Game program, game device, and information processing method

The game program strategically manages game media ownership by identifying excess items and adjusting them based on user settings and priorities, enhancing game progression through automated media management and social learning.

JP7829131B2Active Publication Date: 2026-03-13CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-08-02
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

Existing game management systems fail to strategically manage the number of owned game media, either by not considering all owned objects or by inadequately determining deletion conditions, leading to inefficiencies in game progression.

Method used

A game program that includes a determining means to manage the number of game media by identifying and unassociating media when the total exceeds the user's limit, based on setting information and priority, allowing users to view and copy other users' settings, and automatically adjusting media ownership.

Benefits of technology

Enables users to maintain desired game media quantities, optimizing game progression by automatically managing media ownership and providing strategic insights from other users' settings.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game program capable of automatically and strategically adjusting the number of game media acquired in a game, the game media being owned by a user.SOLUTION: A game program causes a computer to function as; game execution means for executing game content; setting reception means for receiving setting information on a desired number corresponding to a type of owned game media with regard to owned game media associated with a user in the game content; specification means for specifying first game media associated with the user; and determination means for determining third game media for cancelling the association with the user out of the first game media and second game media on the basis of the setting information in the case where a total number of the second game media already associated with the user and the first game media exceeds an upper limit number of the game media that the user can own by the association of the first game media with the user.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a game program, a game device, and an information processing method.

Background Art

[0002] Conventionally, a device equipped with an automatic processing means for executing a predetermined automatic process on an object obtained by a user has been disclosed in a game management device (see Patent Document 1). In this device, an automatic selling process or the like is enabled, and for each automatic process, a condition associating means for associating information regarding execution conditions, and when the user obtains an object, among the plurality of automatic processes, a control means for determining an automatic process that satisfies the execution conditions and causing the determined automatic process to be executed.

[0003] Also, Patent Document 2 discloses a device that manages the maximum number of objects in a game and manages the number of objects by setting a maximum association number and automatically deleting objects.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, while the game management device described in Patent Document 1 considers the processing of acquired objects, it did not anticipate managing all objects owned by the user. Furthermore, while the game device described in Patent Document 2 automatically deletes objects that meet pre-set deletion conditions when acquired, it is insufficient in terms of strategically determining the number of objects owned, due to the complexity of setting the conditions. [Means for solving the problem]

[0006] One aspect of this disclosure provides a game program that causes a computer to function as: a game execution means for executing game content; a setting receiving means for receiving setting information regarding a desired number of owned game media corresponding to the type of owned game media associated with the user in the game content; a identifying means for identifying a first game media associated with the user; and a determining means for determining, based on the setting information, a third game media to be unassociated with the user from among the first and second game media when the first game media is associated with the user, resulting in the total number of second and first game media already associated with the user exceeding the upper limit of game media that the user can own.

[0007] Furthermore, in another embodiment of this disclosure, the determination means provides a game program that determines a third game medium from among the second game mediums that belong to a type in which the number associated with users exceeds a desired number, if the first game medium belongs to a type in which the number associated with users does not exceed a desired number.

[0008] Furthermore, in another embodiment of this disclosure, the determination means provides a game program that determines a third game medium from among the first and second game mediums that belong to the type in which the number associated with the user exceeds a desired number, if the first game medium belongs to the type in which the number associated with the user exceeds a desired number.

[0009] In another aspect of this disclosure, the configuration information provides a game program that includes information about a type of priority determined for a third game medium.

[0010] In another embodiment of this disclosure, the setting information includes information regarding desired numbers and priorities corresponding to categories included in the type, and the determination means provides a game program that determines the type to be the third game medium and then determines the category to be the third game medium.

[0011] In another aspect of this disclosure, the setting reception means provides a game program that allows a user to view the setting information of other users through user operation.

[0012] In another aspect of this disclosure, the setting reception means provides a game program that allows the user to copy or edit other users' setting information to the user's setting information through user operation.

[0013] In another embodiment of this disclosure, the setting reception means provides a game program that, based on the game status of the user and at least one of other users, presents the user with other users who can view setting information.

[0014] In another embodiment of this disclosure, the setting reception means provides a game program that presents the user with other users who can view setting information, based on whether other users have cleared certain game content.

[0015] In another aspect of this disclosure, the game content is executed in units of rooms in which multiple users participate, and the setting reception means provides a game program that presents the user with other users who can view the setting information, based on the fact that other users are participating in the same room as the user.

[0016] In another aspect of this disclosure, the configuration information provides a game program that can be configured in association with a play style that suggests the user will take a predetermined action in the game content.

[0017] In another aspect of this disclosure, the game content provides a game program in which multiple users participate simultaneously, without each user being associated with a specific game medium, and which ends when one of the users or a team of users defeats all the other users or teams.

[0018] Furthermore, in another aspect of this disclosure, the game content is provided as a game program that progresses through the user's operation of a character in a virtual space, and identifies a game medium as a first game medium when the character enters a predetermined distance from a game medium placed in the virtual space.

[0019] One aspect of this disclosure provides a game device comprising: a game execution unit that executes game content; a setting reception unit that receives setting information regarding a desired number of owned game media corresponding to the type of owned game media associated with the user in the game content; a specification unit that identifies a first game media associated with the user; and a determination unit that, when the first game media is associated with the user, the total number of second game media already associated with the user and the first game media exceeds the upper limit of game media that the user can own, determines, based on the setting information, a third game media from the first and second game media to be unassociated with the user.

[0020] One aspect of the present disclosure is an information processing method executed by a computer, including a game execution step of executing game content, a setting reception step of receiving setting information regarding a desired number corresponding to the type of the held game medium associated with the user in the game content, a specifying step of specifying a first game medium associated with the user, and a determining step of determining a third game medium to be dissociated from the user from among the first game medium and a second game medium already associated with the user when the total number of the second game medium and the first game medium already associated with the user exceeds the upper limit number of game media that the user can hold, based on the setting information, when the first game medium is associated with the user. An information processing method including these steps is provided.

Advantages of the Invention

[0021] According to the present disclosure, it is possible to provide a game program that solves the above problems, and it becomes possible to automatically adjust the held game media associated with the user in the game content to the quantity desired by the user.

Brief Description of the Drawings

[0022] [Figure 1] It is a block diagram showing a schematic configuration of the game system of the embodiment. [Figure 2] It is a flowchart showing an example of processing when an item is acquired during execution of game content of the embodiment. [Figure 3] It is an example of a screen displayed on the display during the game of the embodiment. [Figure 4] It is an example of a screen displayed on the display during the game of the embodiment. [Figure 5] It is an example of a screen displayed on the display during the game of the embodiment. [Figure 6] It is an example of a screen displayed on the display during the game of the embodiment. [Figure 7] It is an example of a screen displayed on the display during the game of the embodiment. [Figure 8]This is an example of a screen displayed on the screen during gameplay in the embodiment. [Figure 9] This is an example of a screen displayed on the screen during gameplay in the embodiment. [Figure 10] This is an example of a screen displayed on the screen during gameplay in the embodiment. [Modes for carrying out the invention]

[0023] [Embodiment] An embodiment of the game system 1 of this disclosure will be described with reference to the drawings.

[0024] <Game Description> In the game system 1 of this embodiment shown in Figure 1, a server device 2 and a plurality of game devices 5 are connected to each other via a communication network 6 so that they can communicate with one another, and a game is executed on each of the game devices 5.

[0025] The game of this embodiment is an online game executed on game system 1. This game is a competitive action game having multiple game contents, including single quests and multiplayer quests. In this specification, single quests and multiplayer quests are collectively referred to as "quests".

[0026] In single-player quests, a user controls a player character and battles against non-player characters alone in a virtual space. In multiplayer quests, user teams, consisting of the user and other users, battle against other user teams, with each user controlling a player character in a virtual space. In multiplayer quests, each user may also battle against each other individually in a virtual space, controlling their own player character. A player character is equivalent to an object. Player characters or non-player characters are sometimes simply referred to as "characters."

[0027] In the game of this embodiment, users can acquire items, which are game media usable in the virtual space within the game. Items can be acquired mainly while playing quests in the game, and may be consumed when used. Depending on the type of item, some can be used multiple times, or some are not consumed even when used. In addition to items, other game media obtainable in the game of this embodiment include player characters. These game media can be acquired not only in the virtual space within the game, but also through a lottery method called gacha, purchases made with real money, rewards for completing quests, and rewards for various in-game events. Player characters are typically not consumed even when used, but may be consumed. Other game media may also be either consumable or not.

[0028] Game media acquired by a user are managed in association with the user's identification information. Game media owned by a user and associated with that user are called owned game media. Users can discard, or dispose of, game media. When this happens, the associated game media with the user is removed, and the user no longer owns it. Game media such as items that are consumed upon use are also removed from the user's association upon consumption, in addition to being discarded by the user.

[0029] In MultiQuest, multiple users participate simultaneously without possessing any items, and the game ends when one user team or user defeats all other user teams or users. In other words, MultiQuest is a so-called battle royale type game that includes both team battles and individual battles. During this time, each user can acquire items, which are game elements placed in the virtual space. In this specification, a user team may simply be referred to as a team.

[0030] In multiplayer quests, each quest can be played in a room, with multiple users participating. Users can create a new room or join one created by another user, and play multiplayer quests with the other users in that room. Rooms are used, for example, when users who are friends play together.

[0031] In single-player quests, users can participate with their own items and the quest ends when they defeat or lose against a non-player character. Even in this case, users can acquire items placed in the virtual space.

[0032] In both multiplayer and single-player quests, there is a limit to the total number of items a user can possess during a quest, and it is not possible to possess more items than this limit. In other words, in order to progress through the game advantageously, it is necessary to pay attention to the number of items one possesses. In particular, if acquiring a new item would cause the number of items one possesses to exceed the limit, it is necessary to decide whether or not to acquire the new item, and if so, which items to discard in its place. In the game system 1 of this embodiment, it is possible to automatically decide whether or not to acquire a newly acquired item, and if so, which items to discard.

[0033] On the other hand, as mentioned above, it is possible to obtain game resources such as items and player characters through methods other than quests, such as gacha. Gacha is a method of randomly selecting game resources based on predetermined selection ratios. The selected game resources are then given to the user. Game resources consumed as payment for gacha include, for example, "paid gems," which are paid game resources given to the user through in-game transactions, and "free gems," which are free game resources given to the user through game actions. In other words, gacha grants game resources to the user on the condition that the user pays a price. When game resources are granted to a user, they become associated with that user.

[0034] Even outside of quests, there is a limit to the total number of items a user can possess in the game, and it is not possible to possess more items than this limit. Items acquired outside of quests can, for example, be brought into single quests, and some of these brought-in items can be used during quests. These items acquired outside of quests are mainly obtained through gacha, but items not used in quests may also be accumulated. In this case as with items within quests, the game system 1 of this embodiment can automatically determine whether or not to acquire newly acquired items, and if so, which items to discard.

[0035] Some game media, such as player characters and items that users can obtain, have a parameter called rarity, which indicates their scarcity. Specifically, a high rarity means that the item is rare and difficult to obtain in the game, while a low rarity means that the item is rare and easy to obtain in the game. In the game of this embodiment, each game medium has one of the following rarity levels set: S rank, A rank, or B rank. S rank is the highest rarity, followed by A rank and then B rank, in decreasing order of rarity.

[0036] Such games are played using a game console such as Nintendo Switch (registered trademark), PlayStation (registered trademark), or Xbox (registered trademark), or a game device 5 such as a personal computer, smartphone, or tablet.

[0037] <Overview of Game System 1> As shown in Figure 1, the game system 1 of this embodiment consists of a server device 2 and a plurality of game devices 5.

[0038] Server device 2 manages each user's data, provides game programs, manages game data, and handles online matchmaking. Server device 2 provides a virtual space for online multiplayer battles and progresses the game while synchronizing it based on the game play data transmitted from multiple game devices 5. The game play data transmitted from game devices 5 includes information on user actions. Server device 2 transmits synchronization data to all users' game devices 5 in real time so that synchronized images are displayed with as little delay as possible.

[0039] The game device 5 executes a predetermined game based on user input. To do this, the game device 5 receives, specifically downloads and installs, the game program from the server device 2 via the communication network 6. Each user is assigned account information, including identification information and a password, associated with the game device 5. This account information is transmitted from the game device 5 to the server device 2 upon login and used for user authentication in the server device 2.

[0040] After user authentication, communication between the server device 2 and the game device 5 becomes possible. After logging in, the game device 5 receives data necessary for game progression, such as data related to the game progress, from the server device 2, and then proceeds with the game while outputting game images and sounds from the display 61 and speaker 62, respectively, based on the user's input.

[0041] <Configuration of Game System 1> The hardware configurations of server device 2 and game device 5 will be described below with reference to Figure 1. Note that each of the multiple game devices 5 has the same configuration as the others.

[0042] <Configuration of Server Device 2> As shown in Figure 1, the server device 2 has a network interface 21, a storage unit 22, and a control unit 23. The network interface 21, the storage unit 22, and the control unit 23 are connected to each other via a bus 29.

[0043] The network interface 21 is connected to each game device 5 via a communication network 6 such as the Internet and a LAN.

[0044] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), or SSD (Solid State Drive), or a combination thereof. The storage unit 22 stores various programs, including at least a part of the game program of this embodiment, as well as various data such as the user DB (Data Base) 221.

[0045] The user database 221 stores user information, play history, game media owned by the user, setting information regarding the desired number of game media owned by the user, and information regarding the player character controlled by the user, associated with each user's identification number. User information includes information such as the username and user rank. Play history includes, for example, quests the user has completed, the number of times the user has played quests in the past, the history of gacha operations performed by the user, and the history of items and player characters obtained through gacha. The setting information regarding the desired number of game media owned by the user is information received by the setting reception means 563 of the game device 5.

[0046] The control unit 23 shown in Figure 1 is composed of a microcomputer having a CPU and semiconductor memory, and controls the operation of the server device 2. By executing various programs, the control unit 23 functions as an information processing means 231, a matching means 232, a synchronization means 233, a transmission information determination means 234, and an association means 235. In this embodiment, these information processing means 231, matching means 232, synchronization means 233, transmission information determination means 234, and association means 235 correspond to an information processing unit, a matching unit, a synchronization unit, a transmission information determination unit, and an association unit, respectively. The control unit 23 in this specification is an example of the "computer" of the present invention.

[0047] —Information processing means 231— The information processing means 231 sends and receives various data to and from each game device 5. The main data received by the information processing means 231 includes requests for user information of other users that satisfy predetermined conditions, requests to view other users' settings information, game data, game program download requests, requests to perform gacha in response to user operations, quest execution requests, and account information. The main data transmitted by the information processing means 231 includes user information of other users that satisfy predetermined conditions, other users' settings information, game data for synchronization in each game device 5, game programs, information about game media obtained through gacha, data for quest execution, and information indicating successful authentication.

[0048] —Verification means 232— The matching means 232 authenticates the user account using the user identification information received from the game device 5.

[0049] —Synchronization means 233— The synchronization means 233 generates game data to be transmitted to each game device 5 in order to synchronize the position and actions of each user operating in the virtual space, as well as the game media acquired by the user, in accordance with the game data received from each game device 5. The synchronization means 233 also monitors changes in the game data to prevent data tampering by so-called cheats in the game device 5.

[0050] —Transmission Information Determination Means 234— The information transmission determination means 234 determines user information of other users that satisfy predetermined conditions, and setting information of other users, to be transmitted in response to a request from the user operating the game device 5.

[0051] Specifically, when a user attempts to set a desired number of game media corresponding to the types of game media they own in the game device 5, the user may want to refer to the setting information of other users who satisfy certain conditions to make a decision. In this case, the user may request user information of other users who satisfy certain conditions from the game device 5 in order to identify the other users whose setting information they wish to view. Alternatively, the user may identify a user whose setting information they wish to view from other users who satisfy certain conditions, or from users who are on the same team or room in a multi-quest, and request to view that user's setting information.

[0052] When the information processing means 231 receives a request from the game device 5 via the network interface 21 and the information processing means 231 to refer to user information of other users that satisfy predetermined conditions, the information transmission determination means 234 refers to the user information in the user DB 221 in response to the received request to refer to user information and identifies other users that satisfy the conditions. The information transmission determination means 234 determines that the user information of these other users is to be transmitted to the game device 5. The information processing means 231 transmits the user information of other users determined by the information transmission determination means 234 to the game device 5 via the network interface 21 and the communication network 6.

[0053] Alternatively, when the information processing means 234 receives a request from the game device 5 to access a specific user's settings information via the network interface 21 and the information processing means 231, the information processing means 234 determines the settings information to transmit by referring to the user information in the user database 221 in response to the received request. The information processing means 231 then transmits the settings information of other users determined by the information processing means 234 to the game device 5 via the network interface 21 and the communication network 6.

[0054] —Means of association 235— The association means 235, conditional on the user's payment of consideration, performs an association process in which it randomly assigns at least one game medium from among multiple candidate game mediums to the user in response to the user's request to perform a gacha, which is a lottery request. Specifically, when a user performs a gacha operation on the game device 5, the game device 5 sends a gacha operation request to the server device 2. In response to this gacha operation request, the association means 235 selects at least one game medium from among multiple candidate game mediums by lottery based on the winning probability for each candidate game medium. The association means 235 associates information about the selected game medium with the identification information of the user who performed the operation that sent the gacha operation request. As a result, the user is given the game medium that they won by drawing the gacha themselves.

[0055] <Configuration of game device 5> As shown in Figure 1, the game device 5 has a display 61, a speaker 62, and an input device 63 that are either externally connected or built-in. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, graphics processing unit 52, audio processing unit 53, operation unit 54, and storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0056] The network interface 51 is connected to the communication network 6 in a way that allows it to send and receive various data between the game device 5 and the server device 2.

[0057] The graphics processing unit 52 renders game images in video format based on game image information output from the control unit 56. The game images include characters and various objects related to the virtual game space. The graphics processing unit 52 is connected to the display 61 and displays the game images rendered in video format as a game screen on the display 61. The display 61 is a liquid crystal display device or an organic EL display device, etc., capable of displaying images.

[0058] The audio processing unit 53 is connected to the speaker 62 and plays and synthesizes game sounds based on instructions from the control unit 56, and outputs the game sounds from the speaker 62. The speaker 62 is capable of outputting sound.

[0059] The control unit 54 is connected to the input device 63 and transmits and receives data related to operation and input to and from the input device 63. The input device 63 can be a gamepad, mouse, keyboard, or touchpad. The user can input operation signals to the game device 5 by operating the input device 63.

[0060] The storage unit 55 consists of an HDD, SSD, RAM, and ROM. The storage unit 55 stores game data downloaded from the server device 2, various programs including parts of the game program, user settings information for the game device 5, user information, and owned game media.

[0061] —Control Unit 56— The control unit 56 is composed of a microcomputer having a CPU and semiconductor memory, and controls the operation of the game device 5. By executing various programs, the control unit 56 functions as a communication means 561, a game execution means 562, a setting reception means 563, an association means 564, a voice control means 567, and a display control means 568. More specifically, the association means 564 functions as a identification means 565 and a determination means 566. In this embodiment, the communication means 561, the game execution means 562, the setting reception means 563, the association means 564, the identification means 565, the determination means 566, the voice control means 567, and the display control means 568 correspond to the communication unit, the game execution unit, the setting reception unit, the association unit, the identification unit, the determination unit, the voice control unit, and the display control unit, respectively. The control unit 56 in this specification is an example of the "computer" of the present invention.

[0062] —Communication method 561— The communication means 561 communicates with the server device 2 via the network interface 51.

[0063] The communication means 561 generates information that the server device 2 can understand based on various operation signals received by the operation unit 54 from the input device 63, and transmits that information to the server device 2. For example, the communication means 561 transmits to the server device 2 user settings information, requests for user information of other users that satisfy predetermined conditions, requests to view other users' settings information, game data, game program download requests, requests to perform gacha in response to user operations, quest execution requests, and account information. The communication means 561 also receives from the server device 2 user information of other users that satisfy predetermined conditions, other users' settings information, game data for synchronization in each game device 5, game programs, information about game media obtained through gacha, data for quest execution, and information indicating successful authentication.

[0064] —Game execution means 562— The game execution means 562 executes game content, including quests. Specifically, the game execution means 562, in accordance with the user's operation of the input device 63, reads data such as virtual game space objects and textures contained in the game data from the storage unit 55, or uses game data received from the server device 2 to execute a game program and generate two-dimensional or three-dimensional game image information. The game image information is processed by the graphics processing unit 52, and the processed game images are sequentially displayed on the display 61.

[0065] The game execution means 562 places characters on the game image based on the user's operation of the game device 5, and controls the actions of the characters in the virtual game space according to the user's operation and the progress of the game.

[0066] —Setting reception method 563— In the game's single-player or multiplayer quests, users can acquire items in the virtual world. As mentioned earlier, there is a limit to the total number of items a user can possess. If the total number of items already owned and newly acquired exceeds this limit, the user must either acquire new items or discard existing items.

[0067] On the other hand, in order to successfully complete a quest, it is sometimes important for the user to strategically adjust the number of items they possess through trial and error to find the optimal number. Therefore, in the game system of this embodiment, the number of items a player can possess can be automatically adjusted by setting setting information, which is information about the desired number of items corresponding to the type of item that can be obtained in a quest. In the setting information, the desired number of each item type can be set by the user.

[0068] The configuration information includes not only the desired quantity mentioned above, but also information regarding priority. Priority indicates which type of item from your owned items should be prioritized to reach the desired quantity.

[0069] The settings also allow you to specify the desired number and priority for each category within the types of items you own. For example, a category refers to an individual item, and the type of item you own refers to the category of that item.

[0070] The settings information is configured as shown in the settings information settings screen, for example, in Figures 4 and 5. In Figure 4, there are three types of items: "healing items," "attack items," and "buff items," and each has a priority level and a desired quantity. The maximum total number of items that can be held is 10, with "healing items" having a priority level of 2 and a desired quantity of 5, "attack items" having a priority level of 1 and a desired quantity of 3, and "buff items" having a priority level of 3 and a desired quantity of 2.

[0071] Figure 5 shows an example where the individual items (categories) whose item type is "healing item" include "medicinal herb," ​​"special medicinal herb," ​​and "antidote herb." As mentioned above, the desired number of healing items is 5, so the total desired number of these healing items is also 5. Here, regarding the individual items "medicinal herb," ​​"special medicinal herb," ​​and "antidote herb," ​​"medicinal herb" has a priority of 2 and a desired number of 2, "special medicinal herb" has a priority of 1 and a desired number of 2, and "antidote herb" has a priority of 3 and a desired number of 1.

[0072] The setting reception means 563 receives setting information regarding the desired number and priority of items corresponding to the type of item for items acquired by the user in single-player or multiplayer quest game content. The user inputs this setting information by operating the input device 63.

[0073] The setting reception means 563, when setting setting information, allows the user to view other users' setting information on the display 61 of the game device 5 through user operation. When a user requests to view other users' setting information by operating the input device 63 to determine the setting information, the setting reception means 563 sends a request to view other users' setting information to the server device 2 via the communication means 561. At this time, the viewing request includes conditions regarding the setting information of the other user to be viewed. These conditions include, for example, having completed a specific quest, or having a user rank of a predetermined rank or higher. Subsequently, the setting reception means 563 obtains a list of user information of other users that satisfy the above conditions via the communication means 561. The setting reception means 563 displays this list of other users' user information on the display 61.

[0074] When a user selects a user from this list of user information whose settings they wish to view, the setting reception means 563 sends a request to the server device 2 via the communication means 561 to view that user's settings information. Subsequently, the setting reception means 563 receives the settings information of this user sent from the server device 2 via the communication means 561 and displays it on the display 61. This allows the user to view the settings information of other users.

[0075] Users can copy (duplicate) the settings information of other users they have viewed and use it as their own settings. Users can also edit the settings information of other users they have viewed, that is, modify at least some parts of it, and use it as their own settings.

[0076] —Means of association 564— The association means 564 associates game media, such as items, with the user when the user acquires them. Synchronization occurs through communication with the server device 2 when associating game media with the user.

[0077] In the settings information, the desired quantity is set as shown in Figure 4, for example. Specifically, there are three types of items: "healing items," "attack items," and "buff items," and for each, you can set a "priority" indicating priority and a "quantity" indicating the desired number. In principle, the total desired quantity is equal to the maximum number of items that can be held, but the two do not necessarily have to match.

[0078] The association means 564 of this embodiment includes a identification means 565 and a determination means 566, and when a new game medium is associated with a user, it can automatically dispose of either the new game medium or a game medium already owned, based on setting information set in advance by the user.

[0079] ―Specific means 565― The identifying means 565 identifies a game medium that has been newly acquired by the user, that is, a game medium newly associated with the user. Specifically, in a quest, the game progresses as the user operates a player character in a virtual space, and items that are game mediums are placed in this virtual space. When the player character approaches an item within a predetermined distance, the user acquires this item. At this time, the identifying means 565 identifies the item that the user has newly acquired. The newly acquired item identified by the identifying means 565, i.e., the game medium, is a specific example of the "first game medium" of the present invention.

[0080] —Decision-making method 566— The determination means 566 determines, based on the configuration information, which game media to dispose of, i.e., to release from the user, if the total number of game media associated with a user exceeds the upper limit when a game media identified by the identification means is newly associated with the user. The game media to release from the user is either a game media newly associated with the user or a game media that was already associated with the user when this game media was newly associated with the user. A game media that was already associated with the user when a game media was newly associated with the user is one specific example of the "second game media" of the present invention. A game media to release from the user is one specific example of the "third game media" of the present invention.

[0081] For example, when a user acquires a new item, if the total number of items the user already possesses plus the newly acquired item exceeds the maximum number of items the user can possess, the decision means 566 automatically determines which items to dispose of from among the items the user already possesses plus the newly acquired item, based on the setting information.

[0082] —Voice control means 567— The voice control means 567 controls the audio output of the speaker 62 based on user operations on the game device 5 during game execution.

[0083] —Display control means 568— The display control means 568 controls the display output of the display 61 based on user operations on the game device 5 during game execution. For example, the display control means 568 displays the virtual space that serves as the setting for the quest, the player character, and the menu screen on the display 61.

[0084] <Regarding the process when a game medium is acquired> Here, we will explain in detail a specific example of the process when a user acquires a game medium, referring to the flowchart in Figure 2. Figure 2 is a flowchart showing an example of the process when a user acquires an item, which is a game medium, while executing a quest, which is game content.

[0085] In the following explanation, "the user possesses the item" specifically means that the association means 564 associates the item with the user. "Disposing of the item" means that the association means 564 removes the association of the item with the user.

[0086] When a user is executing a quest and their player character approaches an item in the virtual space, the user acquires the item (S100). At this time, the identification means 565 identifies the newly acquired item. This newly acquired item is called the "acquired item". The number of items acquired is not limited to one, but for the sake of explanation, we will describe the case where one item is acquired. If multiple items are acquired simultaneously, the process from S110 onwards is repeated for each acquired item.

[0087] Next, the determination means 566 determines whether the total number of items already owned by the user and the acquired items exceeds the upper limit of the total number of items the user can own (S110).

[0088] If the total number of items already held by the user and the acquired items does not exceed the maximum number of items the user can hold (N in S110), the determination means 566 does not decide which items to dispose of, and the user keeps the acquired items (S140), and the process ends (S150).

[0089] On the other hand, if the total number of items already owned by the user and the acquired items exceeds the maximum number of items the user can own (Y in S110), the determination means 566 determines whether the number of items of a lower priority than the acquired items exceeds the desired number specified in the settings (S120).

[0090] If the number of items of a lower priority than the acquired item exceeds the desired number specified in the settings (Y in S120), the determination means 566 decides to dispose of the item with the lowest priority among the items whose number exceeds the desired number, and the association means 564 disposes of this item (S121). The user then retains the acquired item (S140) and the process ends (S150).

[0091] On the other hand, if the number of items of a type with lower priority than the acquired item does not exceed the desired number in the configuration information (N in S120), there are no items of a type with lower priority than the acquired item that can be disposed of, so the system determines whether there are any items of the same type as the acquired item that can be disposed of. Specifically, the determination means 566 determines whether there are any individual items, i.e., categories, of the same type as the acquired item that have lower priority than the acquired item and whose number exceeds the desired number (S130).

[0092] If there are items of the same type as the acquired item whose quantity exceeds the desired number (Y in S130), the determination means 566 determines which items of the same type as the acquired item that have a lower priority than the acquired item and whose quantity exceeds the desired number will be disposed of, and the association means 564 disposes of these items (S131). The user then retains the acquired item (S140) and the process ends (S150).

[0093] If there are no individual items of the same type as the acquired item that have a lower priority than the acquired item and whose quantity exceeds the desired number (N in S130), the determination means 566 decides that the acquired item is an item to be disposed of, and the association means 564 disposes of the acquired item (S132), ending the process (S150). In other words, the determination means 566 and the association means 564 dispose of the acquired item without acquiring it.

[0094] In this case, the number of items of a lower priority than the acquired item, and the number of individual items of the same type as the acquired item but with a lower priority, will be less than or equal to the desired number.

[0095] By performing the above process when a user acquires a game medium, the number of game mediums the user possesses can be automatically brought closer to the desired number that the user has set in their settings. For example, when a user plays a quest where they control a character and battle in a virtual space, simply by moving around in the virtual space where items are placed, the number of items the user possesses can be brought closer to the number they desire.

[0096] <Operation flow of Game System 1> Next, the operation of the game system 1 of this embodiment will be specifically described with reference to Figures 3 to 6. Figures 3 to 6 show examples of screens displayed on the display 61 during gameplay in the game system 1 of this embodiment.

[0097] When the game is started using game system 1, the menu screen 71 shown in Figure 3(a) is displayed on the display 61. When the user operates the input device 63 and presses the "Settings" icon on this menu screen 71, the settings screen 72 shown in Figure 3(b) is displayed on the display 61. When the user presses the "Single Quest" icon on this settings screen 72, the detailed settings screen 73 shown in Figure 3(c) is displayed on the display 61.

[0098] When the user presses the "Number of Items by Item Type" icon on this detailed settings screen 73, the first setting information setting screen 74, shown in Figure 4, is displayed on the display 61 for the user to set the desired number of items for each item type. On this first setting information setting screen 74, the user can set the desired number of items corresponding to the item type and the priority, which are the setting information. The setting reception means 563 receives the setting information entered by the user on this screen and stores the setting information in the storage unit 55. The communication means 561 transmits this user setting information to the server device 2 so that other users can refer to it.

[0099] On the other hand, when the user presses the "Item Priority" icon on the detailed settings screen 73 in Figure 3(c), the second setting information screen 75, shown in Figure 5, is displayed on the display 61 for setting the desired quantity and priority corresponding to each item (category). On this second setting information screen 75, the user can set the setting information, which is the desired quantity and priority corresponding to each item (category).

[0100] In Figure 5, a screen is displayed for setting the desired number and priority for each item (category) included in "Recovery Items," one of the item types. Similarly, for "Attack Items" and "Buff Items" shown in Figure 4, the desired number and priority for each item (category) included in these types can also be set. The setting reception means 563 receives the setting information entered by the user on this screen and stores the setting information in the storage unit 55. The communication means 561 transmits this user setting information to the server device 2.

[0101] On the other hand, when the user presses the "View / Copy Other Users' Settings" icon on the detailed settings screen 73 in Figure 3(c), the other users' settings reference screen 76, shown in Figure 6, is displayed on the display 61. The user can view the settings information of other users that meet the specified conditions by selecting one of the icons displayed here. The user can then copy the viewed settings information of other users directly into their own settings information. Alternatively, the user can edit the viewed settings information of other users and use it as a basis for their own settings information.

[0102] At this time, the setting reception means 563 transmits a request for user information of other users who satisfy predetermined conditions, selected by the user, to the server device 2 via the communication means 561. The server device 2 then reads the user information of other users who satisfy the predetermined conditions from the user DB 221 in the storage unit 22 and transmits it to the game device 5. Based on this user information received by the communication means 561, the game device 5 displays a list of other users who can view the setting information on the display 61.

[0103] When a user selects a user from this list of other users, the communication means 561 sends a request to the server device 2 to view the settings information of the selected other user. The server device 2 reads the settings information of the selected other user from the user DB 221 in the storage unit 22 and sends it to the game device 5. As a result, the settings information of the other user selected by the user is displayed on the display 61 of the game device 5.

[0104] When a user performs an operation to copy or edit the settings information of another user that they are viewing, the settings receiving means 563 accepts the copied or copied and edited settings information as the user's settings information.

[0105] In the other user settings reference screen 76 shown in Figure 6, the settings information of other users who meet either of the following conditions: a user who has cleared a specific quest, or a user with a higher rank. However, the conditions that a user sets when viewing other users' settings information are not limited to these. For example, the settings reception means 563 presents other users whose settings information can be viewed to the user based on the game situation, such as the quest completion status of the user or other users. Specifically, the settings reception means 563 can estimate the single quest that the user is about to attempt based on quests the user has already cleared, and present other users who have recently cleared this single quest as other users whose settings information can be viewed.

[0106] To summarize, the control unit 56 (computer) of the game device 5 functions as: a game execution means 562 that executes game content; a setting reception means 563 that receives setting information regarding the desired number of owned game media corresponding to the type of owned game media associated with the user in the game content; a identification means 565 that identifies a first game media (newly acquired item) associated with the user; and a determination means 566 that, when the first game media is associated with the user, and the total number of the first game media and the second game media already associated with the user exceeds the upper limit of game media that the user can own, determines, based on the setting information, a third game media (item to be disposed of) from among the first and second game media to be released from association with the user.

[0107] <Effects> In the game system 1 of this embodiment, a third game medium to be unassociated with (disposed of) based on the setting information can be automatically determined, so that the number of game mediums owned by the user can be automatically brought closer to the number desired by the user. This can be done to enhance the strategic aspect of the game and increase the enjoyment of the game while suppressing complexity.

[0108] In games where players acquire items, which are game elements placed in a virtual space, if a sufficient number of items are placed in the virtual space, the number of each type of item can be automatically adjusted to the desired number simply by the user moving their player character around in the virtual space for a sufficiently long time.

[0109] Furthermore, it can prevent users from accidentally disposing of items they shouldn't due to operational errors.

[0110] <First variation> In the game system 1 of this embodiment, the user may be able to use multiple setting information according to the situation. In this modified version of the game system 1, the user is able to use multiple setting information according to the situation.

[0111] In this modified version of the game, each member of a user team, consisting of one user and other users, controls a player character to battle against player characters or non-player characters from other user teams in a virtual space. Each member of a user team takes on a specific role, such as a tank (the team's shield), an attacker (the team's offensive role), or a healer (the team's support role), as they take on multi-quests. These roles represent playstyles that suggest specific actions the user should take in the quest. However, playstyles are not limited to just the three types of roles: tank, attacker, and healer.

[0112] When users take on the roles of tank, attacker, and healer, the expected playstyles differ depending on the role, and therefore the items they want to possess will also differ. In this modified version, users can set different settings according to their playstyle and save those settings.

[0113] Figures 7(a) and 7(b) show screens similar to those in Figures 3(a) and 3(b), respectively. When the user presses the "Multi-Quest" icon on the settings screen 72 in Figure 7(b), the detailed settings screen 77 in Figure 7(c) is displayed on the display 61.

[0114] In this detailed settings screen 77, the user can set the desired number and priority information for each role (playstyle) of Tank, Attacker, and Healer. The explanation of the desired number and priority settings is omitted for those that are the same as those described in Figure 5 of the embodiment.

[0115] On the other hand, when a user presses the "View / Copy Settings of Other Users with the Same Role" icon on the detailed settings screen 73 in Figure 7(c), they can view the settings information of other users with the same role as the role they have selected. The user can then copy or edit the settings information of other users that they have viewed and use it in their own settings.

[0116] Furthermore, in the game system 1 of the embodiment, when a user plays a multi-quest game, they can view and copy the settings information of other users on the same user team.

[0117] When the user presses the "Multi" icon on the menu screen 71 in Figure 7(a), the team formation screen 78 shown in Figure 8(a) is displayed on the display 61. From this team formation screen 78, the user can edit whether to participate in a multiplayer quest as a host or a guest, the type of quest to play, the role the user will play in the team, and the settings information.

[0118] For example, when a user presses the "Host" icon, the multiplayer (multiplayer quest) member recruitment screen 79 shown in Figure 8(b) is displayed on the display 61. Here, the user can recruit members for their team by inviting friends and other users who are not friends, or by being randomly matched by the server device 2.

[0119] At this time, by pressing the "View / Copy Settings When Acquiring Items" icon, users can view the settings information of other users on the same team, and can also copy or edit the settings information of other users they have viewed and use it for their own settings.

[0120] Furthermore, in the member recruitment screen 79 shown in Figure 8(b), pressing the "Challenge" icon starts a multiplayer quest, and pressing the "Disband" icon disbands the user team and ends the session.

[0121] <Effects> In this modified version of game system 1, setting information can be configured in accordance with a play style that suggests the user will take certain actions in a quest, thus eliminating the hassle of having to change the setting information again each time the play style is changed.

[0122] <Second variation> In the embodiment of game system 1, items acquired in a virtual space during quests were primarily assumed, but game system 1 can also be applied to player characters acquired through gacha, as in this modified example. In this modified example, a method for possessing or disposing of characters (hereinafter also referred to as "characters"), which are game elements acquired through gacha, based on setting information will be described.

[0123] Figures 9(a) and 9(b) show screens similar to those in Figures 3(a) and 3(b), respectively. When the user presses the "Gacha" icon on the settings screen 72 in Figure 9(b), the detailed settings screen 80 in Figure 9(c) is displayed on the display 61.

[0124] On this detailed settings screen 77, users can set the desired number and priority for each character, weapon, and item that can be obtained through gacha.

[0125] When the user presses the "Character" icon on the detailed settings screen 80 in Figure 9(c), the third setting information setting screen 81, shown in Figure 10, is displayed on the display 61 for setting the desired number and priority of characters to be obtained through gacha, corresponding to the type of character and the attributes (categories) included in that type. On this third setting information setting screen 81, the user can set the desired number of each character type, as well as the desired number and priority of each attribute (category), which are the setting information.

[0126] In the example of the third setting information setting screen 81 in Figure 10, the character type in the embodiment corresponds to rarity, and the character category corresponds to character attributes. In this modified example, although no priority is set for rarity, which is the character type, characters with higher rarity are treated as having lower priority. Also, the character's "attribute" is one of the character's parameters. In this modified example, this attribute is replaced with the "category" in the embodiment for processing. In this way, the items in Figure 2 are replaced with characters, and the processing when a new character, which is the game medium, is acquired is performed.

[0127] Alternatively, instead of determining priority based on rarity as described above, users could be allowed to arbitrarily set the priority for each rarity.

[0128] <Effects> In this modified version of game system 1, the number of characters owned by the user can be automatically brought closer to the user's desired number by automatically disposing of characters acquired through gacha based on the setting information. This reduces complexity while increasing the strategic depth and enjoyment of the game.

[0129] In this modified example, characters obtained through gacha (loot box) mechanics were used as an example of game mechanics, but the explanation is not limited to this. Other game mechanics obtained through gacha can also be configured to have settings for the desired number and priority, as described above. Similarly, game mechanics obtained through means other than gacha can also be configured to handle their acquisition.

[0130] [Other embodiments and variations] The various control means and processing procedures described in the above embodiments and modifications are examples only and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.

[0131] In the embodiment, the "category" included in the type of item, which is the game medium, refers to an individual item, and in the modified example 2, the "category" included in the rarity, which is the type of character, which is the game medium, refers to an "attribute." Thus, in this specification, the major classification of any game medium is called "type," and the minor classification is called "category." However, the game system 1 is not limited to these, and the "category" may be further classified, and the desired number and priority of each classification can be set by setting information. However, since making the setting information configurable in detail may make the setting itself complicated, it is preferable to set the desired number and priority based on the setting information for two or fewer classifications among those that classify the game medium, as in the embodiment and modified example.

[0132] In the embodiments and modifications, a method was described in which a desired number and priority are set as setting information for each type and category of game media. However, a method may be adopted in which setting information is set only for the type or category of game media. Alternatively, a method may be adopted in which only a desired number is set without setting a priority. In the method in which only a desired number is set, the game media to be disposed of are not determined according to the level of priority, so the game media to be disposed of are determined randomly or according to a predetermined rule from among the game media of types that exceed the desired number.

[0133] In this embodiment, an example was given in which the setting information is configured so that the maximum number of items that can be held is equal to the total desired number of each item type. However, the system is not necessarily limited to this. That is, the maximum number of items that can be held may be configured to be greater than or less than the total desired number of each item type.

[0134] In this embodiment, the phrase "disposing of the game medium" is used to describe the process of unassociating the game medium with a user. However, this disposal of the game medium does not simply mean throwing it away or abandoning it, but also includes, if possible, exchanging it for other game mediums through sale, transferring it to another user who is a friend, or storing it in a warehouse where it cannot be used during the current quest but can be used in a later quest.

[0135] In the embodiment, it is not necessary for the priority levels to be determined relative to one another; items with the same priority level may be set.

[0136] In the embodiments and modifications, examples of acquiring new game media were described, such as acquiring items placed in a virtual space and acquiring game media through gacha, but the system is not limited to these. For example, in various situations where game media is acquired, such as acquiring game media distributed as a login bonus or acquiring game media as a gift from another user, the system may automatically dispose of the game media based on the configuration information.

[0137] The first modification described a configuration in which the user can view or copy the settings information of other users on the same user team, but it is also possible to allow the user to view or copy the settings information of other users who have played or are playing in the same room.

[0138] In this specification, the processing performed on the game device 5 may also be performed on the server device 2. In this case, the game device 5 may function as a simple input / output device that performs only simple information processing. Similarly, the processing performed on the server device 2 may also be performed on the game device 5.

[0139] The effects and advantages of this embodiment and its modifications will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine the embodiment, other embodiments, and modifications as appropriate. [Explanation of symbols]

[0140] 1…Game System 2…Server device 22...Storage section 23…Control Unit 5…Game device 55...Storage section 56... Control Unit 561...Means of communication 562...Game execution method 563...Method for accepting settings 564...Means of association 565…Specific means 566…Decision-making method

Claims

1. Computers, A game execution means for executing game content, Regarding the owned game media associated with the user in the aforementioned game content, a setting receiving means receives setting information regarding the desired number corresponding to the type of owned game media, A means for identifying a first game medium associated with the user, When the first game medium is associated with the user, and the total number of the second game medium already associated with the user and the first game medium exceeds the maximum number of game mediums the user can own, the system functions as a determination means for determining, based on the setting information, which third game medium to unassociate from the first game medium and the second game medium with the user. The aforementioned type of owned game media is a category of owned game media that includes owned game media of multiple different classifications. Game program.

2. Computers, A game execution means for executing game content, Regarding the owned game media associated with the user in the aforementioned game content, a setting receiving means receives setting information regarding the desired number corresponding to the type of owned game media, A means for identifying a first game medium associated with the user, When the first game medium is associated with the user, and the total number of the second game medium already associated with the user and the first game medium exceeds the maximum number of game mediums the user can own, the system functions as a determination means for determining, based on the setting information, which third game medium to unassociate from the first game medium and the second game medium with the user. The determination means, if the first game medium belongs to the type of second game medium in which the number associated with the user does not exceed the desired number, determines the third game medium from among the second game mediums belonging to the type in which the number associated with the user exceeds the desired number. Game program.

3. Computers, A game execution means for executing game content, Regarding the owned game media associated with the user in the aforementioned game content, a setting receiving means receives setting information regarding the desired number corresponding to the type of owned game media, A means for identifying a first game medium associated with the user, When the first game medium is associated with the user, and the total number of the second game medium already associated with the user and the first game medium exceeds the maximum number of game mediums the user can own, the system functions as a determination means for determining, based on the setting information, which third game medium to unassociate from the first game medium and the second game medium with the user. The determination means determines the third game medium from among the first and second game mediums that belong to the type for which the number associated with the user exceeds the desired number, if the first game medium belongs to the type for which the number associated with the user exceeds the desired number. Game program.

4. The setting information includes information regarding the priority of the type determined for the third game medium, The game program according to claim 1.

5. Computers, A game execution means for executing game content, Regarding the owned game media associated with the user in the aforementioned game content, a setting receiving means receives setting information regarding the desired number corresponding to the type of owned game media, A means for identifying a first game medium associated with the user, When the first game medium is associated with the user, and the total number of the second game medium already associated with the user and the first game medium exceeds the maximum number of game mediums the user can own, the system functions as a determination means for determining, based on the setting information, which third game medium to unassociate from the first game medium and the second game medium with the user. The setting information includes information regarding the priority of the type determined for the third game medium, The aforementioned setting information includes information regarding the desired number and priority corresponding to the categories included in the aforementioned type, The determination means determines the type of the third game medium, and then determines the category of the third game medium. Game program.

6. Computers, A game execution means for executing game content, Regarding the owned game media associated with the user in the aforementioned game content, a setting receiving means receives setting information regarding the desired number corresponding to the type of owned game media, A means for identifying a first game medium associated with the user, When the first game medium is associated with the user, and the total number of the second game medium already associated with the user and the first game medium exceeds the maximum number of game mediums the user can own, the system functions as a determination means for determining, based on the setting information, which third game medium to unassociate from the first game medium and the second game medium with the user. The setting reception means enables the user to view the setting information of other users through the user's operation. Game program.

7. Computers, A game execution means for executing game content, Regarding the owned game media associated with the user in the aforementioned game content, a setting receiving means receives setting information regarding the desired number corresponding to the type of owned game media, A means for identifying a first game medium associated with the user, When the first game medium is associated with the user, and the total number of the second game medium already associated with the user and the first game medium exceeds the maximum number of game mediums the user can own, the system functions as a determination means for determining, based on the setting information, which third game medium to unassociate from the first game medium and the second game medium with the user. The setting reception means allows the user to copy or edit the setting information of other users in the user's setting information through the user's operation. Game program.

8. The setting reception means presents the user with other users who can view the setting information, based on the game status of the user and at least one of the other users. The game program according to claim 6.

9. The setting reception means, based on the fact that the other user has cleared a specific game content, presents the user with the other user who can view the setting information. The game program according to claim 6.

10. The aforementioned game content is executed in units of rooms in which multiple users participate. The setting acceptance means, based on the fact that the other user is participating in the same room as the user, presents the user with the other user who can view the setting information. The game program according to claim 6.

11. Computers, A game execution means for executing game content, Regarding the owned game media associated with the user in the aforementioned game content, a setting receiving means receives setting information regarding the desired number corresponding to the type of owned game media, A means for identifying a first game medium associated with the user, When the first game medium is associated with the user, and the total number of the second game medium already associated with the user and the first game medium exceeds the maximum number of game mediums the user can own, the system functions as a determination means for determining, based on the setting information, which third game medium to unassociate from the first game medium and the second game medium with the user. The aforementioned setting information can be set in association with a play style that suggests the user will take a predetermined action in the game content. Game program.

12. The aforementioned game content is played by multiple users simultaneously, each without being associated with a specific game medium, and ends when one of the users or user team defeats all the other users or user teams. The game program according to claim 1.

13. The game content progresses as the user controls a character in a virtual space, and when the character enters a predetermined distance from a game medium placed in the virtual space, the game medium is identified as the first game medium. The game program according to claim 1.

14. The game execution unit that runs the game content, Regarding the owned game media associated with the user in the aforementioned game content, a setting reception unit receives setting information regarding the desired number corresponding to the type of owned game media, A identifying unit that identifies a first game medium associated with the user, The system includes a determination unit that, when the first game medium is associated with the user, and the total number of the second game medium already associated with the user and the first game medium exceeds the maximum number of game mediums the user can own, determines, based on the setting information, which third game medium from the first and second game mediums to be unassociated with the user. The aforementioned type of owned game media is a category of owned game media that includes owned game media of multiple different classifications. Game device.

15. A method of information processing performed by a computer, Game execution steps that execute game content, A setting acceptance step that accepts setting information regarding the desired number of owned game media associated with the user in the aforementioned game content, corresponding to the type of owned game media, A step of identifying a first game medium associated with the user, The process includes a decision step of determining, based on the setting information, which game medium to unassociate from the user if the first game medium is associated with the user, and the total number of the first game medium and the second game medium already associated with the user exceeds the maximum number of game mediums the user can own. The aforementioned type of owned game media is a category of owned game media that includes owned game media of multiple different classifications. Information processing methods.

Citation Information

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