups.

[0080] In step S203, the setting cancellation unit 138 of the game server 100 determines whether the game object to be cancelled designated by the user is to be cancelled from the second slot (synchronization slot) that is the target of level synchronization. If the result of the determination is that the game object to be cancelled is the game object in the second slot (YES), the process proceeds to the next step S204. On the other hand, if the game object to be cancelled is the first slot (NO), the process proceeds to step S205.

[0081] In step S204, i.e., if it is determined in step S203 that the game object in the second slot is to be released (YES), the setting release unit 138 assigns a "resetting period limit" to the released game object, which restricts it from being reset to the same slot for a predetermined period of time, and stores the limit in the memory unit 120.

[0082] In step S205, the setting cancellation unit 138 officially cancels the setting of the specified game object, thereby completing a series of cancellation processes.

[0083] FIG. 7 is a flowchart showing the flow of the object group expansion process in the "weapon synchronization" function, which is performed between the game server 100 and the user terminal 300 according to this embodiment.

[0084] In step S301, the game providing unit 131 of the game server 100 provides a game to the user terminal 300.

[0085] In step S302, the user progresses through the game via the user terminal 300. This includes all activities within the game, such as clearing quests, developing characters and weapons, and collecting items.

[0086] In step S303, the expansion unit 137 of the game server 100 continuously monitors the user's game progress and determines whether the progress satisfies a predetermined condition set in advance as an expansion condition for the object group. The predetermined condition may be, for example, clearing a specific high-difficulty quest, obtaining a specific title, or possessing a certain number or more of specific game objects (e.g., "exclusive weapons"). If the determination result shows that the game progress satisfies the condition (YES), the process proceeds to the next step, S304. On the other hand, if the game progress does not satisfy the condition (NO), the game server 100 continues to monitor the user's play status.

[0087] In step S304, that is, if it is determined in step S303 that the user's game progress has met the predetermined condition (YES), the expansion unit 137 executes expansion processing. This expansion processing increases the maximum number of first slots (base slots) in the object group available to the user. By increasing the number of first slots, the user can set more weapons as the standard for level synchronization, and as a result, it becomes possible to raise the synchronization level of the weapons set in the second slots (synchronization slots) more efficiently. This completes a series of expansion processing.

[0088] FIG. 8 is a flowchart showing the flow of the game object development and associated notification processing in the "weapon synchronization" function, which is carried out between the game server 100 and the user terminal 300 according to this embodiment.

[0089] In step S401, the game providing unit 131 of the game server 100 provides a game to the user terminal 300.

[0090] In step S402, the user progresses through the game via the user terminal 300. This activity includes the act of raising the game object set in the first slot (base slot) using strengthening materials and the like.

[0091] In step S403, the level identification unit 135 of the game server 100 determines whether or not the lowest level value of the multiple game objects set in the first slot has increased as a result of the user's training activities. For example, this condition is met when a weapon that was previously at the lowest level is directly strengthened by the user, or when other weapons are strengthened, raising the overall minimum level. If the determination result shows that the minimum level value has increased (YES), the process proceeds to step S404. On the other hand, if the minimum level value has not changed (NO), the process returns to S402, and the game server 100 continues to monitor the user's play status.

[0092] In step S404, i.e., if the level identification unit 135 detects an increase in the minimum level value of the first slot in step S403 (YES), the level synchronization unit 136 of the game server 100 automatically executes a process to synchronize the level value of the game object set in the second slot (synchronization slot) to the same value as the new minimum level value after the increase.

[0093] In step S405, the notification unit 139 of the game server 100 notifies the user terminal 300 that the level value of the game object in the second slot has increased. This allows the user to recognize that the weaponry that the user has not directly trained has been automatically strengthened, and to realize the results of training and the convenience of this function. This completes a series of training and notification processes.

[0094] <Basic computer configuration> 9 is a block diagram showing the basic hardware configuration of a computer 900. The computer 900 has a control unit 901, a storage unit 902, a communication unit 903, an input unit 904, and an output unit 905. The control unit 901, the storage unit 902, the communication unit 903, the input unit 904, and the output unit 905 are electrically connected to one another via a communication bus 910.

[0095] The control unit 901 includes a CPU (Central Processing Unit, also called a processor), and is a device that controls each unit of the computer 900 and also reads and executes various programs stored in the storage unit 902.

[0096] The storage unit 902 includes a main storage device such as a dynamic random access memory (DRAM) and an auxiliary storage device such as a hard disk, and is a device for storing various programs for executing the operating system and various applications of the computer 900, as well as data used by these programs. The processes shown in the various flowcharts above are realized by the control units 901 of the respective computers constituting the game server 100 and the user terminal 300 executing programs stored in their respective storage units 902.

[0097] The communication unit 903 is a device for communicating with external devices, and transmits and receives data according to instructions from the control unit 901. Each of the computers constituting the game server 100 and the user terminal 300 uses this communication unit 903 to communicate with other devices, including the network NW shown in FIG.

[0098] The input unit 904 is a device that receives input from outside and supplies it to the control unit 901, and is configured to include, for example, a keyboard, a mouse, a touch panel, and a camera. The output unit 905 is a device that outputs the processing results of the control unit 901 to the outside, and is configured to include, for example, a display and a speaker.

[0099] <Program> Here, a program for realizing each functional unit of the game server 100 according to this embodiment will be described. The game server 100 and the user terminal 300 are implemented in a computer 900. The operations of the components of the game server 100 and the user terminal 300 are stored in the form of a program in the auxiliary storage device of the storage unit 902. The control unit 901 reads the program from the auxiliary storage device of the storage unit 902, loads it into the main storage device of the storage unit 902, and executes the above-mentioned processing in accordance with the program. The control unit 901 also allocates a storage area corresponding to the above-mentioned storage unit 120 in the main storage device of the storage unit 902 in accordance with the program.

[0100] Specifically, the program is a program to be executed by a computer having a processor and a memory unit in computer 900, and the program causes a computer for providing a game to execute the following: a display process for displaying an object group having a plurality of first frames to which a first attribute is assigned and a second frame to which a second attribute is assigned for a set game object; a first setting process for setting a first game object designated by the user from among the game objects owned by the user in each of the first frames in accordance with the user's operation; a second setting process for setting a second game object designated by the user from among the game objects owned by the user in each of the second frames in accordance with the user's operation; a level determination process for determining the lowest level value among the level values ​​of the first game object set to the first attribute; and a level synchronization process for synchronizing the level value of the second game object set to the second attribute with the lowest level value.

[0101] The auxiliary storage device of storage unit 902 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 via input unit 904. Furthermore, when this program is distributed to computer 900 via network NW, computer 900 that receives the program may load the program into the main storage device of storage unit 902 and execute the above-described processing.

[0102] The program may also be a program for realizing some 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 unit 902.

[0103] According to the game control system 1 of this embodiment described above, a user can simply select multiple game objects on which they wish to concentrate their training resources and set them in the first slot, and the levels of other game objects set in the second slot, which the user has also selected, can be automatically synchronized to the lowest level of the first slot. This eliminates the need for the user to train a wide variety of game objects individually from scratch, significantly reducing the enormous amount of time, effort, and resources required for training, thereby significantly improving the comfort of gameplay. In other words, the motivation to train objects other than the standard weapons and characters is strengthened. It also allows players to immediately try out newly acquired objects or objects that are only effective under certain circumstances, enhancing the strategic nature of the game. Furthermore, expansion processes that increase the maximum number of first slots and the number of object groups as the game progresses provide players with long-term play goals and promote continuous engagement with the game. This increases the variety of character development and increases user attachment. Furthermore, gradual slot expansion and manual management eliminate the issues associated with conventional uniform level-linking. On the other hand, by limiting the reset period only for release from the second slot, it is possible to prevent abuse of the system, maintain a healthy game balance, and ensure strategic freedom for users.Furthermore, the process of notifying users that level synchronization has occurred allows them to clearly realize the results of their training, increasing their sense of satisfaction and accomplishment, and is effective in maintaining motivation for training. Overall, the game control system 1 according to this embodiment not only reduces the burden of individual training, but also contributes to the continuity and soundness of the game as a whole. Lowering the training hurdle makes it easier for new users to try out a variety of game objects, increasing their opportunities to experience the depth of the game. Meanwhile, for experienced users, expansion processing becomes a long-term goal, and the unlocking restrictions help maintain game balance, providing an environment in which they can continue playing with peace of mind. In this way, it has the effect of creating a virtuous cycle that is beneficial to both players and operators, increasing user satisfaction and stabilizing long-term game management.

[0104] The present invention is not limited to the above-described embodiment, and various modifications can be adopted.

[0105] For example, each process of the game control system 1 according to the above embodiment is directed to the development of weapons in the game, but may be directed to the development of the character itself, as shown in FIG. FIG. 10 shows an example of a screen D400 to which a character of a game object is also applied, as another embodiment of the present invention. The basic layout of screen D400 is the same as the "Weapon Synchro" function shown in Figure 4, and only the differences will be explained below. The example in Figure 10 shows the state where the "Level Link" tab is selected. In the center of screen D400, multiple object groups 450A, 450B, and 450C are displayed, which serve as units for level synchronization. Each object group has a "first frame (base frame)" 452 for setting a first game object (base character) that serves as the basis for level synchronization, and a "second frame (sync frame)" 453 for setting a second game object (sync character) that will be the target of level synchronization. Taking object group 450A as an example, first frame 452 includes two slots 454a and 454b, and two first game objects (base characters) 454a and 454b specified by the user are set in slots 454a and 454b, respectively. Second frame 453 includes one slot 455, and one second game object (synchronized character) is set in slot 455. This allows the user to significantly reduce the burden of character development, just as it does with weapons. In this case, the level synchronization process of the above embodiment may synchronize the level value of the second game object (synchronized character) to a value obtained by subtracting a second predetermined value from the identified lowest level value in response to payment of a predetermined fee by the user. The payment of the predetermined fee may be what is known as a charge in the game. The payment of the fee may be, for example, payment in the form of in-game currency, a paid item, real-world currency, or the like. The second predetermined value may be, for example, a value determined in response to a user specification. As a result, for example, if there is a weapon that a character cannot equip once it exceeds a predetermined level value, the level value of the synchronized character may be reduced to a level value obtained by subtracting a predetermined value from the base character's lowest level value, thereby making it possible for the character to equip the weapon that would not normally be equipable.

[0106] Furthermore, the object group in the above embodiment may have a plurality of the second frames.

[0107] In addition, the first predetermined value in the above embodiment may be different for each object group. For example, the first predetermined value applied to a newly added object group may be greater than the maximum first predetermined value applied to existing object groups. Alternatively, the first predetermined value may be the same for all object groups.

[0108] Furthermore, in the level identification process executed by the level identification unit 135 in the above embodiment, the identified level value is not limited to the "lowest level value," but may be, for example, the "average value" or "median value" of the level values ​​of all game objects set in the first slot. This allows for flexible synchronization according to the balance of development.

[0109] Furthermore, in the first setting process executed by the first setting unit 133 and the second setting process executed by the second setting unit in the above embodiment, conditions may be set for the type and rarity of game objects that can be set in the first slot and the second slot. For example, by allowing only weapons of the highest rarity to be set in the first slot, it is possible to adjust the game balance.

[0110] Furthermore, although the object groups are independent in the above embodiment, multiple object groups may have a function for linking with each other. For example, the expansion unit 137 may execute a linked expansion process such as increasing the number of second frames (synchronization frames) of a second object group by one when the synchronization level of a first object group reaches a predetermined value. This provides the user with an incentive to systematically progress through multiple development lines, increasing the sense of immersion in the game.

[0111] Furthermore, in the above embodiment, the synchronization target has been described as "level value," but this is not limited to this. In addition to level value, other development parameters such as specific "skill level," "rank," and "awakening stage" possessed by game objects may also be synchronized. For example, the skill level of the game object in the second slot may be synchronized with the lowest value of the skill level of the game object set in the first slot. This reduces the burden on the user regarding development elements other than level, enabling more comprehensive development support.

[0112] In addition to the above embodiment, a lock function may be provided that temporarily suspends level synchronization of the game object set in the second slot in response to a user's operation. For example, if the user wants to intentionally keep the level low in order to equip a specific piece of equipment, the lock function can be set. Even if the minimum level of the first slot increases, the level of the object in the second slot will not increase. When the lock function is released again, the object will be synchronized to the latest minimum level at that time. This allows for more detailed strategic responses to the user's needs.

[0113] In the above embodiment, a special bonus effect may be provided to the game object set in the first slot. For example, a bonus may be provided, such as an increase in the experience points gained in battles for that game object during the period set in the first slot. This accelerates the development of the game object in the first slot, resulting in a more efficient increase in the minimum synchronization level, further reducing the overall development burden on the user. Furthermore, the user is forced to make a strategic choice about which object to set in the first slot to accelerate its development, which also has the effect of enhancing the strategic nature of the game.

[0114] Furthermore, in the reset process of the above embodiment, the processing unit 130 may not release some of the training materials. For example, depending on the system settings or the user settings, materials (runes) for specializing the character's performance in a desired direction, regardless of the level value of the weapon, may not be released by the reset process. This allows the rune arrangement to be maintained in a way that is suitable for battle.

[0115] Furthermore, in the above embodiment, game objects are set into object groups by user operation, but it is also possible to set them automatically according to predetermined conditions. For example, when setting weapons into object groups, weapons related to the main character currently being trained may be automatically selected and set. Furthermore, for example, weapons recommended for setting may be presented on a screen for selecting weapons to be placed after selecting (clicking or tapping) an empty slot in FIG. 4.

[0116] (Addendum) The following additional notes are about the features of the above-described embodiment. (Appendix 1) The computer that provides the game a display process for displaying an object group having a plurality of first frames to which a first attribute is assigned and a plurality of second frames to which a second attribute is assigned for the set game object; a first setting process for setting a first game object designated by the user from among game objects owned by the user, in each of the first frames in response to an operation by the user; a second setting process for setting, in the second frame, a second game object designated by the user from among game objects owned by the user in response to an operation by the user; a level specifying process for specifying the lowest level value among the level values ​​of the first game object set to the first attribute; a level synchronization process for synchronizing a level value of the second game object set for the second attribute with the lowest level value; A program that executes the following. (Appendix 2) and further executing an expansion process for increasing the maximum number of the first frames that the object group has in accordance with the progress of the game by the user. The program described in Appendix 1. (Appendix 3) and further executing a setting cancellation process for canceling the setting of the game object designated by the user in response to an operation by the user from among the game objects set in the object group. 1. A program according to claim 1 or 2. (Appendix 4) the setting cancellation process restricts, for a predetermined period of time, resetting of the game object that has been cancelled from the second slot to the second slot; The program described in Appendix 3. (Appendix 5) the setting release process does not restrict the game object that has been released from the first frame from being reset to the first frame; The program described in Appendix 4. (Appendix 6) the first setting process and the second setting process permit the game object whose level value is equal to or greater than a predetermined value to be set in the object group; 10. The program of claim 1, wherein the (Appendix 7) the level synchronization process synchronizes the level value of the second game object with a value obtained by subtracting a predetermined value from the identified lowest level value in response to payment of a predetermined price by the user. 10. The program of claim 1, wherein the (Appendix 8) The object group has a plurality of the second frames. 10. The program of claim 1, wherein the (Appendix 9) and further executing a notification process of notifying the user that the level value of the game object set in the second frame has been synchronized in response to an increase in the level value of the game object set in the first frame in accordance with the progress of the user in the game. 10. The program of any one of appendices 1 to 8. (Appendix 10) The expansion process increases or decreases the number of the object groups displayed in the display process according to the progress of the user in the game. The program described in Appendix 2. (Appendix 11) The expansion process increases the number of the first frames in accordance with an increase in the number of the object groups. 10. The program described in Appendix 10. (Appendix 12) further executing a reset process of resetting a level value of a game object designated by the user in response to an operation by the user, among the game objects set in the object group; 12. The program of any one of appendices 1 to 11. (Appendix 13) The game object is an equipment equipped by a character in the game. 13. The program of any one of appendices 1 to 12. (Appendix 14) The game object is a character of the game. 14. The program of any one of appendices 1 to 13. (Appendix 15) The computer a display process for displaying an object group having a plurality of first frames to which a first attribute is assigned and a plurality of second frames to which a second attribute is assigned for the set game object; a first setting process for setting a first game object designated by the user from among game objects owned by the user, in each of the first frames in response to an operation by the user; a second setting process for setting, in the second frame, a second game object designated by the user from among game objects owned by the user in response to an operation by the user; a level specifying process for specifying the lowest level value among the level values ​​of the first game object set to the first attribute; a level synchronization process for synchronizing a level value of the second game object set for the second attribute with the lowest level value; A game control method to perform. (Appendix 16) a display unit that displays an object group having a plurality of first frames to which a first attribute is assigned and a plurality of second frames to which a second attribute is assigned for the set game object; a first setting unit that sets, in response to an operation by the user, a first game object designated by the user from among game objects owned by the user, for each of the first frames; a second setting unit that sets, in the second frame, a second game object designated by the user from among game objects owned by the user in response to an operation by the user; a level specifying unit that specifies the lowest level value among the level values ​​of the first game object that is set to the first attribute; a level synchronization unit that synchronizes a level value of the second game object set for the second attribute with the lowest level value; A game control system comprising: (Appendix 17) a display unit that displays an object group having a plurality of first frames to which a first attribute is assigned and a plurality of second frames to which a second attribute is assigned for the set game object; a first setting unit that sets, in response to an operation by the user, a first game object designated by the user from among game objects owned by the user, for each of the first frames; a second setting unit that sets, in the second frame, a second game object designated by the user from among game objects owned by the user in response to an operation by the user; a level specifying unit that specifies the lowest level value among the level values ​​of the first game object that is set to the first attribute; a level synchronization unit that synchronizes a level value of the second game object set for the second attribute with the lowest level value; A game control device comprising: [Explanation of symbols]

[0117] 1: Game control system 100: Game server 110: Communications Department 120: Storage section 130: Processing section 131: Game Provider 132: Display control unit 133: First setting section 134: Second setting section 135: Level specification section 136: Level synchronization section 137: Extension 138: Cancellation section 139: Notification Department 140: Reset section 300: User terminal 900: Computer D400:Screen NW: Network

Claims

1. The computer that provides the game a display process for displaying an object group having a plurality of first frames to which a first attribute is assigned and a plurality of second frames to which a second attribute is assigned for the set game object; a first setting process for setting a first game object designated by the user from among game objects owned by the user, in each of the first frames in response to an operation by the user; a second setting process for setting, in the second frame, a second game object designated by the user from among game objects owned by the user in response to an operation by the user; a level specifying process for specifying the lowest level value among the level values ​​of the first game object set to the first attribute; a level synchronization process for synchronizing a level value of the second game object set for the second attribute with the lowest level value; an expansion process of increasing or decreasing the number of the object groups displayed in the display process in accordance with the progress of the user in the game; A program that executes the following.

2. The expansion process further increases the maximum number of first slots that the object group has in accordance with the user's progress in the game. The program according to claim 1.

3. further executing a setting cancellation process for canceling the setting of the game object designated by the user in response to an operation by the user from among the game objects set in the object group; The program according to claim 1 or 2.

4. the setting cancellation process restricts, for a predetermined period of time, resetting of the game object that has been cancelled from the second slot to the second slot; The program according to claim 3.

5. the setting release process does not restrict the game object that has been released from the first frame from being reset to the first frame; The program according to claim 4.

6. the first setting process and the second setting process permit the game object whose level value is equal to or greater than a predetermined value to be set in the object group; The program according to claim 1 or 2.

7. the level synchronization process synchronizes the level value of the second game object with a value obtained by subtracting a predetermined value from the identified lowest level value in response to payment of a predetermined consideration by the user; The program according to claim 1 or 2.

8. The object group has a plurality of the second frames. The program according to claim 1 or 2.

9. and further executing a notification process of notifying the user that the level value of the game object set in the second frame has been synchronized in response to an increase in the level value of the game object set in the first frame in accordance with the progress of the user in the game. The program according to claim 1 or 2.

10. the expansion process increases the number of the first frames in accordance with an increase in the number of the object groups. The program according to claim 1.

11. further executing a reset process of resetting a level value of a game object designated by the user in response to an operation by the user, among the game objects set in the object group; The program according to claim 1 or 2.

12. The game object is an equipment equipped by a character in the game. The program according to claim 1 or 2.

13. The game object is a character of the game. The program according to claim 1 or 2.

14. The computer a display process for displaying an object group having a plurality of first frames to which a first attribute is assigned and a plurality of second frames to which a second attribute is assigned for the set game object; a first setting process for setting a first game object designated by the user from among game objects owned by the user, in each of the first frames in response to an operation by the user; a second setting process for setting, in the second frame, a second game object designated by the user from among game objects owned by the user in response to an operation by the user; a level specifying process for specifying the lowest level value among the level values ​​of the first game object set to the first attribute; a level synchronization process for synchronizing a level value of the second game object set for the second attribute with the lowest level value; an expansion process for increasing or decreasing the number of the object groups displayed in the display process in accordance with the progress of the game by the user; A game control method to perform.

15. a display unit that displays an object group having a plurality of first frames to which a first attribute is assigned and a plurality of second frames to which a second attribute is assigned for the set game object; a first setting unit that sets, in response to an operation by the user, a first game object designated by the user from among game objects owned by the user, for each of the first frames; a second setting unit that sets, in the second frame, a second game object designated by the user from among game objects owned by the user in response to an operation by the user; a level specifying unit that specifies the lowest level value among the level values ​​of the first game object that is set to the first attribute; a level synchronization unit that synchronizes the level value of the second game object set for the second attribute with the lowest level value; an expansion unit that increases or decreases the number of the object groups displayed by the display unit in accordance with the progress of the game by the user; A game control system comprising:

16. a display unit that displays an object group having a plurality of first frames to which a first attribute is assigned and a plurality of second frames to which a second attribute is assigned for the set game object; a first setting unit that sets, in response to an operation by the user, a first game object designated by the user from among game objects owned by the user, for each of the first frames; a second setting unit that sets, in the second frame, a second game object designated by the user from among game objects owned by the user in response to an operation by the user; a level specifying unit that specifies the lowest level value among the level values ​​of the first game object that is set to the first attribute; a level synchronization unit that synchronizes the level value of the second game object set for the second attribute with the lowest level value; an expansion unit that increases or decreases the number of the object groups displayed by the display unit in accordance with the progress of the game by the user; A game control device comprising:

Citation Information

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    JP7298766B1

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