Program and Information Processing Device
The program simplifies the evolution process for multiple contents by enabling batch evolution through a notification screen and batch instruction, improving player convenience and engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-06-21
- Publication Date
- 2026-03-26
AI Technical Summary
Players are required to perform a cumbersome operation to evolve each of their owned contents individually when new evolution destinations are added through game updates.
A program and information processing apparatus that enables the extraction of a group of contents with new evolution destinations, displays a notification screen, receives a batch instruction to evolve multiple contents simultaneously, and controls the evolution process.
Allows players to evolve multiple contents with new evolution options through game updates using a simple operation, enhancing convenience and motivation by guiding content acquisition.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
[0002] Conventionally, games in which new content is added by game updates (such as version upgrades or updates) are known.
[0003] Regarding this, Patent Document 1 discloses a technique for notifying a player that a new evolution destination (post-evolution content) has been added to the player's owned content when a game update adds a new evolution destination.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in the technique described in Patent Document 1, when there is a notification that new evolution destinations have been added to a plurality of owned contents, the player has to perform an operation to evolve each of the plurality of owned contents with the notification, which is a problem that the operation is troublesome.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of evolving a plurality of contents to which new evolution destinations have been added by game updates among the player's owned contents with a simple operation.
Means for Solving the Problems
[0007] To solve the above problems, the program according to the first aspect of the present invention causes the computer to function as: an extraction means for extracting a group of content from the player's owned content to which evolved content, which is a new evolution target, has been added through a game update; a display means for displaying a notification screen that notifies the player of the extracted group of content; a receiving means for receiving a batch instruction from the player to evolve each of the multiple contents included in the group of content all at once after the notification screen has been displayed; and a control means for collectively evolving and combining each of the multiple contents into the evolved content in response to receiving the batch instruction.
[0008] Furthermore, in a second aspect of the present invention, the receiving means receives a selection instruction from the player to select some or all of the content in the content group after the notification screen is displayed but before the batch instruction is received, and the control means, in response to receiving the batch instruction, causes the selected multiple content to evolve and synthesize together.
[0009] Furthermore, in a third aspect of the present invention, the extraction means extracts the cost required to evolve each content included in the content group into the evolved content, and the display means displays a cost information area showing the extracted costs on the screen that receives the selection instruction.
[0010] Furthermore, in a fourth aspect of the present invention, the cost includes evolution material content.
[0011] Furthermore, in a fifth aspect of the present invention, the evolution material content has a specific parameter that increases when content of the same series is combined, and the cost information area indicates that the specific parameter of the evolution material content is insufficient when the specific parameter of the evolution material content owned by the player is lower than the value required for the evolution.
[0012] Furthermore, in a sixth aspect of the present invention, the cost information area includes an instruction button for transitioning to a game screen in which an evolution material content lacking the specified parameter, or content of the same series as the said evolution material content, can be acquired.
[0013] Furthermore, an information processing device according to a seventh aspect of the present invention includes: an extraction means for extracting a group of content from the player's owned content to which evolved content, which is a new evolution target, has been added through a game update; a display means for displaying a notification screen that notifies the player of the extracted group of content; a receiving means for receiving a batch instruction from the player to evolve each of the multiple contents included in the group of content all at once after the notification screen has been displayed; and a control means for collectively evolving and combining each of the multiple contents into the evolved content in response to receiving the batch instruction. [Effects of the Invention]
[0014] According to the present invention, multiple pieces of content owned by a player, for which new evolution paths have been added through game updates, can be evolved with simple operations. [Brief explanation of the drawing]
[0015] [Figure 1] This document shows an example of the overall configuration of the game system according to this embodiment. [Figure 2] This diagram schematically shows an example of a server device hardware configuration. [Figure 3] Figure 1 shows an example of a smartphone hardware configuration as a terminal device. [Figure 4] This is a block diagram schematically showing an example of the functional means of a server device. [Figure 5] This flowchart shows an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to this embodiment. [Figure 6] This figure shows an example of a notification screen according to this embodiment. [Figure 7] It is a figure showing an example of a character selection screen according to this embodiment. [Figure 8] It is a figure showing an example of a result screen according to this embodiment.
Mode for Carrying Out the Invention
[0016] Hereinafter, embodiments of the present invention (hereinafter referred to as "this embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are attached to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0017] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.
[0018] As shown in FIG. 1, the game system 1 includes a server device 10 and one or a plurality of terminal devices 12. These server device 10 and terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.
[0019] The server device 10 is an information processing device that provides to the players of each terminal device 12 the execution result of a game obtained by executing a game program 14 or the game program 14 itself via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.
[0020] Each terminal device 12 is an information processing device owned by each player, and after the game program 14 received from the server device 10 is installed, it is an information processing device that provides a game to each player by executing it. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0021] <Hardware Configuration> Figure 2 is a schematic diagram showing an example of the hardware configuration of server device 10.
[0022] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.
[0023] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.
[0024] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.
[0025] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.
[0026] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for the inclusion of, for example, operating means, display devices, and sound output devices.
[0027] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.
[0028] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0029] The main control unit 30 is comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 (which serves as a display input device), a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 also has the function of controlling these connected devices.
[0030] The touch panel 32 has both display and input functions, and is composed of a display 32A that handles the display function and a touch sensor 32B that handles the input function. In this embodiment, the display 32A can display game images including button images, directional key images, joystick images, and other operation input images. The touch sensor 32B can detect the player's input position relative to the game image.
[0031] The camera 34 has the function of capturing still images and / or videos and saving them to the memory unit 40.
[0032] The mobile communication unit 36 has the function of connecting to a mobile communication network via the antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0033] The wireless LAN communication unit 38 connects to the communication network NT via the antenna 38A and has the function of communicating with other devices such as the server device 10 that are connected to the communication network NT.
[0034] The memory unit 40 stores various programs and data, such as the game program 14 and play data indicating the game's progress and player information. The play data may also be stored in the server device 10.
[0035] Speaker 42 has the function of outputting game sounds, etc.
[0036] <Game Overview> The game according to this embodiment includes game types such as lottery games and quests in which players can acquire characters as an example of content, and training games in which players can strengthen or evolve the acquired characters. This lottery game may be referred to as gacha, lottery, summon, etc. This quest may be referred to as battle game, dungeon, exploration, mission, etc.
[0037] The lottery game according to this embodiment is a game in which, upon instruction (request) from the player to execute a lottery game, the player acquires one or more characters randomly selected from a group of characters that are the subject of the lottery. This lottery is performed based on the consumption of items owned by the player. Examples of such items include paid items (such as paid gems or paid tickets) and non-paid items (such as free gems or free tickets). Paid items are paid items that are granted to the player based on payment with money, prepaid cards, credit cards, etc. Non-paid items are free items that are granted to the player within the game. These non-paid items have, for example, the same value as paid items.
[0038] Furthermore, the quest according to this embodiment is a game in which a team composed of one or more characters owned by the player battles an enemy character, based on instructions (requests) from the player to execute a quest. This quest is executed based on the consumption of the player's current stamina value. If the player clears the quest, they can obtain a clear reward. Examples of these clear rewards include non-paid items (such as free gems or free tickets), coins, enemy characters that appeared in the quest (evolution material characters), and player experience points to increase the player rank.
[0039] The breeding game according to this embodiment is a game in which a material character (material content) is synthesized with a base character (base content). In the breeding game according to this embodiment, as the first character synthesis, enhancement synthesis is performed to change the ability parameters of the base character by consuming a certain number of coins and a material character arbitrarily selected by the player. In this first character synthesis, when the base character and the material character are characters of the same series, enhancement synthesis is performed to change (increase) at least the specific parameters of the base character. Examples of such specific parameters include luck, skill level, awakening level, and the like. On the other hand, in the first character synthesis, when the base character and the material character are not characters of the same series, enhancement synthesis is performed to change (increase) at least the level of the base character, and the specific parameters are not changed (increased). Characters of the same series of characters refer to characters with the same character and character ID, or characters before and after the evolution (evolution series) of the character. For example, character K and character N obtained by evolving character K three times are characters of the same series. Note that the evolution material character (evolution material content) described later can be the base character or the material character in the first character synthesis. That is, the evolution material character has specific parameters that change (increase) when characters of the same series are synthesized. For example, in the enhancement synthesis menu in the breeding game, when the player arbitrarily selects a base character and a material character from the owned characters, the player can perform enhancement synthesis on the condition that the player owns a predetermined number of coins.
[0040] Also, in the breeding game according to this embodiment, as the second character synthesis, evolution synthesis is performed to evolve the base character into an evolved character (evolved content) that is a different character by consuming a cost associated with the base character in advance. For example, in the evolution synthesis menu within a training game, a player can select a base character from their owned characters and perform evolution synthesis, provided that the player possesses the necessary costs (such as evolution material characters or coins) that are pre-assigned to the base character.
[0041] Furthermore, in the game according to this embodiment, new characters (content) are added through game updates. These game updates are sometimes referred to as version upgrades or updates. These new characters are assigned a new character ID that is different from that of existing characters. For example, after a game update, players can acquire new characters added in that update through lottery games, quests, or second character synthesis (evolution synthesis).
[0042] <Functional means> Figure 4 is a block diagram schematically showing an example of the functional means of the server device 10.
[0043] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, an extraction means 52, a display means 54, a receiving means 56, and a control means 58. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing a game program 14 stored in the storage devices 28, etc.
[0044] The memory means 50 has the function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, etc.
[0045] Player information 50A is stored for each player, associated with that player's player ID. This player information 50A includes, for example, the player's name, age, player rank, owned content information, stamina information, gameplay information, etc. Owned content information includes information on owned characters, items, and coins owned by the player. Owned character information includes the character ID and ability parameters of each character owned by the player (e.g., level, specific parameters, hit points, attack power, defense power, etc.). Owned item information includes the item ID and quantity of each item owned by the player. Examples of such items include paid gems, paid tickets, free gems, free tickets, and stamina recovery items. Owned coin information includes the number of coins owned by the player. Stamina information includes the player's current stamina value and maximum stamina value. The current stamina value is the value consumed when the player performs various quests. This current stamina value increases by a predetermined amount (e.g., 1) after a certain period of time (e.g., 3 minutes) and recovers up to the maximum stamina value. Furthermore, this current stamina value can recover beyond the maximum stamina value by the player consuming paid or free gems, stamina recovery items, etc. This maximum stamina value increases as the player's player rank increases. The player rank increases, for example, when the player gains player experience points by clearing quests. Gameplay information includes the date and time the player played various games. For example, gameplay information includes the date and time the player most recently played a training game and strengthened or evolved their owned characters.
[0046] Character Information 50B is stored for each character, associated with that character's character ID. Character Information 50B includes, for example, the character's name, image, ability parameters, rarity, and evolution / synthesis information. This Character Information 50B is updated periodically by the game operator through game updates. The ability parameter information includes the initial and maximum values for each of the character's ability parameters. Rarity includes numerical values ranging from 1 to 6. These values may be represented, for example, by the number of stars. Characters with higher rarity generally have advantageous ability parameters in the game (e.g., quests). Evolution synthesis information includes the character ID of the evolved character, the cost required to evolve into that evolved character (a cost pre-associated with the character), and the date and time the evolved character was added. The cost includes information on the evolution material characters and the number of coins. Evolution material character information includes the character ID of the evolution material character and the values of specific parameters required to use them as evolution materials. For example, the cost to evolve character D into the evolved character character L includes the character IDs of character T and character Y, which are evolution material characters associated with character D, as well as specific parameters corresponding to character T and character Y, and the number of coins. Note that a character may have multiple evolution destinations (evolved characters). In this case, the evolution synthesis information includes the character ID and cost of each evolved character. The date and time added includes, for example, the date and time the evolved character was added by a game update by the game operator, i.e., the date and time when the evolved character became available for evolution.
[0047] The lottery game information 50C is stored for each lottery game, associated with the lottery game ID of that game. The lottery game information 50C includes the name of the lottery game, the prize money, information about the lottery participants, etc. The price includes the number of items consumed to run the lottery game once. For example, the price for a certain lottery game is 5 paid items. The information for the characters to be drawn includes the character ID of each character that makes up the group of characters to be drawn in the drawing game, and the appearance frequency (weight) associated with that character ID. The group of characters to be drawn consists of, for example, 100 different characters. The appearance frequency includes a number ranging from 1 to 10. Lower appearance frequencies are assigned to characters of higher rarity, and higher appearance frequencies are assigned to characters of lower rarity. Within the same rarity, there may be characters that appear more frequently than other characters (featured characters). Here, the probability of a character being drawn is the value obtained by dividing the appearance frequency set for that character by the sum of the appearance frequencies set for all the characters to be drawn. Specifically, if the appearance frequency set for a character is 2, and the sum of the appearance frequencies set for all the characters to be drawn is 400, then the probability of that character being drawn is 2 / 400 (0.5%).
[0048] Quest Information 50D is stored for each quest, associated with the quest's quest ID. Quest Information 50D includes the quest name, stamina cost, enemy character information, and clear reward information. The stamina cost includes the amount required to complete the quest. This stamina cost is deducted from the player's current stamina, and for example, higher difficulty quests will result in a higher stamina cost. Enemy character information includes the character ID and ability parameters of each enemy character that appears in the quest. The clear reward information includes the number of non-paid items (such as free gems) and coins obtainable upon clearing a quest, the character IDs and drop rates of obtainable enemy characters (evolution material characters), and player experience points. The drop rate is the probability that the player will obtain an enemy character (evolution material character), and higher difficulty quests include a higher probability.
[0049] The extraction means 52 is a functional means for extracting content that satisfies predetermined conditions. In this embodiment, the extraction means 52 extracts a group of characters (content group) from the player's owned characters (owned content) to which a new evolved character (evolved content) has been added as a result of a game update. In this embodiment, the character group includes two or more characters. For example, the extraction means 52 extracts a group of characters from the player's owned characters to which a new evolved character has been added as a result of a game update between the date and time the player most recently played the training game and the present.
[0050] Furthermore, the extraction means 52 extracts the cost (content) required to evolve each character included in the character group into its evolved form. For example, the extraction means 52 extracts the cost (such as evolution material characters and coins) required to evolve each character included in the character group to which a new evolved form has been added into that evolved form.
[0051] The display means 54 is a functional means for displaying various information on the touch panel 32. In this embodiment, the display means 54 displays a notification screen that notifies the group of characters extracted by the extraction means 52.
[0052] The display means 54 displays a cost information area showing the extracted cost on the screen where the receiving means 56 receives a selection instruction from the player. An example of a screen where a selection instruction is received is the character selection screen that is displayed after the notification screen. The cost information area indicates that if a specific parameter of an evolution material character owned by the player is lower than the value required for evolution, the specific parameter of that evolution material character is insufficient. The cost information area also includes a transition button to transition to a game screen where the evolution material character with the insufficient specific parameter, or a character of the same series as that evolution material character, can be obtained.
[0053] The reception means 56 is a functional means for receiving operation instructions from the player. In this embodiment, after a notification screen is displayed by the display means 54, the reception means 56 receives a batch instruction from the player to evolve each of the multiple characters included in the character group at once. An example of a screen for receiving this batch instruction is a character selection screen.
[0054] Furthermore, the reception means 56 receives selection instructions from the player to select some or all of the characters in the character group after the notification screen is displayed but before receiving a batch instruction. An example of a screen that receives these selection instructions is the character selection screen that is displayed after the notification screen is displayed.
[0055] The control means 58 is a functional means that controls the entire game. In this embodiment, the control means 58, in response to the reception means 56 receiving a batch instruction from the player, causes each of the multiple characters to evolve into an evolved character all at once. For example, after the reception means 56 receives a selection instruction to select some or all of the characters in a group on the character selection screen, the control means 58, in response to receiving a batch instruction, causes the selected multiple characters to evolve into a single character all at once.
[0056] <Processing flow> Figure 5 is a flowchart illustrating an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to this embodiment. Furthermore, the processing in the following steps begins, for example, when a player logs into the game. Note that the order and content of the following steps can be changed as appropriate.
[0057] (Step SP10) The reception means 56 receives instructions from the player to select a menu for the training game. Then, the process proceeds to step SP12.
[0058] (Step SP12) The extraction means 52 refers to the owned characters and game play information of the player information 50A and the addition date and time in the evolution synthesis information of the character information 50B, and extracts, from the player's owned characters, the group of characters to which new evolved characters have been added by game updates from the date and time when the player last executed the breeding game until the present. Then, the process proceeds to the process of step SP14.
[0059] (Step SP14) The display means 54 causes the touch panel 32 to display a notification screen for notifying the group of characters extracted in step SP10.
[0060] FIG. 6 is a diagram showing an example of the notification screen 60 according to the present embodiment.
[0061] As shown in FIG. 6, the notification screen 60 is provided with a notification information area 62, an evolution instruction button 64, and a close button 66. In the notification information area 62, each character (owned character) included in the group of characters extracted in step SP12 and the evolved character that is the new evolution destination are shown. The evolution instruction button 64 is an instruction button for evolving some or all of the group of characters. The close button 66 is an instruction button for closing the notification screen 60 and executing the normal breeding game.
[0062] Returning to FIG. 5, the process proceeds to step SP16.
[0063] (Step SP16) The reception means 56 receives the pressing of the evolution instruction button from the player. Then, the process proceeds to the process of step SP18.
[0064] (Step SP18) The extraction means 52 refers to the cost in the evolution synthesis information of the character information 50B and extracts the cost (evolution material characters and coins) required to evolve each character included in the character group extracted in step SP10 into the evolved character. Next, the control means 58 refers to the owned content information of the player information 50A and checks whether the extracted evolution material characters or the specific parameters of those evolution material characters are insufficient. If the evolution material characters or the specific parameters of those evolution material characters are insufficient, the control means 58 refers to the lottery target information of the lottery game information 50C and the clear rewards of the quest information 50D to obtain the game type (lottery game or quest) in which the evolution material characters or characters of the same series as those evolution material characters can be obtained. Then, the process moves on to the process of step SP20.
[0065] (Step SP20) The display means 54 displays a character selection screen on the touch panel 32, in which each character included in the character group extracted in step SP10 is selected as an evolution target.
[0066] Figure 7 shows an example of the character selection screen 70 according to this embodiment.
[0067] As shown in Figure 7, the character selection screen 70 includes a base character information area 72, a checkbox 74, a cost information area 76, an acquisition button 78, an evolution start button 80, and a cancel button 82. The base character information area 72 represents each character (owned character) included in the character group extracted in step SP12 as a base character. The checkbox 74 is provided in association with each base character. For example, the receiving means 56 receives a selection instruction from the player to select some or all of the characters (base characters) in the character group using this checkbox 74. For example, when this checkbox 74 is pressed, the base character corresponding to that checkbox 74 is selected as the target for evolution. The cost information area 76 shows the evolution material character and the number of coins, which are the cost extracted in step SP18, associated with each base character. The cost information area 76 also indicates that if the player does not own the evolution material character, the evolution material character is insufficient. Furthermore, in the cost information area 76, if a specific parameter of the evolution material character owned by the player is lower than the value required for evolution, it will be indicated that the specific parameter of the evolution material character is insufficient. The acquire button 78 is provided in the cost information area 76 in association with the insufficient evolution material character and is an instruction button to transition to a game screen where the evolution material character, or a character of the same series as the evolution material character, can be acquired. For example, when this acquire button 78 is pressed, the screen transitions to a screen for executing a quest or a lottery game. The start evolution button 80 is an instruction button (batch instruction button) to evolve all base characters selected as evolution targets at once. The cancel button 82 is an instruction button to close the character selection screen 70 and execute a normal training game.
[0068] Returning to Figure 5, the process proceeds to step SP22.
[0069] (Step SP22) The reception means 56 accepts the player pressing the start evolution button (bulk instruction button). Then, the process proceeds to step SP24.
[0070] (Step SP24) The control means 58 performs a batch evolution synthesis of multiple characters (base characters) for which the reception means 56 has received a selection instruction on the character selection screen. Specifically, the control means 58 consumes the cost (content) corresponding to each character for which a selection instruction has been received from the owned content information in the player information 50A, and batch evolves each of those characters into the evolved character, updating the owned character information in the player information 50A. Then, the process moves on to the processing of step SP26.
[0071] (Step SP26) The display means 54 displays the result screen, which is the result of the evolutionary synthesis in step SP24, on the touch panel 32.
[0072] Figure 8 shows an example of the results screen 90 according to this embodiment.
[0073] As shown in Figure 8, the results screen 90 has an evolution result information area 92. The evolution result information area 92 displays the pre-evolution character before evolution synthesis and the post-evolution character after evolution synthesis.
[0074] Then, the process concludes with the series of steps shown in Figure 5.
[0075] <Effects> In this embodiment, the computer functions as follows: an extraction means 52 for extracting a group of content from the player's owned content that has been updated with new evolved content; a display means 54 for displaying a notification screen that notifies the player of the extracted group of content; a receiving means 56 for receiving a batch instruction from the player to evolve each of the multiple contents included in the group at once after the notification screen is displayed; and a control means 58 for batch evolving and combining each of the multiple contents into the evolved content in response to receiving the batch instruction.
[0076] This configuration allows players to evolve multiple pieces of content that have received new evolution options through game updates into their evolved forms all at once using a single command. Therefore, players can easily evolve multiple pieces of content that have received new evolution options through game updates.
[0077] Furthermore, in this embodiment, the receiving means 56 receives a selection instruction from the player to select some or all of the content in the content group after the notification screen is displayed but before the batch instruction is received, and the control means 58, in response to receiving the batch instruction, causes the selected multiple content to evolve and combine in a batch.
[0078] This configuration allows players to exclude content they don't want to evolve into its evolved form from the list of content that has been added with game updates. This makes the game more convenient for players.
[0079] In this embodiment, the extraction means 52 extracts the cost required to evolve each content included in the content group into the evolved content, and the display means 54 displays a cost information area showing the extracted costs on the screen that receives selection instructions.
[0080] This configuration allows players to choose which content to evolve while checking the cost required for the evolution of each piece of content included in the content set, thus providing players with highly convenient information.
[0081] Furthermore, in this embodiment, the cost includes evolution material content.
[0082] This configuration allows players to select which content to evolve while checking the evolution materials required for each piece of content included in the content group, thus providing players with highly convenient information.
[0083] Furthermore, in this embodiment, evolution material content has a specific parameter that increases when combined with content of the same series, and in the cost information area, if the specific parameter of the evolution material content owned by the player is lower than the value required for evolution, it is indicated that the specific parameter of the evolution material content is insufficient.
[0084] This configuration shows which evolution material content is lacking specific parameters, thereby motivating players to acquire that content and revitalizing the game.
[0085] Furthermore, in this embodiment, the cost information area includes an instruction button for transitioning to a game screen where an evolution material content lacking a specific parameter, or content of the same series as said evolution material content, can be acquired.
[0086] This configuration allows players to be guided to game types where evolution material content or similar content can be obtained, thereby motivating players to increase specific parameters and thus revitalizing the game.
[0087] <Variation> It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.
[0088] For example, in the above embodiment, the receiving means 56 was described as receiving a selection instruction from the player to select some or all of the characters (base characters) in the character selection screen, but it may also receive a selection instruction to select the characters on the notification screen. In this case, the notification screen may be provided with, for example, checkboxes, a cost information area, and an evolution start button (batch instruction button). Furthermore, the display means 54 may display the notification screen or character selection screen with the checkbox corresponding to the character (base character) that does not have insufficient cost checked from the start (selected as the target for evolution).
[0089] Furthermore, in the above embodiment, the display means 54 was described as indicating a shortage of evolution material characters in the cost information area of the character selection screen, but it may also indicate a shortage of coins. In this case, an instruction button (acquire button) that transitions to the play screen of a game type in which coins can be acquired may be displayed in the cost information area.
[0090] Furthermore, in the above embodiment, we described a case where the character selection screen is equipped with acquisition buttons corresponding to the missing evolution material characters. However, the acquisition buttons may also be equipped to correspond to evolution material characters that are not missing.
[0091] Furthermore, although the above embodiment described a case where a cost information area is provided on the character selection screen, a confirmation button to check the cost may also be provided in association with the base character. For example, when this confirmation button is pressed, the evolution material characters or coins, which constitute the cost, will be displayed in a pop-up window.
[0092] Furthermore, although the above embodiment described a case where the cost information area includes evolution material characters and the number of coins, it may also include material characters necessary to change the level of the base character through enhancement synthesis. Examples of such material characters include characters necessary to raise the level of the base character to its maximum value (e.g., 99) and characters necessary to raise the level of the evolved character to its maximum value.
[0093] Furthermore, in the above embodiment, the display means 54 was described as displaying a notification screen in response to the reception means 56 receiving an instruction from the player to select a menu for the training game. However, the notification screen may also be displayed when the player logs into the game or when they open an email notification from the game operator.
[0094] Furthermore, while the above embodiment primarily described the use of characters as an example of content, various items (weapons, armor, gems, etc.), cards, avatars, coins, points, etc., may also be used. [Explanation of Symbols]
[0095] 10...Server device, 12...Terminal device, 50...Storage means, 52...Extraction means, 54...Display means, 56...Reception means, 58...Control means
Claims
1. Computers, A method for extracting content from a player's owned content that has been updated with new evolved content through game updates. Display means for displaying a notification screen that notifies the extracted content group, After the notification screen is displayed, a receiving means receives a batch instruction from the player to evolve each of the multiple contents included in the content group all at once. In response to receiving the aforementioned batch instruction, a control means for batch evolving and synthesizing each of the multiple contents into the evolved content by consuming, as costs related to each of the multiple contents, material content necessary to raise the level of the content to the maximum value and evolution material content necessary to evolve the content into the evolved content, A program that makes it function as such.
2. The receiving means receives a selection instruction from the player to select some or all of the content in the content group after the notification screen is displayed but before the batch instruction is received. The control means, upon receiving the batch instruction, causes the selected multiple contents to evolve and synthesize together in a batch. The program according to claim 1.
3. The extraction means extracts the cost required to evolve each piece of content included in the content group into the evolved content, The display means causes the screen that receives the selection instruction to display a cost information area showing the extracted cost. The program according to claim 2.
4. The aforementioned cost includes evolution material content, The program according to claim 3.
5. The aforementioned evolution material content has a specific parameter that increases when combined with content of the same series. In the cost information area, if a specific parameter of the evolution material content owned by the player is lower than the value required for the evolution, it is indicated that the specific parameter of the evolution material content is insufficient. The program according to claim 4.
6. The cost information area includes an instruction button for transitioning to a game screen where the evolution material content lacking the specified parameter, or content of the same series as said evolution material content, can be obtained. The program according to claim 5.
7. An extraction method for extracting content from a player's owned content that has been updated with new evolved content through game updates, A display means for displaying a notification screen that notifies the extracted content group, After the notification screen is displayed, a receiving means receives a batch instruction from the player to evolve each of the multiple contents included in the content group all at once, In response to receiving the aforementioned batch instruction, a control means for batch evolving and synthesizing each of the multiple contents into the evolved content by consuming, as costs related to each of the multiple contents, material content necessary to raise the level of the content to the maximum value and evolution material content necessary to evolve the content into the evolved content, An information processing device equipped with the following features.
Citation Information
Patent Citations
Manufacture of decorative material
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