A game system, game processing method, and game program that use characters to advance the game.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- GLEE HOLDINGS CO LTD
- Filing Date
- 2024-09-27
- Publication Date
- 2026-05-27
AI Technical Summary
In games where multiple characters are used, applying an equipment set can result in conflicts between characters due to overlapping equipment items, leading to unintended changes in character equipment that do not reflect the user's intentions.
A game system that allows users to apply equipment sets to multiple characters while visually distinguishing duplicate equipment items and providing an interface for user input to resolve conflicts, ensuring that each character's equipment conforms to the user's preferences.
Ensures that each character's equipment after applying an equipment set aligns with the user's intentions by visually indicating conflicts and allowing user-directed resolution, maintaining convenience through batch equipment changes.
Smart Images

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Abstract
Description
Technical Field
[0001] The disclosure of this specification mainly relates to a game system, a game processing method, and a game program for playing games using characters.
Background Art
[0002] In many games, a character operated by a user can be equipped with equipment items such as weapons and armor. The user changes the equipment items equipped by the character according to the game situation. In games, many equipment items may be available. Also, by obtaining new equipment items during the play of the game, more equipment items become available than at the start of the game as the game progresses.
[0003] When the number of available equipment items is large, it may be burdensome for the user to select the equipment items to be equipped on the character. To address this problem, in some games, equipment sets combined with multiple equipment items are provided. Instead of individually selecting multiple equipment items, the user can equip a character with multiple equipment items included in a single equipment set at once by specifying one equipment set. For example, in "Monster Hunter Now" provided by Niantic, Inc., an equipment set called "My Set" is provided. The user can equip the equipment items included in the selected My Set on their character at once by selecting a desired one from the multiple saved My Sets.
Prior Art Documents
Patent Documents
[0004]
Non-Patent Document 1
[0005] In games where multiple characters are used by the user, applying an equipment set to change the equipment items equipped by a character may result in conflicts between characters regarding the equipment items included in that set. For example, an equipment item included in an equipment set that one character is trying to apply to may already be equipped by another character. In this case, regardless of which character is equipped with that item, the equipment of each character after applying the equipment set may not reflect the user's intentions.
[0006] One of the objectives of the various inventions described herein is to ensure that, in a game in which a user uses multiple characters, the equipment of each character after an equipment set has been applied conforms to the user's preferences.
[0007] The various inventions disclosed herein may solve or alleviate, in place of or in addition to, the above-mentioned problems, at least some of the problems described in the "Modes for Carrying Out the Invention" herein or the problems that can be understood from the description of the "Modes for Carrying Out the Invention". If the effects and benefits of embodiments of the present invention are described herein, the problems of the invention corresponding to those embodiments can be understood based on the description of those effects and benefits. [Means for solving the problem]
[0008] The inventions described herein or that can be understood from herein are collectively referred to as "the present invention." A game system according to one aspect of the present invention allows a user to progress through a game using a plurality of characters, including a first character and one or more other characters different from the first character. A game system according to one aspect of the present invention comprises one or more processors and storage for storing a first equipment set associated with a plurality of equipment items. One or more processors display to the user's user device set item information indicating each of the plurality of equipment items associated with the first equipment set, duplicate equipment markers for distinguishing each of the duplicate equipment items equipped on one or more other characters from a non-duplicate equipment item not equipped on any of the other characters, and a first input element for applying the first equipment set to the first character. In addition, one or more processors equip at least one of the plurality of equipment items to the first character in response to the selection of the first input element. [Effects of the Invention]
[0009] According to embodiments of the present invention, in a game in which a user uses multiple characters, the equipment of each character after an equipment set has been applied can be made to conform to the user's wishes. [Brief explanation of the drawing]
[0010] [Figure 1] Block diagram showing Game System 1 with a subset of the above. [Figure 2] This is a schematic diagram illustrating the process of changing a character's equipped items. [Figure 3] This is a block diagram showing the servers that can be installed in Game System 1. [Figure 4] This figure illustrates the user management data stored in the game system shown in Figure 1. [Figure 5]This figure illustrates the game media management data stored in the game system shown in Figure 1. [Figure 6] This block diagram shows the user device provided in Game System 1. [Figure 7] Figure 1 illustrates the equipment management data stored in the game system. [Figure 8] Figure 1 illustrates the equipment set data stored in the game system. [Figure 9] This is a schematic diagram showing an example of the equipment set management screen for character A. In Figure 9, equipment set S2 is selected. [Figure 10] This is a schematic diagram illustrating an example of an equipment item change window used to modify the equipment items that make up equipment set S2. [Figure 11] This is a schematic diagram illustrating the process of changing a character's equipped items by applying equipment set S2. [Figure 12] This is a schematic diagram showing an example of the equipment set management screen for character A. In Figure 12, equipment set S1 is selected. [Figure 13] This is a schematic diagram illustrating an example of a toggle setting screen for determining whether or not to transfer duplicate equipped items to character A. [Figure 14] This is a schematic diagram illustrating the process of changing a character's equipped items by applying equipment set S1. [Figure 15] This is a schematic diagram showing an example of the equipment set management screen for character A. In Figure 15, equipment set S1 is selected. [Figure 16] This is a schematic diagram illustrating an example of a toggle setting screen for determining whether or not to transfer duplicate equipped items to character A. [Figure 17] This is a schematic diagram illustrating the process of changing a character's equipped items by applying equipment set S1. [Figure 18] This flowchart illustrates the process of changing equipment items using equipment sets in one embodiment of the present invention.
Best Mode for Carrying Out the Invention
[0011] Hereinafter, various embodiments of the present invention will be described with reference to the drawings as appropriate. In the plurality of drawings, the same reference numerals are assigned to the common components throughout the plurality of drawings. The embodiments of the present invention described below do not limit the invention claimed. The elements described in the following embodiments are not necessarily essential to the solution means of the invention.
[0012] First, referring to FIGS. 1 and 2, an overview of a game system 1 according to an embodiment of the present invention will be described. The game system 1 is an example of a game system to which the present invention is applied. 1 Overview of Game System 1 FIG. 1 is a block diagram showing the game system 1. As shown in FIG. 1, the game system 1 includes a user device 10 and a server 20. The game system 1 may include a storage 30. In FIG. 1, one user device 10 is shown for simplicity of illustration, but the game system 1 can include a plurality of user devices. The user device 10, the server 20, and the storage 30 are communicably connected to each other via a network 5. The network 5 may be a single network or may be configured by connecting a plurality of networks. The network 5 is, for example, the Internet, a mobile communication network, and combinations thereof. As the network 5, any network that enables communication between electronic devices can be applied.
[0013] The user device 10 realizes various functions related to the game by executing a set of instructions included in a computer program. The server 20 can provide various services related to the game to the user device 10. The user device 10 and the server 20 can realize various functions of the game by cooperating with each other as necessary.
[0014] The game system 1 shown in Figure 1 is an example of a system to which the present invention can be applied. Not all of the components of game system 1 shown in Figure 1 are necessary to realize the present invention. For example, the user device 10 may provide the game standalone. In this case, the server 20 is not an essential component of game system 1. 2. Overview of the game provided by Game System 1 Game System 1 can provide games of various genres. In games provided by Game System 1, the user can progress through the game by controlling multiple characters. In this specification, the characters controlled by the user may be referred to as the user's "user characters". Games provided by Game System 1 may include multiple game parts. The game parts of games provided by Game System 1 may include a battle game part in which a user party consisting of multiple user characters engages in combat with enemy characters, an exploration part in which the user character explores the game field, and other game parts. In games provided by Game System 1, if an enemy character is encountered during gameplay in the exploration part, the game mode may be switched from the exploration part to the battle game part.
[0015] In the game provided by Game System 1, a user character can equip multiple equipment items. Equipment items may include, for example, weapons, armor, magic, skills, abilities, tool items, special effect items, or other items that a user character can equip. There may be an upper limit on the number of equipment items a user character can equip. In one embodiment, a user character can equip one equipment item for each type of equipment. For example, a user character can equip one weapon, one armor, one magic, and one tool, for a total of four equipment items. In another embodiment, a user character can equip multiple equipment items of a single type. For example, a user character can equip two or more equipment items that fall under the category of weapons. If a user character equips two or more weapons, for example, they can equip one weapon in their right hand and another in their left hand. A user character may also equip multiple tools. For example, a user character may equip multiple healing tools (such as herbs or healing potions). 3. Equipping and changing equipment items Refer to Figure 2 for further explanation of equipment items equipped to user characters and how to change them. For the sake of brevity, the following explanation assumes that the user plays the game using two characters, Character A and Character B. In the game provided by Game System 1, the user can also use three or more characters. The following explanations regarding the process of equipping equipment items to the two characters and the process of changing the equipment items of the two characters can also be applied to equipping and changing equipment items when three or more characters are used.
[0016] Figure 2 shows the equipment items equipped by user character A and user character B. Figure 2 also schematically illustrates the process of changing the equipment items equipped by user character A.
[0017] In the example shown in Figure 2, both Character A and Character B are equipped with four equipment items. Specifically, Character A is equipped with equipment items E1, E2, E3, and E4, while Character B is equipped with equipment items E5, E6, E7, and E8. In the following explanation, it is assumed that when changing equipment items, Character A is equipped with equipment items E1-E4, and Character B is equipped with equipment items E5-E8. That is, equipment items E1-E4 are Character A's equipment at the time the equipment change request is received, and equipment items E5-E8 are Character B's equipment at the time the equipment change request is received. Character A's equipment at the time the equipment change request is received may be referred to as Character A's "previous equipment" or Character A's "current equipment". Similarly, Character B's equipment at the time the equipment change request is received may be referred to as Character B's "previous equipment" or Character B's "current equipment".
[0018] Equipment items equipped to character A or character B may be available to the user from the start of the game. At the start of the game, only some of the multiple equipment items provided by the game may be available, and additional equipment items may be added as the game progresses. For example, additional equipment items may be added when the user's experience points or level reach a predetermined value, when a specific enemy character is defeated, when a specific quest is completed, or when other conditions for adding items are met. If a user discovers equipment items placed in the game space by exploring the game space with their user character, they may equip the discovered equipment items to their user character. Users may purchase equipment items. Users may obtain equipment items as gifts from friends. Users may obtain equipment items using gacha (loot boxes). The methods or routes of obtaining equipment items are not limited to those expressly described herein. Users may obtain equipment items by methods not expressly described herein.
[0019] In a game provided by Game System 1, an equipment item may be equipped by only one user character. In this case, according to the regulations of the game provided by Game System 1, while an equipment item is equipped by one user character, other user characters are not permitted to equip that equipment item. For example, in the example shown in Figure 2, since equipment item E1 is equipped by character A, character B cannot equip equipment item E1 unless character A unequips it.
[0020] In games provided by Game System 1, a user may possess fewer equipment items than the number of user characters they control. In this case, the user cannot equip all of the equipment items. For example, if a user plays the game using three characters, Character A, Character B, and Character C, and possesses only two of the equipment items E1, then only two of Character A, Character B, and Character C are allowed to equip equipment item E1.
[0021] When changing the equipment items equipped by a user character, an equipment set, which is a combination of multiple equipment items, can be used. Figure 2 shows equipment set S1 and equipment set S2 as examples of equipment sets. Equipment set S1 is a combination of four equipment items: equipment item E5, equipment item E6, equipment item E9, and equipment item E10. Equipment set S2 is a combination of four equipment items: equipment item E11, equipment item E12, equipment item E13, and equipment item E14. An equipment set can contain as many equipment items as a user character can equip. In the illustrated example, it is assumed that each user character can equip four equipment items, so each equipment set also contains four equipment items.
[0022] The current equipment of user character A can be changed to a different equipment item. For example, as shown in the diagram, character A may equip equipment item E11 in place of equipment item E11 that character A is currently equipped with. When user character A equips equipment item E11, equipment item E1 is unequipped. Similarly, character A may equip equipment item E12 in place of equipment item E2, equipment item E13 in place of equipment item E3, and equipment item E14 in place of equipment item E4.
[0023] When changing character A's current equipment to a different equipment item, the new equipment item to be equipped may be specified individually, or the equipment set to be applied may be specified, and the equipment items comprising that set may be specified collectively as the new equipment item. In the example shown in Figure 2, if the user is required to specify equipment items E11, E12, E13, and E14, which are character A's new equipment, individually, the user's operational burden is significant. In particular, as the number of equipment items increases, it becomes difficult to find the desired equipment item from all the equipment items the user possesses. To reduce this burden, the user can apply equipment set S2 to character A. Since equipment set S2 is a combination of equipment items E11, E12, E13, and E14, by applying equipment set S2 as character A's new equipment, equipment items E11, E12, E13, and E14 can be specified collectively as character A's new equipment.
[0024] If multiple equipment sets are available, the user can select their desired equipment set from among them. In the example in Figure 2, two types of equipment sets, equipment set S1 and equipment set S2, are shown. The number of equipment sets available to the user is not limited to two; it may be three or more. As will be explained in more detail later, the number of equipment sets available to the user may change as the game progresses.
[0025] Figure 2 shows equipment set S1 in addition to equipment set S2, which has already been explained. Equipment set S1 is a combination of equipment items E5, E6, E9, and E10. Equipment set S1 differs from equipment set S2 in that it includes equipment items E5 and E6, which are currently equipped by character B, and does not include the equipment items currently equipped by character B. If equipment items E5 and E6 can only be equipped by one character, and equipment set S1 is applied to character A, a conflict will occur between character A and character B regarding the overlapping equipment items E5 and E6. For example, if priority is given to equipping the equipment items included in equipment set S1 to character A, equipment items E5 and E6 will have to be removed from character B. When a user decides to apply equipment set S1 to character A, if they are unaware that equipment items E5 and E6 included in equipment set S1 overlap with character B's current equipment, applying equipment set S1 to character A will unintentionally remove equipment items E5 and E6 from character B. Thus, even when a user instructs to apply equipment set S1 to character A, simply adopting all the equipment items included in equipment set S1 as character A's new equipment items may change character B's equipment against the user's wishes.
[0026] On the other hand, if the application of equipment set S1 to character A is required, but character B retains equipment items E5 and E6, character A will only be able to equip some of the multiple equipment items included in equipment set S1. In this case, character A's equipment after applying equipment set S1 may not reflect the user's intentions.
[0027] Conventionally, when applying an equipment set to a user character, even if there are conflicts among multiple user characters regarding the equipment items included in the equipment set, these conflicts are automatically resolved by the conflict resolution process set in the game. For example, when applying an equipment set to a user character, even if the equipment items included in that equipment set are equipped by other user characters, the process of unequipping the conflicting equipment items to those other user characters is automatically performed. In one aspect of the present invention, when conflicts arise among multiple user characters regarding the equipment items included in an equipment set, a novel user interface for changing equipment is used to make the user aware of the conflict and to receive instructions from the user to resolve the conflict. In one aspect of the present invention, since it is possible to determine which user character should be equipped with the conflicting equipment items based on the instructions from the user received by the user interface for changing equipment, it is possible to resolve conflicts between equipment items as intended by the user while maintaining the convenience of changing the equipment of user characters all at once using equipment sets. A specific example of this user interface for changing equipment will be described later along with the functions of the game system 1.
[0028] Next, with reference to Figures 3 to 8, we will describe in more detail the game system 1 to which the present invention is applied. 4 Server 20 First, with reference to Figure 3, we will describe the server 20 provided in game system 1. 4-1 Server 20 Configuration The server 20 includes a processor 21, memory 22, user interface 23, communication interface 24, and storage 25.
[0029] The processor 21 is an arithmetic unit that loads the operating system and various other programs from storage 25 or other storage into memory 22 and executes the instructions contained in the loaded programs. The processor 21 may be, for example, a CPU, MPU, DSP, GPU, various other arithmetic units, or a combination thereof. The processor 21 may also be implemented by an integrated circuit such as an ASIC, PLD, FPGA, or MCU.
[0030] Memory 22 is used to store instructions executed by the processor 21 and various other data. Memory 22 is a main memory that the processor 21 can access at high speed. Memory 22 is composed of RAM such as DRAM or SRAM.
[0031] The user interface 23 includes an input interface for receiving input from a user or operator, and an output interface for outputting various information under the control of the processor 21. The input interface is a keyboard, a pointing device such as a mouse, a touch panel, or any other information input device capable of receiving user input. The output interface is, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, a display panel, or any other information output device capable of outputting the calculation results of the processor 11.
[0032] The communication interface 24 is implemented as hardware, firmware, or communication software such as a TCP / IP driver or a PPP driver, or a combination thereof. The server 20 can send and receive data with other information devices, including the user device 10, via the communication interface 14.
[0033] Storage 25 is an external storage device accessed by the processor 21. Storage 25 is, for example, a magnetic disk, an optical disk, a semiconductor memory, or any other storage device capable of storing data. 4-2 Data held in the server device The storage 25 stores user management data 25a, game media management data 25b, and other data necessary for providing the game.
[0034] User management data 25a will be explained with reference to Figure 4. User management data 25a is a dataset in which various data about users who play the game provided by the game system 1 are structurally stored. User management data 25a may include user account information, user parameters which are various parameters set for the user, owned game media information about the game media owned by the user, used game media information about the game media used by the user in the game, and various other data about the user.
[0035] Account information includes, for example, a user ID that identifies a user. Account information may also include a username. In game system 1, the user ID uniquely identifies a user. The username indicates the name of the user used in the game.
[0036] A user's user parameters may include their rank, experience points, points earned, and other user parameters associated with that user that change as a result of the user playing the game. A user's rank is a parameter indicating their proficiency in the game. The rank may increase as the user plays the game.
[0037] User-owned game media information is information about the game media owned by the user in the game. Game media is electronic data used in the game. Game media may include, for example, characters, cards, items (including equipment items), points, in-service currency (or in-game currency), tokens (e.g., Non-Fungible Tokens (NFTs)), tickets, characters, avatars, parameters, and other electronic data used in the game. Game media may be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or gifted by the user within the game. Game media may also be used in ways other than those described above. Owned game media information may include a game media ID that identifies the game media owned by the user within the game. When game media is acquired by the user, the game media ID that identifies the game media is stored as owned game media information, associated with the user's user ID. Hereinafter, unless otherwise specified, game media "owned" by a user refers to game media associated with the user's user ID. Furthermore, "granting" a game medium to a user means associating that game medium with the user's user ID as a game medium "owned" by that user. Furthermore, "discarding" a game medium owned by a user means dissolving the association between the user's user ID and that game medium. Furthermore, "consuming" a game medium owned by a user means generating an in-game effect in response to dissolving the association between the user ID and the owned game medium. Furthermore, "selling" a game medium owned by a user means dissolving the association between the user's user ID and that game medium, and associating that user ID with other game mediums (e.g., virtual currency or items). Furthermore, "transferring" a game medium owned by user A to user B means dissolving the association between user A's user ID and that game medium, and associating that game medium with user B's user ID. Furthermore, "creating" a game medium means defining or determining at least a part of the information related to the game medium.
[0038] The game medium information refers to information indicating the game medium used by the user in a game part (for example, a versus game part). The game medium used by the user in the versus game part is selected from among the owned game media. The character used by the user in the versus game part (i.e., the user character) may be selected automatically from among the game media, either according to the user's selection operation. If multiple user characters are selected to run the versus game part, a party may be formed by the selected user characters. In this case, the game medium information may include a party ID to identify the party formed by the user characters selected as the game medium.
[0039] User management data 25a may include friend information. Friend information for a given user indicates the user IDs of users who are friends with that user. For example, if user A is friends with users B and C, user A's friend information includes the user IDs of users B and C. Users who are friends can cooperate to play games together.
[0040] Some of the data stored as user management data 25a is updated as the game progresses. For example, a user's rank increases as the user plays the game. Some of the data stored as user management data 25a is not updated as the game progresses. For example, a user ID remains unchanged even as the game progresses.
[0041] The game media management data 25b will be explained with reference to Figure 5. The game media management data 25b is a dataset in which various data related to the game medium, such as characters used by the user in the game provided by the game system 1, are structurally stored. The game media management data 25b includes data related to user characters. The game media management data 25b includes game media identification information, game media name (character name, etc.), and game media information for various user characters.
[0042] The game medium identification information for a user character is, for example, a character ID that identifies the character. The game medium identification information may also include a character name that indicates the name of each character.
[0043] The game information for a user character includes various details that describe the character's characteristics. Character information includes, for example, rarity, cost, life points, attack power, defense power, and game function information. Rarity indicates the scarcity (rarity value) of the user character. In other words, the rarity associated with a particular user character represents how difficult it is to acquire that character.
[0044] Cost is a parameter used when determining the deck to be used in the competitive game portion. For example, a party (sometimes called a deck) has an upper limit on the total cost of user characters that can be included in that party. Users can select user characters to include in their party so that the total cost does not exceed this upper limit.
[0045] Life is a parameter used to determine the user's victory or defeat in the versus game portion. In the versus game portion, the user's life decreases when their character is attacked by an enemy character. Life may be restored to its maximum value or below by using recovery items. If the life of all characters in the user's deck reaches zero, the user may be judged to have lost in that versus game portion.
[0046] The user character's attack power is a parameter that contributes to the amount of damage dealt to enemy characters by that user character's attacks. The higher the attack power value, the greater the amount of damage dealt to enemy characters. The user character's defense power is a parameter that contributes to the amount of damage taken by that user character from attacks received from enemy characters. The higher the defense power value, the greater the amount of damage taken from enemy character attacks.
[0047] At least a portion of the user management data 25a and the game media management data 25b may be referenced by the user device 10 as needed. At least a portion of the user management data 25a and the game media management data 25b may be stored in the user device 10 as needed. 4-3 Functions of Server 20 The processor 21 of the server 20 functions as a game control unit 21a by executing instruction sets included in programs stored in the storage 25 and other instruction sets as needed. The game control unit 21a can control the progress of the game by processing requests and notifications from the user device 10 based on predetermined game logic and by providing various game data for running the game to the user device 10. 5. User device 10 Next, with further reference to Figure 6, the user device 10 provided in the game system 1 will be described. 5-1 Configuration of User Device 10 User device 10 is a smartphone, personal computer (PC), mobile phone, tablet device, personal computer, e-book reader, wearable computer, game console, head-mounted display, or any other information processing device. User device 10 is intended to be used by a game player (user). The first user can input data into user device 10 and play the game through the video and audio output from user device 10.
[0048] User device 10 includes a processor 11, memory 12, user interface 13, communication interface 14, and storage 15. The description of the processor 21, memory 22, user interface 23, communication interface 24, and storage 25 of server 20 also applies to the processor 11, memory 12, user interface 13, communication interface 14, and storage 15 of user device 10. 5-2 Data held in user device 10 The storage 15 stores game applications 15a for providing various game functions, equipment management data 15b, equipment set data 15c, and various other data.
[0049] Instructions included in the game application 15a can be executed by the processor 11. Details of the functions realized by executing the game application 15a will be described later. The game application 15a may be downloaded to the user device 10 from, for example, an application distribution platform (not shown). The user device 10 can, if necessary, obtain data from the server 20 to advance the game part and store the obtained data in the storage 15.
[0050] The equipment management data 15b will be explained with reference to Figure 7. The equipment management data 15b is a dataset in which data about the equipment items equipped by each user character is structurally stored. In one embodiment, the equipment management data 15b includes character identification information that identifies the user character, and equipment item information that identifies the equipment items equipped to each user character.
[0051] Character identification information is data used to identify the user character that a user uses to play the game, such as a character ID that identifies the user character. Character identification information may also include the character name.
[0052] Equipment item information is data used to identify equipment items equipped to a user character, such as an item ID that identifies the equipment item. By storing item IDs in association with character IDs, it is possible to manage whether the user character identified by the character ID is equipped with that equipment item. Multiple item IDs can be stored in association with a single character ID. In the example explained with reference to Figure 2, one user character can equip four equipment items. In this case, up to four item IDs can be stored in association with a single character ID. In the example shown in Figure 2, since character A is equipped with equipment items E1 to E4, the equipment management data 15b stores four item IDs that identify each of the equipment items E1 to E4, in association with character A's character ID.
[0053] The equipment set data 15c will be explained with reference to Figure 8. The equipment set data 15c is a dataset in which data relating to equipment sets, which are combinations of multiple equipment items, is structurally stored. In one embodiment, the equipment set data 15c includes equipment set identification information that identifies an equipment set, and component item information that identifies each of the multiple equipment items that make up each equipment set.
[0054] Equipment set identification information is data used to identify equipment sets available to a user, such as an equipment set ID. The number of equipment set IDs corresponding to the maximum number of equipment sets a user can use is stored as equipment set identification information. The maximum number of equipment sets a user can use can be updated through game progression or user settings changes. For example, the maximum number of equipment sets a user can use can be increased by reaching a certain level or experience point threshold, defeating a specific enemy character, completing a specific quest, exceeding a certain play time, or fulfilling other conditions for adding equipment sets. If a large number of equipment sets are available from the start of the game, a large amount of storage capacity is required to store the equipment set data 15c, potentially leading to wasted storage resources. Therefore, by limiting the number of available equipment sets at the start of the game and increasing the maximum number of equipment sets as the game progresses, it is possible to suppress the waste of storage resources while allowing highly engaged users (e.g., users who play the game for long periods or complete many quests) to use more equipment sets.
[0055] At least a portion of the equipment management data 15b and the equipment set data 15c may be stored in the server 20 as needed. 5-3 Functions of User Device 10 The processor 11 of the user device 10 functions as a game progress unit 11a, an equipment set management unit 11b, and an equipment change unit 11c by executing the instruction set included in the game application 15a and other instruction sets as needed. 5-3-1 Game Progression Section 11a The game progress unit 11a advances the game according to the instruction set included in the game application 15a, and, if necessary, based on input from the first user via the user interface 13 of the user device 10 (e.g., a GUI displayed on the physical buttons or touch panel of the game console). The game progress unit 11a can also advance the game in cooperation with the server 20. User inputs include, for example, inputs to specify the movement of the user character within the game field, inputs to change game settings, inputs to select equipment items, and various other inputs related to the progress of the game.
[0056] The game progress unit 11a can generate requests related to game progress based on the command set included in the game application 15a and user input, and send the generated requests to the server 20. The game progress unit 11a can also receive various game data related to game progress from the server 20 and advance the game based on that game data. The game progress unit 11a can display images corresponding to the game progress on the user interface 13 (for example, a display).
[0057] When conflicts arise among multiple user characters regarding equipment items included in an equipment set, the user interface for changing equipment, which allows the user to recognize these conflicts and receive instructions from the user to resolve them, is implemented using the input and output interfaces provided by user interface 13.
[0058] The game progress unit 11a may retrieve data necessary for game progression from the various data stored in the server 20's storage 25 and store the retrieved data in storage 15. When necessary for game processing, the game progress unit 11a can read data from storage 15 as appropriate and perform calculations using the retrieved data. 5-3-2 Equipment Set Management Section 11b The equipment set management unit 11b can perform operations to change equipment items included in an equipment set, add equipment sets, and manage other equipment sets based on input from the user.
[0059] Figure 9 shows an example of an equipment set management screen displayed on the user device 10's screen for managing equipment sets. The equipment set management screen 50A shown in Figure 9 may be displayed on the user device 10 in response to user operations during gameplay. Figure 9 shows the equipment set management screen 50A for managing the equipment set of character A, one of the two characters, character A and character B, that the user is using to play the game. The equipment set management screen for managing character B's equipment set is configured similarly to the equipment set management screen 50A for character A.
[0060] The equipment set management screen 50A shown in Figure 9 includes an equipment set list 51 and a component item display area 52. The equipment set list 51 displays equipment sets applicable to character A in list format. The component item display area 52 displays information about the equipment items that make up the equipment set selected from the equipment set list 51.
[0061] In the example shown in Figure 9, the equipment set list 51 includes equipment sets S1, S2, and S3 as equipment sets available to the user. Equipment set S4 is not currently available, but will become available once the conditions for adding equipment sets are met. For example, equipment set S4 may become available when the user reaches a predetermined level. Once equipment set S4 becomes available, the user can select multiple equipment items different from those included in equipment sets S1 to S3, and configure equipment set S4 using a combination of these selected equipment items. Equipment set S4 may be grayed out on the equipment set management screen 50A until it becomes available.
[0062] The component item display area 52 displays information about the equipment items that make up the equipment set selected in the equipment set list 51. The information about the equipment items displayed in the component item display area 52 is an example of the "set item information" described in the claims. The component item display area 52 includes a first display area 52a for displaying equipment items corresponding to weapons, a second display area 52b for displaying equipment items corresponding to armor, a third display area 52c for displaying equipment items corresponding to magic, and a fourth display area 52d for displaying equipment items corresponding to tools. In the example shown in Figure 9, since equipment set S2 is selected from among the multiple equipment sets included in the equipment set list 51, the first display area 52a displays equipment item E11, which corresponds to a weapon among the multiple equipment items included in equipment set S2. Similarly, the second display area 52b displays equipment item E12, which corresponds to armor among the multiple equipment items included in equipment set S2, the third display area 52c displays equipment item E13, which corresponds to magic, and the fourth display area 52d displays equipment item E14, which corresponds to a tool.
[0063] Users can update the equipment items that make up an equipment set via the equipment set management screen 50A. The process of updating equipment items via the equipment set management screen 50A is described below. In addition to updating equipment items, the equipment set management screen 50A also allows users to equip all the equipment items that make up an equipment set to their character at once. The process of equipping all the equipment items included in an equipment set to the user character at once will be explained after the explanation of the equipment item update process, in relation to the function of the equipment change unit 11c.
[0064] The user device 10 can receive various commands from the user via the user interface 13 on the equipment set management screen 50A. For example, when any of the first display area 52a, second display area 52b, third display area 52c, and fourth display area 52d are selected on the equipment set management screen 50A displayed on the display, an equipment change request may be generated to change the equipment items set in the selected display area. When the equipment set management unit 11b receives an equipment change request, it generates an equipment item change window and displays the generated equipment item window on the display of the user device 10. For example, since the first display area 52a displays equipment items corresponding to weapons, when the first display area 52a is selected, an equipment item change window for changing the equipment items corresponding to weapons that make up equipment set S2 is displayed on the display of the user device 10.
[0065] Figure 10 shows an example of the equipment item change window. When the first display area 52a is selected, the equipment item change window 60 is displayed as shown in Figure 10. At the top of the equipment item change window 60, equipment item E11, which is currently included in equipment set S2, is displayed. The equipment item change window 60 displays equipment items corresponding to the weapons held by the user in a list format. In the example in Figure 10, equipment items E15 to E20 are displayed as equipment items corresponding to the weapons held by the user. The user can set one of the equipment items displayed in the equipment item change window 60 as the equipment item corresponding to the weapon that makes up equipment set S2 by selecting one of the equipment items. For example, as shown in Figure 10, when equipment item E17 is selected in the equipment item change window 60, the weapon that makes up equipment set S2 is updated from equipment item E11 to equipment item E17. Equipment items corresponding to armor, magic, and tools can also be updated in the same way as equipment items corresponding to weapons by selecting the second display area 52b, the third display area 52c, or the fourth display area 52d to open the equipment item change window, and then selecting a new equipment item in that equipment item change window. The equipment item change window 60 may be displayed as an overlay on the equipment set management screen 50A.
[0066] The equipment item change window may display equipment items equipped by other user characters. For example, in the equipment item change window 60 for changing the equipment item corresponding to the weapon of character A shown in Figure 10, equipment item E5 corresponding to the weapon equipped by character B may be displayed. In addition, an image representing the character equipping each equipment item may be displayed in association with each equipment item displayed in the equipment item change window 60. For example, if equipment item E15 is equipped by a character other than character A, an image representing that other character may be displayed in association with equipment item E15 (for example, directly next to equipment item E15). Equipment items that are not equipped by any character will not have an associated image of any character displayed. By displaying an image representing the character equipping an equipment item in association with that equipment item in the equipment item change window 60, the user can set the equipment items to include in the equipment set so as not to overlap with equipment items already equipped by other characters.
[0067] When the save button 53 is selected after equipment item E17 is selected in the equipment item change window 60, the process of updating the weapons included in equipment set S2 from equipment item E11 to equipment item E17 is completed. Specifically, when the save button 53 is selected, an equipment update request for equipment set S2 is generated, and the equipment set management unit 11b updates the item IDs stored in the equipment set data 15c in association with equipment set S2 according to this update request. In the updated equipment set data 15c, the item ID that identifies equipment item E17, which has been newly set as a weapon in equipment set S2, is stored in association with the equipment set ID that identifies equipment set S2. The item ID corresponding to equipment item E11, which has been excluded from equipment set S2, is deleted from the equipment set data 15c.
[0068] Figures 9 and 10 illustrate the process of updating equipment items that make up equipment set S2. However, the process for updating equipment items that make up equipment sets other than equipment set S2 is the same as the process for updating equipment set S2. Furthermore, for equipment sets that do not have any equipment items set (for example, an equipment set that has just become available after the conditions for adding items have been met), new equipment items corresponding to weapons, armor, magic, and tools can be set. 5-3-3 Equipment Change Section 11c When the user device 10 selects one of several equipment sets displayed in the equipment set list 51 and is instructed to apply that equipment set to a user character, the equipment change unit 11c can equip the user character with multiple equipment items included in that equipment set all at once. The processing of the equipment change unit 11c includes processing to provide a user interface for equipment changes. The user interface provided by the equipment change unit 11c allows the user to recognize conflicts when conflicts arise among multiple user characters regarding equipment items included in an equipment set. At least a part of the processing to provide the user interface for equipment changes may be performed by a system other than the equipment change unit 11c. The specific processing performed by the equipment change unit 11c will be described below.
[0069] When one of the multiple equipment sets displayed in the equipment set list 51 is selected in the user device 10, the equipment change unit 11c determines whether each of the multiple equipment items included in that equipment set overlaps with any of the equipment items equipped by other characters. The selection of an equipment set is accepted, for example, on the equipment set management screen 50A. In the example shown in Figure 9, equipment set S2 is selected in the equipment set list 51 of the equipment set management screen 50A for character A. When the equipment change unit 11c accepts the selection of equipment set S2 for character A on the equipment set management screen 50A, it determines whether the equipment items E11 to E14 included in equipment set S2 overlap with equipment items E5 to E8 equipped by a character other than character A (i.e., character B) used by the user in the game. Since equipment set S2 does not contain any of the equipment items E5-E8 equipped on character B, if equipment set S2 is selected, it is determined that the equipment items E11-E14 included in equipment set S2 do not overlap with the equipment items E5-E8 equipped on character B. The determination of whether or not equipment items included in an equipment set overlap with equipment items equipped on other characters can be performed at various times. For example, when the equipment set management screen 50A is generated, it may be determined for each equipment set included in the equipment set list 51 whether or not the equipment items included in each equipment set overlap with equipment items currently equipped by other characters. Also, when the equipment items that make up an equipment set are updated, it may be determined whether or not the newly included equipment items in that equipment set overlap with equipment items equipped by other characters.
[0070] When the equipment change unit 11c receives a selection of the equipment button 54 while equipment set S2 is selected, it replaces the items currently equipped by user A (i.e., equipment items E1 to E4) with equipment items E11 to E14 included in equipment set S2, as shown in Figure 11. Specifically, when the equipment button 54 is selected, the equipment change unit 11c receives an equipment change request to change the equipment items of character A, and updates the item IDs stored in the equipment management data 15b in association with character A according to the received equipment change request. In the updated equipment management data 15b, four item IDs are stored, each identifying the newly equipped equipment items E11 to E14, in association with the character ID that identifies character A. The item IDs corresponding to the equipment items E1 to E4 that character A had equipped before the equipment change request was received are deleted from the equipment management data 15b. In this manner, if it is determined that the equipment items included in the equipment set selected for character A do not overlap with the equipment items of character B, each of the equipment items included in that equipment set will be set as new equipment for character A.
[0071] Next, the process for changing equipment items when equipment set S1 is selected will be explained with reference to Figures 12 to 14. Figure 12 shows the equipment set management screen 50B displayed on the user device 10 when equipment set S1 is selected. As shown in Figure 12, when equipment set S1 is selected from the equipment set list 51, the equipment items E5, E6, E9, and E10 included in equipment set S1 are displayed in the component item display area 52. The equipment change unit 11c also determines whether or not the equipment items E5, E6, E9, and E10 included in equipment set S1 overlap with the equipment items E5 to E8 equipped on character B, in response to the acceptance of the selection of equipment set S1. Since equipment items E5 and E6 included in equipment set S1 are already equipped on character B, when equipment set S1 is selected, it is determined that equipment items E5 and E6 among the multiple equipment items included in equipment set S1 overlap with the equipment items of character B. As previously mentioned, the above duplicate check may be performed at a time different from when equipment set S1 is selected from equipment set list 51.
[0072] In this specification, among the equipment items included in the equipment set selected on the equipment set management screen for character A (for example, equipment set management screen 50B), those already equipped by character B are referred to as "duplicate equipment items," and those not equipped by character B are referred to as "non-duplicate equipment items." In the example shown in Figure 12, equipment items E5 and E6 are duplicate equipment items, and equipment items E9 and E10 are non-duplicate equipment items.
[0073] The equipment change unit 11c displays a duplicate equipment marker 55 in the configuration item display area 52 so as to overlap with the first display area 52a where equipment item E5 is displayed and the second display area 52b where equipment item E6 is displayed, in order to distinguish the duplicate equipment items E5 and E6 from the non-duplicate equipment items E9 and E10. The user can understand that equipment items E5 and E6 are duplicates of those equipped by character B by the duplicate equipment marker 55 displayed on the equipment set management screen 50B. The duplicate equipment marker 55 may also be a character display image that shows character B, who is equipped with the duplicate equipment items E5 and E6. By using a character display image that shows the character equipped with the duplicate equipment items as the duplicate equipment marker 55, the user can be made aware of which character is equipped with the duplicate equipment items, even if the user is using three or more characters.
[0074] If the equipment button 54 is selected while equipment set S1 is selected, the equipment change unit 11c generates the switching setting screen 70A shown in Figure 13 and displays the generated switching setting screen 70A on the user device 10's display. The equipment change unit 11c may also transition the screen displayed on the display from the equipment set management screen 50B to the switching setting screen 70A. The switching setting screen 70A may be overlaid on the equipment set management screen 50B.
[0075] The user can use the switching settings screen 70A to decide whether to equip equipment items E5 and E6, which are in conflict between character A and character B, to character A or character B. Specifically, the user can instruct, through operations on the input elements included in the switching settings screen 70A, whether to keep each of the duplicate equipment items E5 and E6 equipped to character B or to transfer them from character B to character A. More specifically, the switching settings screen 70A includes a checkbox 71 associated with equipment item E5 and a checkbox 72 associated with equipment item E6. If checkbox 71 is checked, it is specified that equipment item E5 be removed from character B's equipment and transferred to character A. Similarly, if checkbox 72 is checked, it is specified that equipment item E6 be removed from character B's equipment and transferred to character A. If checkbox 71 is not checked, it is specified that equipment item E5 will remain equipped to character B and will not be equipped to character A. Similarly, if checkbox 72 is not checked, it is specified that equipment item E6 will remain equipped to character B, and not be equipped to character A.
[0076] The switching settings screen 70A shown in Figure 13 includes a checkbox 73 for batch selection, which allows you to specify the transfer of equipment from character B to character A all at once. When checkbox 73 is checked, it is specified that all duplicate equipment items should be transferred from character B to character A.
[0077] Checkboxes 71-73 are examples of the "second input element" described in the claims. GUI widgets other than checkboxes 71-73 may be used to specify whether or not to transfer duplicate equipped items from character B to character A.
[0078] When the equipment change unit 11c receives a selection from the confirm button 74 included in the switching setting screen 70A, it identifies the item to be transferred from character B to character A among the duplicate equipment items, depending on which of the checkboxes 71 to 73 is checked. As shown in Figure 13, if checkbox 71 for equipment item E5 is checked and the remaining checkboxes 72 and 73 are not checked, equipment item E5 is identified as the item to be transferred. In this case, equipment item E6 is identified as a non-transferable item that cannot be transferred to character A.
[0079] The equipment change unit 11c, in response to the selection of the confirmation button 74, equips equipment items E9 and E10, which are non-duplicate equipment items, as shown in Figure 14, and transfers equipment item E5, which is a switchable item among the duplicate equipment items, from character B to character A. Equipment item E6, which is a non-switchable item among the duplicate equipment items, remains equipped on character B and is not transferred to character A. The equipment change unit 11c updates the item IDs stored in the equipment management data 15b, which are associated with character A and character B, so that the above equipment changes are reflected. In the updated equipment management data 15b, the item IDs corresponding to equipment items E1, E3, and E4, which character A had equipped before the equipment change, are deleted. On the other hand, the three item IDs that identify the newly equipped equipment items E5, E9, and E10 are stored in association with the character ID that identifies character A. Furthermore, since equipment item E5, which character B had equipped before the equipment change, was transferred to character A, in the updated equipment management data 15b, the association between the item ID identifying equipment item E5 and character B's character ID is resolved, and the item ID identifying equipment item E5 is stored in association with character A's character ID. As shown in Figure 13, because equipment item E5 was transferred from character B to character A, one of character B's four item setting slots is empty. The user can set an equipment item to replace the transferred equipment item E5 for character B, for example, from the equipment set management screen for character B.
[0080] The equipment change unit 11c may generate the switching settings screen 70 with the checkbox 73 checked, which is used to set duplicate equipment items as switchable items, in response to the selection of the equipment button 54 while equipment set S1 is selected. In other words, when the equipment button 54 is selected, the default setting may be to transfer all duplicate equipment items from character B to character A. This default setting allows the user's intention to equip character A with the equipment items included in equipment set S1 by selecting equipment set S1 to be reflected in the equipment item transfer process.
[0081] As described above, when the equipment button 54 is selected while equipment set S1 is selected on the equipment set management screen 50B, equipment items E9 and E10, which are non-duplicate equipment items, are newly equipped to character A in accordance with instructions from the user via the switching settings screen 70B, and equipment item E5, which is a duplicate equipment item designated as a switching item, is moved from character B to character A. On the other hand, equipment item E6, which is a duplicate equipment item that was not designated as a switching item, remains equipped to character B. In this way, even when changing character A's equipment items all at once by applying an equipment set, if the selected equipment set contains duplicate equipment items that overlap with character B's equipment items, the user can specify whether to move each of the duplicate equipment items to character A or leave them equipped to character B by using the switching settings screen 70A. This makes it possible to determine the equipment of each character after the update in a way that reflects the user's intentions, even when updating equipment items all at once using an equipment set.
[0082] The equipment change unit 11c can also individually change the equipment items equipped by character A without using an equipment set. Since the process of individually changing equipment items can utilize publicly known methods, a detailed explanation is omitted. 7 Variations Next, a modified example of the equipment item modification process when equipment set S1, which was explained with reference to Figures 12 to 14, is described with reference to Figures 15 to 17. Figure 15 shows the equipment set management screen 50C for character A that is displayed when equipment set S1 is selected, Figure 16 shows the switching settings screen 70B that is displayed when the equipment button 54 is selected while equipment set S1 is selected on the equipment set management screen 50C, and Figure 17 shows a schematic diagram illustrating the process of transferring equipment set items included in equipment set S1. In the examples shown in Figures 15 to 17, equipment item E5 is set to be equipable by two user characters, which differs from the examples in Figures 12 to 14 in that equipment item E5 is equipped by only one user character. Also, in the examples shown in Figures 15 to 17, it is assumed that the user will play the game using three characters: character A, character B, and character C. As shown in Figure 17, before the process of applying the equipment set, Character A is equipped with equipment items E1-E4, Character B is equipped with equipment items E5-E8, and Character C is equipped with equipment items E5 and E21-E23. Thus, equipment item E5 is equipped to two characters (i.e., Character B and Character C). In Figures 15 to 17, elements corresponding to those shown in Figures 12 to 14 are denoted by the same reference numerals as in Figures 12 to 14. Detailed explanations of elements already described with reference to Figures 12 to 14 will be omitted below as appropriate.
[0083] In the equipment set management screen 50C for character A shown in Figure 15, when equipment set S1 is selected from the equipment set list 51, the component item display area 52 displays equipment items E5, E6, E9, and E10 included in equipment set S1. In addition, in response to the acceptance of the selection of equipment set S1, it is determined whether or not there is any overlap between equipment items E5, E6, E9, and E10 included in equipment set S1 and equipment items E5-E8 equipped on character B or equipment items E5, E21-E23 equipped on character C. Since equipment items E5 and E6 included in equipment set S1 are already equipped on character B, when equipment set S1 is selected, it is determined that equipment items E5 and E6 among the multiple equipment items included in equipment set S1 are overlapping with the equipment items of character B. Also, since equipment item E5 included in equipment set S1 is also equipped on character C, it is determined that equipment item E5 among the multiple equipment items included in equipment set S1 is overlapping with the equipment item of character C.
[0084] The equipment change unit 11c displays duplicate equipment markers 55 and 56 in the configuration item display area 52 so as to overlap with the first display area 52a where equipment item E5 is displayed and the second display area 52b where equipment item E6 is displayed, respectively, in order to distinguish the duplicate equipment items E5 and E6 from the non-duplicate equipment items E9 and E10. The duplicate equipment marker 55 may be a character display image that shows character B, who is equipped with the duplicate equipment items E5 and E6. The duplicate equipment marker 56 may be a character display image that shows character C, who is equipped with the duplicate equipment item E5. By using character display images that show characters equipped with duplicate equipment items as duplicate equipment markers 55 and 56, the user can understand which characters are equipped with the duplicate equipment items.
[0085] When the equipment button 54 is selected while equipment set S1 is selected, the equipment change unit 11c generates the switching setting screen 70B shown in Figure 16 and displays the generated switching setting screen 70B on the user device 10's display. The user can use the switching setting screen 70B to decide which character to equip with equipment item E5, which is in conflict with character A, character B, and character C. Specifically, the switching setting screen 70B includes radio buttons 75 and 76 associated with equipment item E5. If radio button 75 is selected, it is specified that equipment item E5 will be removed from character B's equipment and transferred to character A. Similarly, if radio button 76 is selected, it is specified that equipment item E5 will be removed from character C's equipment and transferred to character A. If neither radio buttons 75 nor 76 are checked, it is specified that equipment item E5 will remain equipped to character B and character C, but not to character A.
[0086] Radio buttons 75 and 76 are examples of the “second input element” described in the claims. GUI widgets other than radio buttons 75 and 76 may be used to specify whether or not to transfer duplicate equipped items from character B to character A.
[0087] When the equipment change unit 11c receives a selection from the confirm button 74 included in the switching setting screen 70A, it identifies the item to be switched from character B to character A among the duplicate equipment items, depending on whether radio buttons 75, 76 and checkboxes 72, 73 are checked. As shown in Figure 16, if radio button 76 is checked and checkbox 72 is not checked, equipment item E5 equipped by character C is identified as the item to be switched. In this case, equipment items E5 and E6 equipped by character B are identified as non-switchable items that cannot be transferred to character A.
[0088] The equipment change unit 11c, in response to the selection of the confirmation button 74, equips equipment items E9 and E10, which are non-duplicate equipment items, as shown in Figure 17, and also transfers equipment item E5, which is a switchable item among the duplicate equipment items, from character C to character A. Equipment items E5 and E6, which are among the duplicate equipment items and are equipped by character B, remain equipped by character B because they are non-switchable items. The equipment change unit 11c updates the item IDs stored in the equipment management data 15b, which are associated with characters A, B, and C, so that the above equipment changes are reflected.
[0089] The equipment change unit 11c may generate the switching settings screen 70 with the checkbox 73 checked, which is used to set duplicate equipment items as switchable items, in response to the selection of the equipment button 54 while equipment set S1 is selected. In other words, when the equipment button 54 is selected, the default setting may be to transfer all duplicate equipment items from character B to character A. This default setting allows the user's intention to equip character A with the equipment items included in equipment set S1 by selecting equipment set S1 to be reflected in the equipment item transfer process.
[0090] As described above, when the equipment button 54 is selected while equipment set S1 is selected on the equipment set management screen 50C, equipment items E9 and E10, which are non-duplicate equipment items, are newly equipped to character A in response to instructions from the user via the switching settings screen 70B, and equipment item E5, which is a duplicate equipment item designated as a switching item, is moved from character C to character A. On the other hand, equipment items E5 and E6, which are duplicate equipment items and were not designated as switching items and are equipped to character B, remain equipped to character B.
[0091] To transfer equipment item E5 from character B to character A instead of character C, select radio button 75 instead of radio button 76 on the switching settings screen 70B. Also, if checkbox 72 is selected, equipment item E6 will also become a transfer item. In this case, equipment item E6 will be transferred from character B to character A.
[0092] Thus, even when applying an equipment set to change all of Character A's equipment items at once, if the selected equipment set includes duplicate equipment items that overlap with those of Character B or Character C, the user can use the switching settings screen 70B to specify whether to transfer each of the duplicate equipment items to Character A or leave them equipped on Character B or Character C. Furthermore, for equipment item E5 equipped on both Character B and Character C, the user can choose whether to transfer equipment item E5 equipped on Character B or equipment item E5 equipped on Character C to Character A. In this way, even when updating equipment items at once using an equipment set, the equipment of each character after the update can be determined in a way that reflects the user's intentions. 7. Processing Flow Next, we will explain the process of changing equipment items using equipment sets, referring to Figure 18. The processing flow in Figure 18 shows the equipment item change process schematically shown in Figure 14 as a series of processing steps. Figure 18 is a flowchart that explains the general flow of the process of updating equipment items using equipment sets. In the update process shown in Figure 18, as shown in Figure 2, it is assumed that the user is playing the game with character A and character B, and updates character A's equipment items by selecting either equipment set S1 or equipment set S2.
[0093] First, in step S11, the process of changing equipment items using equipment sets is initiated. The process of changing equipment items is initiated, for example, during gameplay by displaying the equipment set management screen 50A on the display of the user device 10 in response to user input.
[0094] When the equipment set management screen 50A is displayed in step S11, the equipment item modification process proceeds to step S12. In step S12, one equipment set is selected from the equipment set list 51 in response to the user's operation on the user device 10.
[0095] If an equipment set is selected in step S12, the equipment item modification process proceeds to step S13. In step S13, it is determined whether the equipment items included in the equipment set selected in step S12 overlap with the equipment items of character B. If equipment set S2 is selected in step S12, the equipment items included in equipment set S2 do not overlap with the equipment items of character B, so in accordance with the selection of the equipment button 54, the equipment item modification process proceeds to step S17. In step S17, equipment items E11~E14 included in equipment set S2 are newly equipped to character A. In other words, character A's equipment is changed to equipment items E11~E14 included in equipment set S2.
[0096] On the other hand, if equipment set S1 is selected in step S12, then equipment items E5 and E6, which are among the multiple equipment items included in equipment set S1, overlap with the equipment items of character B, so the equipment item modification process proceeds to step S14. In step S14, in order to distinguish the overlapping equipment items (i.e., equipment items E5 and E6) from non-overlapping equipment items, a duplicate equipment marker 55 is displayed in association with the overlapping equipment items on the equipment set management screen 50B. The user can understand from the duplicate equipment marker 55 that equipment items E5 and E6, which are among the equipment items included in the selected equipment set S1, are already equipped by character B. After the duplicate equipment marker 55 is displayed, depending on whether the equipment button 54 is selected, the equipment item modification process proceeds to step S15.
[0097] In step S15, the switching settings screen 70 is displayed on the user device 10's display. The user indicates which of the duplicate equipment items to transfer to character A by selecting one of the checkboxes 71 to 73 included in the switching settings screen 70, or by not selecting any of them.
[0098] In step S16, the item to be switched is identified from the duplicate equipment items according to the instructions in step S15. For example, in the example shown in Figure 13, only the checkbox 71 for transferring equipment item E5 is checked, so equipment item E5 is identified as the item to be switched, and equipment item E6 is identified as the item not to be switched. Depending on whether the OK button 74 is selected on the switching settings screen 70, the equipment item change process proceeds to step S17. In step S17, equipment items E9 and E10, which are non-duplicate equipment items, and equipment item E5, which was identified as the item to be switched among the duplicate equipment items, are newly equipped to character A. In other words, character A's equipment is changed to equipment items E5, E9 and E10, which are part of the multiple equipment items included in equipment set S1.
[0099] When character A's equipment items are changed in step S17, the equipment management data 15b is updated to reflect the change in character A's equipment items.
[0100] As a result, all of Character A's equipped items will be changed at once using the equipment set. 8. Note The game system 1 shown in Figure 1 is an example of a system to which the present invention can be applied, and the game system to which the present invention can be applied is not limited to that shown in Figure 1. The game system 1 to which the present invention can be applied may not include some of the components shown in the figure. For example, the game system 1 may not include storage 30. The game system 1 may include components that are not shown. Although only one user device 10 is shown in Figure 1 for the sake of simplicity, the game system 1 may include any number of user devices 10, two or more. The game system 1 may include a cloud environment for distributing the processing that would otherwise be performed by the user devices 10 or the server 20.
[0101] In game system 1, there are no particular restrictions on the location of data storage. For example, various types of data that can be stored in storage 15 may be stored in a physically separate storage (e.g., storage 30) or a database server. In this specification, the data described as being stored in storage 15 may be stored in a single storage or distributed across multiple storages. Furthermore, in this specification and the claims, the term "storage" may refer to either a single storage or a collection of multiple storages, to the extent permitted by the context. The above description of data that can be stored in storage 15 also applies to data stored in storage 25 as far as possible.
[0102] The embodiments of the present invention are not limited to those described above, and various modifications are possible without departing from the spirit of the invention. For example, some or all of the functions performed by processor 11 and processor 21 may be implemented by processors not specified herein, without departing from the spirit of the invention. In Figure 1, processor 11 is shown as a single component, but processor 11 may be a collection of multiple physically separate processors. The same applies to processor 21. In this specification, programs or instructions contained in programs described as being performed by processor 11 and processor 21 may be executed by a single processor or may be executed in a distributed manner by multiple processors. Furthermore, programs or instructions contained in programs performed by processor 11 and processor 21 may be executed by one or more virtual processors.
[0103] Programs executed on processor 11 and / or processor 21 may be stored on various types of non-transitory computer-readable media other than those shown in the diagram. Non-transitory computer-readable media include various types of tangible storage media. Examples of non-transitory computer-readable media include magnetic recording media (e.g., flexible disks, magnetic tapes, hard disk drives), magneto-optical recording media (e.g., magneto-optical disks), Compact Disc Read Only Memory (CD-ROM), CD-R, CD-R / W, and semiconductor memory (e.g., mask ROM, programmable ROM (PROM), erasable PROM (EPROM), flash ROM, random access memory (RAM)).
[0104] The functions realized by the components described herein may be implemented in a circuit or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), CPUs (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to realize the functions described herein. A processor is considered a circuit or processing circuitry, including transistors and other circuits. A processor may be a programmed processor that executes a program stored in memory.
[0105] In this specification, circuitry, unit, and means are hardware programmed to perform or execute the functions described herein. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to perform or execute the functions described herein. If such hardware is a processor that is considered to be a type of circuitry, such circuitry, means, or unit is a combination of hardware and software used to constitute such hardware and / or processor.
[0106] Even if it is stated that the processes and procedures described herein are performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, multiple software programs, multiple components, and / or multiple modules. Similarly, even if it is stated that the data, tables, or databases described herein are stored in a single memory, such data, tables, or databases may be stored in multiple memories on a single device or distributed across multiple devices. Furthermore, the software and hardware elements described herein can also be implemented by integrating them into fewer components or by decomposing them into more components.
[0107] In the processing procedures described herein, particularly those described using flowcharts or sequence diagrams, it is possible to omit some of the steps constituting the processing procedure, add steps not explicitly stated as constituting the processing procedure, and / or change the order of such steps. Processing procedures with such omissions, additions, or changes in order are also included within the scope of the present invention, as long as they do not depart from the spirit of the invention.
[0108] The designations such as "First," "Second," and "Third" in this specification and the claims are used to identify components and do not necessarily limit their number, order, or content. Furthermore, the numbers used to identify components are used context by context, and a number used in one context does not necessarily indicate the same component in another context. Moreover, this does not prevent a component identified by one number from also performing the function of a component identified by another number. 9. Addendum This specification also discloses the technologies described in the following sections: [Note 1] A game system in which a user progresses through the game using multiple characters, including a first character (A) and one or more other characters (B, C) different from the first character, One or more processors (11), Storage (15, 15c) that stores the first equipment set (S1) associated with multiple equipment items (E5, E6, E9, E10), Equipped with, The one or more processors described above are: The user device (10) of the user displays set item information (52) indicating each of the plurality of equipment items associated with the first equipment set, a duplicate equipment marker (55) for distinguishing each of the plurality of duplicate equipment items equipped on one or more of the other characters from a non-duplicate equipment item not equipped on any of the other characters, and a first input element (54) for applying the first equipment set to the first character. Depending on the selection of the first input element, at least one of the plurality of equipment items (E5, E9, E10) is equipped to the first character. Game system. [Note 2] The aforementioned one or more other characters include a second character equipped with at least one of the aforementioned one or more duplicate equipment items, The aforementioned duplicate equipment marker is character display information indicating the second character. The game system described in Appendix 1. [Note 3] The aforementioned one or more other characters include a second character equipped with at least one of the aforementioned one or more duplicate equipment items, The one or more processors cause the user's user device to display a second input element (71-73) for specifying whether or not to transfer each of the one or more duplicate equipped items equipped by the second character from the second character to the first character. The game system described in Appendix 1 or 2. [Note 4] The one or more processors, in response to the input to the second input element, identify a switch item from the one or more duplicate equipped items to be transferred to the first character, and equip the switch item to the first character. The game system described in Appendix 3. [Note 5] Of the aforementioned multiple equipment items, non-duplicate equipment items other than the duplicate equipment items are equipped to the first character together with the switching item. The game system described in Appendix 4. [Note 6] The one or more processors shall not equip the first character with any non-switching items other than the switching items among the one or more duplicate equipped items. The game system described in Appendix 4. [Note 7] The one or more processors remove the switching item from the equipment of the one or more other characters. The game system described in Appendix 4. [Note 8] The one or more processors, in response to the input to the first input element, set all of the one or more duplicate equipment items to the switching item. The game system described in Appendix 4. [Note 9] The one or more processors, in response to an operation on the second input element corresponding to the switching item, change the switching item to a non-switching item among the one or more duplicate equipped items other than the switching item. The game system described in Appendix 8. [Note 10] The one or more processors make available a second equipment set (51d) different from the first equipment set, depending on the parameters related to the game. The game system described in any of the appendices 1 through 9. [Note 11] The storage further stores the second equipment set, The second equipment set is associated with several other equipment items that are different from the aforementioned multiple equipment items. The game system is as described in Appendix 10. [Note 12] The aforementioned one or more other characters include a third character equipped with at least one of the aforementioned one or more duplicate equipment items, The one or more processors cause the user's user device to display a third input element (76) for specifying whether or not to transfer each of the one or more duplicate equipped items equipped by the third character from the third character to the first character. The game system described in Appendix 3. [Note 13] A game processing method in which a user progresses through a game using multiple characters, including a first character and one or more other characters different from the first character.
[0109] The aforementioned game processing method is executed by one or more processors, The process of displaying on the user's user device set item information indicating each of the plurality of equipment items associated with the first equipment set, duplicate equipment markers for distinguishing each of the plurality of duplicate equipment items equipped on one or more other characters from the plurality of equipment items from non-duplicate equipment items not equipped on any of the one or more other characters, and a first input element for applying the first equipment set to the first character, The steps include: equipping the first character with at least one of the plurality of equipment items in response to the selection of the first input element; A game processing method comprising the following features. [Note 14] A game program for a user to progress through a game using multiple characters, including a first character and one or more other characters different from the first character, One or more processors, The process of displaying on the user's user device set item information indicating each of the plurality of equipment items associated with the first equipment set, duplicate equipment markers for distinguishing each of the plurality of duplicate equipment items equipped on one or more other characters from the plurality of equipment items from non-duplicate equipment items not equipped on any of the one or more other characters, and a first input element for applying the first equipment set to the first character, The steps include: equipping the first character with at least one of the plurality of equipment items in response to the selection of the first input element; A game program that executes the game. [Explanation of Symbols]
[0110] 1. Game System 10 User devices 11a Game Management Section 11b Equipment Set Management Department 11c Equipment Change Section 15 Storage 15a Game applications 15b Equipment Management Data 15c Equipment Set Data 20 servers 50A~50C Equipment Set Management Screen 55, 56 Duplicate equipment markers 60 Equipment Item Change Window 70A, 70B switching setting screen
Claims
1. A game system in which a user progresses through the game using multiple characters, including a first character and one or more other characters different from the first character, One or more processors, A storage system that stores a first equipment set associated with multiple equipment items, Equipped with, The one or more processors described above are: The user device of the user displays set item information indicating each of the plurality of equipment items associated with the first equipment set, a duplicate equipment marker for distinguishing each of the one or more duplicate equipment items equipped on any of the one or more other characters from the plurality of equipment items from a non-duplicate equipment item not equipped on any of the one or more other characters, and a first input element for applying the first equipment set to the first character. In response to the selection of the first input element, at least one of the plurality of equipment items is equipped to the first character. The aforementioned one or more other characters include a second character equipped with at least one of the aforementioned one or more duplicate equipment items, The one or more processors cause the user's user device to display a second input element for specifying whether or not to transfer each of the one or more duplicate equipped items equipped by the second character from the second character to the first character. Game system.
2. The duplicate equipped marker is character display information indicating the second character, The game system according to claim 1.
3. The one or more processors, in response to the input to the second input element, identify a switch item from the one or more duplicate equipped items to be transferred to the first character, and equip the switch item to the first character. The game system according to claim 1.
4. Of the aforementioned multiple equipment items, the non-duplicate equipment item is equipped to the first character together with the switching item. The game system according to claim 3.
5. The one or more processors prevent the first character from equipping any non-switching items other than the switching items among the one or more duplicate equipped items. The game system according to claim 3.
6. The one or more processors remove the switching item from the equipment of the one or more other characters. The game system according to claim 3.
7. The one or more processors, in response to the input to the first input element, set all of the one or more duplicate equipment items to the switching item. The game system according to claim 3.
8. The one or more processors, in response to an operation on the second input element corresponding to the switching item, change the switching item to a non-switching item among the one or more duplicate equipped items other than the switching item. The game system according to claim 7.
9. The one or more processors enable a second equipment set different from the first equipment set, depending on the parameters related to the game. The game system according to claim 1 or 2.
10. The storage further stores the second equipment set, The second equipment set is associated with multiple other equipment items that are different from the multiple equipment items mentioned above. The game system according to claim 9.
11. The aforementioned one or more other characters include a third character equipped with at least one of the aforementioned one or more duplicate equipment items, The one or more processors cause the user's user device to display a third input element for specifying whether or not to transfer each of the one or more duplicate equipped items equipped by the third character from the third character to the first character. The game system according to claim 1.
12. A game processing method executed by one or more processors, wherein the user progresses through the game using a plurality of characters, including a first character and one or more other characters different from the first character, The process of displaying on the user's device set item information indicating each of the multiple equipment items associated with the first equipment set, a duplicate equipment marker for distinguishing each of the one or more duplicate equipment items equipped on any of the one or more other characters from the multiple equipment items from a non-duplicate equipment item not equipped on any of the one or more other characters, and a first input element for applying the first equipment set to the first character, The steps include: equipping the first character with at least one of the plurality of equipment items in response to the selection of the first input element; Equipped with, The aforementioned one or more other characters include a second character equipped with at least one of the aforementioned one or more duplicate equipment items, The user device of the user further includes a step of displaying a second input element for specifying whether or not to transfer each of the one or more duplicate equipped items equipped by the second character from the second character to the first character. Game processing method.
13. A game program for a user to progress through a game using multiple characters, including a first character and one or more other characters different from the first character, One or more processors, The process of displaying on the user's device set item information indicating each of the multiple equipment items associated with the first equipment set, a duplicate equipment marker for distinguishing each of the one or more duplicate equipment items equipped on any of the one or more other characters from the multiple equipment items from a non-duplicate equipment item not equipped on any of the one or more other characters, and a first input element for applying the first equipment set to the first character, The steps include: equipping the first character with at least one of the plurality of equipment items in response to the selection of the first input element; Make it run, The aforementioned one or more other characters include a second character equipped with at least one of the aforementioned one or more duplicate equipment items, The process of causing one or more processors to further perform the step of displaying a second input element on the user's device of the user for specifying whether or not to transfer each of the one or more duplicate equipped items equipped by the second character from the second character to the first character, Game program.