Program and game device

JP7918307B1Active Publication Date: 2026-09-09BANDAI CO LTD
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Patent Information

Application Number
JP2025057956
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-03-31
Publication Date
2026-09-09
Estimated Expiration
2045-03-31

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、興趣性の高いゲームを提供することができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game that is highly engaging for players. [Solution] The program causes the computer to function as an acquisition means for acquiring a first type of game element, a game execution means for executing a game consisting of multiple stories using the acquired first type of game element, and a review screen presentation means for presenting a review input screen when predetermined conditions are met that can be inferred to improve the player's enjoyment of the game.
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Description

Technical Field

[0001] The present invention relates to a program and a game device.

Background Art

[0002] In recent years, games executable on player terminals such as smartphones and game terminals that can access a server via a network have been provided (for example, Patent Document 1).

Prior Art Literature

Patent Literature

[0003]

Patent Document 1

Summary of the Invention

Problem to be Solved by the Invention

[0004] In such games, a technique for improving the player's motivation to access the game is desired, and this is important for improving the fun of the game for the user.

[0005] Accordingly, an object of the present invention is to provide a game program and a game device that improve the player's motivation to access the game.

Means for Solving the Problem

[0006] One aspect of the present invention is a program that causes a computer to function as: acquisition means for acquiring a first-type game element, game execution means for executing a game composed of a plurality of stories using the acquired first-type game element; and review screen presentation means for presenting a review input screen when a predetermined condition that can be inferred to improve the player's interest in the game is satisfied.

[0007] One aspect of the present invention is a game device comprising: acquisition means for acquiring a first type of game element; game execution means for executing a game consisting of multiple stories using the acquired first type of game element; and review screen presentation means for presenting a review input screen when predetermined conditions are met that can be inferred to improve the player's enjoyment of the game. [Effects of the Invention]

[0008] According to the present invention, it is possible to provide a highly entertaining game. [Brief explanation of the drawing]

[0009] [Figure 1] Figure 1 shows an example of a card in which a character has been transformed. [Figure 2] Figure 2 shows an example of a stone. [Figure 3] Figure 3 is a diagram illustrating the flow of a story. [Figure 4] Figure 4 shows an example of the overall configuration of the game system in this embodiment. [Figure 5] Figure 5 shows an example of the device configuration of a notebook computer, which is an example of a player terminal 1. [Figure 6] Figure 6 is a block diagram showing an example of the functional configuration of player terminal 1. [Figure 7] Figure 7 shows an example of the player information database D1. [Figure 8] Figure 8 shows an example of the game element information database D2. [Figure 9] Figure 9 shows an example of the owned card / stone information database D3. [Figure 10] Figure 10 shows an example of deck database D4. [Figure 11] Figure 11 onwards is a diagram illustrating deck composition. [Figure 12] Figure 12 shows an example of a district selection screen. [Figure 13]FIG. 13 is an example of a support character selection screen. [Figure 14] FIG. 14 is a diagram showing an example of a stone selection screen. [Figure 15] FIG. 15 is an example of an action part home screen 61. [Figure 16] FIG. 16 is a diagram showing an example of transformation effect 1. [Figure 17] FIG. 17 is a diagram showing an example of transformation effect 2. [Figure 18] FIG. 18 is a diagram showing an example of a battle screen. [Figure 19] FIG. 19 is a diagram showing an example of a battle screen. [Figure 20] FIG. 20 is a diagram showing an example of a battle start screen. [Figure 21] FIG. 21 is a diagram showing an example of ending episode 1. [Figure 22] FIG. 22 is a diagram showing an example of ending episode 2. [Figure 23] FIG. 23 is an example of a result screen. [Figure 24] FIG. 24 is a block diagram showing an example of the functional configuration of the game server 2. [Figure 25] FIG. 25 is an operation flowchart of action part execution processing executed by the action part execution control unit 104. [Figure 26] FIG. 26 is an operation flowchart of transformation part execution processing executed by the transformation part execution control unit 105. [Figure 27] FIG. 27 is an operation flowchart of battle part execution processing executed by the battle part execution control unit 106. [Figure 28] FIG. 28 is an operation flowchart of ending part execution processing executed by the ending part execution control unit 107. [Figure 29] FIG. 29 is an operation flowchart of result part execution processing executed by the result part execution control unit 108. [Figure 30] FIG. 30 is an example of a game top home screen 60. [Figure 31]Figure 31 shows an example of a store screen. [Figure 32] Figure 32 shows an example of the provided card information database D10. [Figure 33] Figure 33 shows an example of the player's held currency information database D11. [Figure 34] Figure 34 is a flowchart of the card issuance process. [Figure 35] Figure 35 is a diagram illustrating the transitions between store purchase screens. [Figure 36] Figure 36 is a diagram illustrating the transitions of the store screen displayed on player terminal 1 during card purchase. [Figure 37] Figure 37 is a flowchart of the process for updating the accumulated number of services provided. [Figure 38] Figure 38 shows an example of a review guidance screen. [Figure 39] Figure 39 is a flowchart of the review input process. [Modes for carrying out the invention]

[0010] <Game Overview> To facilitate understanding of the game system in this embodiment, an overview of the game applied to this embodiment will be described.

[0011] First, let me explain the game elements that appear in this game.

[0012] This game features two types of game elements: Type 1 and Type 2.

[0013] The first type of game element is a character (person, etc.), which is represented as an image, a virtual or tangible object, etc. An object, for example, is a virtual or tangible card.

[0014] There are three types of characters: the first character, the second character, and the third character. The first character is the main character who is the protagonist of the game. The second character is a sub-character who forms a group with the main character. The third character is a character that can be added using the friend function, which will be explained later. The player selects their desired first, second, and third characters to form a group (deck).

[0015] The first, second, and third characters each possess multiple stats. These stats include parameters such as the character's attributes, attribute values, support effect values, the character's affinity with the player (referred to as affinity), and the character's skills (abilities).

[0016] Character levels increase as the game progresses. Character attributes are characteristics that represent the character, such as colors like red, blue, yellow, and green, or personalities like cheerful or cool. In this embodiment, character attributes are colors, and characters are associated with two of the four colors: red, blue, yellow, and green. That is, characters have two attributes. Hereafter, the two attributes that a character possesses will be referred to as the first attribute and the second attribute. Character attribute values ​​are parameters that indicate the degree of an attribute. Characters have attribute values ​​for four attributes (red, blue, yellow, and green). Each attribute value changes by performing the actions described later. Character support effect values ​​are ability values ​​that a character exhibits when they are the second character, and as described later, they are ability values ​​that support the actions chosen by the player, and the higher the ability value, the more advantageous the game progresses. Character intimacy is the intimacy between the player and the character, and it increases by selecting special actions described later. As intimacy levels increase, the characters' expressions of affection towards the player change, and they provide more information to the player, resulting in a better relationship between the player and the characters. Furthermore, it allows for a more advantageous progression in battles, as described later. Character skills are activated when certain conditions are met, and they provide effects that give an advantage in the game.

[0017] Figure 1 shows an example of a card in which a character has been transformed. In Figure 1, card X1 is an example of a character card with the attributes "red" and "blue" and a level of 50, and card X2 is an example of a character card with the attributes "yellow" and "green" and a level of 50.

[0018] The second type of game element consists of items that players collect and that influence battles and other aspects of the game. In this embodiment, these items are called "stones." The second type of game element (stone) has multiple status information. The types of status information include attributes, which are characteristics that represent the character, their attribute values, rank, skills, and other parameters.

[0019] A stone's attribute is one of the attributes that represent a character's defining characteristic. Specifically, it will have one of four colors: red, blue, yellow, or green. The stone's attribute value is a parameter indicating the degree of that attribute. Stones have attribute values ​​for all four attributes (red, blue, yellow, and green). The stone's rank indicates its strength. The stone's skills are those that provide advantages to actions described later.

[0020] Figure 2 shows an example of a stone. In Figure 2, Stone Y1 is an example of a stone with the attribute "Red" and rank "SS", and Stone Y2 is an example of a stone with the attribute "Blue" and rank "SS". The character image for the stone is preferably an image of the transformed form of a character with similar status information.

[0021] Next, the game flow in this embodiment will be explained. The game consists of at least one story, and the story progresses in a predetermined order. Figure 3 is a diagram illustrating the flow of one story.

[0022] The story includes Deck Building Part 10, Episode 11, Action Part 12, Transformation Part 13, Battle Part 14, Ending Part 15, and Results Part 16.

[0023] Deck Building Part 10 is the part where you build a deck using the cards and stones you own. When building your deck, you will select three character slots from your owned cards: a card for your main character (1st character), a card for your sub-character (2nd character), and a card for your 3rd character (using the friend function described later). You can select up to one card for your 1st character, up to two cards for your 2nd character, and up to one card for your 3rd character. However, you must select one card for your main character (1st character). You can also include up to four stones from your owned stones in your deck. Furthermore, you can add one stone as a spare.

[0024] Episode 11 is a section where character storylines are displayed, and it is not a section that the player can interact with. Episode 11 is inserted between sections at appropriate times.

[0025] Action Part 12 is the main part of the game and is controlled by the player. Action Part 12 consists of multiple turns 20. The number of turns 20 in a single Action Part 12 is predetermined. For example, one Action Part 12 consists of 6 turns. The player can choose one action for each turn 20. The types of actions are district investigation 21, accepting a request 22, and resting 23.

[0026] District Investigation 21 is an action in which you select one spot from the spots scattered throughout the district chosen at the start of the story (game) and investigate the selected spot. Each spot has one of the following attributes. Upon completion of the spot investigation, the parameters of the characters in your deck will increase and investigation points will be awarded according to the results of District Investigation 21. District Investigation 21 has two possible outcomes: success or failure. If the investigation is successful, the parameters of the characters in your deck will increase and investigation points will be awarded. In particular, the rate of increase in attribute values ​​will be higher for characters whose attributes match the attributes of the spot. The awarded investigation points are the points needed to complete action parts and will accumulate.

[0027] District Survey 21 is conducted by consuming action points, a parameter that increases the success rate of District Survey 21 and Request Acceptance 22. The maximum value of action points, a parameter that increases the success rate, is allocated at the start of Action Part 12.

[0028] In Request Acceptance 22, you select a designated request (mission) from the game management and, upon completion, the parameters of the characters in your deck increase and investigation points are awarded and accumulated. In particular, completing the action part awards a large amount of investigation points. Request Acceptance 22 missions have success or failure outcomes. If the mission result is successful, the parameters of the characters in your deck increase and investigation points are awarded. Request Acceptance 22 is performed by consuming action points, which are a parameter that increases the success rate.

[0029] Rest 23 is an action that restores action points, a parameter that increases the success rate. By choosing the action of Rest 23, the success rate of the district survey increases.

[0030] Every 20 turns, you can choose one of the following actions: district survey 21, request acceptance 22, or rest 23. Once you complete the chosen action and your accumulated survey points exceed a predetermined value, you can complete action part 12.

[0031] Once the accumulated investigation points exceed a predetermined value and Action Part 12 is completed, the game proceeds to Transformation Part 13. Transformation Part 13 is the part where the transformation of the main character, the first character, is performed. The first character's transformation is from their normal appearance during Action Part 12 to their battle appearance. Furthermore, the transformation animation for the first character will vary depending on the character's attribute values ​​and other factors that changed during Action Part 12.

[0032] Battle Part 14 is a part where the first character, after transforming from the first type of game element, battles against a non-player character provided by the game operators. In battle games, the winner is determined by parameters such as the attribute values ​​of the stones in the deck and the intimacy level of the characters.

[0033] Ending Part 15 is a cutscene that precedes the game's results screen. The cutscene in Ending Part 15 will vary depending on the character's attribute values ​​and other factors that have changed as a result of Action Part 12.

[0034] Once Ending Part 15 is complete, the results screen will display details of the character's parameters that have changed as a result of completing Action Part 12 and Battle Part 14, as well as details of the stones that have been awarded.

[0035] As described above, one of the features of the game of this embodiment is that various second-type game elements are discovered using first-type game elements, and the discovered second-type game elements have a significant impact on the battle using the first-type game.

[0036] Another feature is that the subsequent transformation part 13 and ending episode 15 are presented differently depending on the outcome of action part 12, which uses the first type of game element.

[0037] Next, the configuration of this embodiment will be described.

[0038] <Overall Structure> Figure 4 shows an example of the overall configuration of the game system in this embodiment. As shown in Figure 4, the game system is configured to include a player terminal 1, which is provided for each of the game's players A and B, and a game server 2. The player terminal 1 and the game server 2 can connect to a communication line N and communicate with each other.

[0039] Communication line N refers to a communication path capable of data communication. In other words, communication line N includes not only dedicated lines (dedicated cables) for direct connection and LANs using Ethernet (registered trademark), but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method can be wired or wireless.

[0040] Player terminal 1 is a computer capable of executing game programs, and can connect to a communication line N via a wireless communication base station or the like, and communicate data with the game server 2. Examples of player terminal 1 include personal computers, smartphones, mobile phones, portable game consoles, home consoles, arcade game consoles, tablet computers, and controllers for home consoles. Basically, there are multiple player terminals 1, each operated by a different player.

[0041] Game Server 2 is a server system comprising one or more server devices, storage devices, etc. Game Server 2 provides various services for operating the game of this embodiment, and can manage data necessary for game operation, and distribute game programs and data necessary for running the game on Player Terminal 1.

[0042] Figure 5 shows an example of the device configuration of a notebook computer, which is an example of a player terminal 1. As shown in Figure 5, the player terminal 1 comprises a display 11 and a keyboard 12, which is an operating means. The player terminal 1 is also equipped with a control board, a built-in battery, a power button, volume control buttons, a speaker, etc., which are not shown.

[0043] The control board is equipped with various microprocessors such as CPUs, GPUs, and DSPs, ASICs, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with mobile phone base stations. The control board also includes so-called I / F circuits (interface circuits), such as the driver circuit for the touch operation panel 12. Each of these elements mounted on the control board is electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception.

[0044] Next, we will explain the configuration of each device.

[0045] <Configuration of Player Terminal 1> Figure 6 is a block diagram showing an example of the functional configuration of player terminal 1.

[0046] As shown in Figure 6, terminal 1 includes a display unit 51, an operation input unit 52, an audio output unit 53, a communication unit 54, a storage unit 55, and a processing unit 56.

[0047] The display unit 51 displays various game screens based on the input image signal. The functions of the display unit 51 can be realized by display devices such as a flat panel display such as an LCD, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer in Figure 5, the display unit 51 corresponds to display 3.

[0048] The input unit 52 is for the player to input various game-related operations and outputs an input signal to the processing unit 56 in accordance with the input. The functions of the input unit 52 can be realized not only by elements that the player directly operates with their fingers, such as a keyboard, mouse, touch pad, home button, button switch, joystick, and trackball, but also by elements that detect movement and posture, such as an accelerometer, angular velocity sensor, tilt sensor, and geomagnetic sensor. In the example of the personal computer in Figure 5, the input unit 52 corresponds to the keyboard 4.

[0049] The sound output unit 53 is for outputting sound effects and the like related to the game based on the input sound signal.

[0050] The communication unit 54 connects to the communication line N to enable communication. The functions of the communication unit 54 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc.

[0051] The storage unit 55 pre-stores programs for operating the player terminal 1 and realizing various functions of the player terminal 1, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. The storage unit 55 can be implemented, for example, by a solid-state drive using IC memory such as RAM, ROM, or flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.

[0052] The memory unit 55 stores the system program and the game program. The system program is a program that realizes the basic functions of the player terminal 1 as a computer. The game program is a program that enables the processing unit 56 to perform the functions described later. This program is delivered from the game server 2 or other application distribution server, etc., once the player has completed account registration. The memory unit 55 also stores the database necessary to run the game. In this embodiment, the memory unit 55 stores the player information database D1, the card information database D2, the owned card / stone information database D3, and the deck database D4.

[0053] The player information database D1 is a database that stores various information about a player. Figure 7 shows an example of the player information database D1. The player information database D1 includes a player ID field, a player name field, a level field, a owned card ID field, an owned stone ID field, a set deck field, a story information field, and a last updated date and time field, and each piece of information is stored in association with each other.

[0054] The Player ID field is where identification information for the player is recorded. The Player Name field is where, for example, the player's nickname is recorded. The Level field is where the player's level, achieved through the accumulation of experience points, is recorded. The Owned Card ID field is where the card identification information (card ID) of the cards the player owns is recorded. The Owned Stone ID field is where the card identification information (card ID) of the stones the player owns is recorded. The Current Deck field is where the Deck ID of the currently set deck is recorded. The Story Information field is where story progress information is recorded. The Last Updated Date and Time field is where the last updated date and time of the Game Element Information Database D2 is recorded.

[0055] The Game Element Information Database D2 is a database that stores information about game elements that appear or are used in the game. Figure 8 shows an example of the Game Element Information Database D2. The Card Information Database D2 includes a field for Card ID, a field for Character Name, a field for Character Information, a field for Basic Character Image, a field for Transformed Character Image, a field for Transformation Animation, a field for Ending Episode, and a field for Last Updated Date and Time.

[0056] The Card ID field is where the identification information (Game Card ID) that identifies the card is recorded. The Character Information field is where the character information (for example, initial status information) of the character that the character embodies is recorded. The Basic Character Image field is where the image of the character's normal appearance during the action part is recorded. The Transformed Character Image field is where the image of the character's transformed appearance during the battle part is recorded. The Transformation Animation field is where Transformation Animation 1 to Transformation Animation 3 are recorded. The Ending Episode field is where Ending Episode 1 to Ending Episode 3 are recorded. The Last Updated Date and Time field is where the last updated date and time of the Game Element Information Database D2 is recorded.

[0057] The owned card and stone information database D3 is a database of cards and stones owned by a player. Figure 9 shows an example of the owned card and stone information database D3. The owned card and stone information database D3 includes a field for the ID of the owned card or stone and a field for its status information. The status information field contains status information such as the card or stone's attributes, attribute values, rank, and level.

[0058] The Deck Database D4 is a database that records the contents of decks assembled by players. Figure 10 shows an example of the Deck Database D4. The Deck Database D4 includes a field for the Deck ID, a field for the Card ID of the 1st character, a field for the Card ID of the 2nd character, a field for the Card ID of the 3rd character, a field for the Card ID of the 4th character, and a field for the Stone ID of the Stones.

[0059] The Deck ID field is where the deck ID that identifies the deck is entered. The fields for the first character's card ID, the second character's card ID, the third character's card ID, and the fourth character's card ID are where the card IDs of the main first character, the second and third characters (who are sub-characters), and the fourth character (who is rented from a friend) are entered. The Stone ID field is where the stone IDs and sub-stone IDs of the stones included in the deck are entered.

[0060] These databases can be downloaded sequentially from game server 2 as characters used in the game are added or changed.

[0061] The processing unit 56 comprehensively controls the operation of terminal 1 based on programs and data stored in the memory unit 55, various input signals from the operation input unit 52, etc. The functions of the processing unit 56 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The main functional units of this processing unit 56 include a player information management unit 101, a game execution control unit 102, a deck formation unit 103, an action part execution control unit 104, a transformation part execution control unit 105, a battle part execution control unit 106, an ending episode execution control unit 107, a result part execution control unit 108, and a store presentation control unit 109.

[0062] The player information management unit 101 manages player information using the player information database D1. When there are updates to this information, the player information management unit 101 updates the player information database D1 and records the update date.

[0063] The game execution control unit 102 controls and manages the overall progress of the game. For example, the game execution control unit 102 displays menu screens such as the home screen and executes the process selected by the player. Figure 30 is an example of the game's top home screen 60. The top home screen 60 includes story buttons that transition to various story (action parts) of the game, and a store button that transitions to the store.

[0064] The game execution control unit 102 determines whether to overlay and display the review guidance screen 62 on the top home screen 60 when transitioning from another screen. The determination of whether or not to display it is made as follows: This is the first time you see the top home screen (60) after obtaining a card of a specified rarity (a high rarity card). • Within a specified time after obtaining a card of a specified rarity (high rarity). • This is the first top home screen displayed after completing the predetermined storyline. • The story has been completed up to a certain point (the story is nearing its end). The question is whether the timing of the game's progression is such that the player's understanding of the game deepens and the game's enjoyment is expected to improve. If the game execution control unit 102 determines that it is appropriate to display the information, it pauses the game execution and displays the review guidance screen 62 superimposed on the top home screen 60.

[0065] Figure 38 shows an example of a review guidance screen 62. The review guidance screen 62 displays at least the following: request information 620 that asks users to write a review at the game store where the game can be obtained; a "support button 621" to select if the user intends to write a review; a "don't support button 622" to select if the user does not intend to write a review; and a button to return to the game, i.e., a hide button 623 to hide the review guidance screen 62. The "Support" button 621 is a button that players select when writing a review. The "Support" button 621 could be replaced with any other button that expresses a positive stance towards the game. It is preferable that the "Support" button 621 be displayed in a larger size than other buttons to improve visibility and usability. The "Don't Support" button 622 is a button that players select when they do not want to write a review. The "Don't Support" button 622 could be replaced with any other button that expresses a negative stance towards the game. Furthermore, it is preferable that the game execution control unit 102, when the "Don't Support" button 622 is selected, prevents the review guidance screen 62 from being displayed, even if the conditions are met. The hide button 623 is used to return to the game. When the hide button 623 is selected, the overlay of the review guidance screen 62 is terminated and the paused game is resumed.

[0066] The deck building section 103 is the section where you build a deck from the cards and stones you possess. Figures 11 onwards are diagrams illustrating deck building.

[0067] The deck building unit 103 displays the deck building screen. Figure 11 shows the screen for selecting the first character, which will be the main character. Each character belongs to one of the teams based on their attributes, etc., and by selecting a team, the cards X of the characters belonging to that team are displayed.

[0068] When the player selects the first character, who will be the main character, the deck building unit 103 displays a district selection screen to select the district to which the deck will be responsible. Figure 12 shows an example of the district selection screen. Each district is associated with two first and second attributes, and selecting the same attribute as the main character is advantageous for increasing various parameters.

[0069] Once the district selection is complete, the deck building unit 103 displays a support character selection screen where the player can select a second character card (which will be a sub-character) and a third character card using the friend function. Figure 13 shows an example of the support character selection screen. The friend function allows the player to select characters owned by other players.

[0070] Finally, the deck building unit 103 displays a stone selection screen where the player selects a stone. Figure 14 shows an example of the stone selection screen. The player selects the desired stone from the stones they possess. Once a stone is selected, the deck building unit 103 writes the contents of the newly formed deck to the deck database D4 and finishes deck building.

[0071] The action part execution control unit 104 controls and executes the action parts within the story. An action part 12 consists of multiple turns 20. The number of turns 20 in a single action part 12 is predetermined, for example, 6 turns. The player can select one action for each turn 20. The types of actions are district investigation 21, request acceptance 22, and rest 23.

[0072] When the story button on the top home screen 60 is selected, the action part execution control unit 104 starts the action part and displays the action part home screen 61, where the player can select an action. Figure 15 is an example of the action part home screen 61. The action part home screen 61 in Figure 15 displays selection buttons for district investigation 21, request acceptance 22, and rest 23, allowing the player to select one of these actions. The first character is also displayed on the action part home screen 61.

[0073] When District Investigation 21 is selected, the Action Part Execution Control Unit 104 presents spots scattered throughout the district selected at the start of the story (game) and develops an investigation story for one of the spots selected by the player. Spots have one of the attributes. By completing the investigation of a spot by consuming action points, the Action Part Execution Control Unit 104 increases the parameters of the characters in the deck and grants investigation points. The Action Part Execution Control Unit 104 accumulates the granted investigation points and displays them as investigation points 24 on the Action Part Home Screen 61. Note that since the purpose of District Investigation 21 is to increase the parameters such as attribute values ​​of the characters that make up the deck, especially the first character, the rate at which investigation points are granted is set lower than that of Request Acceptance 22. Also, the Action Part Home Screen 61 displays action points, which are the success rate parameter 25, and the Action Part Execution Control Unit 104 consumes these action points, which are the success rate parameter, to develop the investigation story. In order to increase the action points, which are the success rate parameter, it is necessary to take a rest 23.

[0074] When a request 22 is selected, the Action Part Execution Control Unit 104 presents the player with a prepared mission. Upon completion of the mission, the Action Part Execution Control Unit 104 increases the parameters of the characters in the deck and grants investigation points. The Action Part Execution Control Unit 104 accumulates the granted investigation points and displays them as accumulated points 24 on the Action Part Home screen 61. Since the purpose of request 22 is to accumulate investigation points to complete the Action Part, the rate of increase of parameters such as the attribute values ​​of the characters that make up the deck, especially the first character, is set low, and the rate of granting investigation points is set high. In addition, the Action Part Home screen 61 displays action points, which are the success rate parameter 25, and the Action Part Execution Control Unit 104 consumes action points, which are the success rate parameter, to execute the mission.

[0075] The action part execution control unit 104 executes a rest-time scene featuring the first character, such as a conversation story with the first character, when rest 23 is selected. Rest 23 increases the action points, which are the parameter 25 for the success rate of district investigation 21 and request acceptance 22, and also serves to increase intimacy with the first character. The action points recovered are determined by a lottery, i.e., a random function. The number of action points recovered may be 0.

[0076] The player selects one of the following actions in a single turn 20: district investigation 21, request acceptance 22, or rest 23, and completes the selected action. The action part execution control unit 104 records the turn or story completed by the player in the story information of the player information database D1. When the accumulated investigation points exceed a predetermined value, the action part execution control unit 104 completes action part 12 and notifies the transformation part execution control unit 105 of the completion of action part 12.

[0077] The transformation part execution control unit 105 executes the transformation part 13 after the completion of the action part 12. The transformation part 13 is the part that performs the transformation of the main character, the first character. The first character's transformation is from the first character's normal appearance during the action part 12 to their battle appearance. Furthermore, the transformation animation for the first character will differ depending on the character's attribute values ​​and other factors that have changed as a result of the action part 12.

[0078] The transformation part execution control unit 105 determines the first character in the deck, identifies the card ID of the first character, and identifies transformation animations 1 to 3 associated with that card ID from the card information database D2. Transformation animation 1 is selected when the attribute value of the first character's first attribute is greater than the attribute value of its second attribute. Transformation animation 2 is selected when the attribute value of the first character's first attribute is less than the attribute value of its second attribute. Transformation animation 3 is selected when the attribute values ​​of the first character's first attribute and second attribute are the same. Figure 16 shows an example of transformation animation 1, and Figure 17 shows an example of transformation animation 2. In the examples of Figures 16 and 17, the background differs depending on the magnitude of the attribute values ​​of the first character's first attribute and second attribute. Additionally, you may change the dialogue of the first character. Furthermore, a common feature of transformation sequences 1 through 3 is that the transformed appearance of the first character differs from the normal appearance of the first character displayed in action part 12; it is a stylized version of the first character. For example, the transformed character is smaller than the normal appearance of the first character.

[0079] After the transformation part 13 is completed, the battle part execution control unit 106 executes the battle part 14 between the character forming the deck and the non-player character. The outcome of the battle is determined by the magnitude of the combat power calculated from the parameters of the deck's stones and the intimacy level of the first character. The first character that appears on the battle screen is the first character transformed by the transformation part 13, and the background may differ depending on the magnitude of the attribute values ​​of the first character's first attribute and second attribute. Figures 18 and 19 show examples of battle screens.

[0080] When the battle part execution control unit 106 completes the battle part 14 (for example, when the battle is won), it records in the story information of the player information database D1 that the battle part 14 has been completed.

[0081] The battle part execution control unit 106 also has a skip function for battle part 14. The skip function allows players to skip battle part 14 again when they want to run a story again after completing all parts of that story. This skip function is necessary because action part 12 allows players to select different actions each turn and focuses on character development, so even after completing a story, there is value in running action part 12 of that story multiple times. However, battle parts focus on battles, and once a victory is achieved, there is little point in running them multiple times.

[0082] The battle part execution control unit 106 checks the story information in the player information database D1 before the battle part begins. If battle part 14 is completed, it displays a message indicating that it can be skipped on the battle start screen for battle part 14 and displays a battle skip button. Figure 20 shows an example of the battle start screen. If the battle skip button is selected, the battle part execution control unit 106 skips battle part 14 without executing it and notifies the ending part execution control unit 107 that battle part 14 is complete.

[0083] Regarding the difference between the time spent in Action Part 103 and the time spent in Battle Part 14, since Battle Part 104 is a simplified battle as mentioned above, Action Part 103 is longer.

[0084] The ending part execution control unit 107 presents an ending episode in the ending part 15 after the battle part 14 has finished. The ending episode differs depending on the relationship between the attribute values ​​of the first character's first attribute and the attribute values ​​of their second attribute.

[0085] The ending part execution control unit 107 determines the first character in the deck, identifies the card ID of the first character, and identifies ending episodes 1 to 3 associated with that card ID from the card information database D2. Ending episode 1 is the ending episode selected when the attribute value of the first character's first attribute is greater than the attribute value of the second attribute. Ending episode 2 is the ending episode selected when the attribute value of the first character's first attribute is less than the attribute value of the second attribute. Ending episode 3 is the ending episode selected when the attribute values ​​of the first character's first attribute and the attribute values ​​of the second attribute are the same. Figure 21 shows an example of ending episode 1, and Figure 22 shows an example of ending episode 2. In the examples of Figures 21 and 22, the dialogue, characters, background, etc. differ depending on the magnitude of the attribute values ​​of the first character's first attribute and second attribute.

[0086] The Result Part Execution Control Unit 108 determines the rank of the stone to be awarded and displays the results screen. The rank of the stone to be awarded is determined by converting each attribute value of the first character into evaluation points and summing up the evaluation points. The Result Part Execution Control Unit 108 then determines the rank of the stone based on the sum of the evaluation points. The Result Part Execution Control Unit 108 also determines the attribute of the stone to be awarded. The Result Part Execution Control Unit 108 determines the attribute based on the relationship between the attribute value of the first character's first attribute and the attribute value of the first character's second attribute. If the attribute value of the first attribute is greater than the attribute value of the second attribute, the Result Part Execution Control Unit 108 determines the attribute of the stone to be the first attribute. On the other hand, if the attribute value of the first attribute is less than the attribute value of the second attribute, the Result Part Execution Control Unit 108 determines the attribute of the stone to be the second attribute. If the attribute value of the first attribute and the attribute value of the second attribute are the same, either the first or second attribute will be selected by lottery.

[0087] The Result Part Execution Control Unit 108 displays the story result screen, which includes information such as the rank and attributes of the stones to be awarded. Figure 23 is an example of the result screen. In Figure 23, the attribute values ​​of the first character and information on the stones to be awarded are displayed.

[0088] When the store button on the top home screen 60 is selected, the store display control unit 109 requests the store screen from the server 2 and, based on the received store screen information, displays the store screen with the purchase button for the card to be traded available for selection. Figure 31 shows an example of a store screen. The store screen in Figure 31 includes a list of held currencies 90, card purchase buttons 91, 92 and 93, and a rarity confirmation gauge 94.

[0089] The "List of Held Currencies 90" displays a list of the currencies held by the player. Currency is the payment for cards, and in this embodiment, it includes card tickets, free currency, and paid currency. Card tickets and free currency are provided free of charge by the game operator. There are several types of card tickets, including regular card tickets that allow you to acquire one card, and consecutive card tickets that allow you to acquire 10 cards in a row. Free currency can be used in units of one and can be used to acquire cards, other items, etc. Paid currency can be acquired in exchange for money, and like free currency, can be used in units of one and can be used to acquire cards, other items, etc.

[0090] The card purchase button 91 is a button that allows you to acquire a card at a lower price than the normal card price, limited to once a day. However, only paid currency can be used. In this embodiment, 100 units of currency are required to acquire one card, but by selecting the once-a-day card purchase button 91, it is possible to acquire one card for 50 units of currency. Once the once-a-day card purchase button 91 is selected and the card exchange is completed, it cannot be used again until the next day. Note that one day is just an example; other periods such as three days or one week may also be used, as long as they are within the specified period.

[0091] The card purchase button 92 allows you to acquire one card by spending currency. The usable currencies are card tickets, free currency, and paid currency.

[0092] The card purchase button 93 allows you to acquire 10 cards by spending currency. You can use card tickets, free currency, or paid currency. The advantage of purchasing 10 cards consecutively is that, as explained later, the probability of acquiring high-rarity cards increases. For any card purchase using card purchase buttons 91, 92, or 93, the rarity of the card is determined by a lottery conducted by game device 1 or server 2, and a card of that rarity is awarded. The probability of winning a card of higher rarity is lower.

[0093] The rarity confirmation gauge 94 is a gauge that indicates the number of times a card has been provided to the player (the number of times the player has acquired a card), and the gauge increases by 1 each time a card is acquired. In this embodiment, by acquiring 100 cards, one card of high rarity is guaranteed to be given.

[0094] In this embodiment, the priority order of currencies consumed when purchasing cards is predetermined. In this embodiment, card tickets, free currency, and paid currency are consumed in that order.

[0095] When the "Support" button 621 is selected on the review guidance screen 62, the review display control unit 110 displays the review input screen 63. The review input screen 63 is displayed in a format that allows the user to input an evaluation of the game. The survey display control unit 110 sends the game evaluation entered on the review input screen 63 to the server 2.

[0096] <Game Server 2 Configuration> Figure 24 is a block diagram showing an example of the functional configuration of the game server 2. The game server 2 comprises a processing unit 70, a communication unit 71, and a storage unit 72.

[0097] The processing unit 70 comprehensively controls the operation of the game server 2 based on programs and data stored in the memory unit 72, received information, etc. The functions of the processing unit 70 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 70 includes the functions of a player information management unit 80, a game execution management unit 81, and a store management unit 82.

[0098] The Player Information Management Unit 80 manages player information. For each player ID, the player information includes a Player Information Database D1, a Card and Stone Information Database D3, and a Deck Database D4.

[0099] The player information management unit 80 compares the player ID, update information for each database, and last update date and time transmitted when the player terminal 1 logs into the game with the contents of each player ID database stored on the game server 2. If they match, it sends a message to that effect; if they do not match, it sends the contents of each player ID database stored on the game server 2, thereby synchronizing the contents of each database between the player terminal 1 and the game server 2.

[0100] The game execution management unit 81 manages the game. It primarily maintains the game element information database D2 and sends update information to the player terminal 1 when there are updates to the game elements. It then synchronizes the contents of the game element database D2 between the player terminal 1 and the game server 2, such as when the player terminal 1 logs in.

[0101] The store management unit 82 manages the stores that provide cards using the provided card information database D10 and the player currency information database D11. Figure 32 is a diagram showing an example of the provided card information database D10, and Figure 33 is a diagram showing an example of the player currency information database D11. The provided card information database D10 includes a card ID field, a rarity information field, and a winning probability field. The card ID field contains the card ID that identifies the card. The rarity information field contains the rarity information of the card, with a higher number indicating a higher rarity. The winning probability field contains the winning probability of the card, with a higher number indicating a higher probability of winning.

[0102] The player currency information database D11 includes a player ID field, a free currency field, a ticket field, a paid currency field, a purchase history information field, and a cumulative provision count field. The player ID field is where the player's player ID is recorded. The free currency field is where the number of free currencies held by the player is recorded. The ticket field is where the number of free currencies held by the player is recorded. The paid currency field is where the number of paid currencies held by the player is recorded. The purchase history information field is where the player's card and currency purchase history is recorded. The cumulative provision count field is where the cumulative number of times cards have been provided to the player is recorded.

[0103] The store management unit 82 receives a request from the player terminal 1, refers to the provided card information database D10 and the player's held currency information database D11, determines which card to provide as payment for currency consumption, and transmits its card ID information.

[0104] The communication unit 71 connects to the communication line N to enable communication.

[0105] The memory unit 72 stores the system program and the game program. The system program is a program that implements the basic functions of the game server 2 as a computer. The game program is a program that causes the processing unit 70 to function as the player information management unit 80, the game execution management unit 81, and the store management unit 82.

[0106] Furthermore, the recording unit 72 stores player information for each player ID in the player information database D1, the owned card / stone information database D3, the deck database D4, the provided card information database D10, and the player's owned currency information database D11.

[0107] <Operation of Player Terminal 1> The operation of player terminal 1 will be explained.

[0108] <Actions in Action Part 12> First, let's explain the operation of the action part execution control unit 104. Figure 25 is an operation flowchart of the action part execution process performed by the action part execution control unit 104.

[0109] Once the deck is assembled and the player starts the game, the action part of the predetermined story begins. The action part execution control unit 104 presents the following actions as selectable: district investigation 21, request acceptance 22, and rest 23, as shown in Figure 15 (Step 100). The player selects one of the presented actions.

[0110] If District Survey 21 is selected (Step 101), the Action Part Execution Control Unit 104 executes District Survey 21 (Step 102). When the player fulfills the completion conditions for District Survey 21 through their actions (Step 103), the parameters of the first character in the deck are increased, and the player is awarded survey points (Step 104). In the case of District Survey, it is preferable to increase the rate at which the first character's parameters are increased and award fewer survey points, in order to balance with other actions.

[0111] If request acceptance 22 is selected (Step 105), the action part execution control unit 104 executes request acceptance 22 (Step 106). When the player fulfills the completion conditions for request acceptance 22 through their actions (Step 107), the parameters of the first character in the deck are increased and investigation points are awarded to the player (Step 108). In the case of request acceptance 22, it is preferable to have a smaller increase in the first character's parameters and a larger award of investigation points in order to balance with other actions.

[0112] If Rest 23 is selected (Step 110), the Action Part Execution Control Unit 104 executes Rest 23 (Step 111). When the player fulfills the completion conditions for Rest 23 through their actions (Step 112), the parameters of the first character in the deck are increased, and action points are awarded to the player (Step 113). In addition, in the case of Rest 23, the rate at which the intimacy level of the first character's parameters increases is greatly increased.

[0113] As mentioned above, by varying the rate at which character parameters increase and the number of points awarded (investigation points, action points, etc.) for each action, it becomes important for players to choose each action in a balanced way.

[0114] Next, the action part execution control unit 104 determines whether action part 12 has been completed (Step 109). The completion of action part 12 is determined by whether the player's accumulated investigation points have exceeded a predetermined value. If, at the end of a predetermined turn 20, the player's accumulated investigation points have exceeded a predetermined value (Step 114), the action part execution control unit 104 terminates action part 12, updates the story information, and moves on to transformation part 13 (Step 115).

[0115] <Transformation Part 13 Actions> The operation of the transformation part execution control unit 105 will be explained. Figure 26 is an operation flowchart of the transformation part execution process performed by the transformation part execution control unit 105.

[0116] The transformation part execution control unit 105 determines the first character in the deck (Step 120). Then, the transformation part execution control unit 105 selects transformation sequences 1 through 3 associated with the first character (Step 121).

[0117] The transformation part execution control unit 105 determines the relative magnitude of the attribute value of the first character's first attribute and the attribute value of the first character's second attribute (Step 122). If the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 123), the transformation part execution control unit 105 selects transformation animation 1 (Step 124). If the attribute value of the first attribute is less than the attribute value of the second attribute (Step 125), the transformation part execution control unit 105 selects transformation animation 2 (Step 126). If the attribute value of the first attribute and the attribute value of the second attribute are the same (Step 130), the transformation part execution control unit 105 selects transformation animation 3 (Step 130).

[0118] The transformation part execution control unit 105 executes the selected transformation sequence (Step 127). Next, the transformation part execution control unit 105 displays the transformed appearance of the first character. The transformed appearance is a stylized version of the first character (Step 128). Then, the transformation part execution control unit 105 finishes transformation part 13 and moves on to battle part 14 (Step 129).

[0119] <Actions in Battle Part 14> The operation of the battle part execution control unit 106 will be explained. Figure 27 is an operation flowchart of the battle part execution process performed by the battle part execution control unit 106.

[0120] The battle part execution control unit 106 determines whether to skip the battle part (Step 140). The battle part execution control unit 106 checks the story information in the player information database D1, and if battle part 14 is completed (Step 141), it displays a message indicating that it can be skipped on the battle start screen of battle part 14, as shown in Figure 20, and displays a battle skip button (Step 142). If the battle skip button is selected (Step 143), the battle part execution control unit 106 skips battle part 14 and proceeds to ending part 15 (Step 150).

[0121] On the other hand, if the skip battle button is not selected, or if skipping is not possible, the battle part execution control unit 106 reads the parameters of the deck's stones and the intimacy level of the first character (Step 144), and calculates the player's combat power 1 (Step 145). The battle part execution control unit 106 calculates the combat power 2 of the opposing player (non-player character) (Step 146). Then, the battle part execution control unit 106 determines the winner of the battle (Step 147).

[0122] If the player's combat power 1 is greater than the opponent's (non-player character's) combat power 2 (Step 148), the battle part execution control unit 106 determines that the player has won (Step 149). If the player's combat power 1 is less than the opponent's (non-player character's) combat power 2 (Step 148), the battle part execution control unit 106 determines that the player has won (Step 151). Then, the battle part execution control unit 106 ends battle part 14 and moves on to ending part 15 (Step 150).

[0123] Regarding skipping the battle part, the explanation above indicated whether or not to skip the battle before the start of battle part 14, but it is not limited to this; it may also be indicated at the start of the story.

[0124] <Actions in Ending Part 15> The operation of the ending part execution control unit 107 will be explained. Figure 28 is an operation flowchart of the ending part execution process performed by the ending part execution control unit 106.

[0125] The ending part execution control unit 107 determines the first character in the deck (Step 160). Then, the ending part execution control unit 107 selects ending episodes 1 through 3 associated with the first character (Step 161).

[0126] The ending part execution control unit 107 determines the relationship between the attribute value of the first character's first attribute and the attribute value of the first character's second attribute (Step 162). If the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 163), the ending part execution control unit 107 selects ending episode 1 (Step 164). If the attribute value of the first attribute is less than the attribute value of the second attribute (Step 165), the ending part execution control unit 107 selects ending episode 2 (Step 167). If the attribute value of the first attribute and the attribute value of the second attribute are the same (Step 165), the ending part execution control unit 107 selects ending episode 3 (Step 168).

[0127] The ending part execution control unit 107 executes the selected ending episode (Step 168). Then, the ending part execution control unit 107 finishes ending part 15 and moves on to result part 16 (Step 169).

[0128] <Execution of Result Part 16> The operation of the Result Part Execution Control Unit 108 will be explained. Figure 29 is an operation flowchart of the Result Part Execution Process performed by the Result Part Execution Control Unit 108.

[0129] The Result Part Execution Control Unit 108 determines the rank of the stone to be awarded (Step 180). The Result Part Execution Control Unit 108 converts each attribute value of the first character into evaluation points (Step 181) and sums up the evaluation points (Step 182). Then, the Result Part Execution Control Unit 108 determines the rank of the stone based on the sum of the evaluation points (Step 183).

[0130] Next, the Result Part Execution Control Unit 108 determines the attribute of the stone to be assigned (Step 184). The Result Part Execution Control Unit 108 determines the relationship between the attribute value of the first character's first attribute and the attribute value of the first character's second attribute (Step 184). If the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 185), the Result Part Execution Control Unit 108 determines the stone's attribute to be the first attribute (Step 186). If the attribute value of the first attribute is less than the attribute value of the second attribute (Step 185), the Result Part Execution Control Unit 108 determines the stone's attribute to be the second attribute (Step 186).

[0131] The result part execution control unit 108 displays the story result screen, which includes information such as the rank and attributes of the stones to be awarded (Step 187). Then, it awards the stones to the player (Step 188).

[0132] <How the card is issued process works> This section explains the card issuance process. Figure 34 is a flowchart of the card issuance process.

[0133] When the Store button is selected from the top home screen 60 in Figure 30, the Store presentation control unit 109 of the player terminal 1 sends a request for store screen information (including the player ID) to the server 2.

[0134] The store management unit 82 of server 2 receives a request from player terminal 1, refers to the player's currency information database D11 for the player ID, and obtains the tickets, free currency, paid currency, accumulated number of offers, and purchase history information held by the player (Step 200). The store management unit 82 transmits store screen information including the obtained free currency, paid currency, accumulated number of offers, and purchase history information (Step 201).

[0135] When the store display control unit 109 of the player terminal 1 receives store screen information (Step 203), it displays the store screen 61 as shown in Figure 31 (Step 204) based on the free currency, paid currency, accumulated number of offers, and purchase history information contained in the store screen information. Figure 35 is a diagram illustrating the transitions of the store purchase screen. Figure 35(a) is an example where no one-day limited card purchase has been made.

[0136] When the player selects one of the card purchase buttons 91, 92, or 93, the store presentation control unit 109 determines the currency required for the purchase (Step 206). Here, the order in which currencies are consumed is tickets, free currency, and paid currency. The store presentation control unit 109 determines the currency required to purchase the card selected by the card purchase button according to this order.

[0137] If the player possesses a ticket (Step 207), the store display control unit 109 notifies the player of the ticket consumption, and when the confirm button is selected, it sends a purchase confirmation to the server 2. Figure 35 is a diagram illustrating the transitions of the store screen displayed on the player terminal 1 during card purchase. In the example of Figure 35(a), the card purchase button 92 is selected. After the card purchase button 92 is selected, the store display control unit 109 notifies the player that the currency to be consumed will be the ticket with the highest priority, and that it will be consumed first (Figure 35(b)).

[0138] The store management unit 82 of server 2 receives the purchase decision, consumes the ticket, and updates the ticket field in the player currency information database D11 by the amount of the ticket consumed (Step 212).

[0139] On the other hand, if the player does not possess a ticket (Step 209), the store display control unit 109 consumes the second-priority free currency (Step 210) and determines whether the required currency is met (Step 211). If the required currency is not met (Step 211), the store display control unit 109 consumes the third-priority paid currency (Step 220) and determines whether the required currency is met (Step 221). If the required currency is met, the store display control unit 109 makes a notification, and when the purchase confirmation button is selected, it sends a purchase confirmation to the server 2. Figure 36 is a diagram illustrating the transitions of the store screen displayed on the player terminal 1 during card purchase. In the example in Figure 36(a), the card purchase button 93 is selected. After the card purchase button 93 is selected, the store display control unit 109 notifies the player that all of the high-priority free currency will be consumed as the currency to be consumed, and the remaining amount will be consumed from the paid currency (Figure 36(b)).

[0140] The store management unit 82 of server 2 receives the purchase decision and updates the free or paid currency field in the player's held currency information database D11 with the number of free or paid currencies consumed (Step 212).

[0141] Next, the store management unit 82 determines whether it is necessary to change the draw probability that determines the type of card to be offered (Step 213). If the player's accumulated number of offers exceeds a predetermined upper limit (Step 214), the store management unit 82 changes the draw probability of the card (Step 215). For example, the draw probability of the cards listed in the offered card information database D10 is changed so that at least one card of the highest rarity is guaranteed to be won. On the other hand, if the player's accumulated number of offers does not exceed a predetermined upper limit (Step 213), the store management unit 82 performs a card draw based on the winning probability in the offered card information database D10 (Step 216). Then, the store management unit 82 provides the winning card (Step 217).

[0142] Next, the store management unit 82 executes the process to update the accumulated number of services provided (Step 218). Figure 37 is a flowchart of the process to update the accumulated number of services provided.

[0143] The store management unit 82 calculates the accumulated number of provision N = (N+n) (Step 231), where N is the accumulated number of provision, n is the current provision, and X is the upper limit (Step 230). If (N+n) is greater than or equal to the upper limit X (Step 232), the store management unit 82 sets the accumulated number of provision N to (NX) and updates the accumulated number of provision for the player ID in the player currency information database D11 to (NX) (Step 233). On the other hand, if (N+n) is less than the upper limit X (Step 232), the store management unit 82 sets the accumulated number of provision N to (N+n) and updates the accumulated number of provision for the player ID in the player currency information database D11 to (N+n) (Step 234). This concludes the process of updating the accumulated number of services provided.

[0144] Figures 35(c) and 36(c) are examples of the store screen displayed on player terminal 1 after a card has been provided. In the case of Figure 35(c), this is an example of the store screen when a card has been provided once by consuming a ticket. The number of tickets in the list of held currencies 90 decreases by 1 to 0, and the number of times the rarity confirmation gauge 94 has been provided (accumulated number of provided items) increases by 1, from 60 to 61. On the other hand, in the case of Figure 36(c), this is an example of the store screen when a card has been provided 10 times by consuming free currency and paid currency. The amount of free currency and paid currency in the list of held currencies 90 decreases by the amount consumed (free currency decreases from 800 to 0, and paid currency decreases from 1000 to 800). Furthermore, the number of times the rarity confirmation gauge 94 has been provided (accumulated number of provided items) exceeds the upper limit of 100, so the gauge has been extended to the upper limit of 100 (Max state). Additionally, since the number of times the service was provided before the service was provided (accumulated number of services provided) was 95, the 5 services carried over (=105-100) are displayed as the current number of services provided (accumulated number of services provided).

[0145] <Review Input Processing Operation> The operation of the review input process will be explained. Figure 39 is a flowchart of the operation of the review input process.

[0146] When the top home screen 60 is displayed (Step 400), the game execution control unit 102 determines whether the conditions for displaying the review guidance screen 62 on top are met (Step 401). If it is determined that the predetermined conditions are met (Step 401: No), the review guidance screen 62 is displayed on top (Step 402).

[0147] When the player selects the support button 621 (Step 403: Yes), the review presentation control unit 111 presents the review input screen 63 (Step 404).

[0148] If the player does not select the cheer button 621 (Step 403: No), and also selects the non-cheering button 622 (Step 405: Yes), the game execution control unit 102 controls the system so that the review guidance screen 62 is not displayed, even if the predetermined conditions are met (Step 406). Then, it returns to the top home screen 60. If the player selects the hide button 623 (Step 405: No), the game execution control unit 102 returns to the top home screen 60. This concludes the review input process.

[0149] In this embodiment, multiple actions are available in the action phase, and each action is configured to affect the status information of a first type of game element (character). Based on the status information of this first type of game element (character), different second types of game elements (stones) can be acquired. With this configuration, players can continue playing the game without getting bored, and a highly engaging game can be provided.

[0150] Furthermore, since the form of the first type of game element (character) in the action part and the form of the first type of game element (character) in the battle part are different, players will not get bored with the game and will be provided with a highly interesting game.

[0151] Furthermore, the transformation animation performed when transitioning from the action phase to the battle phase will vary depending on the outcome of the actions in the action phase, thus keeping players engaged and providing a highly entertaining game. Similarly, the ending episode in the story's ending phase will also vary depending on the outcome of the actions in the action phase, further keeping players engaged and providing a highly entertaining game.

[0152] Furthermore, this embodiment includes a skip function that allows players to skip matches that have already been completed, enabling them to repeatedly play through the story without having to repeat matches.

[0153] Furthermore, in this embodiment, the store consumes the necessary currency for the card in the order of tickets, free currency, and paid currency, so that the player can retain the valuable paid currency until the very end.

[0154] Furthermore, by giving players the opportunity to acquire higher rarity cards based on the number of times they receive cards, it is possible to increase players' willingness to purchase. Furthermore, by giving players the opportunity to enter game reviews at designated times, it becomes possible to increase their attachment to the game.

[0155] In the above embodiment, we described a configuration in which the review guidance screen 62 is not displayed even if the conditions are met when the "Do not support" button 622 is selected. However, a configuration in which it is not displayed for a certain period of time is also acceptable.

[0156] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above embodiments and can be modified and implemented in various ways within the scope of its technical concept.

[0157] [Note 1] Computers, A means of acquiring a first type of game element, A game execution means that uses acquired first type of game elements to run a game consisting of multiple stories. A review screen presentation means that presents a review input screen when certain conditions are met that can be inferred to improve the player's interest in the game, program.

[0158] [Note 2] The aforementioned predetermined condition is that a predetermined first type of game element has been obtained. The program described in Appendix 1.

[0159] [Note 3] The aforementioned predetermined first type of game element is a first type of game element with high rarity. The program described in Appendix 1 or Appendix 2.

[0160] [Note 4] The aforementioned review screen presentation means presents the review screen based on the player's selection of stance towards the game. The program described in any of the appendices 1 through 3.

[0161] [Note 5] The aforementioned review screen presentation means presents the review screen on the condition that a positive stance towards the game is selected. The program described in any of the appendices 1 through 4.

[0162] [Note 6] The aforementioned review screen display means displays the game in a format that allows the user to input their evaluation. The program described in any of the appendices 1 through 5.

[0163] [Note 7] The aforementioned story includes an action part and a battle part. The game execution means executes an action part in which the player selects one action from at least one action and changes the attribute value of the acquired first type of game element according to the result of the selected action, and a battle part in which the acquired first type of game element engages in battle. The program described in any of the appendices 1 through 6.

[0164] [Note 8] The game execution means presents the character associated with the first type of game element in a first form during the action part, and presents the character associated with the first type of game element in a second form during the battle part. The program described in any of the appendices 1 through 7.

[0165] [Note 9] The previous form is the normal form of the character, The second form is the transformed form of the character. The program described in any of the appendices 1 through 9.

[0166] [Note 10] A means of acquiring a first type of game element, A game execution means that uses the acquired first type of game element to run a game consisting of multiple stories, A review screen presentation means that presents a review input screen when certain conditions are met that can be inferred to improve the player's interest in the game, A game device equipped with the following features. [Explanation of Symbols]

[0167] 1 Game terminal 2 Game Servers 10. Deck Building Part 11 episodes 12 Action Part 13 Transformation Part 14. Battle Part 15 Ending Part 16. Results Part 80 Player Information Management Department 81 Game Execution Management Department 82 Store Management Department 101 Player Information Management Department 102 Game Execution Control Unit 103 Deck Building Section 104 Action Part Execution Control Unit 105 Transformation Part Execution Control Unit 106 Battle Part Execution Control Unit 107 Ending Episode Execution Control Unit 108 Result Part Execution Control Unit 109 Store Display Control Unit

Claims

1. Computers, means for acquiring a first type of game element, A game execution means that uses acquired first type of game elements to run a game consisting of multiple stories. A review screen presentation means that presents a review input screen on the condition that a predetermined first type of game element has been acquired. A program that makes something function as such.

2. The aforementioned predetermined first type of game element is a first type of game element with high rarity. The program according to claim 1.

3. The aforementioned review screen presentation means presents the review screen based on the player's selection of stance towards the game. The program according to claim 2.

4. The aforementioned review screen presentation means presents the review screen on the condition that a positive stance towards the game is selected. The program according to claim 3.

5. The aforementioned review screen display means displays the game in a format that allows the user to input their evaluation. The program according to claim 4.

6. The aforementioned story includes an action part and a battle part. The game execution means executes an action part in which the player selects one action from at least one action and changes the attribute value of the acquired first type of game element according to the result of the selected action, and a battle part in which the acquired first type of game element engages in battle. The program according to claim 5.

7. The game execution means presents the character associated with the first type of game element in a first form during the action part, and presents the character associated with the first type of game element in a second form during the battle part. The program according to claim 6.

8. The first form is the normal form of the character, The second form is the transformed form of the character. The program according to claim 7.

9. A means for acquiring a first type of game element, A game execution means that uses the acquired first type of game element to run a game consisting of multiple stories, A review screen presentation means that presents a review input screen on the condition that a predetermined first type of game element has been acquired, A game device equipped with the following features.

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