Program, information processing system, and information processing method

The program dynamically adjusts media parameters in response to gameplay, recommending optimal media operations based on current and potential parameters, thereby enhancing user engagement and game progression.

JP7818554B2Active Publication Date: 2026-02-20COLOPL
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Patent Information

Application Number
JP2023116844
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-07-18
Publication Date
2026-02-20
Estimated Expiration
2043-07-18

AI Technical Summary

Technical Problem

Existing game systems lack effective methods to assist users in determining which media, such as characters or equipment, to operate during gameplay based on their current and potential parameters.

Method used

A program that varies media parameters in response to gameplay and recommends media operations based on the relationship between current and potential parameters, using a processor to facilitate this decision-making process.

Benefits of technology

Enhances the ability to assist users in selecting appropriate media for gameplay, improving user engagement and game progression.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To support the determination of a medium to be operated.SOLUTION: A program causes a processor to vary parameters of a medium according to the play of a game, and causes the processor to recommend a medium to be a target of an operation related to the play of the game, according to the relationship between the current parameters of the medium and parameters that the medium can reach in a specific situation.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

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

[0002] Conventionally, there are known games that allow users to play using media. For example, media can be characters, items, and equipment. In games, assistance is provided for determining which media to operate based on various information associated with the media.

[0003] For example, Patent Document 1 discloses recommending a character by displaying the final values ​​of the character's ability values, such as maximum attack power and maximum defense power. Patent Document 2 discloses recommending a character by incorporating a character that can defeat an enemy character into a deck before executing a battle with the enemy character. Patent Document 3 discloses recommending an event character by incorporating the event character into a deck in accordance with a training policy selected by the user. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-018270 [Patent Document 2] Japanese Patent Publication No. 2020-142106 [Patent Document 3] Japanese Patent Publication No. 2023-24720 Summary of the Invention [Problem to be solved by the invention]

[0005] It is expected to help determine the media to be operated on. [Means for solving the problem]

[0006] A program according to one aspect of the present disclosure causes a processor to vary parameters of a medium in response to game play, and to recommend a medium to be the target of an operation related to game play in response to the relationship between the current parameters of the medium and parameters that the medium can reach in a particular situation. [Effects of the Invention]

[0007] According to the present disclosure, it is possible to assist in determining a medium. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Figure 2] FIG. 2 is a diagram illustrating an example of a module configuration of a terminal. [Figure 3] FIG. 3 is a diagram illustrating an example of a module configuration of a server. [Figure 4] FIG. 4 is a diagram showing an example of screen transitions on the terminal of FIG. [Figure 5] FIG. 5 is a diagram illustrating an example of a data structure in the server of FIG. [Figure 6] FIG. 6 is a diagram illustrating an example of a data structure in the server of FIG. [Figure 7] FIG. 7 is a diagram showing an example of a processing flow for displaying an equipment change screen. [Figure 8] FIG. 8 is a diagram showing an example of the flow of processing when changing equipment. [Figure 9] FIG. 9 is a diagram illustrating an example of a process flow for executing an event. [Figure 10] FIG. 10 is a diagram showing an example of a home screen displayed on the terminal of FIG. [Figure 11] FIG. 11 is a diagram showing an example of an equipment change screen displayed on the terminal of FIG. [Figure 12] FIG. 12 is a diagram showing an example of an equipment change screen displayed on the terminal of FIG. [Figure 13] FIG. 13 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 14] FIG. 14 is a diagram showing an example of a result screen displayed on the terminal of FIG. [Figure 15] FIG. 15 is a diagram showing an example of a character change screen displayed on the terminal of FIG. [Figure 16] FIG. 16 is a diagram showing an example of a character change screen displayed on the terminal of FIG. [Figure 17] FIG. 17 is a diagram illustrating an example of a data structure in the server of FIG. DETAILED DESCRIPTION OF THE INVENTION

[0009] An information processing system according to the present disclosure will be described with reference to the drawings. (First embodiment) [System Overview] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or a business system. Each terminal 100 and the server 200 are computers. Each terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to a user 11 of each terminal 100. In the following description, the term "game" simply refers to a game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides the user 11 with a function for playing a game (hereinafter referred to as a game function). The user 11 of each terminal 100 can be a player. Each terminal 100 is an example of an information processing device. The server 200 is an example of an information processing device.

[0010] [network] For example, the network 20 includes the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system may be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.

[0011] [Device hardware configuration] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.

[0012] For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may also include a communication interface 140 and an input / output interface 150. The terminal 100 may also include a microphone 160, a speaker 170, and a touch screen 180. Each component included in the terminal 100 is connected to a communication bus 190.

[0013] In response to a signal provided to the terminal 100 or in response to the establishment of a predetermined condition, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.

[0014] The memory 120 temporarily stores programs and data. For example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 can be implemented as a random access memory (RAM) or other volatile memory. The storage 130 permanently stores the programs and data. For example, the storage 130 can be implemented as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may also be implemented as a removable storage device such as a memory card.

[0015] As an example, storage 130 stores a game program and a communication program. As an example, the game program realizes game functions. The game program provides an environment for user 11 to play a game. The communication program realizes a function to communicate with another computer. As an example, the other computer is server 200. Storage 130 may also store a distribution program, a viewing program, an operating system, a simulation program, a user authentication program, and other programs.

[0016] For example, the data stored in storage 130 may include data defining various objects and user information. The various objects may include characters, equipment, and objects that make up various game screens. As an example, the user information may include a user ID, a user name, gender, age, and address. As described in more detail below, the user information may include information about the character used by user 11 as an avatar and information about the character's equipment. The user information may include in-game currency, in-game items, and various rewards owned by user 11.

[0017] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be implemented as a LAN (Local Area Network) or other wired communication interface. For example, the communication interface 140 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication interface. The communication interface 140 is not limited to the above.

[0018] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be implemented as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI®), or other wired communication interface. For example, the input / output interface 150 can be implemented as a Bluetooth® or other wireless communication interface.

[0019] As an example, the input device 300 is a controller. The controller has one or more operational components. For example, the one or more operational components may include a button, a key, a switch, a handle, a bar, a touchpad, or a stick. The controller transmits an output value to the terminal 100 based on an operation of the user 11 on the operational component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.

[0020] The input device 300 is not limited to the above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 11, a marker, or the like to the terminal 100.

[0021] The microphone 160 converts the speech of the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal into sound and outputs it to the user 11. In addition to or instead of the speaker 170, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.

[0022] The touch screen 180 may include a monitor 181 and a touch sensor 182. The monitor 181 may be realized as a transmissive or non-transmissive display device. For example, the monitor 181 may be realized as a liquid crystal monitor, an organic electroluminescence (EL) monitor, or another display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.

[0023] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch sensor 182 is a part or all of the display surface of the monitor 181. The touch sensor 182 can be used as an operation device configured to accept an input operation of the user 11. For example, when the operation device is the touch sensor 182, the processor 110 accepts a physical contact operation of the user 11 on the input surface of the touch sensor 182 as the input operation of the user 11. For example, the input operation of the user 11 on the touch sensor 182 includes a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes.

[0024] The operation device is not limited to the configuration described above. For example, if the operation device is the communication interface 140, the processor 110 receives a signal transmitted from an operation device (not shown) connected via the network 20 as an input operation by the user 11. For example, if the operation device is the input / output interface 150, the processor 110 receives a signal transmitted from an external input device 300 as an input operation by the user 11. For example, if the input device 300 is a camera and a distance measuring sensor, when the processor 110 detects the hand of the user 11 from a received captured image, the processor 110 receives a gesture detected based on the captured image and an output value as an input operation by the user 11. For example, if the input device 300 is a controller, the processor 110 receives an output value transmitted from the controller as an input operation by the user 11.

[0025] [Server hardware configuration] The server 200 may be a workstation or a general-purpose computer such as a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. The components of the server 200 are connected to a communication bus 290.

[0026] In response to a signal provided to the server 200 or in response to a predetermined condition being met, the processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230. For example, the processor 210 can be implemented as a CPU, a GPU, an MPU, an FPGA, or other computing device.

[0027] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 may be implemented as a RAM or other volatile memory.

[0028] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may also be realized as a removable storage device such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a situation where multiple information processing systems 10 are used, such as an amusement facility, programs and data can be updated collectively.

[0029] The storage 230 stores a game program and a communication program. For example, the game program implements a game function. The communication program implements a function for communicating with other computers. For example, the other computers are one or more terminals 100. The storage 230 may also store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the storage 230 stores data defining objects and user information.

[0030] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication interface. The communication interface 240 is not limited to the above.

[0031] The input / output interface 250 communicates with external input / output devices (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as a Bluetooth® or other wireless communication interface.

[0032] [Device Features] As shown in FIG. 2 , one or more of the components of the terminal 100 are combined to form a functional unit (module) that is functionally cohesive. As an example, the terminal 100 may include a game control unit 101, a display control unit 104, a memory unit 105, a communication unit 106, and an input / output unit 107. As an example, the game control unit 101 and the display control unit 104 can be realized by a processor 110. As an example, the memory unit 105 can be realized by a memory 120 and a storage 130. As an example, the communication unit 106 can be realized by a communication interface 140. As an example, the input / output unit 107 can be realized by the processor 110, a touch sensor 182, and an input / output interface 150.

[0033] The input / output unit 107 detects an input operation by the user 11 on the touch sensor 182 and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, when the input / output unit 107 receives an input operation by the user 11 on the touch sensor 182, it detects the coordinates of the input position and identifies the type of the input operation. For example, the types of input operations that the input / output unit 107 can identify may include a touch operation, a slide operation, a swipe operation, a tap operation, a drag operation, and operations in other modes. When a series of input operations that have been detected ceases, the input / output unit 107 detects that the contact input from the touch sensor 182 has been released. As an example, the input / output unit 107 may function as a means for receiving an input operation by the user 11.

[0034] The communication unit 106 receives various types of information from one or more servers 200. As an example, the information that the communication unit 106 receives from the server 200 may include game progress information and user information. The game progress information is information for controlling the progress of the game. The game progress information may include various requests. The user information may include information about objects owned by the user 11.

[0035] The communication unit 106 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 106 to the server 200 may include game play information and user information. The game play information is information for reflecting input operations by the user 11 in the progress of the game. The game play information is output in response to input operations received by the input / output unit 107. The game play information may include various requests.

[0036] The game control unit 101 identifies instructions from the user 11 based on the coordinates of the input position accepted by the input / output unit 107, the type of input operation, and game progress information received by the communication unit 106 from the server 200. The game control unit 101 may make various determinations regarding the progress of the game. The game control unit 101 may perform various lottery draws regarding the progress of the game. The game control unit 101 generates game play information based on the game progress information, the instructions from the user 11, various determination results, and various lottery draw results. The game play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. For example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for receiving various information. For example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for transmitting various information. For example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for progressing the game.

[0037] The display control unit 104 creates an image to be displayed on the monitor 181. The display control unit 104 creates an image of a game screen according to game progress information received via the communication unit 106. The display control unit 104 creates an image of a game screen according to game play information generated by the game control unit 101. The display control unit 104 displays the image of the game screen on the monitor 181. The display control unit 104 may be configured to display the image of the game screen on an external display device via the input / output interface 150. The display control unit 104 may be configured to display the image of the game screen on an external display device via the communication interface 140. The game screen is an image in which 2D or 3D objects are controlled and drawn.

[0038] The display control unit 104 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) required for input operations by the user 11. The UI objects are information for assisting the input operations of the user 11 required to progress through the game. For example, UI objects are icons, buttons, lists, windows, and menus. The various UI objects described in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 104, may execute steps for controlling the display content of the monitor 181, thereby performing functions corresponding to those steps.

[0039] The steps in each terminal 100 can be realized by hardware and software (programs) executed by the processor 110. The software may be pre-stored in the storage 130. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as the server 200, via the communication interface 140 and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.

[0040] [Server Features] As shown in FIG. 3 , one or more of the components of the server 200 are combined to form a functional unit (module) that is functionally cohesive. As an example, the server 200 may include a game control unit 201, a memory unit 205, a communication unit 206, and an input / output unit 207. As an example, the game control unit 201 may be realized by a processor 210. As an example, the memory unit 205 may be realized by a memory 220 and a storage 230. As an example, the communication unit 206 may be realized by a communication interface 240. As an example, the input / output unit 207 may be realized by the processor 210 and an input / output interface 250.

[0041] The communication unit 206 receives various types of information from each terminal 100. For example, the information that the communication unit 206 receives from each terminal 100 includes game play information and user information. The communication unit 206 transmits various types of information to each terminal 100. For example, the information that the communication unit 206 transmits to each terminal 100 includes game progress information and user information. The input / output unit 207 may detect and accept input operations by the user 11 on an external input device via the input / output interface 250.

[0042] The game control unit 201 progresses the game in accordance with the game play information received by the communication unit 206 from each terminal 100. The game control unit 201 may make various determinations regarding the progress of the game. The game control unit 201 may perform various lotteries regarding the progress of the game. The game control unit 201 generates game progress information in accordance with the results of these processes. The game progress information is transmitted to each terminal 100 by the communication unit 206. As an example, the processor 210, as the game control unit 201, may perform a function corresponding to a step by executing a step for receiving various information. As an example, the processor 210, as the game control unit 201, may perform a function corresponding to a step by executing a step for transmitting various information. As an example, the processor 210, as the game control unit 201, may perform a function corresponding to a step by executing a step for progressing the game.

[0043] The steps in server 200 can be implemented by hardware and software (programs) executed by processor 210. The software may be pre-stored in storage 230. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as an external storage device, via communication interface 240, and then stored in storage 230. The software is read from storage 230 by processor 210 and stored in memory 220 in the form of an executable program. Processor 210 executes the program.

[0044] [Game Overview] As an example, a game according to the present disclosure includes multiple parts. For example, the game includes an event part in which a player can participate in an event and a preparation part in which a player can prepare for the event. A game may be composed of three or more parts, or may be composed of a single part. Each part and each event is an example of a game as an element included in the overall game provided by information processing system 10.

[0045] [Event part] An example of a specific specification of the event part will be described. For example, the event may include accomplishing a predetermined task. For example, the task may be defeating a monster. The event may include the user 11 controlling his / her own avatar. The avatar may be a character selected in advance by the user 11 from among a plurality of characters.

[0046] An event may be executed with the content of a battle between a single avatar and a single monster. In the event, the avatar and monster take turns acting. As an example, the actions may include attacks using weapons, attacks using magic, and attacks using skills. The avatar's hit points (hereinafter referred to as HP) decrease when an attack by a monster hits. HP is one of the avatar's ability values. The monster's HP decreases when an attack by an avatar hits. The event is not achieved if the avatar's HP reaches 0 before the monster's HP reaches 0. The event is achieved if the monster's HP reaches 0 before the avatar's HP reaches 0. The target to be defeated in the event is one of multiple types of monsters. The difficulty of achieving the event may vary depending on the type of monster to be defeated.

[0047] An event may involve a battle between multiple avatars and a single monster, a battle between a single avatar and multiple monsters, or a battle between multiple avatars and multiple monsters. When multiple avatars participate in an event, each avatar may be operated by a single user 11. Multiple avatars may each be operated by a different user 11. In other words, an event may be one in which multiple users 11 can participate.

[0048] Events are not limited to the above-mentioned content. For example, an event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, an event may be a race such as a car race, a yacht race, a ski race, or an airplane race. Events are not limited to competitive content. An event may be cooperative content in which multiple users or multiple groups cooperate to accomplish a task. In this case, the task may be character development or the creation of a city or building.

[0049] [Preparation part] An example of specific specifications for the preparation part will be described. As an example, when user 11 starts a new game, he or she first selects one character from among a plurality of characters as his or her avatar. A character selectable as an avatar is an example of a medium that user 11 can use in the game. The plurality of characters that can be used as avatars constitute one category of medium. One character slot is provided for user 11. User 11 can set one of the characters belonging to the category corresponding to the character slot in the character slot. The character slot is an example of a medium slot. Without being limited to this, user 11 may be able to select a character to use as an avatar in preparation for an event. Preparation for an event may include changing the appearance of the avatar. For example, the appearance of the avatar may include the race, gender, body shape, hairstyle, and facial expression. In other words, preparation for an event may involve changing the settings of the avatar.

[0050] Preparation for an event may include adding, exchanging, and deleting equipment, items, and skills. Equipment can be categorized into weapons, armor, and accessories. As an example, armor can be categorized into head armor, body armor, and foot armor. As an example, each piece of equipment can be strengthened by participating in an event while equipped on an avatar. In other words, equipment is an example of a development target in a game. Equipment is an example of a medium that user 11 can use in a game. User 11 is provided with one equipment slot for each equipment category. User 11 can set one piece of equipment belonging to the corresponding category in each equipment slot. Each equipment slot is an example of a medium slot. As an example, equipment slots include a weapon slot, a head armor slot, a body armor slot, a foot armor slot, and an accessory slot.

[0051] [Overview of screen transitions on each device] An overview of screen transitions on the terminal 100 will be described. 4, various screens may be displayed on the monitor 181 of each terminal 100 depending on the game part, the progress of the game, and instructions from the user 11. As an example, the game screens may include a home screen 40, an equipment change screen 50, an event screen 60, and a result screen 70.

[0052] The home screen 40 and the equipment change screen 50 may be displayed in the preparation part. The home screen 40 is an initial screen and is a screen for instructing the display of the equipment change screen 50 or the display of the event screen 60. The equipment change screen 50 is a screen for changing the equipment of the avatar. As will be described later, the equipment change screen 50 may present recommended information to the user 11 indicating equipment (hereinafter referred to as recommended equipment) that is recommended for use by the user 11 based on predetermined conditions. The recommended information is displayed as a predetermined object. The recommended equipment is an example of a recommended medium.

[0053] An event screen 60 and a result screen 70 may be displayed in the event part. The event screen 60 is a screen for displaying the progress of the event. The result screen 70 is a screen for displaying the result of the event. The result of the event may include information indicating whether the event was achieved or not. The result of the event may include information indicating the development status of the avatar's equipment.

[0054] [Data Structure] As shown in FIG. 5, in the server 200, one or both of the memory 220 and the storage 230 serve as the storage unit 205 and store various pieces of information in association with a user ID. The user ID is information that can identify the user 11. As an example, the storage 230 serving as the storage unit 205 is provided with storage areas for storing various pieces of information in association with the user ID. By storing information in each storage area, the various pieces of information are associated with the user ID. The user ID is associated with a user name.

[0055] The memory area associated with the user ID has an area associated with each medium frame. The user and the medium are associated by storing information that can identify the medium in the memory area associated with the medium frame. In other words, the medium is set in the medium frame. As an example, one or more character IDs are associated with the user ID. The character ID is information that can identify the character that the user 11 will use as an avatar in an event. In other words, the user 11 is associated with one character as an avatar. As an example, the types of characters that the user 11 can use as an avatar include a swordsman, a knight, a scout, a healer, and a magician.

[0056] As shown in FIG. 6, one or more equipment IDs are associated with a user ID as information that can identify equipment owned by the user 11. The equipment ID is associated with the equipment category, equipment type, rarity, training points, level, current performance value, and final performance value. This information is an example of information that can identify equipment owned by the user 11 (hereinafter referred to as equipment information). The information that can identify the equipment category, equipment type, rarity, training points, level, current performance value, and final performance value can be expressed as a numerical value associated with the equipment ID. The information that can identify the equipment category, type, rarity, training points, level, current performance value, and final performance value is an example of a parameter.

[0057] For example, equipment categories include weapons, headgear, bodygear, leggear, and accessories. Equipment types refer to the types of equipment included in that category. For example, weapons include staffs, daggers, long swords, and dual swords. For example, headgear includes hats, hatchets, leather helmets, and steel helmets. For example, bodygear includes cloth clothes, robes, leather armor, and steel armor. For example, leggear includes cloth shoes, leather shoes, leather shin guards, and steel shin guards. For example, accessories include rings, earrings, bracelets, and necklaces.

[0058] Rarity is information that indicates the difficulty of obtaining the equipment. For example, the difficulty of obtaining the equipment increases in the order of rarity: 1<2<3<4<5. Level is information that indicates the level of development of the equipment or the development status of the equipment. For example, the level increases in the order of 1<2<3<4<5. Development points can be earned by completing events. When development points are accumulated up to a certain value, the equipment will level up. For example, when development points reach 1000, the equipment will become level 2. For example, when development points reach 2000, the equipment will become level 3. For example, when development points reach 3000, the equipment will become level 4. For example, when development points reach 4000, the equipment will become level 5.

[0059] The intrinsic value is information that indicates the amount of correction to the avatar's ability score when the equipment is equipped to the avatar. The intrinsic value is an example of an evaluation value. The intrinsic value is an example of a reference parameter. In one example, the evaluation value and the reference parameter are equal. For example, a weapon increases the avatar's attack power. For example, armor increases the avatar's defense power. For example, an accessory increases the avatar's magical power. The intrinsic value increases when the equipment levels up. The increase in intrinsic value per level up varies depending on the type of equipment. For example, a staff increases attack power by +2. For example, a long sword increases attack power by +20. For example, a dual sword increases attack power by +30. Furthermore, the final intrinsic value of equipment varies depending on the type of equipment. For example, the final intrinsic value of a staff is attack power +10. For example, the final intrinsic value of a long sword is attack power +100. For example, the final intrinsic value of a dual sword is attack power +150. Thus, the intrinsic value of a level 1 pair of dual swords (+30 attack power) is inferior to the intrinsic value of a level 2 or higher long sword (+40 attack power or more). The intrinsic value of a level 4 pair of dual swords (+120 attack power) is superior to the intrinsic value of a level 5 long sword (+100 attack power). The current intrinsic value of each piece of equipment is an example of the medium's current parameters. The final intrinsic value (maximum intrinsic value) of each piece of equipment is an example of the parameters when the level reaches the maximum level. Reaching the maximum level is an example of a specific situation.

[0060] A user ID may be associated with multiple equipment IDs that can identify equipment of the same category and type. In other words, it is preferable that user 11 own multiple pieces of equipment of the same category and type. For example, user 11 may own three long swords as weapons. Here, the development points (levels) of each piece of equipment are managed individually. Therefore, when a user owns multiple pieces of equipment of the same category and type, these multiple pieces of equipment may have different development points. For example, FIG. 6 shows a situation in which a certain user 11 owns three long swords. Of the three long swords, one is level 1, one is level 3, and one is level 5. It is preferable that an upper limit number of equipment IDs that can be associated with a user ID be set. In other words, it is preferable that an upper limit number of pieces of equipment that user 11 can own be set.

[0061] As shown in FIG. 5, one equipment ID is associated with a character ID as information for each equipment category that can identify what the avatar is equipped with (hereinafter referred to as equipment status information). In other words, one equipment slot is provided for each equipment category. One piece of equipment can be set in each equipment slot. As an example, an equipment ID that can identify the weapon equipped by the avatar is associated with a character ID. If an equipment ID that can identify a weapon is not associated with a character ID, it indicates that the avatar is not equipped with a weapon. As an example, an equipment ID that can identify the head gear equipped by the avatar is associated with a character ID. If an equipment ID that can identify the head gear is not associated with a character ID, it indicates that the avatar is not equipped with head gear.

[0062] As an example, a character ID is associated with an equipment ID that can identify chest armor worn by an avatar. If an equipment ID that can identify chest armor is not associated with a character ID, it indicates that the avatar is not wearing chest armor. As an example, a character ID is associated with an equipment ID that can identify foot armor worn by an avatar. If an equipment ID that can identify foot armor is not associated with a character ID, it indicates that the avatar is not wearing foot armor.

[0063] As an example, a character ID is associated with an equipment ID that can identify the accessory equipped by the avatar. If an equipment ID that can identify an accessory is not associated with the character ID, it indicates that the avatar is not equipped with an accessory. Not limited to the above, multiple equipment slots may be prepared for one category. For example, if two accessory slots are prepared, the avatar can equip two accessories.

[0064] In the server 200, one or both of the memory 220 and the storage 230 serves as the storage unit 205 and stores various information in association with an event ID. The event ID is information that can identify the type of event. The event ID is associated with the number of training points that are earned when the event is achieved and the number of training points that are earned when the event is not achieved. As an example, it is preferable that the number of training points that are earned when the event is achieved be greater than the number of training points that are earned when the event is not achieved.

[0065] [An example of the process flow for displaying the equipment change screen] 7, while the home screen 40 is being displayed, the processor 110 of the terminal 100 accepts a screen switching operation to the equipment change screen 50 (step S100). The processor 110 of the terminal 100 transmits an equipment status information request to the server 200 via the communication interface 140 (step S102). The equipment status information request may include information capable of identifying the user ID and the character ID. The equipment status information request may include information instructing the transmission of equipment status information associated with the character ID.

[0066] Processor 210 of server 200 receives the equipment status information request via communication interface 240 (step S103). Processor 210 of server 200 transmits the equipment status information to terminal 100 via communication interface 240 (step S104). As an example, in step S104, processor 210 searches for a character ID associated with the user ID indicated in the equipment status information request, and reads out equipment status information associated with the character ID from storage 230. Processor 210 transmits the read equipment status information. After that, processor 210 of server 200 ends the series of processes.

[0067] Processor 110 of terminal 100 receives the equipment status information via communication interface 140 (step S105). Processor 110 of terminal 100 displays equipment change screen 50 on monitor 181 (step S106). Processor 110 displays an object indicating the equipment status information on equipment change screen 50 on monitor 181. In other words, processor 110 presents the equipment status of the avatar to user 11. Thereafter, processor 110 of terminal 100 ends the series of processes.

[0068] [An example of the process flow when changing equipment] As shown in FIG. 8, the processor 110 of the terminal 100 accepts an equipment display operation while displaying the equipment change screen 50 (step S111). As an example, the equipment display operation is an operation to instruct the display of equipment owned by the user 11. The equipment display operation may also serve as an operation to instruct the presentation of recommended equipment. The processor 110 of the terminal 100 transmits an equipment information request to the server 200 via the communication interface 140 (step S112). The equipment information request may include a user ID. The equipment information request may include information instructing the transmission of equipment information associated with the user ID.

[0069] The processor 210 of the server 200 receives the equipment information request via the communication interface 240 (step S113). The processor 210 of the server 200 transmits the equipment information to the terminal 100 via the communication interface 240 (step S114). As an example, in step S114, the processor 210 reads, from the storage 230, the equipment information associated with the user ID indicated in the equipment information request. The processor 210 transmits the read equipment information. As an example, the equipment information may include information instructing the presentation of recommended equipment. As an example, the equipment information may include information necessary for the terminal 100 to present recommended equipment.

[0070] The processor 110 of the terminal 100 receives the equipment information via the communication interface 140 (step S115). The processor 110 of the terminal 100 displays an object indicating the equipment information on the monitor 181 in the equipment change screen 50 (step S116). That is, the processor 110 presents the equipment owned by the user 11. At this time, the processor 110 presents recommended equipment to assist the user 11 in selecting equipment. The function of presenting recommended equipment will be described later.

[0071] The processor 110 of the terminal 100 accepts an equipment change operation (step S117). As an example, the equipment change operation may include an operation of selecting an equipment category. As an example, the equipment change operation may include an operation of selecting one piece of equipment from among the equipment belonging to the selected category and owned by the user 11. As an example, the equipment change operation may include instructions for installation, removal, and replacement as a change mode of the equipment.

[0072] The processor 110 of the terminal 100 transmits an equipment change request to the server 200 via the communication interface 140 (step S118). The equipment change request may include information that can identify a user ID and a character ID. The equipment change request may include information that can identify an equipment category and an equipment type. The equipment change request may include information that can identify addition, replacement, or deletion as a change mode for the equipment.

[0073] The processor 210 of the server 200 receives the equipment change request via the communication interface 240 (step S119). The processor 210 of the server 200 updates data based on the content specified in the equipment change request (step S120). As an example, the processor 210 changes or deletes the equipment ID associated with the character ID to match the content specified in the equipment change request. As an example, when an instruction to delete equipment is given, the processor 210 erases the equipment ID indicating that equipment. In other words, the processor 210 cancels the association between the avatar and the equipment. When an instruction to add or change equipment is given, the processor 210 adds or overwrites the equipment ID indicating that equipment. In other words, the processor 210 newly associates the avatar and the equipment.

[0074] The processor 210 of the server 200 transmits the equipment change result to the terminal 100 via the communication interface 240 (step S121). The equipment change result may include information that can identify the equipment status information after the change. The processor 210 of the server 200 then terminates the series of processes. The processor 110 of the terminal 100 receives the equipment change result via the communication interface 140 (step S122). The processor 110 of the terminal 100 displays the equipment change result on the monitor 181 (step S123). As an example, the processor 110 displays an object indicating the equipment status information after the change on the equipment change screen 50 on the monitor 181. In other words, the processor 110 presents the equipment status of the avatar after the change.

[0075] Processor 110 of terminal 100 accepts a screen switching operation to switch to home screen 40 (step S124). Processor 110 of terminal 100 displays home screen 40 on monitor 181 (step S125). Processor 110 of terminal 100 ends the series of processes.

[0076] [Example of event execution process flow] 9, while the home screen 40 is being displayed, the processor 110 of the terminal 100 accepts an event start operation (step S200). The event start operation may include an operation to instruct the start of an event. The processor 110 of the terminal 100 transmits an event start request to the server 200 via the communication interface 140 (step S201). The event start request may include information that can identify the start of the event.

[0077] The processor 210 of the server 200 receives an event start request via the communication interface 240 (step S202). The processor 210 of the server 200 transmits event information to the terminal 100 via the communication interface 240 (step S203). The event information may include information that can identify the start of the event. The event information may include information that can identify the type of the event. As an example, in step S203, the processor 210 determines one event ID from among multiple event IDs by lottery using random numbers. That is, the processor 210 determines the type of event. The processor 210 may generate the event information so that it includes information that can identify the determined event ID. Alternatively, the user 11 may be configured to select the type of event. In this case, the event start operation may include an operation to specify the type of event. The event start request may include information that can specify the type of event specified by the event start operation. After completing step S203, the processor 210 proceeds to step S207.

[0078] Processor 110 of terminal 100 receives the event information via communication interface 140 (step S204). Processor 110 of terminal 100 displays event screen 60 on monitor 181 (step S205). That is, processor 110 starts the event indicated by the event information.

[0079] Processor 110 of terminal 100 executes terminal-side event processing (step S206). In the terminal-side event processing, processor 110 transmits and receives various information via communication interface 140. As an example, when processor 110 receives an operation to instruct an avatar to act (hereinafter referred to as an action instruction operation), processor 110 transmits play information indicating the content of the operation to server 200. As an example, processor 110 receives progress information from server 200. Processor 110 displays event screen 60 on monitor 181 according to the progress information.

[0080] The processor 210 of the server 200 executes server-side event processing (step S207). In the server-side event processing, the processor 210 transmits and receives various information via the communication interface 240. As an example, the processor 210 may receive play information from the terminal 100. The processor 210 manages the actions of the avatar according to the play information. As an example, the processor 210 determines whether an attack using a weapon, magic, or skill has hit a monster. If the processor 210 determines that the attack has hit, the processor 210 reduces the HP of the monster. The processor 210 transmits progress information indicating the results of the avatar's action to the terminal 100. When the avatar's action ends, the processor 210 causes the monster to act. The processor 210 determines whether the monster's attack has hit the avatar. If the processor 210 determines that the attack has hit, the processor 210 reduces the HP of the avatar. The processor 210 transmits progress information indicating the results of the monster's action to the terminal 100. Processor 210 causes the avatar and the monster to act alternately. When an event end condition is met, processor 210 proceeds to step S208. As one example, the event end condition may be that the HP of either the avatar or the monster becomes 0.

[0081] Processor 210 of server 200 transmits event result information to terminal 100 via communication interface 240 (step S208). The event result information may include information that can identify whether the event has been achieved. In step S208, processor 210 determines whether the event achievement condition is met. As an example, the event achievement condition is met when the monster's HP reaches 0 before the avatar's HP reaches 0. The event achievement condition is not met when the avatar's HP reaches 0 before the monster's HP reaches 0. After completing step S208, processor 210 proceeds to step S211.

[0082] The processor 110 of the terminal 100 receives the event result information via the communication interface 140 (step S209). The processor 110 of the terminal 100 displays the event results on the monitor 181 (step S210). The processor 110 displays the result screen 70. The result screen 70 may include a predetermined object as information that can identify the result of the event. In other words, the processor 110 presents the result of the event indicated in the event result information.

[0083] The processor 210 of the server 200 executes a training process (step S211). In the training process, the processor 210 updates the training points associated with each equipment ID of the avatar by adding training points according to the type of event and the result of the event. The result of the event may be a play result indicating whether the event was achieved. The processor 210 determines whether the updated training points have reached a specified value. If the training points have reached the specified value, the processor 210 levels up the equipment. If the equipment has leveled up, the processor 210 identifies the increase amount for the equipment and adds the identified increase amount to the performance value. If the training points have not reached the specified value, the processor 210 does not level up the equipment. In this way, the game program causes the processor 210 to vary the parameters of the medium in response to game play. As an example, the parameters of the medium can be varied so as to increase in response to game play. The processor 210 executing step S211 can function as a means for varying the parameters of the medium in response to game play.

[0084] The processor 210 of the server 200 transmits the growth result information to the terminal 100 via the communication interface 240 (step S212). The growth result information may include information that can identify the growth points that the user 11 will acquire by executing the event. The growth result information may include information that can identify whether or not any equipment has been leveled up as the growth points are accumulated. The growth result information may include information that can identify the level of the equipment after it has been leveled up. After that, the processor 210 of the server 200 ends the series of processes.

[0085] Processor 110 of terminal 100 receives the growth result information via communication interface 140 (step S213). Processor 110 of terminal 100 displays a predetermined object on monitor 181 on result screen 70 as information that can identify the growth result (step S214). Processor 110 presents the growth result indicated in the growth result information. Processor 110 of terminal 100 displays home screen 40 on monitor 181 (step S215). Processor 110 of terminal 100 ends the series of processes.

[0086] [Example of display screen on device and processing flow related to display] [Home screen] 10 , a home screen 40 may be displayed on the monitor 181 of the terminal 100 during the preparation part. The home screen 40 may include various UI objects. As an example, the home screen 40 may include, as UI objects, an avatar window 41, an event start button 42, an equipment change button 43, and a home button 45. As an example, the home screen 40 may include a character change button 44.

[0087] As an example, an avatar 80 is displayed in the avatar window 41. The appearance of the avatar 80 may change as the avatar settings are changed. As an example, the appearance of the avatar 80 may change depending on the equipment. For example, if the avatar is equipped with a long sword, the avatar window 41 displays the avatar 80 holding the long sword 81. For example, if the avatar is equipped with leather armor, the avatar window 41 displays the avatar 80 wearing leather armor 82.

[0088] As an example, when the home screen 40 is displayed, the processor 110 of the terminal 100 accepts a tap operation on the event start button 42 as an event start operation (step S200). When the processor 110 of the terminal 100 accepts the event start operation, the processor 110 displays the event screen 60 on the monitor 181 (step S205).

[0089] As one example, processor 110 of terminal 100 accepts a tap operation on equipment change button 43 as a screen switching operation to equipment change screen 50 (step S100). When processor 110 of terminal 100 accepts the screen switching operation to equipment change screen 50, processor 110 displays equipment change screen 50 on monitor 181 (step S106). As one example, processor 110 of terminal 100 accepts a tap operation on home button 45 as a screen switching operation to home screen 40. As one example, processor 110 of terminal 100 may accept a tap operation on character change button 44 as a screen switching operation to a screen for changing the settings of a character as an avatar.

[0090] [Equipment change screen] 11 , the equipment change screen 50 may be displayed on the monitor 181 of the terminal 100 during the preparation part. The equipment change screen 50 may include various UI objects. As an example, the equipment change screen 50 may include, as UI objects, one or more equipment icons 51 and a home button 55A. The processor 110 of the terminal 100 may accept a tap operation on the home button 55A as a screen switching operation to the home screen 40 (step S124).

[0091] As an example, the processor 110 of the terminal 100 displays one or more equipment icons 51 on the monitor 181 as information that can identify what the avatar is equipped with, based on the equipment status information received from the server 200. Each equipment icon 51 may include a picture of the equipment as information that can identify the type of equipment. Each equipment icon 51 may include a level display unit 57 that indicates the level of the equipment. As an example, the level of the equipment may be displayed using Arabic numerals. Each equipment icon 51 may include a rarity display unit 58 that indicates the rarity of the equipment. As an example, the rarity of the equipment may be displayed using Arabic numerals that indicate the rarity.

[0092] As an example, the equipment icon 51 may include a weapon icon 52, a head armor icon 53, a body armor icon 54, a leg armor icon 55, and an accessory icon 56. As an example, each of the icons 52 to 56 may be displayed as an object indicating the equipment belonging to the corresponding category that is equipped to the avatar. As an example, if the avatar is equipped with a long sword, the weapon icon 52 may include a picture of a long sword 81. In this case, the weapon icon 52 may include a level display section 57 that indicates the level of the long sword and a rarity display section 58 that indicates the rarity of the long sword.

[0093] As one example, when the equipment change screen 50 is displayed, the processor 110 of the terminal 100 accepts a tap operation on each of the icons 52 to 56 as an equipment display operation (step S111). As one example, a tap operation on the weapon icon 52 is an equipment display operation that instructs the display of weapons owned by the user 11. As one example, a tap operation on the head armor icon 53 is an equipment display operation that instructs the display of head armor owned by the user 11. As one example, a tap operation on the body armor icon 54 is an equipment display operation that instructs the display of body armor owned by the user 11. As one example, a tap operation on the foot armor icon 55 is an equipment display operation that instructs the display of foot armor owned by the user 11. As one example, a tap operation on the accessory icon 56 is an equipment display operation that instructs the display of accessories owned by the user 11.

[0094] As shown in FIG. 12, upon receiving the equipment display operation, processor 110 of terminal 100 displays equipment icon 51 on monitor 181 as an object representing equipment owned by user 11, based on the equipment information received from server 200 (step S116). Processor 110 of terminal 100 also displays equipment icon 51A on monitor 181 as an object representing the current equipment equipped to the avatar. Processor 110 of terminal 100 also displays equipment icon 51B on monitor 181 as an object representing the changed equipment. Here, equipment icons 51A and 51B displayed based on the equipment information are icons among icons 52 to 56 corresponding to the category specified in the equipment display operation. FIG. 12 shows an example in which weapon icon 52 is displayed as equipment icon 51A and 51B. Processor 110 displays detach button 59 on monitor 181.

[0095] FIG. 12 shows an example of a case where a weapon icon 52 is displayed as an equipment icon 51 indicating equipment owned by user 11. At this time, processor 110 presents recommended media to assist user 11 in selecting a medium. As an example, processor 110 may present recommended media in a first category and recommended media in a second category. As an example, the recommended media are recommended equipment.

[0096] The first category of recommended equipment is a predetermined number of pieces of equipment in the same category owned by user 11, sorted in descending order by the difference between the current performance value and the final performance value that can be reached when the equipment reaches its maximum level (hereinafter referred to as the "training potential value"). As an example, the predetermined number is 3. The training potential value indicates the room for increasing the performance value of the equipment. Processor 110 calculates the training potential value for each piece of equipment classified in the same category. As described above, equipment information that can be received from server 200 includes the current performance value and the final performance value. Processor 110 sorts the equipment based on the calculated training potential value. Processor 110 displays first recommended equipment icons 51C on monitor 181 as equipment icons 51 representing the equipment for the predetermined number of pieces of equipment in descending order by training potential value.

[0097] Thus, in step S114, processor 210 of server 200 transmits equipment information instructing the presentation of recommended equipment, thereby causing processor 110 of terminal 100 to present the recommended equipment. In step S116, processor 110 of terminal 100 calculates a development potential value based on the received equipment information, and causes monitor 181 to present recommended equipment in accordance with the calculated development potential value.

[0098] The game program causes the processor 210 of the server 200 to recommend a medium to be a target of an operation related to game play, depending on the relationship between the current parameters of the medium and the parameters that the medium can reach in a specific situation. The game program also causes the processor 110 of the terminal 100 to recommend a medium to be a target of an operation related to game play, depending on the relationship between the current parameters of the medium and the parameters that the medium can reach in a specific situation. For example, the relationship between the current parameters of the medium and the parameters that the medium can reach in a specific situation is the difference between the current parameters of the medium and the parameters that the medium can reach in the specific situation.

[0099] The game program causes the processor 210 of the server 200 to recommend a medium to be the target of an operation related to game play, when there are multiple media with different development potential values, by prioritizing the medium with the largest development potential value in descending order. Also, the game program causes the processor 110 of the terminal 100 to recommend a medium to be the target of an operation related to game play, when there are multiple media with different development potential values, by prioritizing the medium with the largest development potential value in descending order.

[0100] The second category of recommended equipment is a predetermined number of pieces of equipment of the same category owned by user 11, sorted in descending order of current performance value. As an example, the predetermined number is three. Processor 110 sorts the equipment based on the current performance value, and displays second recommended equipment icons 51D on monitor 181 as equipment icons 51 representing the predetermined number of pieces of equipment sorted in descending order of current performance value. As described above, the equipment information that can be received from server 200 includes the current performance value.

[0101] Thus, in step S114, processor 210 of server 200 transmits equipment information instructing the presentation of recommended equipment, thereby causing processor 110 of terminal 100 to present the recommended equipment. In step S116, processor 110 of terminal 100 causes monitor 181 to present the recommended equipment in accordance with the current performance value indicated in the received equipment information.

[0102] The game program causes processor 210 of server 200 to recommend a medium to be the target of an operation related to game play, when there are multiple media with different parameters that can be reached in a specific situation, by prioritizing the medium with the largest parameter that can be reached in the specific situation.The game program causes processor 110 of terminal 100 to recommend a medium to be the target of an operation related to game play, when there are multiple media with different parameters that can be reached in the specific situation, by prioritizing the medium with the largest parameter that can be reached in the specific situation.

[0103] Processor 110 of terminal 100 accepts a tap operation on each recommended equipment icon 51C, 51D as an equipment change operation instructing selection of the category shown in that icon (step S117). Processor 110 of terminal 100 accepts a tap operation on each recommended equipment icon 51C, 51D as an equipment change operation instructing a change to the equipment shown in that icon or installation of that equipment. Processor 110 of terminal 100 accepts a tap operation on removal button 59 as an equipment change operation instructing removal of the equipment.

[0104] A specific example of a display mode will be described with reference to FIGS. Assume that the processor 110 of the terminal 100 receives an equipment display operation instructing the display of weapons owned by the user 11. Assume that the user 11 owns one staff, one dagger, three long swords, and one pair of dual swords (see FIG. 6). The three long swords owned by the user 11 are in the same category and type of weapon, but for ease of explanation, they are distinguished from each other by being referred to as a first long sword 81a, a second long sword 81b, and a third long sword 81c, respectively. Assume that the avatar is equipped with the third long sword 81c.

[0105] Processor 110 of terminal 100 displays weapon icon 52 on monitor 181 as equipment icon 51A indicating the current weapon equipped to the avatar. As an example, processor 110 of terminal 100 can display weapon icon 52 on monitor 181 as equipment icon 51B indicating the changed weapon equipped to the avatar.

[0106] Assume that the training potential values ​​are: staff +0 attack power, dagger +5 attack power, first long sword +80 attack power, second long sword +40 attack power, third long sword +0 attack power, and dual swords +120 attack power. The processor 110 displays three first recommended equipment icons 51C on the monitor 181 so as to respectively indicate the three weapons with the greatest training potential values ​​from among the weapons owned by the user 11. That is, the monitor 181 may display, as the first recommended equipment icons 51C, a weapon icon 52 indicating the dual swords 83, a weapon icon 52 indicating the first long sword 81a, and a weapon icon 52 indicating the second long sword 81b.

[0107] Assume that the current performance values ​​are +10 attack power for the staff, +20 attack power for the dagger, +20 attack power for the first long sword, +20 attack power for the second long sword, +60 attack power for the second long sword, +100 attack power for the third long sword, and +30 attack power for the dual swords. The processor 110 displays three second recommended equipment icons 51D on the monitor 181 so as to respectively indicate the three weapons in descending order of current performance value from among the weapons owned by the user 11. That is, the monitor 181 may display, as the second recommended equipment icons 51D, a weapon icon 52 indicating the third long sword 81c, a weapon icon 52 indicating the second long sword 81b, and a weapon icon 52 indicating the dual swords 83.

[0108] For example, when a tap operation is performed on a weapon icon 52 displayed as a first recommended equipment icon 51C indicating dual swords 83, processor 110 of terminal 100 accepts this as an equipment change operation to change the avatar's weapon from third long sword 81c to dual swords 83. As an example, when each of recommended equipment icons 51C, 51D includes a weapon icon 52 indicating a weapon equipped by the avatar, processor 110 may display this weapon icon 52 darker than the other weapon icons 52. Processor 110 may not accept, as an equipment change operation, a tap operation on a weapon icon 52 indicating a weapon equipped by the avatar, among each of recommended equipment icons 51C, 51D. Without being limited to this, processor 110 may accept this as an equipment change operation to instruct the removal of a weapon.

[0109] [Event screen] 13, an event screen 60 is displayed on the monitor 181 of the terminal 100 during the event part. The event screen 60 may include various UI objects. As an example, the event screen 60 may include a battle window 61, a history window 62, an attack button 63, a magic button 64, and a skill button 65.

[0110] As an example, the battle window 61 may include an avatar 80, a monster 85 to be defeated, and a gauge 86 indicating the remaining HP of the monster 85. The processor 110 of the terminal 100 displays the actions of the avatar 80 and the monster 85 in the battle window 61 in accordance with the progress information received from the server 200 (step S206).

[0111] The history window 62 may include history information for the event. As an example, the history information may be a string indicating the action of the avatar 80, a string indicating the amount of HP reduction of the avatar 80, a string indicating the action of the monster 85, and a string indicating the amount of HP reduction of the monster 85. The processor 110 of the terminal 100 displays the history information for the event in the history window 62 in accordance with the progress information received from the server 200 (step S206).

[0112] In step S206, processor 110 of terminal 100 accepts a tap operation on attack button 63 as an action instruction operation indicating an action to attack using a weapon. Processor 110 of terminal 100 accepts a tap operation on magic button 64 as an action instruction operation indicating an action to use magic. Processor 110 of terminal 100 accepts a tap operation on skill button 65 as an action instruction operation indicating an action to use a skill.

[0113] [Result screen] As shown in FIG. 14, an event result screen 70 is displayed on the monitor 181 when the event part ends. If there is equipment that has been leveled up through the event, the result screen 70 may include an equipment icon 51 indicating the leveled-up equipment as information that can identify the equipment. The result screen 70 may include a predetermined character string 71 as an example of information that can identify that the equipment has been leveled up. The result screen 70 may include a predetermined character string 72 as an example of information that can identify the level after leveling up. The equipment icon 51, the character string 71, and the character string 72 are examples of information that can identify the growth result.

[0114] Based on the growth result information received from the server 200, the processor 110 of the terminal 100 displays the result screen 70 including information that can identify the growth result on the monitor 181 (step S214). For example, a case will be described where the long sword 81 equipped by the avatar has been leveled up from level 1 to level 2. The processor 110 displays the weapon icon 52 representing the long sword 81 on the monitor 181 as an example of information that can identify the leveled-up equipment. The processor 110 displays the character string "Congratulations! Level Up!" on the monitor 181 as an example of the character string 71. The processor 110 displays the character string "Lv.1 → Lv.2" on the monitor 181 as an example of the character string 72.

[0115] The effects of the present disclosure will be described. (1-1) The parameters of the medium change depending on the game play. Depending on the relationship between the current parameters of the medium and the parameters that the medium can reach in a specific situation, the medium to be targeted for operations related to the game play is recommended to the user 11. This can assist in the decision-making of the medium.

[0116] (1-2) The parameters of the medium can increase as the game is played. The medium to be targeted for operations related to game play is recommended based on the difference between the current parameters of the medium and the parameters that the medium can reach in a specific situation (for example, the growth potential value). This makes it easier for the user 11 to identify the medium with the greatest potential for growth. This further supports the user's decision-making.

[0117] (1-3) When there are multiple media with different differences (for example, training potential values), the media to be operated are recommended in descending order of priority based on the largest difference. Thus, the user 11 can easily understand which media can be used to expect a large parameter increase.

[0118] (1-4) The specific situation is a situation in which the level of the medium has reached the maximum level, so the user 11 can select the medium while taking into consideration the parameters that can be finally reached. (1-5) The number of training points that the user 11 can acquire varies depending on whether or not the event is achieved. In other words, the parameters of the medium can be changed to an amount that varies depending on the play content (including the play results) of the game in which the medium is used. This can increase the motivation of the user 11 to achieve the event.

[0119] (Second embodiment) A second embodiment will be described below. In the following description, the same configurations and controls as those in the already described embodiments will be denoted by the same reference numerals, and overlapping descriptions will be omitted or simplified.

[0120] In the first embodiment, one medium slot is prepared for each medium category, using equipment as an example. In other words, in the first embodiment, one medium can be set for each medium category. In contrast to this, in the second embodiment, multiple medium slots are prepared for at least one of the medium categories. Below, a configuration in which multiple character slots are provided for the category of characters that can be used as avatars will be described. One character can be set in each character slot. In other words, multiple characters that participate in an event form a party. As an example, the maximum number of characters that can belong to one party is two. However, the maximum number of characters that can belong to one party may be three or more.

[0121] In the server 200, one or both of the memory 220 and the storage 230 serves as a storage unit 205, which stores various information in association with a user ID. A plurality of character IDs are associated with the user ID as information that can identify characters that will participate in an event. These character IDs are information that can identify characters that belong to a party (hereinafter referred to as party information).

[0122] One or more character IDs are associated with the user ID as information that can identify characters owned by the user 11. The user 11 can own multiple characters that can be used as avatars. Each character ID is associated with information that can identify the character's type, rarity, training points, level, current ability value, and final ability value (hereinafter referred to as character information). As an example, character ability values ​​include HP, attack power, defense power, and magical power. Information that can identify the character's type, rarity, training points, level, current ability value, and final ability value can be expressed as a numerical value associated with the character ID. Information that can identify the character's type, rarity, training points, level, current ability value, and final ability value is an example of a parameter.

[0123] As an example, in the preparation part, the user 11 can create a party to participate in the event by setting characters in each character slot. That is, the user 11 can set multiple characters as avatars. Characters can be strengthened by participating in events, similar to the equipment in the first embodiment. That is, characters may be objects of training in the game. The character training process may be a process in which the equipment is replaced with a character (avatar) in the training process of step S211 in the first embodiment. That is, the processor 210 of the server 200 may add training points to the character and level up the character when the added training points reach a predetermined value. When the character levels up, the processor 210 may update the parameters of the character. That is, information that can identify the character's HP, attack power, defense power, and magical power is updated as the character levels up. Note that the amount of increase in each ability value per level up may differ depending on the type of character.

[0124] As shown in FIGS. 15 and 16, a character change screen 90 is provided in addition to or instead of the equipment change screen 50 in the preparation part. The character change screen 90 is a screen for changing the character to be included in the party. Note that FIGS. 15 and 16 illustrate an example in which a first slot and a second slot are provided as character slots. On the character change screen 90, information (hereinafter referred to as recommended information) indicating a character (hereinafter referred to as recommended character) that is recommended for use as an avatar by the user 11 based on predetermined conditions may be presented to the user 11. The recommended character is an example of a recommended medium.

[0125] As an example, when the home screen 40 is displayed, the processor 110 of the terminal 100 accepts a tap operation on the character change button 44 as a screen switching operation to the character change screen 90. When the processor 110 of the terminal 100 accepts the screen switching operation to the character change screen 90, it transmits a character information request to the server 200. The character information request may include a user ID. The character information request may include information instructing the transmission of party information associated with the user ID. The character information request may include information instructing the transmission of character information associated with the user ID as information capable of identifying a character owned by the user 11.

[0126] The processor 210 of the server 200 receives the character information request via the communication interface 240. The processor 210 of the server 200 transmits the party information and character information to the terminal 100 via the communication interface 240. As an example, the processor 210 reads, from the storage 230, the party information and character information associated with the user ID indicated in the character information request. The processor 210 transmits the read party information and character information. The party information is information that instructs the presentation of characters belonging to the party. The character information may include information necessary for presenting recommended characters on the terminal 100.

[0127] Processor 110 of terminal 100 receives party information and character information via communication interface 140. Processor 110 of terminal 100 displays, on monitor 181, an object indicating a character belonging to the party on character change screen 90. That is, processor 110 presents the characters belonging to the party. Processor 110 of terminal 100 displays, on monitor 181, an object indicating character information on character change screen 90. That is, processor 110 presents characters owned by user 11. When a predetermined condition is met on character change screen 90, processor 110 displays, on monitor 181, an object indicating recommended information. That is, processor 110 presents recommended characters to user 11.

[0128] As shown in FIG. 15 , the character change screen 90 is displayed on the monitor 181 of the terminal 100 during the preparation part. The character change screen 90 may include various UI objects. As an example, the character change screen 90 may include, as UI objects, a plurality of character icons 91, a recommended formation button 94, and a home button 95. The processor 110 of the terminal 100 may accept a tap operation on the home button 95 as a screen switching operation to the home screen 40. As an example, the processor 110 of the terminal 100 may accept a tap operation on the character change button 44 on the home screen 40 as a screen switching operation to the character change screen 90.

[0129] Each character icon 91 may include a picture of the character as information that can identify the type of character. Each character icon 91 may include a level display portion 97 that indicates the character's level. As an example, the character's level may be displayed using Arabic numerals. Each character icon 91 may include a rarity display portion 98 that indicates the rarity of the character. As an example, the character's rarity may be displayed using Arabic numerals that indicate the rarity.

[0130] As an example, processor 110 of terminal 100 displays multiple character icons 91 on monitor 181 as objects representing characters belonging to the party, based on party information received from server 200. Processor 110 displays character icon 91 to represent the character set in the first slot. Processor 110 displays character icon 91 to represent the character set in the second slot. In other words, the characters belonging to the party are presented to user 11. In the following description, character icon 91 representing the character set in the first slot is referred to as belonging character icon 91A. Character icon 91 representing the character set in the second slot is referred to as belonging character icon 91B.

[0131] Based on the character information received from the server 200, the processor 110 of the terminal 100 displays a plurality of character icons 91 on the monitor 181 as objects representing characters owned by the user 11. In other words, the characters owned by the user 11 are presented to the user 11. In the following description, the character icons 91 representing characters owned by the user 11 are referred to as owned character icons 91C.

[0132] As an example, processor 110 of terminal 100 accepts as a character change operation a drag operation that continuously traces from one of owned character icons 91C to one of affiliated character icons 91A, 91B on character change screen 90. This type of character change operation is an operation that instructs changing the characters that belong to the party by swapping the character shown in affiliated character icon 91A, 91B at the end point of the drag operation with the character shown in owned character icon 91C at the start point of the drag operation.

[0133] As an example, the processor 110 of the terminal 100 accepts a tap operation on the recommended formation button 94 as an operation (hereinafter referred to as a character recommendation operation) instructing the presentation of characters (hereinafter referred to as recommended characters) that are recommended for use by the user 11. As an example, the character recommendation operation is an operation instructing the presentation of characters that are recommended for belonging to a party.

[0134] As shown in FIG. 16 , when the processor 110 of the terminal 100 receives a character recommendation operation, it displays a character recommendation screen 90A on the monitor 188 as a screen for recommending a character to the user 11. The character recommendation screen 90A is displayed on the monitor 181 of the terminal 100 during the preparation part. The character recommendation screen 90A may include various UI objects. As an example, the character recommendation screen 90A may include, as UI objects, a plurality of character icons 91, a home button 95, and a lineup confirmation button 99. The processor 110 of the terminal 100 may receive a tap operation on the home button 95 as a screen switching operation to the home screen 40.

[0135] The multiple character slots are provided as an example of multiple media slots with different recommended conditions for use. As an example, the multiple character slots include a development slot and a strategy slot. The development slot may present recommended media of a first category. The strategy slot may present recommended media of a second category. As an example, the recommended media is a recommended character. As an example, when the character recommendation screen 90A is displayed, the first slot is treated as a development slot and the second slot is treated as a strategy slot.

[0136] The recommended characters in the first category are several characters owned by the user 11, ranked in descending order of their development potential value, which can be calculated as the difference between the current evaluation ability value and the final evaluation ability value that can be reached when the character reaches the maximum level. The development potential value indicates the room for increasing a character's evaluation ability value. As an example, the evaluation ability value may be the sum of attack power and defense power. The evaluation ability value is an example of an evaluation value. Attack power and defense power are examples of reference parameters. Without being limited to this, the reference parameter may be any one of HP, attack power, and defense power, or may be the sum of any two or more of them. The reference parameter may be a parameter different from the ability value.

[0137] Processor 110 calculates the development potential value for each character owned by user 11 based on the character information received from server 200. Processor 110 sorts the characters based on the development potential value. Processor 110 temporarily sets the character with the highest development potential value in the development slot of the character slot. Processor 110 displays an affiliated character icon 91A on monitor 181 as an object representing the character temporarily set in the development slot. Processor 110 displays a predetermined number of character icons 91 on monitor 181 as objects representing a predetermined number of characters in descending order of development potential value, excluding the character with the highest development potential value. As an example, the predetermined number is 3. In the following description, the character icon 91 representing the recommended character in the first category will be referred to as a recommended character icon 91D.

[0138] The recommended characters in the second category are several characters owned by user 11, sorted in descending order of their current evaluation ability values. Processor 110 sorts the characters based on the current evaluation ability values. Processor 110 temporarily sets the character with the highest current evaluation ability value in the conquer frame of the character frame. Processor 110 displays, on monitor 181, an affiliated character icon 91B as an object representing the character temporarily set in the conquer frame. Processor 110 displays, on monitor 181, a predetermined number of character icons 91 as objects representing a predetermined number of characters in descending order of evaluation ability values, excluding the character with the highest current evaluation ability value. As an example, the predetermined number is three. In the following description, the character icon 91 representing the recommended characters in the second category is referred to as recommended character icon 91E. In this manner, processor 110 of terminal 100 causes monitor 181 to present recommended characters according to the current ability values ​​indicated in the received character information.

[0139] Processor 110 of terminal 100 accepts a tap operation on formation decision button 99 as a character change operation. The character change operation in this scene is an operation to instruct changing the character in the first slot to the character temporarily set in the development slot. Similarly, the character change operation is an operation to instruct changing the character in the second slot to the character temporarily set in the strategy slot. When processor 110 of terminal 100 accepts a character change operation on character recommendation screen 90A, it displays character change screen 90 on monitor 188.

[0140] When processor 110 accepts a character change operation on character change screen 90 or character recommendation screen 90A, it sends a character change request to server 200 via communication interface 140. The character change request may include information that can identify the user ID, the character ID, and the character slot. The character change request may include information that can identify the type of character. The character change request may include information that can identify addition, replacement, or deletion as the mode of change of the character to the character slot.

[0141] The processor 210 of the server 200 receives a character change request via the communication interface 240. The processor 210 updates the party information data based on the content specified in the character change request. As an example, the processor 210 changes or deletes the character ID associated with the user ID to match the content specified in the character change request. As an example, when a command to delete a character is received, the processor 210 erases the character ID indicating that character. In other words, the processor 210 deletes the character from the party. When a command to add or change a character is received, the processor 210 adds or overwrites the character ID indicating that character. In other words, the processor 210 newly assigns the character to the party.

[0142] As described above, a first medium and a second medium are available in a game. As an example, the first medium is a medium set in the first slot or the development slot, and the second medium is a medium set in the second slot or the strategy slot. The game program causes processor 110 to recommend, as the second medium, a medium to be the target of an operation related to game play, in order of priority from the medium with the largest current parameter. The game program causes processor 110 to recommend, as the first medium, a medium to be the target of an operation related to game play, in accordance with the relationship between the medium's current parameter and the parameter that the medium can reach in a specific situation.

[0143] The effects of the present disclosure will be described. (2-1) As the second medium, the medium to be operated is recommended in descending order of priority based on the medium's current parameters. In other words, in the second slot, a medium that is advantageous for achieving the event is recommended. On the other hand, as the first medium, a medium to be operated is recommended based on the relationship between the medium's current parameters and the parameters that the medium can achieve in a specific situation. This makes it easier to select a medium from multiple perspectives, such as achieving the event and developing the medium.

[0144] (2-2) As the first medium, the medium to be operated is recommended in order of priority based on the difference (for example, the growth potential value) between the current parameters of the medium and the parameters that the medium can reach in a specific situation. Therefore, the user 11 can easily select a medium with a large potential for growth.

[0145] (Third embodiment) A third embodiment will be described. In the above embodiment, the number of training points that can be acquired through an event is the same regardless of the type of event and the type of medium used. In the third embodiment, the number of training points that can be acquired may vary depending on the type of event and the type of medium used.

[0146] 17, in the server 200, one or both of the memory 220 and the storage 230 serves as the storage unit 205 and stores various information in association with an event ID. The event ID is associated with the number of training points to be acquired when the event is completed and the number of training points to be acquired when the event is not completed. Furthermore, the event ID is associated with a correction value for the number of training points that can be acquired through the event for each type of medium.

[0147] As an example, the correction value may be a multiplier of the training points. For example, in an event to defeat "Monster L," the correction value for both the long sword and the dual swords is "×1.0." In this case, the training points that can be acquired are the same whether the avatar participates in the event equipped with the long sword or the dual swords. For example, in an event to defeat "Monster O," the correction value for the long sword is "×1.0," while the correction value for the dual swords is "×1.2." In this case, the training points that can be acquired are greater when the avatar participates in the event equipped with the dual swords than when the avatar participates in the event equipped with the long sword.

[0148] In the training process of step S211 of the process of executing an event, processor 210 of server 200 acquires a correction value for each piece of equipment based on the equipment ID associated with the avatar. Processor 210 corrects each training point based on the acquired correction value. Processor 210 adds each corrected training point to the training point associated with each equipment ID of the avatar, thereby updating it.

[0149] In the third embodiment, it is preferable that the medium used in the event can be changed between the time when the type of event is determined and the time when the event starts. For example, when processor 110 of terminal 100 receives a predetermined operation, it is preferable that the equipment can be changed by executing steps S102 to S106 and steps S112 to S123. In this case, it is preferable that the predetermined operation includes an operation to specify the type of event. Thereafter, when processor 110 of terminal 100 receives the predetermined operation, it is preferable that the event can be executed by executing steps S201 to S215. It is preferable that the predetermined operation is a screen switching operation to event screen 60.

[0150] Then, recommended media in a third category may be presented. As an example, processor 110 of terminal 100 may present recommended equipment in the third category (step S116). In this case, processor 110 may omit presenting some or all of the recommended media in other categories (for example, recommended equipment). As an example, the recommended equipment in the third category is a predetermined number of pieces of equipment in the same category owned by user 11, sorted in order of the most advantageous training point correction value for user 11 in the determined event. As an example, the predetermined number is three. Processor 110 sorts the equipment based on the correction value. Processor 110 displays equipment icons 51 on monitor 181 as objects representing the predetermined number of pieces of equipment in order of the largest correction value. In other words, processor 110 causes monitor 181 to recommend equipment in order of the largest amount of variation according to the type of event, giving it a higher priority. In this way, the parameters of the medium can be changed so that the amount of variation corresponds to the type of game in which the medium is used. The game program causes processor 110 to recommend media to be the target of operations related to game play, with priority being given to media with the greatest amount of variation according to the type of game (for example, the type of event).

[0151] The effects of the present disclosure will be described. (3-1) The amount of change in the parameters of a medium may vary depending on the type of game in which the medium is used. Furthermore, the medium to be targeted for operations related to game play is recommended in descending order of the amount of change according to the type of game. Therefore, the user 11 can easily select a medium for efficient development depending on the type of event in which the user wishes to participate.

[0152] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. When varying the parameters of a medium, the gameplay that can affect the amount of variation is not limited to whether or not an event was achieved. For example, the gameplay may be the number of consecutive attacks successfully performed on enemy characters in an event, the number of enemy characters defeated, or the number of times an ally character is supported. Even in this modified example, the parameters of the medium can be varied by an amount that corresponds to the gameplay (including the results of the game) in which the medium is used. This can increase the motivation of user 11 to improve their gameplay.

[0153] The difficulty of completing an event does not have to be the same regardless of the type of media used for the event, but may vary depending on the type of media. For example, the difficulty of completing an event can be changed by varying the monster ability score modifier for each piece of equipment, or by varying the modifier for the number of monsters that appear to be defeated. As an example, a monster HP modifier is associated with each type of equipment, and an event ID. For example, a long sword is associated with a modifier of "x1.0," and a "dual swords" is associated with a modifier of "x0.8." In this example, if an avatar is equipped with dual swords, the monster's HP will be lower than when the avatar is equipped with a long sword, and the difficulty of completing the event will be reduced accordingly.

[0154] Then, recommended media in the fourth category may be presented. As an example, in step S116, processor 110 may present recommended equipment in the fourth category. In this case, processor 110 may omit presenting some or all of the recommended media (for example, recommended equipment) in other categories. The recommended equipment in the fourth category is a predetermined number of pieces of equipment in the same category owned by user 11, sorted in order of the most advantageous correction value for user 11. As an example, the predetermined number is three. Processor 110 sorts the equipment based on the correction value. Processor 110 displays equipment icons 51 on monitor 181 as objects representing the predetermined number of pieces of equipment in order of the most advantageous correction value. In other words, processor 110 causes monitor 181 to recommend equipment in order of decreasing difficulty of completing the event, with higher priority. In this way, the parameters of the medium are variable so that the amount of variation corresponds to the type of game (for example, the type of event) in which the medium is used. The game program causes the processor 110 to recommend media to be the target of operations related to game play, in order of priority according to the type of game, in order of advantage for game play. This makes it easier for the user 11 to select a medium that makes it easier to achieve an event.

[0155] Recommended media in the fifth category may be presented. As an example, in step S116, processor 110 may present recommended equipment in the fifth category. In this case, processor 110 may omit presenting some or all of the recommended media (for example, recommended equipment) in other categories. The recommended equipment in the fifth category is a predetermined number of pieces of equipment in the same category owned by user 11, sorted in order of lowest possible development value. As an example, the predetermined number is three. Processor 110 calculates the possible development value for each piece of equipment classified in the same category. Processor 110 sorts the equipment based on the calculated possible development value. Processor 110 displays equipment icons 51 on monitor 181 as objects representing the predetermined number of pieces of equipment in order of lowest possible development value. In this modified example, it is preferable to use the level of the medium as the evaluation value. In this way, when there are multiple media of the same type, the game program causes the processor 110 to recommend media of the same type as the target of operations related to game play, prioritizing media of the same type in order of the smallest difference (increment) between the current parameters of the media and the parameters that the media can reach in a specific situation. This allows the user 11 to preferentially select media with small parameter differences (for example, training potential values). In particular, using level as the reference parameter can make the user 11 prioritize the completion of training the media.

[0156] Recommended media in a sixth category may be presented. For example, in step S116, processor 110 may present recommended equipment in a sixth category. In this case, processor 110 may omit presenting some or all of the recommended media (for example, recommended equipment) in other categories. The recommended equipment in the sixth category is a predetermined number of pieces of equipment in the same category owned by user 11, sorted in descending order of maximum performance value. For example, the predetermined number is three. Processor 110 sorts the equipment based on the final performance value. Processor 110 displays equipment icons 51 on monitor 181 as objects representing the predetermined number of pieces of equipment, sorted in descending order of final performance value. In this modified example, it is preferable to use the level of the medium as the evaluation value. In this manner, when there are multiple media with different parameters that can be achieved in a specific situation, the game program causes the processor to recommend media to be the target of operations related to game play, prioritizing the items in descending order of the parameters that can be achieved in the specific situation. According to this, when there are multiple media with different parameters that can be achieved in a specific situation, the media to be operated are recommended in descending order of priority based on the parameters that can be achieved in the specific situation, so that the user 11 can easily understand which media can be used to increase the parameters.

[0157] Recommended items in the seventh category may be presented. As an example, in step S116, processor 110 may present recommended equipment in the seventh category. In this case, processor 110 may omit presenting some or all of the recommended items in other categories (for example, recommended equipment). The recommended equipment in the seventh category is a predetermined number of pieces of equipment in the same category owned by user 11, sorted in order of the most advantageous correction value for user 11 in terms of the training points when a specific play content is achieved. The correction value is categorized according to each play content, and a correction value for the training points that can be acquired through an event is associated with each piece of equipment. As an example, the predetermined number is 3. Processor 110 sorts the equipment based on the correction value. Processor 110 displays equipment icons 51 on monitor 181 as objects representing the predetermined number of pieces of equipment in descending order of the correction value. In other words, processor 110 causes monitor 181 to recommend equipment in order of the greatest amount of change according to the play content, with higher priority. The processor 110 may switch the content of play and recommend equipment in response to an instruction operation by the user 11. Thus, the user 11 can easily understand which medium can be used to increase the parameters according to the play style that the user is good at.

[0158] Among the media owned by user 11, media whose development potential value has reached 0 may be excluded from being presented as recommended media. As an example, in step S116, processor 110 may exclude, among the equipment of the same category owned by user 11, equipment whose development potential value has reached 0 from being presented as recommended equipment for each division. In this way, the game program causes processor 110 to exclude media that have reached parameters that can be reached in a specific situation from the media to be recommended as media to be used in operations related to game play. In this way, when selecting a medium for development, media that have been completed development are excluded from the recommended media, making it possible to present recommended media in an easy-to-understand manner.

[0159] The specific situation is not limited to a situation in which the level of equipment has reached the maximum level, but may also be a situation in which the equipment has reached a predetermined level that is set within a range from the initial level to the maximum level. Furthermore, when the specific situation is a situation in which a specific level has been reached, the specific level may be changeable in response to an operation by the user 11. In this way, the game program causes the processor 110 to receive recommended conditions for a medium from the user. The specific situation is a situation in which the recommended conditions are met. This allows the user 11 to set their preferred recommended conditions and then receive recommended media. This makes it easier to select a medium in accordance with the user 11's training guidelines.

[0160] The evaluation value is not limited to a performance value of an equipment item or an ability value of a character. As an example, the evaluation value may be a value calculated based on multiple parameters for a certain medium. For example, the processor 110 may calculate the evaluation value based on the relational expression "P=ax+by" where x is the first parameter of the medium, y is the second parameter, a and b are predetermined coefficients, and P is the evaluation value. In this case, the coefficients a and b may be changeable in response to a change operation by the user 11. The parameters used as the basis for calculating the evaluation value are not limited to two, and may be three or more. This allows the medium to be recommended based on the parameters that the user 11 values ​​most.

[0161] The reference parameters of a medium are not limited to the ability scores of a character or the performance values ​​of equipment. The reference parameters may be the type or quantity of information associated with the medium. For example, the reference parameters may be the type, number, or proficiency of skills or magic associated with a character.

[0162] The reference parameter may be one or more selected from the parameters of the medium in response to a selection operation by the user 11. For example, the processor 110 may generate an evaluation value using the parameter selected by the user 11 from among the character's HP, defensive power, offensive power, and magical power as the reference parameter, and present recommended characters for each category.

[0163] Among multiple media slots, the development of media set in a specific media slot may be given preferential treatment compared to media set in other media slots. As an example, even if the same event is achieved, the development points given to equipment set in the development slot may be greater than the development points given to equipment set in other equipment slots. As an example, the other equipment slot may be a strategy slot. Not limited to this, even if the same event is achieved, the development points given to equipment set in the development slot may be less than the development points given to equipment set in other equipment slots. As an example, the other equipment slot may be a strategy slot.

[0164] When processor 110 receives an operation instructing presentation of recommended media, the game program causes processor 110 to display an object representing the recommended media on monitor 181 based on various information received from server 200. Without being limited to this, when processor 110 receives an operation instructing setting of recommended media, the game program may cause processor 110 to set the currently recommended media in a media frame based on various information received from server 200.

[0165] The parameters of the medium are not limited to being changed through events. For example, the parameters of the medium may be changed by consuming items, virtual currency, or points that can be acquired in the game. The parameters of the medium may be changed by consuming the same type of medium or a different type of medium. In this modified example, the change in the parameters may be an increase in the parameters. Even in this configuration, the parameters of the medium can be changed depending on the game play.

[0166] The parameters of the medium may decrease through events. For example, if an event is not completed successfully, the training points may be decreased as a penalty. In other words, the parameters of the medium may change depending on the gameplay, and may either increase or decrease.

[0167] The presentation of recommended media is not limited to displaying only the recommended media among the media owned by the user 11. For example, the recommended media and media other than the recommended media may be displayed on the monitor 181. In this case, it is preferable to add recommendation information to the object representing the recommended media. In this case, the recommendation information may be the word "recommended," a frame surrounding the object, or a specific color tone.

[0168] The media that the user 11 can use is not limited to equipment or characters. In each embodiment and each modified example, the media may be equipment, characters, or something different. The media may be consumables in the game, such as items, virtual currency, and points. For example, the media may be skills or magic that can be attached to and detached from characters or equipment. In this case, the skills or magic may be strengthened through events.

[0169] Restrictions may be placed on the media that users 11 can use. For example, when creating a party for an event, it may be advisable to ensure that the total cost set for each character does not exceed the upper limit. For example, it may be advisable to set the maximum level at which equipment can be equipped, so that characters who have not yet reached this level cannot equip the equipment.

[0170] An event is not limited to a battle with an NPC (non-player character). An event may involve a battle between avatars of users 11. In this case, the event may be a one-on-one battle, a one-on-multiple battle, or a multiple-on-multiple battle. In an event, multiple avatars who are allies may form one or more groups.

[0171] The information processing system 10 is not limited to being embodied as a game system, but may also be embodied as a learning support system. The medium in the learning support system may be information indicating a learning area, and the parameters may be the level of proficiency in each learning area. The learning support system may provide learning events for the user 11 to study, and may vary the level of proficiency depending on the percentage of correct answers in the events.

[0172] The above-described processes and the order of steps are merely examples and are not intended to be limiting. The order of processes and steps can be changed as desired without departing from the scope of the embodiments and modifications.

[0173] One or more modules or functions provided in the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).

[0174] One or more modules or functions of the terminal 100 and the server 200 may be implemented by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads and executes the programs from the storage, thereby realizing the functions of the present disclosure. As already explained, the storage can be implemented as a non-volatile storage device.

[0175] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communications network or broadcast waves). The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).

[0176] The game program of the server 200 and the game program of the terminal 100 can be understood as a single program, or they can be understood as separate programs. All processing may be performed by the server 200, and the processing results may be displayed as images on the monitor 181 of the terminal 100. Equipment information may be managed on the terminal side, and the processor 110 of the terminal 100 may calculate and display the information.

[0177] In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. In other words, all of the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200 or by the processor 110 of the terminal 100.

[0178] Any specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, and any process and step other than the specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, the computer may be configured with one or more terminals 100 and one or more servers 200. All of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 110 of the terminal 100, or any part of the means and functions may be implemented by the processor 210 of the server 200 and the remaining parts may be implemented by the processor 110 of the terminal 100.

[0179] The various means and functions that can be realized by the game control unit 201 are not limited to being configured by a single processor 210, but may be configured by multiple processors included in one server 200 or multiple servers 200. The various means that can be realized by the game control unit 101 and the display control unit 104 are not limited to being configured by a single processor 110, but may be configured by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, the various means may be configured by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200. In this way, a computer may be configured by one or more terminals 100, one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.

[0180] When the terminal 100 executes all of the processes and steps described in the embodiment and modified examples, the terminal 100 may be configured not to communicate with other devices when executing these processes and steps. Furthermore, the computer is not limited to being configured by one or both of the terminal 100 and the server 200. The computer may be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.

[0181] The present disclosure includes the following examples, in which reference numbers are provided to elements of the embodiments to aid understanding and not by way of limitation. (Appendix 1) A program that causes a processor (110, 210) to vary parameters of a medium in response to game play, and to recommend a medium to be the target of an operation related to game play in response to the relationship between the current parameters of the medium and the parameters that the medium can reach in a particular situation.

[0182] (Appendix 2) The program according to appendix 1, which causes the processor (110, 210) to accept recommended conditions for a medium from a user, and the specific situation is a situation in which the recommended conditions are satisfied.

[0183] (Appendix 3) A program as described in Appendix 1, in which the parameters of the medium are variable to increase in response to game play, and the processor (110, 210) is caused to recommend a medium to be the target of an operation related to game play depending on the difference between the current parameters of the medium and the parameters that the medium can reach in a particular situation.

[0184] (Appendix 4) A program as described in Appendix 3, in which, when the processor (110, 210) has multiple media with different differences, the processor (110, 210) assigns higher priority to the media with the largest differences and recommends the media to be used for operations related to game play.

[0185] (Appendix 5) A program as described in Appendix 3, in which, when the processor (110, 210) has multiple media with different parameters that can be reached in a specific situation, the processor (110, 210) assigns higher priority to the media with the largest parameters that can be reached in the specific situation, and recommends the media to be used for operations related to game play.

[0186] (Appendix 6) The program described in Appendix 1, wherein the parameters of the medium are variable so that the amount of variation corresponds to the type of game in which the medium is used, and the program causes the processor (110, 210) to recommend media to be used for operations related to game play, with priority given to media with the greatest amount of variation corresponding to the type of game.

[0187] (Appendix 7) The program described in Appendix 1, wherein the parameters of the medium are variable so that the amount of variation corresponds to the type of game in which the medium is used, and the program causes the processor (110, 210) to recommend media to be the subject of operations related to game play, according to the type of game, with increasing priority being given to media that are advantageous to game play.

[0188] (Appendix 8) A program as described in Appendix 1, in which a first medium and a second medium are available for use in a game, and the processor (110, 210) recommends, as the second medium, a medium to be the target of an operation related to playing the game, in order of priority based on the size of the medium's current parameters, and recommends, as the first medium, a medium to be the target of an operation related to playing the game, in accordance with the relationship between the medium's current parameters and the parameters that the medium can reach in a specific situation.

[0189] (Appendix 9) A program as described in Appendix 1, which, when there are multiple media of the same type in the processor (110, 210), recommends a medium to be the target of operations related to game play by prioritizing the medium with the smallest difference between the current parameters of the medium and the parameters that the medium can reach in a specific situation.

[0190] (Appendix 10) A program as described in Appendix 1, which causes the processor (110, 210) to exclude media that have reached parameters that can be reached in specific circumstances from the media that are recommended as targets for operations related to game play.

[0191] (Appendix 11) An information processing system (10) comprising an information processing device (100, 200), the information processing device comprising a processor (110, 210), the processor varying parameters of a medium in response to game play, and the processor recommending a medium to be the target of an operation related to game play in response to the relationship between the current parameters of the medium and parameters that the medium can reach in a specific situation.

[0192] (Appendix 12) An information processing method in which a processor (110, 210) varies parameters of a medium in response to game play, and the processor recommends a medium to be the target of an operation related to game play in response to the relationship between the current parameters of the medium and the parameters that the medium can reach in a specific situation.

[0193] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled. [Explanation of symbols]

[0194] 10...Information processing system 11...User 20...Network 40...Home screen 41...Avatar window 42...Event start button 43...Equipment change button 44...Character change button 45...Home button 50...Equipment change screen 51...Equipment icon 51A...Equipment icon 51B...Equipment icon 51C...1st recommended equipment icon 51C...Recommended equipment icon 51D...2nd recommended equipment icon 51D...Recommended equipment icon 52...Weapon icon 53...Head armor icon 54...Body armor icon 55...Foot armor icon 55A...Home button 56...Accessory icon 57...Level display 58...Rarity display 59...Remove button 60...Event screen 61...Battle window 62...History window 63...Attack button 64...Magic button 65...Skill button 70...Result screen 71...Character string 72...Character string 80...Avatar 81...Long sword 81a...First long sword 81b...Second long sword 81c...Third long sword 82...Leather armor 83...Dual swords 85...Monster 86...Gauge 90...Character change screen 90A...Character recommendation screen 91...Character icon 91A...Associated character icon 91B...Associated character icon 91C...Owned character icon 91D...Recommended character icon 91E...Recommended character icon 94...Recommended formation button 95...Home button 97...Level display section 98...Rarity display section 99...Formation confirmation button 100...Terminal 101...Game control section 104...Display control section 105...Memory section 106...Communication section 107...Input / output section 110...Processor 120...Memory 130...Storage 140...Communication interface 150...Input / output interface 160...Microphone 170...Speaker 180...Touch screen 181...Monitor 182...Touch sensor 188...Monitor 190...Communication bus 200...Server 201...Game control unit 205...Memory unit 206...Communication unit 207...Input / output unit 210...Processor 220...Memory 230...Storage 240...Communication interface 250...Input / output interface 290...Communication bus 300...Input device

Claims

1. causing the processor to vary the level of the medium in response to game play; a parameter of the medium varies depending on the level of the medium; A program that causes a processor to recommend a medium to be the subject of an operation related to game play according to a relationship between a current parameter of the medium and a parameter when the medium reaches a specific level different from the current level.

2. The program of claim 1 , further comprising causing a processor to change the specific level in response to an operation by a user.

3. The parameters of the medium are variable so as to increase in response to play of the game; 2. The program of claim 1, wherein the processor is configured to recommend the medium for an operation related to game play depending on a difference between the current parameters of the medium and the parameters when the medium reaches the particular level.

4. The program according to claim 3, wherein when the processor has a plurality of media with different differences, the processor recommends the media to be the subject of operations related to game play by prioritizing them in descending order of the difference.

5. The program of claim 3, wherein when the processor has a plurality of media with different parameters when the specific level is reached, the processor recommends the media to be the subject of operations related to game play by prioritizing the media with the largest parameters when the specific level is reached.

6. The parameters of the medium are variable such that the amount of variation corresponds to the type of game in which the medium is used; 2. The program according to claim 1, wherein the processor is configured to recommend the media to be used for operations related to game play in order of increasing priority in descending order of the amount of variation according to the type of game.

7. The parameters of the medium are variable such that the amount of variation is dependent on the type of game in which the medium is used; 2. The program according to claim 1, wherein the processor is configured to recommend the media to be subjected to operations related to game play in accordance with the type of game, with priority being given to the media in order of advantageousness for game play.

8. In a game, the medium can be used as a first medium or a second medium; 2. The program of claim 1, wherein the processor is configured to recommend, as the second medium, a medium to be the target of an operation related to game play, in order of priority based on the size of the current parameters of the medium, and to recommend, as the first medium, a medium to be the target of an operation related to game play, based on the relationship between the current parameters of the medium and the parameters when the medium reaches the specific level.

9. The program of claim 1, wherein when the processor has multiple media of the same type, the processor recommends the media to be the subject of operations related to game play by prioritizing the media with the smallest difference between the current parameters of the media and the parameters when the media reaches the specific level.

10. 2. The program of claim 1, further comprising causing a processor to exclude the medium that has reached the particular level from being recommended as the medium for game play-related manipulation.

11. an information processing device, the information processing device comprising a processor; The processor varies the level of the media in response to game play, a parameter of the medium varies depending on the level of the medium; An information processing system in which a processor recommends a medium to be the target of an operation related to game play depending on the relationship between the current parameters of the medium and the parameters when the medium reaches a specific level different from the current level.

12. causing a processor to vary a level of said medium in response to play of a game; a parameter of the medium varies depending on the level of the medium; An information processing method that causes a processor to recommend a medium to be the subject of an operation related to game play according to a relationship between a current parameter of the medium and a parameter when the medium reaches a specific level different from the current level.

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