Game systems, methods, and programs

The game system enhances skill diversity and user engagement by combining user-owned and lottery-generated game media with inherited and non-inherited skill associations, addressing the lack of diversity in existing systems.

JP7876212B2Active Publication Date: 2026-06-19KONAMI DIGITAL ENTERTAINMENT CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KONAMI DIGITAL ENTERTAINMENT CO LTD
Filing Date
2024-02-29
Publication Date
2026-06-19

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Patent Text Reader

Abstract

To provide a new technique for setting skills of new game media when multiple game media are combined and user new game media are imparted to a user.SOLUTION: A game system (1) includes a combination processing unit (111) that executes combination processing in which multiple first game media specified by a user are consumed to impart a second game medium specified from the multiple game media by lottery to the user from the game media owned by the user. Skills are associated with the first game medium and the second game medium. The combination processing includes processing of associating an inheritance skill for specifying from a first candidate group which is a candidate group of skills including skills associated with multiple first game medium consumed in a lottery to specify the second game medium, and a non-inheritance skill for specifying from a second candidate group which is a candidate group of skills including skills associated with the second game medium, with the second game medium.SELECTED DRAWING: Figure 2
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Description

Technical Field

[0001] The present invention relates to a game system, method, and program.

Background Art

[0002] There is a character combination in which a plurality of characters with set skills are consumed as material characters, and a new character is generated by lottery (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the character combination as described in Patent Document 1, diversity in skill settings at the time of combination is desired. One aspect of the present invention aims to provide a new technique for setting the skills of the game medium when a plurality of game media are combined and a new game medium is given to the user.

Means for Solving the Problems

[0005] To solve the above problems, a game system according to one aspect of the present invention includes a blending processing unit that consumes a plurality of first game media identified by the user from among the game media owned by the user, and grants the user a second game media identified by lottery from among the plurality of game media, wherein the first game media and the second game media are associated with skills used to perform processes that have an effect advantageous to the progress of the game, and the blending processing includes a process of associating inherited skills identified from a first candidate group, which is a group of candidate skills including skills associated with the plurality of first game media consumed in the lottery to identify the second game media, and non-inherited skills identified from a second candidate group, which is a group of candidate skills including skills associated with the second game media, with the second game media.

[0006] To solve the above problems, a method according to one aspect of the present invention is a method executed by one or more computers, the one or more computers consuming a plurality of first game media identified by the user from among the game media owned by the user, and granting the user a second game media identified by lottery from among the plurality of game media, wherein the first game media and the second game media are associated with skills used to execute processes that have an effect advantageous to the progress of the game, and the combination process includes a process of associating inherited skills identified from a first candidate group, which is a group of candidate skills including skills associated with the plurality of first game media consumed in the lottery to identify the second game media, and non-inherited skills identified from a second candidate group, which is a group of candidate skills including skills associated with the second game media, with the second game media.

[0007] To solve the above problems, a program according to one aspect of the present invention causes one or more computers to perform a blending process in which a user consumes a plurality of first game media identified by the user from among the game media owned by the user, and a second game media identified by lottery from among the plurality of game media is given to the user, wherein the first game media and the second game media are associated with skills used to perform processes that have an effect advantageous to the progress of the game, and the blending process includes a process of associating inherited skills identified from a first candidate group, which is a group of candidate skills including skills associated with the plurality of first game media consumed in the lottery to identify the second game media, and non-inherited skills identified from a second candidate group, which is a group of candidate skills including skills associated with the second game media, with the second game media. [Effects of the Invention]

[0008] According to one aspect of the present invention, a new technique can be provided for setting skills for a game medium when a new game medium is provided to a user by combining multiple game mediums. [Brief explanation of the drawing]

[0009] [Figure 1] This is a block diagram showing an example of the configuration of a game system according to Embodiment 1 of the present invention. [Figure 2] This is a block diagram showing the functional configuration of a game system according to Embodiment 1 of the present invention. [Figure 3] This figure schematically shows an example of owned game media information in Embodiment 1 of the present invention. [Figure 4] This figure schematically shows an example of the permitted game medium information in Embodiment 1 of the present invention. [Figure 5] This figure schematically shows an example of the permitted game media information in Embodiment 1 of the present invention. [Figure 6] This figure schematically shows an example of a typical formulation and a recipe formulation in Embodiment 1 of the present invention. [Figure 7] This figure schematically shows the difference in the rank of generated characters between a normal formulation and a recipe formulation in Embodiment 1 of the present invention. [Figure 8] This figure schematically shows an example of second candidate group information in Embodiment 1 of the present invention. [Figure 9] This figure schematically illustrates an example of the process for determining acquired skills and inherited skills in Embodiment 1 of the present invention. [Figure 10] This figure schematically illustrates an example of the process for determining the sum of capability parameters in Embodiment 1 of the present invention. [Figure 11] This figure schematically illustrates another example of the process for determining the sum of capability parameters in Embodiment 1 of the present invention. [Figure 12] This figure schematically shows an example of initial value information for the game medium in Embodiment 1 of the present invention. [Figure 13] This is a flowchart showing the flow of the method executed by the game system according to Embodiment 1 of the present invention. [Figure 14] This figure shows an example of a game screen displayed on the display device of a game terminal using the method shown in Figure 13. [Figure 15] This is a flowchart showing the detailed flow of the display control process included in the method shown in Figure 13. [Figure 16] This figure shows an example of a game screen displayed on the display device of a game terminal using the method shown in Figure 13. [Figure 17] This figure shows an example of a game screen displayed on the display device of a game terminal using the method shown in Figure 13. [Figure 18] This figure shows an example of a game screen displayed on the display device of a game terminal using the method shown in Figure 13. [Figure 19] Figure 13 is a flowchart showing the detailed flow of a typical formulation included in the method. [Figure 20] This figure shows an example of a game screen displayed on the display device of a game terminal using the method shown in Figure 13. [Figure 21]It is a flowchart showing the detailed process of recipe formulation included in the method shown in FIG. 13. [Figure 22] It is a diagram showing an example of a game screen displayed on the display device of the game terminal in the method shown in FIG. 13. [Figure 23] It is a diagram showing an example of a game screen for selecting a possessed recipe in Embodiment 1 of the present invention.

Mode for Carrying Out the Invention

[0010] [Embodiment 1] Hereinafter, the game system 1 according to the present embodiment will be described in detail. The game system 1 is a system for progressing a game played by a user. Further, as the game progressed by the game system 1, a game played using a game medium possessed by the user is applicable. The game medium that the user can possess may or may not include a game medium associated with a non-fungible token (Non-Fungible Token: hereinafter, NFT) for managing the owner.

[0011] <Configuration of Game System 1> FIG. 1 is a block diagram showing an example of the configuration of the game system 1. As shown in FIG. 1, the game system 1 includes a game terminal 10 and a game server 30. These devices are communicably connected via a network NW. The network NW includes, for example, but is not limited to, the Internet. Also, although FIG. 1 shows one game terminal 10 and one game server 30 each, the number of each device included in the game system 1 may be plural.

[0012] The game terminal 10 and the game server 30 cooperate with each other to execute the game program and advance the game. In one aspect of the present invention, the game system 1 does not necessarily include the game server 30. The game system 1 only needs to include at least one game terminal 10. In that case, the at least one game terminal 10 does not need to have the function to communicate with the game server 30.

[0013] Furthermore, if the game media that a user may possess includes game media associated with NFTs, the game system 1 may include or be connected to a blockchain system (not shown). The blockchain system stores transaction data including the NFTs associated with the game media and information about the owner of the game media.

[0014] (Hardware configuration of game terminal 10) The game terminal 10 is a device used by a user to play games. Examples of game terminals 10 include, but are not limited to, home game consoles, personal computers, smartphones, tablets, smart TVs, or commercial game consoles. As shown in Figure 1, for example, the game terminal 10 includes a processor 11, memory 12, a communication interface 13, an input device 14, and a display device 15. These components are connected via a bus 19.

[0015] The processor 11 controls various parts of the game terminal 10 by executing programs stored in the memory 12. The processor 11 is composed of integrated circuits such as a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit).

[0016] Memory 12 stores programs executed by the processor 11 and various data used by the processor 11. Memory 12 is composed of, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), an EEPROM (Electrically Erasable Programmable Read-Only Memory), a ROM (Read Only Memory), a RAM (Random Access Memory), or a combination thereof. Note that part or all of memory 12 is not limited to being built into the game terminal 10, but may also be externally connected via an input / output interface (not shown) such as USB (Universal Serial Bus). Furthermore, part or all of memory 12 may be connected to the game terminal 10 via a network as a device independent of the game terminal 10.

[0017] The communication interface 13 is an interface that connects to the network NW. The communication interface 13 is composed of, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).

[0018] The input device 14 is a device that accepts user input and consists of, for example, a controller, keyboard, mouse, touchpad, microphone, or a combination of some or all of these. The display device 15 is a device that displays a screen for playing the game and consists of, for example, a display. The input device 14 and the display device 15 may be separate devices, but at least a part of the input device 14 may be formed integrally with the display device 15 as a touch panel or the like. The input device 14 and some or all of the display device 15 are not limited to being built into the game terminal 10, but may also be connected externally as peripheral devices.

[0019] (Hardware configuration of game server 30) The game server 30 is a computer capable of communicating with the game terminal 10. As shown in Figure 1, the game server 30 includes, for example, a processor 31, memory 32, and a communication interface 33. These components are connected via a bus 39. The processor 31, memory 32, and communication interface 33 will be described in the same way as the components of the same name in the game terminal 10, so a detailed explanation will not be repeated.

[0020] (Functional configuration of game system 1) Figure 2 is a block diagram showing the functional configuration of the game system 1. As shown in Figure 2, the game system 1 includes a control unit 110 and a memory unit 130. The control unit 110 is realized by one or both of the processor 11 of the game terminal 10 and the processor 31 of the game server 30 executing a game program. In other words, the processor 11 of the game terminal 10 realizes at least some of the functions of the control unit 110 by executing a game program stored in the memory 12, while cooperating with the game server 30 as needed. The processor 31 of the game server 30 realizes at least some of the functions of the control unit 110 by executing a game program stored in the memory 32, while cooperating with the game terminal 10 as needed. The memory unit 130 is composed of the memory 12 of the game terminal 10 and the memory 32 of the game server 30.

[0021] As shown in Figure 2, the control unit 110 includes a blending processing unit 111, a parameter change processing unit 112, a list display control unit 113, an identification display control unit 114, a skill deletion processing unit 115, a display processing unit 116, and a warning processing unit 117. Some or all of these functional blocks may be located on the game terminal 10, on the game server 30, or distributed between the game terminal 10 and the game server 30. The storage unit 130 stores information on owned game media, information on game media permitted for blending, information on owned game media permitted for blending, second candidate group information, and initial value information for game media. Some or all of this information may be stored in the memory 12 of the game terminal 10, on the memory 32 of the game server 30, or distributed between the memory 12 and the memory 32.

[0022] The blending processing unit 111 consumes a plurality of first game media identified by the user from among the game media owned by the user and performs a blending process to grant the user a second game media identified from among the plurality of game media. The blending process includes a first blending process and a second blending process. The first blending process is the process of identifying a second game media by lottery from among the plurality of game media and granting the identified second game media to the user. The second blending process is performed on the condition that the user possesses a blending-permitted game media that enables the execution of the second blending process. A blending-permitted game media is associated with a predetermined combination of a plurality of first game media and a predetermined second game media. The second blending process is the process of consuming a predetermined plurality of first game media associated with the blending-permitted game media and granting the user the second game media associated with the blending-permitted game media. This increases the variety of ways to identify the other game media in a game system that consumes game media such as material characters to grant the user another game media, thereby improving the level of interest.

[0023] A "game medium" is a medium used to advance a game. Specific examples of game mediums include, for example, game objects such as characters or character cards corresponding to characters that appear in the game, various items used in the game (for example, items that produce a predetermined effect when equipped to or used on a character), in-game value, and mediums owned by the user that are separate from the game terminal (for example, recording media such as cards on which data to be read by the game terminal). Furthermore, a game medium is a unit that a user can possess. A possessable unit is, for example, the smallest unit that can be consumed or acquired. "Possessed by a user" means that it is associated with the user. It may also mean that it is associated with the user and is in a state where it can be exclusively used by that user. The act of giving a game medium to a user is also called "granting it to a user." In other words, a game medium is possessed by a user when it is granted to them.

[0024] In-game value refers to the value required to exchange for game media or services (such as conducting a lottery), and examples include in-game currency and points that can be exchanged for items. The game media may be associated with non-fungible tokens managed by holders on the blockchain.

[0025] "First game medium" refers to the game medium consumed during the compounding process. The specific examples of game mediums mentioned above can be used as the first game medium. "Second game medium" refers to the game medium identified during the compounding process. The specific examples of game mediums mentioned above can be used as the second game medium.

[0026] "Combination processing" refers to the process of consuming multiple first game media identified by the user from among the game media they possess, and granting the user a second game media identified from among those multiple game media. Combination processing includes, for example, first combination processing and second combination processing.

[0027] The first blending process may include, for example, a process that consumes multiple characters and identifies a new character by lottery, or a process that consumes multiple items and identifies a new item by lottery. The candidates for the second game medium may differ depending on the first game medium consumed, or they may be the same regardless of the first game medium consumed. If the candidates for the second game medium differ depending on the first game medium consumed, they may differ according to parameters such as attributes and rarity associated with that first game medium. Furthermore, the probability of identifying the second game medium by lottery may be equal for all second game mediums, or the probabilities may be weighted according to parameters such as the attributes of the second game medium.

[0028] The second blending process may include, for example, a process that consumes multiple characters to identify a new character, or a process that consumes multiple items to identify a new item. The second game medium identified by the second blending process may be included in the candidates for the second game medium in the first blending process. Conversely, the candidates for the second game medium identified by the first blending process do not have to include game mediums that are candidates for the second game medium identified by the second blending process. With this configuration, the second blending process has the potential to obtain game mediums that cannot be obtained in the first blending process, thus increasing the attractiveness of the second blending process.

[0029] The first and second blending processes may be performed according to the user's instructions. If the user possesses a blending-permitted game medium, the corresponding second blending process may be performed without permitting the execution of the first blending process, which consumes the corresponding first game medium.

[0030] Furthermore, game system 1 may include other combination processes. For example, it may include a process that combines several specific types of game media and grants the user a specific game media associated with that combination without requiring a game media that grants permission for combination.

[0031] A "combination-permitted game medium" is a game medium that enables the execution of the second combination process. A combination-permitted game medium is associated with a predetermined combination of multiple first game mediums and a predetermined second game medium. In the second combination process, the predetermined multiple first game mediums are consumed and the second game medium is granted to the user.

[0032] The game medium for granting permission to combine items may be referred to as, for example, a "recipe" or "blueprint." The first and second game media can be the various game media mentioned above. Therefore, the game medium for granting permission to combine items may be associated with multiple characters as the first game medium and another character as the second game medium (in this case, the second combination process consumes these multiple characters and grants the other character to the user), or it may be associated with multiple items such as weapons as the first game medium and another item such as a weapon as the second game medium (in this case, the second combination process consumes these multiple items and grants the other item to the user).

[0033] The associated second game medium may be one or more. If there are multiple associated second game mediums, the second blending process may consume multiple first game mediums to grant all of the multiple second game mediums to the user, or it may identify some of the multiple second game mediums based on a predetermined rule and grant the identified second game mediums to the user. Examples of such predetermined rules include drawing lots or selection by the user.

[0034] The game medium authorized for blending may or may not be consumed when the second blending process is executed. Not consuming it is advantageous because it allows the second blending process to be executed again by obtaining the corresponding first game medium, which is expected to improve user satisfaction.

[0035] The parameter modification processing unit 112 has a second game medium determination parameter associated with the compounding permission game medium, which is used to determine the parameters associated with the second game medium. By fulfilling predetermined conditions, the unit performs a process to modify the second game medium determination parameter so that the parameters associated with the second game medium are determined in a way that is advantageous to the progress of the game. As a result, in addition to being able to obtain the compounding permission game medium and perform the second compounding process, players can also obtain an effect that is advantageous to the progress of the game by fulfilling the predetermined conditions, thereby further enhancing the enjoyment of the game.

[0036] "Advantageous to game progression" means that it is easier for the user to achieve their objectives in the game. Secondly, a process that makes parameters associated with the game medium advantageous to game progression could be, for example, increasing or decreasing parameters that affect game progression in a way that is advantageous to game progression. For example, if the game medium is a character, this could be an improvement in the parameters that indicate the character's abilities, or if it is an item such as a weapon, this could be an improvement in its effect. Parameters that indicate a character's abilities (hereinafter also referred to as "ability parameters") could be, for example, attack power and defense power when fighting against enemy characters.

[0037] In other words, the higher the second game medium determination parameter (for example, the "recipe level" in this embodiment) associated with the compounding permission game medium, the higher the ability parameters of the second game medium granted to the user. In this embodiment, improvements in ability parameters include, for example, improvements in attack power, defense power, etc., and may also include improvements in the base value of ability parameters, and the accompanying improvements in rarity, changes in appearance, etc., as expressed as "evolution" in many conventionally known games.

[0038] This section describes the "predetermined conditions" for changing parameters used in processes that have a favorable effect on the game progression of a second game medium, which is associated with a game medium authorized for compounding. Hereafter, these parameters will be referred to as "levels," and changing the level of the game medium authorized for compounding to have a favorable effect will be expressed as "raising the level" or "leveling up." For example, level increases can occur not only in the form of a numerical increase, such as 1→2→3, but also in the form of a numerical decrease, such as 3→2→1, which results in a higher level (a more favorable effect).

[0039] One example of a "predetermined condition" for increasing the level of a crafting permission game medium is obtaining a crafting permission game medium (hereinafter simply referred to as "the same crafting permission game medium") in which the combination of a predetermined number of first game mediums associated with the crafting permission game medium the user possesses and a predetermined second game medium are the same. In a configuration in which the crafting permission game medium is not consumed when the second crafting process is executed, the crafting permission game medium can be effectively used when the user obtains the same recipe multiple times. Another example of a "predetermined condition" for increasing the level of a crafting permission game medium is the consumption of game mediums such as items to increase the level of the crafting permission game medium.

[0040] The warning processing unit 117, when it detects that a first game medium identified by the user as a first game medium for executing the first compounding process is a first game medium that can be used in the second compounding process, outputs information indicating that the first game medium is a first game medium that can be used in the second compounding process before executing the first compounding process. This prevents the user from mistakenly using a first game medium that can be used in the second compounding process for the first compounding process.

[0041] "Warning processing" refers to the process of issuing a warning when the first game medium identified by the user as the first game medium for executing the first compounding process is also a first game medium that can be used in the second compounding process. Examples of warning processing include displaying text, images, etc., indicating the above on the screen, or outputting a specific sound effect or voice.

[0042] The list display control unit 113 displays a list of owned game media to accept the selection of the first game media to be used in the blending process. When the user requests that some of the owned game media listed by the list display control unit 113 be identified as the first game media, the identification display control unit 114 displays the remaining first game media associated with the blending-permitted game media to which the identified first game media are associated, in a way that distinguishes them from other owned game media. This allows the user to easily recognize the first game media that can be used in the second blending process along with the currently identified first game media.

[0043] In one embodiment, the blending process may involve consuming multiple first game media identified by the user from among the game media the user possesses, and granting the user a second game media identified by lottery from among the multiple game media. The first and second game media are associated with skills used to perform processes that have an advantageous effect on the progress of the game. The blending process includes associating the second game media with inherited skills identified from a first candidate group, which is a group of candidate skills that includes skills associated with the multiple first game media consumed in the lottery to identify the second game media, and non-inherited skills identified from a second candidate group, which is a group of candidate skills that includes skills associated with the second game media. This provides a new technique for setting the skills of game media when obtaining a new game media by blending multiple game media. Furthermore, by identifying non-inherited skills from the skills associated with the second game media before granting it to the user, it becomes easier for the game operator to maintain the appeal of each individual second game media as envisioned, and the game operator can control the range of abilities they want the second game media to possess.

[0044] A "skill" is information used to execute processes that have an advantageous effect on the progress of the game. Examples of skills include those that improve the ability parameters of game media used in the game's progression, those that inflict damage on the opponent's game media in battles, sports matches, etc., and those that restore parameters such as the health of allies. Processes that have an advantageous effect and are executed using skills may be executed in response to user input (for example, so-called "active skills") or may be executed without user input (for example, so-called "passive skills"). Depending on the game, skills may also be referred to as "abilities" or "skills." For example, skills can be associated with game media in various ways. For example, as will be described later, when game media are identified through a combination process, inherited skills and non-inherited skills may be associated. Also, for example, skills of game media that are granted to the user without a combination process may be predetermined according to the type of game media (for example, identification ID), or they may be determined by lottery from a group of candidates corresponding to the game media. In this case, the candidate group may be the same as the second candidate group described later, or at least partially different.

[0045] "Inherited skills" are skills associated with the second game medium that originate from skills associated with the first game medium that were consumed when the second game medium was identified during the breeding process. "Non-inherited skills" are skills associated with the second game medium that do not originate from the first game medium and were consumed when the second game medium was identified during the breeding process.

[0046] The "First Candidate Group" is a group of skills that are candidates for inherited skills. The "Second Candidate Group" is a group of skills that are candidates for non-inherited skills.

[0047] The first candidate group includes skills associated with the first game medium. "Skills associated with the first game medium" includes skills that can be used by the user when the first game medium is used to progress the game, as well as skills that are associated with the first game medium even if they cannot be used. Examples of skills that are associated with the first game medium even if they cannot be used by the user include skills that have the same type of effect as a usable skill, but with a different degree of effect. For example, if the "usable skill" is a skill that deals greater damage to an enemy character that has a specific attribute associated with it, then a skill that deals even greater damage to that enemy character than that skill, if it is associated with the first game medium, could also be included in the first candidate group as a "skill that is associated with the first game medium even if it cannot be used." More specifically, suppose there is a skill called "First Flame" that can perform a fire-attribute attack that deals greater damage to an enemy character that is weak to fire, and a skill called "Second Flame" that can perform a fire-attribute attack that deals even greater damage than that. In this case, "First Flame" corresponds to "usable skills," and "Second Flame" corresponds to "skills associated with the first game medium even if they are not usable." In this case, if character X is identified as the first game medium, "Second Flame" may also be included in the first candidate group. In such cases as well, "Second Flame" is one of the skills associated with character X. An example of this configuration is one in which, as long as character X's level is below a predetermined value, only "First Flame" can be used, and when the level is raised above the predetermined value, "Second Flame" becomes usable. In this configuration, even if the level is below the predetermined value, by using character X in the combination, "Second Flame" may be included in the skills of the new character obtained through the combination. In this way, it is possible to obtain a skill that is superior to that of the character used as material through the combination process, thereby improving the appeal of the combination process.

[0048] Non-inherited skills can be any skills identified from a group of skills that include skills associated with the second game medium. Furthermore, unlike the first group of skills, the second group of skills does not need to be set independently of the skills of the first game medium. For example, the second group of skills may or may not consequently include skills that are included in the first group of skills. Also, for example, as mentioned above, even if the second group of skills happens to consist of the same skills as the first group of skills that were set based on the skills of the first game medium, it is sufficient that the group is set independently of the skills of the first group of skills.

[0049] Alternatively, the breeding process may involve randomly selecting non-inherited skills from a second group of candidates. This allows the user to anticipate what the non-inherited skill will be, as they will not know which skill it will be until the breeding process is executed.

[0050] Additionally, the inherited skill may be randomly selected from the first candidate group. This creates a sense of anticipation, as it's unknown which skill from the first candidate group will be selected until the draw takes place.

[0051] The skill deletion processing unit 115 executes a process to delete at least some of the skills included in the first candidate group, in response to user instructions. This increases the probability that the desired skill will be randomly selected from the first candidate group.

[0052] The process of deleting skills may or may not be subject to conditions. Examples of conditions include possessing or consuming a specific game medium such as an item, clearing a specific task within the game, or limiting the number of skills that can be deleted. An example of a mode without conditions is implementation as a mode to help players who are not good at the game.

[0053] Furthermore, the inherited skills and the non-inherited skills may be different skills. This ensures diversity in the skills associated with the second game medium.

[0054] Furthermore, parameters are associated with the first and second game media. A portion of the quantities indicated by the parameters associated with the first game media are accumulation parameters used when determining the addition parameters that are added as part of the quantities indicated by the parameters associated with the second game media. The blending process includes the process of determining the addition parameters to be associated with the second game media using the accumulation parameters associated with the first game media. As a result, the addition parameters based on the accumulation parameters are associated with the second game media, which can further motivate the user to perform the blending process.

[0055] "Accumulated parameters" are a portion of the quantities represented by the parameters associated with the first game medium, and are used to determine the additive parameters. "Additive parameters" are a portion of the quantities represented by the parameters associated with the second game medium, which are identified through the blending process, and are determined using the accumulated parameters.

[0056] Accumulation parameters and addition parameters are, for example, part of a character's ability parameters. When accumulation parameters and addition parameters are numerical values, they may also be called "accumulation values" and "addition values." Addition parameters are determined using accumulation parameters and associated with a second game medium. Addition parameters may have the same value as accumulation parameters, or they may be increased or decreased using accumulation parameters according to a predetermined calculation method.

[0057] For example, in a configuration where attack power is associated as a parameter with the first and second game media, let's consider a case where the attack power of the first game media is 1017, a portion of that amount is an accumulated value of 17, and the remaining 1000 is the base value of the attack power. In this case, the added value added to the attack power of the second game media through the blending process may be the same value as the accumulated value, which is 17. If the base value of the attack power of the second game media is 1700, adding the added value makes the attack power 1717. Alternatively, a predetermined calculation may be performed on the accumulated value to increase or decrease it from the aforementioned 17.

[0058] The above example illustrates the case where the accumulation value is associated with one of several first game media. Thus, the accumulation parameter may be associated with at least one of several first game media.

[0059] As another example, even if accumulation parameters are associated with multiple first game media, the addition parameter may be determined using the accumulation parameters associated with some of the first game media, or it may be determined using all the accumulation parameters associated with multiple first game media. For example, if the base attack power of first game media A is 1000 and its accumulation value is 17, the base attack power of first game media B is 1700 and its accumulation value is 10, and the base attack power of second game media is 1700, the addition value may be the sum of that of first game media A and first game media B, resulting in an attack power of 1727 for second game media.

[0060] As mentioned above, multiple types of parameters may be associated with the first and second game media. Each of these multiple types of parameters includes an accumulation parameter. The blending process determines the additive parameter for each of the multiple types. As a result, the additive parameter is added for each of the multiple types, which can provide value diversity to the second game media.

[0061] Furthermore, the blending process may determine the additive parameters so that they fall within a predetermined threshold. This helps to prevent the game balance from being disrupted due to the additive parameters becoming too large.

[0062] Furthermore, the blending process may determine the additive parameters such that the sum of all multiple types of parameters falls within a predetermined threshold. This comprehensively suppresses the disruption of game balance caused by excessively large additive parameters across multiple types of parameters.

[0063] Furthermore, the blending process may include a process for determining the additive parameter such that the additive parameter is equal to or greater than the highest accumulation parameter among the accumulation parameters associated with multiple first game media. This ensures that the additive parameter is always higher than the maximum accumulation parameter, thereby improving user satisfaction with the blending process.

[0064] The display processing unit 116 performs display processing to display parameters, including accumulated parameters. The display processing includes processing to display the accumulated parameters in an identifiable manner. The accumulated parameters affect the parameters of the second game medium obtained in the blending process. Therefore, by displaying the accumulated parameters in an identifiable manner, the user can be provided with information to decide whether or not to perform the blending process using the game medium that has those accumulated parameters.

[0065] (A form of gameplay) The following describes a form of game in which the game medium a user may possess is a character that appears in the game, and also describes a form in which the "combination process" is "character combination" that generates a character. Furthermore, "normal combination" and "recipe combination" are forms of the first combination process and the second combination process, respectively. In other words, character combination includes normal combination and recipe combination. In this form, "material character" is a form of the first game medium consumed in the combination process, and "generated character" is a form of the second game medium identified in the combination process. Identifying the "generated character" in normal combination and recipe combination is also referred to as "generating a character." Furthermore, in this form, "recipe" is a form of game medium that grants permission for combination, enabling recipe combination. In addition, "non-inherited skills" are also referred to as "acquired skills" in this form, because they can be recognized as newly acquired by the generated character regardless of the material character's skills.

[0066] (Example of owned game media information) Figure 3 is a schematic diagram showing an example of owned game media information stored in the memory unit 130 in one embodiment of the game described above. The owned game media information includes information specific to the user and may be stored in the memory 12 of the game terminal 10. Alternatively, the owned game media information may be stored in the memory 32 of the game server 30, associated with the user.

[0067] The "owned game media information" is information about owned characters, generated when a character is granted to a user. "Owned characters" refers to characters granted to a user. Characters may be granted to users through a system known as "gacha," where the characters to be granted are determined by lottery, or they may be granted to users by the game's operators. Characters may also be granted to users as rewards for completing in-game missions. Furthermore, characters may be granted to users for a fee or free of charge.

[0068] In the example in Figure 3, the owned game media information shows information about owned characters, including information indicating ownership ID, character ID, name, rank, attribute, level, attack power, defense power, HP (hit points), skill 1, and skill 2. The ownership ID is information that identifies the record generated when the character is assigned. The character ID is information that identifies the type of character. The name indicates the name of the character. Hereafter, a character named "Character A" will also be simply referred to as Character A. Furthermore, if Character A is a material character or a generated character, it will also be referred to as material character "A" or generated character "A". This user owns at least Character A with character ID "0555", Character B with character ID "0077", and Character C with character ID "0030". It is also possible that the same user may be assigned multiple characters of the same type. For example, if multiple Character As are assigned, their ownership IDs will be different, but their character IDs will be the same "0555". Rank indicates a character's rarity and can be set to a number from 1 to 5, for example. However, the number of rank levels is not limited to 5. For example, character A has a rank of 2. Attributes indicate the group to which a character belongs. For example, character A's attribute is "Race GA". Level indicates a character's strength, and it is possible to increase the level by fulfilling certain conditions in the game. For example, in the example in Figure 3, character A's level is "10".

[0069] Attack power, defense power, and HP are each character's ability parameters. In other words, a character possesses multiple types of ability parameters. Each type of ability parameter includes a base value and an accumulated value, and the sum of the base value and accumulated value is applied as the ability parameter when a character is used in the game. The base value and accumulated value will be explained in detail later. Skill 1 and Skill 2 indicate the skills possessed by the character. In the example in Figure 3, the character possesses two skills, but this number may be one or three or more. Also, the number of skills possessed by two characters with different character IDs may be the same or different.

[0070] (Example of information on game media for which formulation is permitted) Figure 4 is a schematic diagram showing an example of the compounding permission game medium information stored in the memory unit 130 in one embodiment of the game described above. The compounding permission game medium information is common information regardless of the user and may be stored in the memory 32 of the game server 30 or in the memory 12 of the game terminal 10.

[0071] In the example in Figure 4, the game medium information for permission to combine ingredients indicates information about a recipe, including information indicating the recipe ID, the generated character, material character 1, and material character 2. The recipe ID is information that identifies the recipe. A recipe is identified by the combination of the generated character and multiple material characters. Hereafter, a recipe with a recipe ID of, for example, "0001" will also be referred to as recipe 0001. The generated character indicates the generated character specified in the recipe. Material character 1 and material character 2 indicate the combination of multiple material characters specified in the recipe. In the example in Figure 4, for example, recipe 0001 specifies that generating character "X" is generated when material character "A" and material character "B" are consumed. The information indicating the generated character, material character 1, and material character 2 included in the game medium information for permission to combine ingredients is not limited to the character names as in the example in Figure 4, but may also be character IDs. Note that the number of multiple material characters specified in a recipe is not limited to 2, but may be 3 or more.

[0072] (Example of information on game media with permitted compounding capabilities) Figure 5 is a schematic diagram showing an example of owned / licensed game media information stored in the memory unit 130 in one embodiment of the game described above. The owned / licensed game media information includes information specific to the user and may be stored in the memory 12 of the game terminal 10. Alternatively, the owned / licensed game media information may be stored in the memory 32 of the game server 30 in association with the user.

[0073] The "Owned Recipe" game medium information is information about owned recipes, generated when a recipe is granted to a user. "Owned recipes" refers to recipes granted to a user. Recipes may be granted to users through in-game gacha, or by the game's operators. Recipes may also be granted to users as rewards for completing in-game missions. Furthermore, recipes may be granted to users for a fee or free of charge. "For a fee" means receiving a service in exchange for legal tender or virtual currency, while "free of charge" means receiving a service without requiring exchange for legal tender or virtual currency.

[0074] In the example in Figure 5, the recipe permission game medium information indicates information about owned recipes, including information indicating owned recipe ID, recipe ID, level, material character 1, and material character 2. The owned recipe ID is information that identifies the record generated in response to the granting of a recipe. The recipe ID indicates the recipe ID of the granted recipe. If the recipe ID of an owned recipe is 0001, it is also referred to as owned recipe "0001". The level indicates the magnitude of the effect produced by recipe synthesis based on that recipe, and it is possible to increase the recipe level when certain conditions are met in the game. The predetermined conditions may be, for example, the granting of a new recipe with the same recipe ID as a recipe already owned. In other words, if a recipe with the same recipe ID as a recipe already owned is granted to the user, the newly granted recipe may be consumed to increase the level of the owned recipe. This process of "consuming the newly granted recipe to increase the level of the owned recipe" may be a process that is performed without requiring user action due to the granting of the new recipe, or it may be a process that is performed in response to user action due to the granting of the new recipe. Material Character 1 indicates whether the user possesses Material Character 1 included in the recipe. Material Character 2 indicates whether the user possesses Material Character 2 included in the recipe. For example, the user possesses recipe 0001, and the level of that recipe is 3. The user also possesses both Material Character 1 and Material Character 2 included in recipe 0001. For example, the user possesses recipe 0057, and the level of that recipe 0057 is 1. The user also possesses Material Character 1 included in recipe 0057, but does not possess Material Character 2.

[0075] (Examples of standard and recipe formulations) Figure 6 schematically illustrates an example of normal synthesis and recipe synthesis in one aspect of the game described above. Normal synthesis is a process that generates a new character by consuming multiple material characters from the user's possessions and drawing from a group of candidate characters without using a recipe. In normal synthesis, at least the information of the user's possessions is referenced. In the example in Figure 6, the user's possessions "A," "B," and "C" are consumed to generate character "G," which is determined by drawing from the group of candidate characters G, H, J, and K. The group of candidate characters may be the same regardless of the multiple material characters consumed, or it may be narrowed down based on at least one attribute, rank, etc., of the multiple material characters consumed. Furthermore, the drawing from the group of candidate characters may be performed with equal probability, with all characters having the same probability of being selected, or it may be performed with a weighted probability based on attributes or rank, etc. The character generated by normal synthesis is given to the user and can be used as a material character for other normal synthesis or recipe synthesis.

[0076] Recipe synthesis is a process that generates a character included in a recipe by consuming multiple material characters from the user's owned characters that are included in that recipe. In recipe synthesis, owned recipes are not consumed. Recipe synthesis refers to at least the owned game medium information, the synthesis permission game medium information, and the owned synthesis permission game medium information mentioned above. In the example in Figure 6, owned characters A, B, and C are material characters included in the owned recipe. Therefore, the generated character "X" included in the owned recipe is generated by consuming the owned material characters "A", "B", and "C". For example, recipe synthesis may be performed if the combination of multiple material characters selected by the user from their owned characters for character synthesis matches a combination included in the owned recipe, and normal synthesis may be performed otherwise. Alternatively, recipe synthesis may be performed when the user selects an owned recipe from one or more owned recipes that contains multiple material characters included in that recipe.

[0077] Furthermore, as shown in the example in Figure 6, the candidate characters G, H, J, and K generated in normal breeding do not include the character "X" generated in recipe breeding. This allows recipe breeding to produce characters that cannot be obtained in normal breeding. As a result, the appeal of recipe breeding can be improved. Note that the configuration is not limited to this configuration; the candidate characters generated in normal breeding may include the characters generated in recipe breeding (i.e., characters obtained in recipe breeding may also be obtainable in normal breeding), but in this case, the character "X" is obtained probabilistically.

[0078] Furthermore, characters generated through recipe synthesis have a higher probability of having higher value (for example, ability parameters, rank, etc.) than characters generated through normal synthesis. Thus, in one embodiment of the present invention, the probability that the game medium generated in the second synthesis process will be of higher value than the game medium generated in the first synthesis process may be higher than the probability that it will be of lower value, and it may also be guaranteed that it will be of higher value. For example, in the first synthesis process, the probability of generating a second game medium of lower value than the second game medium generated in the second synthesis process may be higher than the probability of generating a second game medium of higher value than the second game medium generated in the second synthesis process. Note that even in the first synthesis process, it may be guaranteed that the generated second game medium will be of higher value than the first game medium. Figure 7 schematically shows the difference in rank of characters generated in normal synthesis and recipe synthesis. In the example in Figure 7, the character is assigned one of the ranks from 1 to 5. Here, a higher number indicates higher value. In normal synthesis, the candidate characters to be generated include characters of rank 2, the same as the highest rank among the material characters, and characters of rank 3, which are higher than any of the material characters. In contrast, the recipe in recipe synthesis specifies a generated character of rank 3, which is higher than any of the material characters. In other words, in normal synthesis, whether or not a generated character of higher value than the material characters is obtained is determined probabilistically, but in recipe synthesis, it is guaranteed that a generated character of higher value than the material characters will be obtained. As a result, the appeal of recipe synthesis can be further enhanced. Note that in the example in Figure 7, in both normal synthesis and recipe synthesis, it is impossible to obtain a generated character of lower value than the material characters.

[0079] Furthermore, the value of the characters generated through recipe synthesis may always be higher than that of characters generated through normal synthesis. For example, the rank of the generated characters included in the recipe may be higher than the rank of any of the material characters, while the group of candidate characters generated through normal synthesis may not include any characters with a rank higher than any of the material characters. As a result, the appeal of recipe synthesis can be further enhanced.

[0080] Furthermore, the ability parameters of the character generated through recipe synthesis (for example, the base or added values ​​of attack power, defense power, or HP) may increase as the recipe level increases. Also, the character generated through recipe synthesis may be assigned higher-ranked skills as the recipe level increases.

[0081] Figures 6 and 7 show examples where the number of material characters required for normal and recipe-based blending (hereinafter also referred to as the required number) is 3, but this is not limited to this; it could be 2, or 4 or more. Furthermore, the required number of material characters may be the same or different for normal and recipe-based blending. In addition, if there are multiple types of recipes, the required number of material characters may be set for each recipe. For example, one recipe may require 2 material characters, while another recipe may require 3.

[0082] (An example of information on the second candidate group) Figure 8 schematically shows an example of second candidate group information stored in the memory unit 130 in one embodiment of the game described above. The second candidate group information is common to all users and may be stored in the memory 32 of the game server 30 or in the memory 12 of the game terminal 10.

[0083] In the example in Figure 8, the second candidate group information shows information about a group of candidate skills associated with a character, and includes information indicating the character ID, character name, candidate skill 1, and candidate skill 2, respectively. The character ID and character name are as described above. Candidate skill 1 and candidate skill 2 indicate skills that are candidates for skills that the generated character should possess if that character type is determined to be a generated character in character synthesis. For example, in the example in Figure 8, if character A is determined to be a generated character, the candidate skills that generated character "A" should possess are skill SA1 and skill SA2. It is desirable that the candidate skills set are skills that are compatible with the character. Skills that are compatible may be skills that have a high correlation with the parameters that the character possesses. For example, in the case of a character characterized by high attack power, skills that have the effect of further increasing that attack power are compatible with that character. Note that in Figure 8, an example is shown in which the number of candidate skills associated with a certain character is 2, but it may be 1 or 3 or more. Also, the number of candidate skills associated may be set according to the character. For example, the number of candidate skills associated with two characters with different character IDs may be the same or different.

[0084] (An example of the process for determining acquired and inherited skills) Figure 9 schematically shows an example of the process for determining acquired skills and inherited skills for a character generated by character combination, in one embodiment of the game described above. In the process of determining acquired skills and inherited skills, at least the owned game medium information and the second candidate group information described above are referenced. In the example in Figure 9, character "G" is generated by character combination of material character "A" and material character "C". At this time, the inherited skill determined by lottery from the first candidate group, which includes skills associated with the material characters, is applied as skill 1 of character "G". The determined inherited skill is also called the skill inherited from the material character. In the example in Figure 9, the first candidate group includes skills SL1 and SL2 possessed by material character "A", and skills SL5 and SL6 possessed by material character "C", and skill SL6, determined by lottery, is inherited. Here, in the lottery for determining the inherited skill, the winning probability assigned to each skill included in the first candidate group may be equal or weighted. In this way, by selecting a material character that possesses the desired skill that the generated character should have, the user increases the likelihood of inheriting that desired skill to the generated character. The first candidate group may also include, in place of or in addition to, the skills possessed by the material character, or evolved versions of those skills.

[0085] Furthermore, the skill 2 of the generated character G will be a skill determined by lottery from a second group of candidates associated with the generated character. In the example in Figure 9, the second group of candidates includes skills SG1, SG2, and SG3, which are candidate skills associated with the generated character "G," and skill SG2 is determined by lottery. In other words, the acquired skill will be a skill that is difficult for the user to predict. Note that there may be cases where there is only one candidate skill in the second group of candidates. In this case, that candidate skill will be determined as the acquired skill.

[0086] Here, Figure 9 shows an example where the inherited skill is applied as Skill 1 and the learned skill is applied as Skill 2 for the generated character, but the form is not limited to this. If individual characteristics are set for Skill 1 and Skill 2 (hereafter referred to as each as a skill slot), then the learned skill and inherited skill should be applied according to the set characteristics. An example of characteristics that can be set for skill slots will be described later.

[0087] Thus, characters generated through character combination possess inherited skills and learned skills. Inherited skills and learned skills may be identical, or they may always be different. In the case where inherited skills and learned skills are always different, for example, the inherited skill may be determined first, and a draw may be held to determine the learned skill by removing the determined inherited skill from the second candidate group. Alternatively, the learned skill may be determined first, and a draw may be held to determine the inherited skill by removing the determined learned skill from the first candidate group. Or, if the inherited skill and learned skill become identical, a re-draw of either skill may be repeated until a skill different from the other is determined.

[0088] The process of determining the acquired and inherited skills that the generated character will possess is applied at least in normal breeding. In the example in Figure 9, this process is applied in normal breeding, where the generated character "G" is determined by lottery from a group of candidate characters.

[0089] Furthermore, the process of determining the acquired and inherited skills to be possessed by the generated character, as described above, may also be applied to recipe synthesis. For example, in recipe synthesis, a more advantageous inherited skill may be determined than the inherited skill that would be obtained if normal synthesis were performed with the same combination of material characters. "More advantageous" means "having a more advantageous effect in the game." For example, by assigning different weights to the probability of winning each skill in the first candidate group that is subject to inherited skill lottery between normal synthesis and recipe synthesis, the possibility of the inherited skill in recipe synthesis being a more advantageous skill than the inherited skill obtained through normal synthesis may be increased. Also, in recipe synthesis, an acquired skill that has a more advantageous effect in the game may be determined than the acquired skill obtained through normal synthesis if normal synthesis were performed with the same combination of material characters. For example, by assigning different weights to the probability of winning each skill in the second candidate group that is subject to acquired skill lottery between normal synthesis and recipe synthesis, the possibility of the acquired skill in recipe synthesis being a more advantageous skill than the acquired skill obtained through normal synthesis may be increased.

[0090] Furthermore, the inherited or learned skills of characters generated through recipe synthesis may be determined according to the recipe level. For example, even when using recipes with the same recipe ID, the higher the recipe level, the greater the weight given to the probability of winning a higher-ranked skill among the skills included in the first candidate group. Also, for example, even when using recipes with the same recipe ID, the higher the recipe level, the greater the weight given to the probability of winning a higher-ranked skill among the skills included in the second candidate group.

[0091] (Skill removal) It may be possible to implement a process to make it easier for the user to inherit desired skills from the source character to the generated character. One example of a process to make it easier to inherit desired skills is skill deletion. Skill deletion is a process that deletes one of the first candidate group of skills that are candidates for inheritance, according to the user's instructions. For example, in the example in Figure 9, suppose the user wants to inherit skill SL6 from source character "C", and skill SL1 from source character A is deleted from the first candidate group based on the user's operation. In this case, the inherited skill is determined by a lottery from the three skills SL2, SL5, and SL6 that remain in the first candidate group. If the probability of winning in the lottery is equal, the probability of inheriting the desired skill SL6 is 1 / 4 if skill SL1 is not deleted, but if it is deleted, that probability becomes 1 / 3. In this way, skill deletion can increase the likelihood that the user can inherit the desired skill to the generated character.

[0092] Furthermore, skill deletion may be performed, for example, during character breeding, or before character breeding. "During character breeding" may refer to, for example, the period from when the screen for performing character breeding is displayed on the game terminal 10 until the operation to instruct the execution of character breeding is performed. Also, "skill deletion performed before character breeding" may refer to the operation for character breeding and the operation for skill deletion being independent and separate operations, where skill deletion is performed by performing the skill deletion operation in advance before performing the operation for character breeding.

[0093] Furthermore, it may be necessary to consume items to perform skill deletion. Also, to prevent the inheritance of desired skills from becoming too easy, it is desirable that the items consumed for skill deletion be of high rarity value. Additionally, an upper limit may be set on the number of skills that can be deleted. For example, this limit may be one per material character, but is not limited to this. The consumption of items or the upper limit on the number of deletable skills can prevent the inheritance of desired skills through skill deletion from becoming too easy.

[0094] (Skill change) Another example of a process to facilitate the inheritance of desired skills is skill modification. Skill modification is a process that changes one of the first group of candidate skills that can be inherited, according to the user's instructions. For example, in the example in Figure 9, if the user wants the skill SL6 of material character "C" to be inherited, then the skill SL1 of material character "A" is changed to skill SL6 based on the user's input. As a result, two of the four skills included in the first group of candidates become skill SL6, and the probability of skill SL6 being inherited increases from 1 / 4 before the skill modification to 1 / 2. Skill modification can increase the likelihood that the user can inherit the desired skills to the generated character.

[0095] Furthermore, the consumption of an item may be required to perform a skill change. Preferably, the item is a dedicated item for performing skill changes (hereinafter also referred to as a skill change item). For example, a skill change item may be an item that identifies the skill to be changed to. Alternatively, for example, a skill change item may be an item that changes one of the skills 1 and 2 possessed by the material character to the same skill as the other skill.

[0096] (Selection of inherited skills) Another example of a process to facilitate the inheritance of desired skills is the selection of inherited skills. This process involves selecting a skill from a first group of candidates, chosen by the user, as the inherited skill. This selection process may involve the consumption of more expensive or more expensive items compared to skill deletion or skill modification. In other words, by paying a high price, the user may be able to ensure that their generated character inherits the desired skills.

[0097] (Consumption of owned characters different from the material character) Another example of a process to facilitate the inheritance of desired skills is the consumption of a different owned character from the multiple material characters. Consumption of a different owned character is a process in which the user consumes a different owned character from the multiple material characters selected by the user, thereby adding the skills of that different owned character to the first group of candidate skills for inheritance. For example, in the example in Figure 9, if the user desires that the skill SL6 of material character "C" be inherited, the user can select another owned character that possesses the skill SL6 in addition to the multiple material characters "A" and "C". As a result, the skill SL6 of the other owned character is added to the four skills included in the first group of candidates, bringing the total to five. Therefore, the probability of skill SL6 being inherited increases from 1 / 4, which would occur if the other owned character were not consumed, to 2 / 5. In this way, consuming a different owned character can increase the likelihood that the user can inherit the desired skills to the generated character.

[0098] Here, we will explain the difference between multiple material characters and different owned characters. For example, each of the multiple material characters influences the attributes of the generated character, whereas different owned characters do not influence the attributes of the generated character. For example, the generated character in character synthesis may be influenced by the attributes of multiple material characters. For example, in normal synthesis, the generated character may be determined by lottery from a group of candidate characters with attributes corresponding to the combination of attributes of the multiple material characters. In this case, in order to obtain a generated character with the desired attributes, the user can select multiple material characters with the corresponding attribute combination and then consume other owned characters that have the desired skills regardless of their attributes. This increases the likelihood that the generated character will have the desired attributes and skills for the user.

[0099] (Specific skill combinations) Furthermore, the inherited skills to be possessed by the generated character are not limited to those selected from the first candidate group; skills related to the first candidate group may also be selected. For example, if the first candidate group includes a specific combination of skills, the skills associated with that specific combination (an example of skills related to the first candidate group) may be selected as inherited skills. For example, suppose the combination "Skill SL1, SL2, SL6" is associated with "Skill SX". In the example in Figure 9, since the first candidate group includes the combination "Skill SL1, SL2, SL6", "Skill SX" is selected as the inherited skill. "Skill SX" is an example of a skill related to the first candidate group.

[0100] Furthermore, if a specific combination of skills is included in the first candidate group, the inherited skill may always be determined to be that related skill, or it may be determined probabilistically. In the case where the related skill is determined probabilistically, for example, the inherited skill may be determined by a lottery that includes the related skill in the first candidate group. Also, if multiple skills are associated with a specific combination of skills, for example, the inherited skill may be determined by a lottery from among the multiple related skills. In this way, by influencing the inherited skill based on a specific combination of skills included in the first candidate group, it is possible to give users the enjoyment of exploring the combinations of skills that each of the multiple material characters possesses.

[0101] (Number of inherited skills and acquired skills) Here, if a character can possess three or more skills, the number of inherited skills may be two or more. Also, the number of learned skills may be two or more. For example, if the number of inherited skills is two, two different inherited skills may be determined by drawing from the first candidate group. Also, for example, if the number of learned skills is two, two different learned skills may be determined by drawing from the second candidate group.

[0102] Furthermore, the number of inherited skills and / or acquired skills, or both, may be determined according to the type of character being created. For example, when the synthesis processing unit 111 creates character A, it may specify one inherited skill and two acquired skills, and when it creates character B, it may specify two inherited skills and three acquired skills. In character synthesis, the fewer skills the material character possesses, the more likely the skills desired by the user are to be inherited by the created character. Therefore, in a configuration where the number of inherited skills and / or acquired skills is determined according to the type of character being created, the user can enjoy seeing how many skills the created character will possess through character synthesis.

[0103] In this embodiment, the total number of inherited skills and learned skills may be set to be the same regardless of the type of character being generated. For example, when the compounding processing unit 111 generates character A, it may specify a total of 4 skills: 1 inherited skill and 3 learned skills. When generating character B, it may specify a total of 4 skills: 2 inherited skills and 2 learned skills. By setting a common total number of inherited skills and learned skills, it is possible to suppress large differences in the abilities of the generated characters.

[0104] Furthermore, regardless of the type of character generated, the number of inherited skills and / or acquired skills may be determined at the time of character synthesis. For example, the number of skills may be determined by lottery. In this case, even if the type of generated character is the same, the number of skills they possess may differ.

[0105] (Skill type corresponding to the skill slot) The aforementioned Skill 1 and Skill 2 may have skill types determined according to their skill slots. Skill types corresponding to skill slots are an example of the "characteristics corresponding to skill slots" mentioned earlier. Examples of skill types include buff skills that enhance the abilities of allied characters and debuff skills that weaken the abilities of enemy characters. For example, Skill 1 may be determined to be an inherited skill, which is a debuff skill, and Skill 2 may be determined to be an acquired skill, which is a buff skill. In this case, the inherited skill may be determined by a lottery targeting only debuff skills from the first candidate group. Also, in this case, the acquired skill may be determined by a lottery targeting only buff skills from the second candidate group. Alternatively, it may be predetermined that the second candidate group includes only buff skills. Furthermore, the skill types corresponding to skill slots may be changed by the game's operators, etc. (Functions corresponding to skill slots) Skills 1 and 2, as described above, may have functions defined according to their skill slots. Functions corresponding to skill slots are an example of the "characteristics corresponding to skill slots" mentioned earlier. An example of a function corresponding to a skill slot is the likelihood of determining inherited skills and acquired skills. For example, Skill 1 may be configured to have a higher likelihood of determining inherited skills than Skill 2.

[0106] (An example of the process for determining the added value) Figure 10 schematically illustrates an example of the process for determining the addition value of ability parameters for a character generated by character combination, in one embodiment of the game described above. In the process of determining the addition value, the owned game media information described above is referenced at least.

[0107] In Figure 10, the numbers outside the parentheses to the right of the Attack Power, Defense Power, and HP notations represent the base values, while the numbers inside the parentheses represent the accumulated or added values. For example, a character's attack power is the sum of its base value and accumulated value. Similarly, a character's defense power is the sum of its base value and accumulated value. Furthermore, a character's HP is the sum of its base value and accumulated value. Attack Power, Defense Power, and HP are examples of ability parameters.

[0108] As shown in Figure 10, the blending unit 111 generates the generated character "G" by performing character blending using material character "A" and material character "C". For example, the base value of each ability parameter of the generated character "G" may be either the base value of the respective ability parameter of material character "A" or material character "C". If selected by lottery, the higher base value of material character "A" or material character "C" may be applied, or the lower base value may be applied. In the example in Figure 10, the base value of the attack power of the generated character "G" is 1000, which is the base value of material character "A" with the lower base value of attack power, selected by lottery. Also, the base value of the defense power of the generated character "G" is 1200, which is the base value of material character "C" with the lower base value of defense power, selected by lottery. Also, the base value of the HP of the generated character "G" is 3000, which is the base value of material character "A" with the lower base value of HP, selected by lottery.

[0109] Furthermore, as shown in Figure 10, the sum of the accumulated values ​​of the respective ability parameters of material characters "A" and "C" is applied as the added value for each ability parameter of the generated character "G". Therefore, the added value for generated character "G" will always be greater than the accumulated value of each material character. For example, the added value for the attack power of generated character "G" is 17, which is the sum of the accumulated attack power values ​​of material characters "A" and "C" (10 and 7 respectively). Similarly, the added value for the defense power of generated character "G" is 20, which is the sum of the accumulated defense power values ​​of material characters "A" and "C" (15 and 5 respectively). Also, the added value for the HP of generated character "G" is 50, which is the sum of the accumulated HP values ​​of material characters "A" and "C" (30 and 20 respectively). When the game media information related to the generated character "G" is stored in the memory unit 130, the added values ​​for each ability parameter of generated character "G" are stored as accumulated values. Characters generated through character blending can be used as material characters for new character blending.

[0110] For example, as shown in Figure 10, using the generated character "G" as a material character, the generated character "H" is generated through character synthesis that consumes material character "G" and material character "D". In this case, the base value of the generated character "H"'s attack power is randomly selected from the material character "D" with the higher base value of attack power, which is 1700. Also, the base value of the generated character "H"'s defense power is randomly selected from the material character "G" with the higher base value of defense power, which is 1200. Also, the base value of the generated character "H"'s HP is randomly selected from the material character "G" with the lower base value of HP, which is 3000.

[0111] Furthermore, as shown in Figure 10, the attack power of the generated character "H" is increased by 27, which is the sum of the accumulated attack power values ​​of material characters "G" and "D," respectively, 17 and 10. Here, the accumulated defense power of material character "G" is 20, but the accumulated defense power of material character "D" is not set. In this way, depending on the character, the accumulated defense power of ability parameters may not be set. Accumulated values ​​that are not set may be considered as zero. Therefore, the accumulated defense power of material character "D," 20, is applied as the increased defense power of the generated character "H." Also, the HP of the generated character "H" is increased by 70, which is the sum of the accumulated HP values ​​of material characters "G" and "D," respectively, 50 and 20. When the game media information related to the generated character "H" is stored in the memory unit 130, the increased values ​​of each ability parameter are stored as accumulated values. In other words, in a different blending process that uses character H as a material, this added value is used as an accumulated value to determine the added value of the newly generated character.

[0112] The base values ​​of each ability parameter of the generated character do not necessarily have to be determined by random selection, as long as they are influenced by the base values ​​of the respective ability parameters of the multiple material characters. However, the base values ​​of each ability parameter of the generated character are determined in such a way that the base values ​​of the respective ability parameters of the material characters do not "accumulate". "Not accumulating" base values ​​means, for example, that there is a possibility that the base value will be less than or equal to the highest base value among the multiple material characters. For example, a random number based on the average of the base values ​​of the material characters (for example, a random number within the range of ±10% of the average) may be applied as the base value of the generated character. Alternatively, the highest base value among the respective ability parameters of the multiple material characters may be applied directly as the base value of the generated character. Alternatively, a random number based on that highest base value (for example, a random number within the range of ±10% of the highest base value) may be applied as the base value of the generated character.

[0113] (Other processes that determine the added value) The sum of each ability parameter of the generated character only needs to be determined so that the accumulated value of the corresponding ability parameter of the material characters is "accumulated," and is not necessarily limited to the sum of the accumulated values ​​of each of the multiple material characters. "Accumulation" means that the sum of each ability parameter of the generated character is determined to be greater than the maximum accumulated value of the corresponding ability parameter of the multiple material characters. This means that by repeatedly combining characters using the generated character as a material character, the accumulated value of the generated character "accumulates," increasing its ability parameters, thus improving the user's motivation to combine characters.

[0114] As an example, the added value for each ability parameter may be determined to be a value greater than the maximum accumulated value among the multiple material characters for that ability parameter and less than the sum of the individual accumulated values. For example, the added value may be determined to be the sum of the maximum accumulated value and the values ​​obtained by multiplying each of the other material characters' accumulated values ​​by a coefficient for calculating the added value (a value greater than 0 and less than 1). Figure 11 schematically shows another example of the process of determining such added values. In Figure 11, as in Figure 10, a character combination is shown in which the generated character "G" is generated by consuming material character "A" and material character "C". The process of determining the base value is explained in the same way as in Figure 10, but the process of determining the added value is different. For example, as the added value for the attack power of the generated character "G", 12 is applied, which is obtained by adding 2 (rounded down to the nearest whole number) (7 multiplied by a coefficient of 1 / 3) to the higher of the two material characters' attack power accumulated values ​​of 10. Defense power and HP are explained similarly. In the example in Figure 11, the added value of the generated character is always greater than the largest accumulated value among the multiple material characters. Therefore, although the accumulated value of the material characters is "accumulated," the added value can be made smaller compared to the case where the sum of the accumulated values ​​of each of the multiple material characters is used as the added value. This prevents the added value of the generated character from easily becoming too large. Furthermore, in the case where an upper limit is set on the added value or the total amount of ability parameters, as described later, it is possible to prevent the added value or the total amount from easily reaching the upper limit.

[0115] The processes for determining base values ​​and added values ​​shown in Figures 10-11 may be applied in normal synthesis or in recipe synthesis. Furthermore, the base values ​​determined in recipe synthesis may be higher than the base values ​​determined when normal synthesis is performed with the same combination of material characters. For example, in normal synthesis, the base value of each ability parameter of the generated character may be selected by lottery from the base values ​​of the respective ability parameters of multiple material characters, while in recipe synthesis, the highest base value among multiple material characters may always be selected. Furthermore, the added values ​​determined in recipe synthesis may be higher than the added values ​​determined when normal synthesis is performed with the same combination of material characters. For example, in normal synthesis, the added value of each ability parameter of the generated character may be determined to be greater than the highest accumulated value among the respective ability parameters of multiple material characters and less than the sum of the accumulated values, while in recipe synthesis, the sum of the accumulated values ​​may be determined. Furthermore, the base values ​​or added values ​​determined in recipe synthesis may be higher as the recipe level increases, even when using recipes with the same recipe ID.

[0116] (Items that have an added value increase effect) Furthermore, in the process of determining the added value, items that have an effect of increasing the added value may be applied. Such items have the effect of increasing the added value when consumed during character synthesis. For example, in the character synthesis of material character "A" and material character "C" in Figure 10, if an item that has the effect of increasing the added value by "+5" is consumed, the accumulated value of attack power will be 17 plus 5, resulting in 22. The same applies to the accumulated values ​​of defense power and HP.

[0117] (Upper limit of the added value) The added value of the ability parameters to be possessed by the generated character may be determined within an upper limit. In other words, an upper limit may be set for such added values. This prevents ability parameters from increasing too much through repeated character fusion. For example, the sum of the accumulated values ​​of multiple material characters for a certain ability parameter may exceed the upper limit. In this case, the upper limit, rather than the sum, will be applied as the added value of that ability parameter for the generated character. The upper limit may be set according to the type of ability parameter (for example, attack power, defense power, and HP). It is preferable that the upper limit be a common value regardless of the character type, and not a value set according to the character type. This is because the character type may change in the process of accumulating accumulated values ​​through character fusion. Furthermore, the upper limit may change according to the progress of the game. For example, the upper limit may increase as the game progresses. This allows a character whose added value has reached its upper limit to be used again as a material character if the upper limit is raised as the game progresses. As a result, it is possible to obtain a generated character with an even higher added value.

[0118] (Upper limit of total amount) Furthermore, the added values ​​of the ability parameters to be possessed by the generated character may be determined so as not to exceed an upper limit for the total amount of each type of ability parameter. In other words, an upper limit may be set for the total amount. The total amount of ability parameters is, for example, the sum of the base value and added value of attack power, the base value and added value of defense power, and the base value and added value of HP. For example, if the sum of the accumulated values ​​of each of the multiple material characters is assumed to be the added value for each of the multiple types of ability parameters, the total amount of ability parameters of the generated character may exceed the upper limit. In this case, in order to prevent the total amount from exceeding the upper limit, the added value of at least one ability parameter to be possessed by the generated character is determined to be a value smaller than the sum of the accumulated values ​​of that ability parameter of each of the multiple material characters. Also, in this case, the sum of the added values ​​of each ability parameter, such that the total amount does not exceed the upper limit, may be presented to the user. Furthermore, how this sum is distributed to the added values ​​of each ability parameter may be determined based on the user's instructions. In addition, weighting according to the type of ability parameter may be applied when calculating the total amount of ability parameters of the generated character.

[0119] (Display of accumulated value) The accumulated value of a character's ability parameters affects the added value of the resulting character when used as a material character in character synthesis, thus influencing the character's value. Therefore, the accumulated value of a character's ability parameters should be displayed in a way that is recognizable to the user. For example, on the screen providing the character synthesis function, the accumulated value of any owned character that can be selected as a material character may be displayed. Similarly, on the screen presenting the character generated through character synthesis, the added value of that generated character may be displayed. Furthermore, even when not using the character synthesis function, the accumulated value of a character may be displayed on a viewing screen for viewing the character's details or overview.

[0120] (An example of initial settings information for a game medium) Figure 12 is a schematic diagram showing an example of initial game medium information stored in the memory unit 130 in one embodiment of the game described above. Initial game medium information is information for calculating the initial values ​​of ability parameters set for a character when the character is assigned to the user without character combination. Initial game medium information is common to all users and may be stored in the memory 32 of the game server 30 or in the memory 12 of the game terminal 10.

[0121] In the example in Figure 12, the initial game medium information indicates information regarding the initial values ​​of the ability parameters to be possessed by the character, and includes information indicating the character ID, character name, initial attack power, initial defense power, and initial HP. The character ID and character name are as described above. The initial attack power indicates the value that is referenced when setting the base value of attack power when the character is given to the user without character combination. For example, the initial attack power may be applied as the base value of attack power, or the result of a calculation using the initial attack power may be applied. The initial defense power and initial HP values ​​are explained similarly. Note that the initial value of the accumulated value may be zero, but is not limited to this.

[0122] <Processing of Game System 1> The game system 1, configured as described above, executes method S1. The flow of method S1 will be explained with reference to Figure 13. Figure 13 is a flowchart showing the flow of method S1 executed by game system 1. In the following explanation, it will be assumed that the game in which game system 1 is running is one of the embodiments described above. As shown in Figure 13, method S1 includes steps S100 to S118.

[0123] Step S100 is an example of a list display control process. In step S100, the list display control unit 113 displays a list of owned characters in order to accept the selection of material characters to be used in character synthesis.

[0124] In step S102, the control unit 110 displays the material characters included in the recipes from the list of owned characters in a way that allows for identification. For example, the control unit 110 may further distinguish between material characters included in owned recipes and material characters included in recipes that are not owned.

[0125] Figure 14 is a diagram showing an example of a game screen displayed on the display device 15 of the game terminal 10 in steps S100 to S102. As shown in Figure 14, example screen G1 includes an area G101 that displays a list of owned characters. Area G101 includes areas G102a, G102b, G102c, G102d, G102e, and G102f, which represent the owned characters A, B, C, D, E, and F, respectively. Area G102a shows an overview of character A, including the name "Character A" and level "10". The number "2" inside the circle in the upper left corner of area G102a indicates the rank of character A. Areas G102b, G102c, G102d, G102e, and G102f, which represent the other owned characters, are described similarly. Furthermore, if the number of owned characters exceeds the number that can be displayed simultaneously within area G101, area G101 may be scrollable and page switching may be enabled.

[0126] Furthermore, as shown in Figures 4 and 5, characters A and B are material characters for the owned recipe "0001". Character E is a material character for the owned recipe "0057". Therefore, the frames of areas G102a, G102b, and G102e corresponding to characters A, B, and E are represented by thick lines indicating material characters included in owned recipes. This allows the user to recognize which owned characters to select as material characters when performing recipe synthesis using an owned recipe. It also prevents the user from consuming an owned character as a material character for normal synthesis without realizing that that character can be used as a material character for an owned recipe. Note that the display method for identifying a character as a material character for an owned recipe is not limited to thick lines; other display methods such as changing the color or adding a mark may also be used.

[0127] Furthermore, although character F is one of the material characters for recipe 0015, the user does not possess recipe 0015. Therefore, the frame of area G102f corresponding to character F is represented by a thick dotted line indicating a material character included in a recipe that the user does not possess. This prevents the user from unknowingly consuming a character they possess as a material character in normal synthesis without realizing that the character may become a material character in a recipe they may possess in the future. Note that the display method for identifying a material character for a recipe that the user does not possess is not limited to the frame being represented by a thick dotted line; other display methods may also be used.

[0128] Furthermore, example screen G1 includes operators G103 and G104 that accept operations on the list display in area G101. Operator G103 accepts an operation to instruct the sorting of owned characters in area G101. When an operation is accepted for operator G103, a screen (not shown) is displayed to specify the sorting order (ascending or descending) based on, for example, acquisition date and time, name, attribute, rank, level, possessed skills, ability parameters, base value, or accumulated value, and owned characters sorted according to the specified order are displayed in area G101. Operator G104 accepts an operation to instruct the filtering of owned characters in area G101. When an operation is accepted for operator G104, a screen (not shown) is displayed to specify filtering conditions based on, for example, acquisition date and time, name, attribute, rank, level, possessed skills, ability parameters, base value, or accumulated value, and owned characters filtered according to the specified filtering conditions are displayed in area G101.

[0129] In step S103, the control unit 110 accepts an operation to select multiple material characters and a combination item for character combination. The combination item is an item that needs to be consumed in order to have an effect on character combination, and may be an item that has effects such as skill deletion, skill modification, inheritance skill selection, or addition value increase as described above. Alternatively, a "character owned by the user that is different from the material characters" may be selected as the combination item.

[0130] As an example, as shown in Figure 14, screen example G1 includes areas G105-1 and G105-2 where the selected material character is displayed. As an example, an operation on any of areas G102a, G102b, G102c, G102d, G102e, or G102f will select the corresponding owned character as a material character. The first material character to be selected will be displayed in area G105-1. The second material character to be selected will be displayed in area G105-2.

[0131] Furthermore, as shown in Figure 14, the example screen G1 includes an operator G106 for selecting a compounding item. When an operation is received by operator G106, a screen (not shown) listing the compounding items the user possesses is displayed, and a compounding item is selected from the list.

[0132] (Display control processing flow) In step S104, the control unit 110 performs display control processing according to the selection of material characters, etc. Figure 15 is a flowchart showing the detailed flow of the display control processing in step S104. As shown in Figure 15, the display control processing in step S104 includes steps S200 to S214.

[0133] Step S200 is an example of the display process. In step S200, the display processing unit 116 displays the base value and accumulated value of the ability parameters of the selected material character in an identifiable manner.

[0134] In step S202, the control unit 110 determines whether the required number of material characters for character synthesis (hereinafter also referred to as the required number) has been selected. For example, in screen example G1, the required number is 2. In this case, the control unit 110 determines whether 2 material characters have been selected. If it is determined to be Yes in step S202, step S210, which will be described later, is executed. If it is determined to be No in step S202, the next step S204 is executed. For example, if the required number is 2, and only 1 material character has been selected, it is determined to be No in step S202.

[0135] In step S204, the control unit 110 determines whether the user possesses the remaining material characters that can be used to create recipes in combination with some of the selected material characters. If the determination in step S204 is No, then step S208, described later, is executed. If the determination in step S204 is Yes, then the next step S206 is executed.

[0136] Step S206 is an example of the identification display control process. In step S206, the identification display control unit 114 displays the remaining material character in the list of owned characters in an identifiable manner.

[0137] Figure 16 shows an example of a game screen displayed on the display device 15 of the game terminal 10 in steps S200 to S206. Screen example G2 shown in Figure 16 is displayed when the operation to select the first material character in screen example G1 is accepted. Also in screen example G2, "Item A" is selected as the synthesis item. Also, the first material character "A" is selected. In area G101, area G102a, which corresponds to the selected material character "A", is filled with a dot pattern to indicate that it is selected. Area G105-1 displays the details of the selected first material character "A". For example, area G105-1 contains information such as the name, attribute, level, attack power, defense power, HP, possessed skill 1, skill 2, and rank of material character "A". Also, for attack power, the value outside the parentheses is the base value and the value inside the parentheses is the accumulated value, such as "1000 (+10)". The same applies to defense power and HP. In other words, the base value and accumulated value of each ability parameter are displayed in an identifiable manner. Furthermore, when the operator G108, which is used to switch whether or not to display the accumulated value, is operated, the display may switch to a mode in which the sum of the base value and the accumulated value is displayed, such as "Attack Power 1010". Alternatively, each time the operator G108 is operated, the display may switch between a mode in which the base value and the accumulated value can be identified and a mode in which their sum is displayed.

[0138] Furthermore, in Figure 16, the selected material character "A" is one of the material characters included in the owned recipe "0001". The remaining material character included in recipe 0001 is character B. The remaining material character refers to a material character that is included in the recipe containing the selected material character but has not been selected. Therefore, the frame of area G102b corresponding to character B is represented by a thick line to indicate that it is a remaining material character. This allows the user to understand that if they want to perform a recipe combination using the first selected material character "A", they should select character B as the second material character. Note that Figure 16 shows an example in which a recipe contains two material characters, but a recipe may contain three or more material characters. For example, if the user possesses a recipe containing three material characters "A", "B", and "E", then in screen example G2, the "remaining material characters" are characters B and E. Therefore, in screen example G2, in addition to the frame of area G102b corresponding to character B, the frame of area G102e corresponding to character E may also be represented by a thick line to indicate that it is a remaining material character. Alternatively, the remaining material characters may not be displayed in an identifiable manner when one of the three material characters is selected, but may be displayed in an identifiable manner when two of them are selected. In other words, the last material character necessary to determine the recipe combination may be displayed in an identifiable manner.

[0139] Furthermore, it is possible to possess multiple recipes that include the currently selected material character "A". For example, suppose you possess recipe "0001" which uses characters A and B as material characters, and another recipe which uses characters A and E as material characters. In this case, the remaining material characters that can be combined with the currently selected material character "A" may be represented by thick lines indicating that the frames in area G102b corresponding to character B and area G102e corresponding to character E are the remaining material characters.

[0140] In addition, the frame of area G102c corresponding to character E is represented by a thick line in screen example G1, but by a thick dotted line in screen example G2. The thick dotted line frame indicates that although the combination with the currently selected material character "A" does not match the combination of owned recipes, it is a material character for another owned recipe "0057". This prevents the user from selecting character E as the second material character without realizing that it is a material character included in another owned recipe, and then performing a normal synthesis in combination with the first material character "A". Note that the display method that makes it possible to identify that a character is a material character for another owned recipe that does not include the first selected material character is not limited to the frame being represented by a thick dotted line; other display methods are also acceptable.

[0141] Furthermore, even when the required number of material characters are not selected (for example, screen example G2), character F is displayed in a identifiable manner as a material character included in the unowned recipe 0015, just as when no material characters are selected (for example, screen example 1).

[0142] In step S208, the control unit 110 makes it impossible to accept an operation to instruct character blending because the required number of material characters for character blending have not been selected. For example, in screen example G2, the control unit 110 disables the operator G109 (blending button) that instructs character blending. Disabling the operator G109 means that even if an operation is performed on the operator G109, the character blending process will not be executed. The control unit 110 may also display the operator G109 in a way that indicates it is disabled (for example, grayed out). The display control process (S104) ends when No is determined in step S202.

[0143] On the other hand, the display control process (S104) when Yes is determined in step S202 will be explained. In other words, the number of material characters required for character synthesis has been selected. In step S210, the control unit 110 determines whether the user possesses a recipe that includes a combination of the selected material characters. If No is determined in step S210, step S214, which will be described later, is executed. If Yes is determined in step S210, the next step S212 is executed.

[0144] In step S212, the control unit 210 displays in a way that allows identification that the selected material characters match a combination of material characters included in the owned recipe. Figure 17 shows an example of the game screen displayed on the display device 15 of the game terminal 10 in step S212. In Figure 17, in example screen G3, as shown in areas G105-1 and G105-2, character A is selected as the first material character and character B is selected as the second material character. Also, areas G102a and G102b, corresponding to characters A and B in area G101, are filled with a dot pattern to indicate that they are selected. Furthermore, area G301 displays in a way that allows identification that the selected combination of characters A and B can be combined using the owned recipe. This allows the user to recognize that when they operate the operator G109, recipe combination will be performed instead of normal combination. Note that the display method that allows identification that the selected material characters are a combination that can be combined using the owned recipe is not limited to a method that includes text information such as area G301. For example, a display method that allows identification of a combination that can be used in recipe synthesis using owned recipes may be a display method that changes the background color of the areas G105-1 and G105-2 where the selected material character is displayed.

[0145] In step S214, the control unit 110 makes it possible to accept an operation to instruct character blending because the required number of material characters for character blending have been selected. For example, in screen example G3, the control unit 110 activates the operator G109 (blending button) that instructs character blending. Activating the operator G109 means making it responsive to operations on the operator G109. The control unit 110 may also display the operator G109 in a way that indicates it is active (for example, by clearing the grayed-out state). If Yes is determined in step S202, the display control process (S104) is terminated.

[0146] In step S106 of Figure 13, the control unit 110 determines whether or not it has received an operation to instruct character blending. For example, in screen examples G1 to G2, the required number of material characters have not been selected and the operator G109 is disabled, so it is determined that the operation to instruct character blending has not been received. Also, in screen example G3, the required number of material characters have been selected, so it is determined whether or not an operation on the activated operator G109 has been received. If No is determined in step S106, the process from step S102 is repeated. That is, steps S103 to S104 are repeated until the required number of material characters are selected and the operation to instruct character blending is received. If Yes is determined in step S106, the next step S108 is executed.

[0147] In step S108, the control unit 110 determines whether or not it possesses a recipe that includes a combination of the selected material characters. If it determines Yes in step S108, the recipe mixing described in step S118 is executed. If it determines No in step S108, the next step S110 is executed.

[0148] In step S110, the control unit 110 determines whether any of the selected material characters are material characters included in the owned recipe. For example, when the required number is 2, it is possible that neither of the two selected material characters is a material character included in the owned recipe. In this case, the determination in step S110 is No. If the determination in step S110 is No, the normal synthesis in step S116, which will be described later, is executed.

[0149] Furthermore, one of the two selected material characters may be a material character included in an owned recipe, while the other is a material character not included in an owned recipe. In this case, the determination is Yes in step S110. Also, one of the two selected material characters may be a material character included in one owned recipe, while the other is a material character included in another owned recipe. In this case as well, the determination is Yes in step S110. If the determination is Yes in step S110, the next step S112 is executed.

[0150] In step S112, the control unit 110 outputs warning information indicating that at least some of the selected material characters that would be consumed in a normal blending process are included in the player's owned recipes. Figure 18 shows an example of the game screen displayed on the display device 15 of the game terminal 10 in step S112. In Figure 18, in example screen G4, as shown in areas G105-1 and G105-2, character A is selected as the first material character and character C is selected as the second material character. Also, areas G102a and G102c, corresponding to characters A and C in area G101, are filled with a dot pattern indicating that they are selected. Here, there are no owned recipes that include the combination of material characters "A" and "C", so a normal blending process will be performed for this combination, rather than a recipe blending process. However, the selected material character "A" is included in the owned recipe "0001". Therefore, warning information is displayed in area G401.

[0151] The warning information includes that a normal synthesis will be performed with the selected material character combination "A" and "C", and that material character "A" is included in the owned recipe "0001". The warning information also includes operators G402-G403 that accept input indicating whether or not to perform a normal synthesis with the selected material character combination. This allows the user to more reliably avoid unintentionally consuming material characters included in owned recipes through normal synthesis. Note that the warning information only needs to indicate that at least some of the multiple material characters that will be consumed in normal synthesis are included in owned recipes, and is not limited to the example shown in area G401.

[0152] In step S114, the control unit 110 determines whether an operation to instruct the execution of normal blending in response to the output of warning information has been received. For example, in screen example G4, if an operation to operator G402 is received, it is determined to be No in step S114. In this case, the process from step S103 is repeated. In other words, a user who has canceled performing normal blending by consuming material characters included in their owned recipe can change the selection of material characters. Also, if an operation to operator G403 is received, it is determined to be Yes in step S114. In this case, the normal blending in step S116 is executed.

[0153] (Standard formulating process) Figure 19 is a flowchart showing the detailed flow of the normal formulation in step S116. As shown in Figure 19, the normal formulation in step S116 includes steps S300 to S312.

[0154] In step S300, the compounding processing unit 111 performs processing according to the selected compounding item. For example, if the selected compounding item has the effect of changing the first candidate group, the compounding processing unit 111 changes the first candidate group. Examples of compounding items that have the effect of changing the first candidate group include, for example, the aforementioned "skill deletion," "skill change," and "another owned character different from the material character."

[0155] For example, if the selected combination item has the effect of "skill removal," the skill removal processing unit 115 displays a game screen (not shown) for performing skill removal. This game screen includes, for example, a first candidate group consisting of skills possessed by each of the selected material characters, and allows the user to select a skill to remove. The skill removal processing unit 115 removes the skill selected by the user from the first candidate group.

[0156] Furthermore, for example, if the selected combination item has the effect of "skill change," the combination processing unit 111 displays a game screen (not shown) for performing the skill change. This game screen includes, for example, a first candidate group consisting of the skills possessed by each of the selected material characters, and a candidate group of the changed skills, and accepts the operation of selecting each skill before and after the change. Based on the operation on the game screen, the combination processing unit 111 changes the skill before the change selected by the user to the skill after the change selected by the user.

[0157] Furthermore, for example, if the selected combination item has the effect of adding a skill from "another owned character different from the material character," the combination processing unit 111 displays a game screen (not shown) prompting the user to select "another owned character different from the material character." This game screen, for example, includes a list of owned characters excluding the currently selected material character, and allows the user to select any of them. Based on the user's actions on the game screen, the combination processing unit 111 adds the skills of the selected other owned character to a first candidate group consisting of the skills possessed by each of the multiple material characters.

[0158] If a compounding item has an effect other than "changing the first candidate group," the processing corresponding to that compounding item will be performed, for example, in step S304 or S308 described below.

[0159] In step S302, the compounding processing unit 111 determines a character to be generated by lottery from a group of candidate characters. A second group of candidates is determined according to the character that was selected.

[0160] In step S304, the synthesis processing unit 111 determines the inherited skills to be possessed by the generated character from a first candidate group. For example, the synthesis processing unit 111 determines the inherited skills by drawing from the first candidate group.

[0161] Furthermore, if the selected combination item has the effect of "Inherited Skill Selection," the combination processing unit 111, instead of drawing from the first candidate group, determines the skill selected from the first candidate group based on the user's input as the inherited skill. For example, the combination processing unit 111 displays a game screen (not shown) for selecting the inherited skill. This game screen, as an example, includes a first candidate group consisting of skills possessed by each of the selected material characters, and allows the user to select the inherited skill to be passed on to the generated character.

[0162] In step S306, the synthesis processing unit 111 determines the skills to be acquired by the generated character from a second candidate group. For example, the synthesis processing unit 111 determines the acquired skills by drawing from the second candidate group. Note that in steps S304 and S306, the inherited skills and acquired skills may be determined to be different from each other.

[0163] In step S308, the compounding processing unit 111 determines the ability parameters to be possessed by the generated character. For example, for each type of ability parameter, the compounding processing unit 111 selects one of the base values ​​of each of the multiple material characters and determines it as the base value to be possessed by the generated character. Alternatively, for example, the compounding processing unit 111 determines an additional value for each type of ability parameter that is greater than or equal to the maximum accumulated value among the multiple material characters. As an example, the additional value may be the sum of the accumulated values ​​of each of the multiple material characters. Alternatively, the additional value may be greater than the maximum accumulated value and less than the sum. Furthermore, if an upper limit is set for the additional value for each type of ability parameter, the compounding processing unit 111 determines the additional value within that upper limit. Furthermore, if an upper limit is set for the total amount of ability parameters, the compounding processing unit 111 determines the additional value for each ability parameter so that the total amount is within the upper limit.

[0164] Furthermore, if the selected compounding item has the effect of "increasing the added value," the compounding processing unit 111 determines the added value after applying the compounding item by adding the increase amount specified for that compounding item to the added value determined as described above. The compounding processing unit 111 also consumes the compounding item.

[0165] In step S310, the synthesis processing unit 111 consumes the selected material characters and synthesis items. For example, the synthesis processing unit 111 deletes the game media information related to each material character from the storage unit 130. Also, for example, the synthesis processing unit 111 deletes from the storage unit 130 information (not shown) indicating that the user possesses the synthesis item.

[0166] In step S312, the synthesis processing unit 111 grants the user a generated character possessing the determined inherited skills, acquired skills, and ability parameters. Specifically, the synthesis processing unit 111 generates new owned game media information and stores it in the memory unit 130.

[0167] Figure 20 shows an example of a game screen displayed on the display device 15 of the game terminal 10 in step S312. The example screen G5 shown in Figure 20 may be the one displayed when the operator G403 is operated in the example screen G4 shown in Figure 18. In other words, the example screen G5 shows the generated character "G" which is generated by normal synthesis from the material characters "A" and "C" selected in the example screen G4. The generated character "G" is a character determined by lottery from a group of generated character candidates. The example screen G5 includes an area G501 that shows the details of the generated character "G". For example, area G501 includes information showing the name, attribute, level, attack power, defense power, HP, skill 1, skill 2, and rank of the generated character "G".

[0168] The generated character "G" has a rank of "2," which is the same as the higher rank "2" of the material characters "A" and "C." This is because the group of candidate characters for generation included both a character with the higher rank "2" and a character with a higher rank (for example, 3). Thus, in normal synthesis, it is possible to obtain a generated character with a rank equivalent to the higher rank of the material characters, as in the case of character G.

[0169] Skill 1 is determined to be Skill SL6, an inherited skill inherited from material characters "A" and "C". Skill 2 is determined to be Skill SG2, an acquired skill newly learned by the generated character "G". Details of the example in which Skill SL6 is determined as an inherited skill, and details of the example in which Skill SG2 is determined as an acquired skill, are explained in Figure 9.

[0170] Furthermore, in area G501, the base value and added value of each ability parameter are clearly displayed, such as "Attack Power 1000 (+17)". An example of how these added values ​​are determined based on the accumulated values ​​of material characters "A" and "C" is explained with reference to Figure 10.

[0171] The steps S300 to S310 described above only need to be executed before step S312, which assigns the generated character. They are not limited to being executed in this order, but may be executed in a different order or in parallel. However, the process of changing the first candidate group in step S300 must be performed at least before the first candidate group is referenced in step S304. Also, the process of determining the generated character by lottery in step S302 must be performed before the second candidate group is referenced in step S306.

[0172] (Recipe formulation process) Figure 21 is a flowchart showing the detailed flow of the recipe formulation in step S118. As shown in Figure 21, the recipe formulation in step S118 includes steps S400 to S408.

[0173] In step S400, the synthesis processing unit 111 identifies a possessed recipe that includes a combination of the selected material items and determines the character to be generated that is included in the identified possessed recipe. The generated character may be a character that is not included in the group of candidate characters that are subject to lottery in normal synthesis.

[0174] In step S402, the compounding processing unit 111 determines the skills to be possessed by the generated character according to the level of the possessed recipe. Note that if the same recipe ID has been assigned to the possessed recipe multiple times, the level of the possessed recipe is changed by the parameter modification processing unit 112.

[0175] As an example, the compounding processing unit 111 may determine the inherited skills and acquired skills in the same way as steps S304 and S306 in the normal process. Alternatively, the compounding processing unit 111 may determine inherited skills and acquired skills that are more advantageous than those obtained through normal compounding. In this case, the compounding processing unit 111 may first perform a process to change the first candidate group according to the compounding items, similar to step S300 in the normal process. Furthermore, the compounding processing unit 111 may determine inherited skills and acquired skills that are more advantageous according to the recipe level.

[0176] In step S404, the synthesis processing unit 111 determines the ability parameters to be possessed by the generated character according to the level of the possessed recipe. As an example, the synthesis processing unit 111 may determine the base value and added value of the ability parameters in the same way as in step S308 of the normal process. Alternatively, the synthesis processing unit 111 may determine the base value and added value of the ability parameters that are more advantageous than those of normal synthesis. Furthermore, if a synthesis item that has an added value increase effect has been selected, the synthesis processing unit 111 may perform a process to further increase the added value, in the same way as in step S308 of the normal process.

[0177] In step S406, the synthesis processing unit 111 consumes the selected material characters and synthesis items. The specific details of step S406 are the same as those of step S310 in normal synthesis. Note that in recipe synthesis, the material characters and synthesis items used are consumed, but the owned recipes are not consumed. One owned recipe can be used repeatedly in recipe synthesis.

[0178] In step S408, the compounding processing unit 111 grants the user the generated character possessing the determined skills and ability parameters. Specifically, the compounding processing unit 111 generates new owned game media information and stores it in the memory unit 130.

[0179] Figure 22 is a diagram showing an example of a game screen displayed on the display device 15 of the game terminal 10 in step S408. The example screen G6 shown in Figure 22 may be the one displayed when the operator G109 is operated in the example screen G3 shown in Figure 17. In other words, the example screen G6 shows the generated character "X" that is created by recipe combination from the material characters "A" and "B" selected in the example screen G3. The generated character "X" is a generated character included in the owned recipe "0001" which includes the material characters "A" and "B". The example screen G6 includes an area G601 that shows the details of the generated character "X". For example, area G601 includes information showing the name, attributes, level, attack power, defense power, HP, possessed skills 1 and 2, and rank of the generated character "X".

[0180] The generated character "X" has a rank of "3," and the recipe "0001" specifies that the generated character will have a higher rank than the material characters "A" and "B" (both of which are rank 2). Thus, by combining the recipe, it is guaranteed that the generated character "X," which has a rank of 3, will be obtained, which is higher than either material character "A" or "B."

[0181] For Skill 1, Skill SL1α, an evolved form of Skill SL1, is determined as the inherited skill from the first candidate group consisting of skills possessed by material characters "A" and "B". For example, the first candidate group may include Skill SL1α, an evolved form of a skill possessed by material characters "A" and "B". As an example, if the first candidate group in normal breeding does not include evolved forms of skills possessed by material characters, the inherited skill in recipe breeding may be more advantageous than the inherited skill in normal breeding.

[0182] Skill 2 is determined to be Skill SX3, a newly acquired skill for the generated character "X". This was determined by lottery from a second group of candidate skills associated with the generated character "X" (candidate skills "X1", "X2", "X3", ...).

[0183] Furthermore, in area G601, the base value and accumulated value of each ability parameter are clearly displayed, such as "Attack Power 1500 (+25)". An example of how these added values ​​are determined based on the accumulated values ​​of material characters "A" and "B" is explained with reference to Figure 10. However, for example, in order to determine the ability parameters in recipe synthesis more favorably than in normal synthesis, the coefficient for calculating the added value mentioned above may be made larger than in normal synthesis.

[0184] Furthermore, steps S402 to S406 described above are not limited to being executed in this order; they may be executed in a different order or in parallel.

[0185] (Recipe composition based on recipe selection) In the above-described embodiment, an example was explained in which recipe synthesis is performed when a combination of multiple material characters selected by the user matches a combination of owned recipes, and normal synthesis is performed when there is no match. However, the embodiment is not limited to this, and recipe synthesis may be performed based on owned recipes selected by the user.

[0186] Figure 23 shows an example of a game screen for selecting owned recipes. As shown in Figure 23, example screen G7 may be displayed, for example, by operating the operator G107 for displaying the recipe list in example screen G1, etc. Example screen G7 includes an area G701 where the list of owned recipes is displayed. Area G701 includes areas G702x, G702y, and G702z, which represent each owned recipe, and area G702q, which represents unowned recipes. Area G702x shows an overview of the generated character "X" included in the owned recipe corresponding to that area, and includes the name "Character X" and level "3". The number "2" inside the circle in the upper left corner of area 702x indicates the rank of generated character "X". Areas G702y and G702z, which represent other owned recipes, are explained similarly. If the number of owned recipes is greater than the number that can be displayed simultaneously in area G701, area G701 may be scrollable and page switching may be possible.

[0187] Here, area G702z is grayed out. This indicates that the user does not possess any of the material characters included in the owned recipes corresponding to that area. In other words, it indicates that recipe synthesis using that owned recipe is not possible with the current character possessions. In contrast, areas G702x and G702y are not grayed out. This indicates that the user possesses all of the multiple material characters included in the owned recipes corresponding to those areas. In other words, it indicates that recipe synthesis using that owned recipe is possible. However, the display method that makes it possible to identify whether or not recipe synthesis is possible is not limited to graying out or not; other display methods may also be used. This allows the user to understand whether or not recipe synthesis is possible with the characters currently possessed for each owned recipe.

[0188] Furthermore, area G702x is filled with a dot pattern. This indicates that the owned recipe corresponding to that area is currently selected. However, the display method that makes it possible to identify the selected owned recipe is not limited to this, and other display methods may also be used.

[0189] Furthermore, area G702q indicates unowned recipes. For example, if there are six recipes that can be owned in the game, and three of them are unowned, three instances of area G702q may be displayed. This allows the user to recognize the number of unowned recipes. Also, area G702q does not contain any information about unowned recipes. Therefore, while the user can recognize that there are unowned recipes, they cannot know about the material characters and generating characters while they are unowned. This increases the expectation that the user will acquire the recipes in the future.

[0190] Furthermore, example screen G7 includes operators G703 and G704 that accept operations on the list display in area G701. Operator G703 accepts an operation to instruct the sorting of owned recipes in area G701. When an operation is accepted for operator G703, a screen (not shown) is displayed to specify the sorting order, such as the order (ascending or descending) based on the acquisition date and time, the name of the generated character, attributes, rank, and whether or not the recipe can be combined, and the owned recipes sorted according to the specified order are displayed in area G701. Operator G704 accepts an operation to instruct the filtering of owned recipes in area G701. When an operation is accepted for operator G704, a screen (not shown) is displayed to specify filtering conditions, such as the name of the generated character, attributes, rank, and whether or not the recipe can be combined, and the owned recipes filtered according to the specified filtering conditions are displayed in area G701.

[0191] Furthermore, screen example G7 includes area G705. Area G705 is the area where the details of the currently selected owned recipe are displayed. Area G705 includes information indicating the recipe level "3", material characters "A" and "B", and the generated character "X". Note that material characters not owned in area G705 may be displayed in a way that makes it clear that they are not owned (e.g., grayed out). Also, if at least one of the material characters is not owned, the generated character in area G705 may also be displayed in a way that makes it clear that it cannot yet be generated (e.g., grayed out). This allows the user to know whether or not they own the material characters included in the owned recipe.

[0192] Furthermore, screen example G7 includes an operator G706 for instructing recipe synthesis based on the selected owned recipe. Operator G706 may be disabled when an unexecutable owned recipe is selected, and enabled when an executable owned recipe is selected. When an operation on the enabled operator G706 is received, recipe synthesis is executed based on the selected owned recipe. In other words, by selecting an executable owned recipe and operating operator G706, the owned character that is a material character included in that owned recipe is indirectly selected and instructed to synthesize the recipe. The detailed flow of recipe synthesis is explained with reference to Figure 21. Furthermore, a screen example of a character generated by recipe synthesis is explained with reference to Figure 22.

[0193] (Normal blending and recipe blending modes) In the above-described embodiment, an example was explained in which recipe synthesis is performed when a combination of multiple material characters selected by the user matches a combination of owned recipes, and normal synthesis is performed when there is no match. However, the system is not limited to this, and it may be possible to switch between a mode for normal synthesis and a mode for character synthesis. For example, if screen example G1 is displayed in normal synthesis mode, normal synthesis may be performed even if the selected combination of multiple material characters matches a combination of owned recipes. In recipe synthesis mode, recipe synthesis may be performed by selecting an owned recipe from a recipe list, such as screen example G7. Alternatively, instead of providing modes, or in addition to them, the system may allow the user to choose whether to perform recipe synthesis or normal synthesis when the selected combination of material characters satisfies the requirements of an owned recipe.

[0194] (Multiple generated characters) The embodiments described above describe a configuration in which one character is generated through recipe synthesis. However, the invention is not limited to this configuration, and multiple characters may be generated through recipe synthesis. In other words, there may be recipes that include multiple characters. Furthermore, when performing recipe synthesis using such a recipe, all of the multiple characters may be given to the user, or only some of the characters may be given to the user. When some of the characters are given to the user, methods for identifying which characters to give to the user include, for example, drawing lots or designation by the user.

[0195] (Lottery in recipe formulation) The above-mentioned method of assigning some of the generated characters to the user through a lottery in recipe synthesis will now be described in detail. In this case, it is preferable that the lottery in recipe synthesis be set so that the probability of winning a high-value character is higher than the lottery in normal synthesis. Furthermore, it is preferable that the number of characters included in the candidate group of generated characters in recipe synthesis (in other words, the number of multiple generated characters included in the recipe) is less than the number of characters included in the candidate group of generated characters in normal synthesis. For example, the candidate group of generated characters in recipe synthesis may include 3 characters, while the candidate group of generated characters in normal synthesis may include 300 characters. This gives the user the advantage that it is easier to anticipate the generated characters in recipe synthesis than in normal synthesis.

[0196] (Ingredients included in the recipe) In the embodiment described above, an example was explained in which the recipe included multiple material characters. However, the recipe is not limited to this, and may include material conditions that specify the conditions of the material characters instead of material characters. For example, the material conditions may be conditions that specify the attributes of the material characters. For example, if the recipe includes "Race GA" and "Race GB" as material conditions, recipe synthesis may be possible by consuming "a character of Race GA" and "a character of Race GB" as material characters. This broadens the range of characters that can be used as material characters, making recipe synthesis relatively easy.

[0197] (Buying and selling characters) In the embodiments described above, characters may be tradable between users. Trading may include trades, buying and selling, etc. This makes it easier for users to collect material characters necessary for character synthesis. Characters that can be traded between users may include generated characters granted to users through character synthesis. Furthermore, characters that can be traded between users may include characters with NFTs associated with them. In addition, NFTs may be associated with characters that do not have NFTs associated with them when they are traded between users. Associating NFTs with characters can deter the trading of illegally duplicated characters. Furthermore, since users can trade with other users who do not play the game that uses the character, they can collect material characters from a wider range of users.

[0198] [Note] Based on the above description, the present invention can be understood as follows, for example. For the sake of ease of understanding the present invention, reference numerals in the attached drawings are conveniently added in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.

[0199] The game system (1) according to embodiment A1 includes a blending processing unit (111) that performs a blending process in which the user consumes a plurality of first game media specified by the user from among the game media owned by the user and gives the user a second game media specified from among the plurality of game media. The blending process includes a first blending process and a second blending process. The first blending process is a process in which the user specifies the second game media by lottery from among the plurality of game media and gives the specified second game media to the user. The second blending process is performed on the condition that the user possesses a blending permission game media that enables the execution of the second blending process. The blending permission game media is associated with a predetermined combination of a plurality of first game media and a predetermined second game media. The blending permission game media consumes the predetermined plurality of first game media associated with the blending permission game media and gives the user the second game media associated with the blending permission game media. According to the above configuration, in a game system that gives a user another game media by consuming game media such as material characters, the entertainment value is further improved by increasing the variations in specifying the other game media.

[0200] In the game system (1) relating to embodiment A2, when the second blending process is executed in embodiment A1, the blending permission game medium is not consumed. According to the above configuration, in the embodiment where the medium is not consumed, the second blending process can be executed again by acquiring the corresponding first game medium, thus improving the satisfaction given to the user.

[0201] The game system (1) according to embodiment A3 is such that, in embodiment A1 or A2, the candidate for the second game medium identified by the first compounding process does not include the game medium that is a candidate for the second game medium identified by the second compounding process. With the above configuration, the second compounding process has the potential to obtain a game medium that cannot be obtained in the first compounding process, thus improving the attractiveness of the second compounding process.

[0202] The game system (1) according to embodiment A4 further includes a parameter modification processing unit (112) that, in any one of embodiments A1 to A3, associates a second game medium determination parameter used to determine the parameter associated with the second game medium with the compounding permission game medium, and performs a process to modify the second game medium determination parameter so that the parameter associated with the second game medium is determined in a way that is advantageous to the progress of the game when predetermined conditions are met. With the above configuration, in addition to being able to obtain the compounding permission game medium and perform the second compounding process, an effect that is advantageous to the progress of the game can also be obtained by further meeting the predetermined conditions, thus further improving the enjoyment of the game.

[0203] The game system (1) according to embodiment A5, in embodiment A4, is that the predetermined condition is that the user further acquires a game medium for which the combination of the predetermined number of first game media associated with the game medium for which the user possesses the game medium for which the game medium for which the game medium is possessed and the predetermined second game media are the same. According to the above configuration, in an embodiment in which the game medium for which the game medium for which the game medium is possessed is not consumed when the second game process is executed, the game medium for which the game medium is possessed can be effectively utilized when the user acquires the same recipe multiple times.

[0204] The game system (1) according to embodiment A6 includes a warning processing unit (117) that, in any one of embodiments A1 to A5, when a first game medium identified by the user as the first game medium for executing the first compounding process is a first game medium that can be used in the second compounding process, outputs a warning before executing the first compounding process, indicating that the first game medium is a first game medium that can be used in the second compounding process. With the above configuration, it is possible to prevent the user from mistakenly using a first game medium that can be used in the second compounding process for the first compounding process.

[0205] The game system (1) according to embodiment A7 further includes a list display control unit (113) that displays a list of owned game media for receiving the selection of a first game media to be used in the blending process in any one of embodiments A1 to A6, and further includes an identification display control unit (114) that, in response to receiving an operation from the user to identify some of the owned game media from the list of owned game media displayed by the list display control unit (113) as the first game media, displays the remaining first game media associated with the blending permission game media to which the said first game media are associated in a way that distinguishes them from other owned game media. With the above configuration, the user can easily recognize the first game media that can be used in the second blending process together with the first game media currently identified.

[0206] The method (S1) relating to embodiment A8 is a method executed by one or more computers, which includes the steps (S116, S118) of the one or more computers consuming a plurality of first game media specified by the user from among the game media owned by the user and granting the user a second game media specified from among the plurality of game media, wherein the combination process includes a first combination process (S116) and a second combination process (S118), and the first combination process (S116) is performed by drawing the second game media from among the plurality of game media by lottery The process involves identifying a second game medium and providing the identified second game medium to the user. The second compounding process (S118) is performed on the condition that the user possesses a compounding-permitted game medium that enables the execution of the second compounding process. The compounding-permitted game medium is associated with a predetermined combination of a plurality of first game mediums and a predetermined second game medium. The process involves consuming the predetermined plurality of first game mediums associated with the compounding-permitted game medium and providing the user with the second game medium associated with the compounding-permitted game medium. The above configuration produces the same effect as embodiment A1.

[0207] The program according to embodiment A9 causes one or more computers to execute a combination process (S116, S118) which consumes a plurality of first game media identified by the user from among the game media owned by the user and grants the user a second game media identified from among the plurality of game media. The combination process includes a first combination process (S116) and a second combination process (S118). The first combination process (S116) is a process that identifies the second game media by lottery from among the plurality of game media and grants the identified second game media to the user. The second combination process (S118) is executed on the condition that the user possesses a combination-permitted game media that enables the execution of the second combination process. The combination-permitted game media is associated with a predetermined combination of a plurality of first game media and a predetermined second game media. The second combination process consumes the predetermined plurality of first game media associated with the combination-permitted game media and grants the user the second game media associated with the combination-permitted game media. The above configuration produces the same effects as in embodiment A1.

[0208] The game system (1) according to embodiment B1 includes a blending processing unit (111) that consumes a plurality of first game media identified by the user from among the game media owned by the user and grants the user a second game media identified by lottery from among the plurality of game media. The first and second game media are associated with skills used to perform processes that have an advantageous effect on the progress of the game. The blending processing includes a process of associating inherited skills identified from a first candidate group, which is a group of candidate skills that includes skills associated with the plurality of first game media consumed in the lottery to identify the second game media, and non-inherited skills identified from a second candidate group, which is a group of candidate skills that includes skills associated with the second game media, with the second game media. According to the above configuration, a new technology can be provided for setting the skills of a game media when a new game media is obtained by blending a plurality of game media. Furthermore, by identifying non-inheritable skills from the skills associated with the second game medium before granting them to users, it becomes easier for game operators to maintain the appeal of each individual second game medium as they envision it, and to control the range of abilities they want the second game medium to possess.

[0209] In the game system (1) relating to embodiment B2, in embodiment B1, the blending process identifies the non-inherited skill by lottery from the second candidate group. With the above configuration, the user does not know which skill will be the non-inherited skill until the blending process is executed, thus increasing the enjoyment of executing the blending process.

[0210] In the game system (1) relating to embodiment B3, in embodiment B1 or B2, the inherited skill is selected by lottery from the first candidate group. With the above configuration, since it is unknown which skill from the first candidate group will be selected until the lottery is held, the user's enjoyment of the lottery is enhanced.

[0211] The game system (1) according to embodiment B4 further includes a skill deletion processing unit (115) that, in embodiment B3, executes a process to delete at least some of the skills included in the first candidate group in response to user instructions. With the above configuration, the probability of the desired skill being selected by lottery from the first candidate group increases, thus improving user satisfaction.

[0212] The game system (1) relating to embodiment B5 is such that in any one of embodiments B1 to B4, the inherited skill and the non-inherited skill are different skills. With the above configuration, since duplicate skills are not associated with the second game medium, user satisfaction is improved.

[0213] The method (S1) according to embodiment B6 is a method executed by one or more computers, which includes the step (steps S116, S118) of the one or more computers consuming a plurality of first game media identified by the user from among the game media owned by the user, and granting the user a second game media identified by lottery from among the plurality of game media, wherein the first game media and the second game media are associated with skills used to execute processes that have an effect advantageous to the progress of the game, and the combination process includes the process (S304, S306) of associating inherited skills identified from a first candidate group, which is a group of candidate skills including skills associated with the plurality of first game media consumed in the lottery to identify the second game media, and non-inherited skills identified from a second candidate group, which is a group of candidate skills including skills associated with the second game media, with the second game media. According to the above configuration, the same effect as embodiment B1 is achieved.

[0214] The program according to embodiment B7 causes one or more computers to perform a blending process in which a user consumes a plurality of first game media identified by the user from among the game media owned by the user, and a second game media identified by lottery from among the plurality of game media is given to the user. The first and second game media are associated with skills used to perform processes that have an effect advantageous to the progress of the game, and the blending process includes a process (S304, S306) to associate inherited skills identified from a first candidate group, which is a group of candidate skills that includes skills associated with the plurality of first game media consumed in the lottery to identify the second game media, and non-inherited skills identified from a second candidate group, which is a group of candidate skills that includes skills associated with the second game media, with the second game media. According to the above configuration, the same effect as embodiment B1 is achieved.

[0215] The game system (1) according to embodiment C1 includes a blending processing unit (111) that consumes a plurality of first game media identified by the user from among the game media owned by the user and grants the user a second game media identified from among the plurality of game media. Parameters are associated with the first and second game media, and a portion of the amount indicated by the parameter associated with the first game media is an accumulation parameter used when determining an addition parameter that is added as part of the amount indicated by the parameter associated with the second game media. The blending processing includes a process of determining the addition parameter to be associated with the second game media using the accumulation parameter associated with the first game media. With the above configuration, an addition parameter based on the accumulation parameter is associated with the second game media, which further enhances the motivation for the user to perform the blending processing.

[0216] The game system (1) according to embodiment C2 is configured such that, in embodiment C1, a plurality of types of parameters are associated with the first game medium and the second game medium, each of the plurality of types of parameters includes the accumulation parameter, and the blending process determines the addition parameter for each of the plurality of types. With the above configuration, the user does not know which skill the non-inherited skill will become until the blending process is executed, thus increasing the enjoyment of executing the blending process.

[0217] In the game system (1) according to embodiment C3, in embodiment C1 or C2, the blending process determines the addition parameter so that it falls within a predetermined threshold. With the above configuration, it is possible to suppress the disruption of the game balance due to the addition parameter becoming too large.

[0218] In the game system (1) according to embodiment C4, in embodiment C2, the blending process determines the additive parameters such that the sum of all the multiple types of parameters is within a predetermined threshold. With the above configuration, it is possible to suppress the disruption of the game balance due to the additive parameters becoming too large.

[0219] The game system (1) according to embodiment C5 includes, in any one of embodiments C1 to C4, a process for determining the addition parameter such that the addition parameter is equal to or greater than the highest value among the accumulation parameters associated with a plurality of first game media. According to the above configuration, the addition parameter is always higher than the maximum accumulation parameter, thereby improving user satisfaction with the combination process.

[0220] The game system (1) according to embodiment C6 further includes a display processing unit that performs a display process for displaying the parameters, including the accumulated parameters, in any one of embodiments C1 to C5, and the display processing includes a process for displaying the accumulated parameters in an identifiable manner. With the above configuration, since the accumulated parameters affect the parameters of the second game medium obtained in the blending process, displaying them in an identifiable manner provides the user with information to decide whether or not to perform the blending process using the game medium having the accumulated parameters.

[0221] The method (S1) according to embodiment C7 is a method executed by one or more computers, which includes the steps (S116, S118) of the one or more computers consuming a plurality of first game media identified by the user from among the game media owned by the user and granting the user a second game media identified from among the plurality of game media, wherein parameters are associated with the first game media and the second game media, and a portion of the amount indicated by the parameter associated with the first game media is an accumulation parameter used when determining an addition parameter that is added as part of the amount indicated by the parameter associated with the second game media, and the blending process includes the step (S308) of determining the addition parameter to be associated with the second game media using the accumulation parameter associated with the first game media. The above configuration produces the same effect as embodiment C1.

[0222] The program according to embodiment C8 causes one or more computers to perform a blending process (S116, S118) in which the one or more computers consume a plurality of first game media identified by the user from among the game media owned by the user and grant the user a second game media identified from among the plurality of game media. Parameters are associated with the first and second game media, and a portion of the amount indicated by the parameter associated with the first game media is an accumulation parameter used when determining an addition parameter that is added as part of the amount indicated by the parameter associated with the second game media. The blending process includes a process (S308) that uses the accumulation parameter associated with the first game media to determine the addition parameter to be associated with the second game media. According to the above configuration, the same effect as embodiment C1 is achieved.

[0223] [Examples of implementation using software] The functions of the game terminal 10 and game server 30 (hereinafter referred to as "devices") that constitute the game system 1 can be realized by programs that cause computers to function as the devices, and by programs that cause computers to function as each control block of the devices (in particular each part included in the control unit 110).

[0224] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., memory) as hardware for executing the program. By executing the program using this control device and storage device, the functions described in each of the embodiments are realized.

[0225] The above program may be recorded on one or more computer-readable recording media, not temporary ones. These recording media may or may not be provided by the above device. In the latter case, the program may be supplied to the above device via any wired or wireless transmission medium.

[0226] Furthermore, some or all of the functions of each of the above control blocks can also be realized by logic circuits. For example, an integrated circuit in which logic circuits functioning as each of the above control blocks are formed is also included in the scope of the present invention. In addition, it is also possible to realize the functions of each of the above control blocks by, for example, a quantum computer.

[0227] Furthermore, each process described in the above embodiments may be performed by AI (Artificial Intelligence). In this case, the AI ​​may operate on the control device described above, or it may operate on other devices (for example, an edge computer or a cloud server).

[0228] The present invention is not limited to the embodiments described above, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]

[0229] 1. Game System 10 gaming devices 30 game servers 11, 31 processors 12, 32 memory 13, 33 Communication Interfaces 14 Input devices 15 Display device Buses 19 and 39 110, 210 Control Unit 111 Formulation Processing Section 112 Parameter change processing unit 113 List Display Control Unit 114 Identification Display Control Unit 115 Skill Deletion Processing Unit 116 Display Processing Unit 117 Warning Processing Unit 130 Storage section

Claims

1. Includes a blending processing unit that consumes multiple first game media identified by the user from among the game media owned by the user, and grants the user a second game media identified by lottery from among the multiple game media, The first game medium and the second game medium are associated with skills used to execute processes that have an effect advantageous to the progress of the game. The aforementioned compounding process is In the lottery to identify the second game medium, the inherited skill is identified from the first candidate group, which is a group of skill candidates that includes skills associated with the plurality of first game mediums consumed. And, Non-inherited skills are identified from the second candidate group, which is a group of skills that include skills associated with the second game medium. This includes a process of associating the above-mentioned second game medium with the above-mentioned second game medium. The inherited skill is selected by lottery from the first candidate group, The system further includes a skill deletion processing unit that performs a process to delete at least some of the skills included in the first candidate group in response to user instructions. Game system.

2. The aforementioned blending process identifies the non-inherited skill by lottery from the second candidate group. The game system according to claim 1.

3. The inherited skill and the non-inherited skill are different skills. The game system according to claim 1.

4. A method performed by one or more computers, The aforementioned one or more computers The process includes the step of performing a blending process that consumes multiple first game media identified by the user from among the game media owned by the user, and grants the user a second game media identified by lottery from among the multiple game media, The first game medium and the second game medium are associated with skills used to execute processes that have an effect advantageous to the progress of the game. The aforementioned compounding process is In the lottery to identify the second game medium, the inherited skill is identified from the first candidate group, which is a group of skill candidates that includes skills associated with the plurality of first game mediums consumed. And, Non-inherited skills are identified from the second candidate group, which is a group of skills that include skills associated with the second game medium. This includes a process of associating the above-mentioned second game medium with the above-mentioned second game medium. The inherited skill is selected by lottery from the first candidate group, The process further includes the step of deleting at least some of the skills included in the first candidate group in response to user instructions. method.

5. On one or more computers, The process involves consuming multiple first game media identified by the user from among the game media the user possesses, and then performing a blending process to grant the user a second game media, which is randomly selected from among the multiple game media. The first game medium and the second game medium are associated with skills used to execute processes that have an effect advantageous to the progress of the game. The aforementioned compounding process is In the lottery to identify the second game medium, the inherited skill is identified from the first candidate group, which is a group of skill candidates that includes skills associated with the plurality of first game mediums consumed. And, Non-inherited skills are identified from the second candidate group, which is a group of skills that include skills associated with the second game medium. This includes a process of associating the above-mentioned second game medium with the above-mentioned second game medium. The inherited skill is selected by lottery from the first candidate group, To the one or more computers: The system further performs a step of deleting at least some of the skills included in the first candidate group in response to user instructions. program.