Program and information processing device

The program and information processing device streamline the search for content in training games by differentiating owned and missing material content on the list screen, reducing player effort and guiding them to acquire necessary content.

WO2025057481A1PCT designated stage expired Publication Date: 2025-03-20SEGA CORP
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Patent Information

Application Number
PCT/JP2024/018289
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-11
Filing Date
2024-05-17
Publication Date
2025-03-20

AI Technical Summary

Technical Problem

Players in training games face hassle in searching for content planned for training among multiple owned content, due to the need to repeatedly check and specify base content on list screens, especially when material content is missing.

Method used

A program and information processing device that displays a list screen showing owned content, with a judgment mechanism to determine if all material content for the base content is owned, and a display mechanism to differentiate between content that can be trained and content that cannot, based on ownership status.

Benefits of technology

Reduces the effort for players to search for content planned for training by visually differentiating owned and missing material content on the list screen, guiding players on how to acquire missing content, and simplifying the development process.

✦ Generated by Eureka AI based on patent content.

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Abstract

In a rearing game, the time and effort required for a player to search for content for which rearing is scheduled (scheduled rearing content), from among a plurality of owned content, is reduced. A program causes a computer to function as: a display means 52 for displaying a list screen image showing a plurality of owned content owned by a player when there is a display request from the player; a determination means 54 for determining, on the basis of designation of base content by the player on the list screen image, whether all items of material content associated in advance with the base content are owned by the player; and an identification means 56 for identifying the designated base content as scheduled rearing content on the basis of the result of determination being negative. When there is another display request from the player, the display means 52 displays the scheduled rearing content and the other owned content in different modes on the list screen image.
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Description

Program and information processing device

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

[0002] 2. Description of the Related Art Conventionally, there have been known breeding games in which a player can breed content owned by the player as base content.

[0003] In this regard, Patent Document 1 discloses a technique for changing special parameters (for example, upper limit of level) of base content when material content associated with the base content in advance is synthesized with the base content.

[0004] Patent No. 6891987

[0005] In such a training game, a player can select a base content (content to be developed) to be developed from a list screen that displays a plurality of owned contents, thereby checking material content pre-associated with the base content and developing the base content. For example, if a player lacks (does not own) material content for the base content, the player can acquire the missing material content by playing another game type (e.g., a quest, a lottery game, a purchase game, etc.). However, if the player wants to reconfirm the material content pre-associated with the base content (content to be developed) or develop the base content after playing another game type, the player must again search for and select the base content to be developed from among the plurality of owned contents on the list screen.

[0006] Furthermore, the display position (display order) of each owned content on a list screen showing a plurality of owned contents may be changed by increasing or decreasing the number of owned contents, or by using a filter function or a sort function, etc. For this reason, players may find it troublesome to search again on the list screen for base content (content to be developed) that they previously specified.

[0007] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can reduce the effort required for a player to search for content that they plan to develop (content to be developed) from among multiple owned contents in a development game.

[0008] In order to solve the above problem, a program according to a first aspect of the present invention is a program for executing a game in which base content is allowed to be developed on the condition that at least the player owns all of the material content pre-associated with the base content, and causes a computer to function as: a display means for displaying a list screen showing a plurality of owned contents owned by the player when a display request is received from the player; a determination means for determining whether the player owns all of the material content pre-associated with the base content based on the base content designated by the player on the list screen; and an identification means for identifying the designated base content as content to be developed based on the determination being denied; and when a display request is received again from the player, the display means displays the content to be developed and other owned content in different ways on the list screen.

[0009] In addition, in a second aspect of the present invention, the display means displays, on the list screen, in different ways, content to be developed for which the player owns all of the material content that has been pre-associated with the player, and content to be developed for which the player does not own all of the material content that has been pre-associated with the player.

[0010] In a third aspect of the present invention, the display means displays each of the contents to be developed on the list screen so that the specified order can be identified.

[0011] In a fourth aspect of the present invention, the specifying means cancels the specification when the specified content to be developed is developed.

[0012] In addition, in a fifth aspect of the present invention, when the judgment is denied, the display means displays a guidance instruction area that guides the player to a game type in which the missing material content can be acquired from all material content previously associated with the specified base content, and the identification means identifies the base content as content to be developed in response to the player operating the guidance instruction area.

[0013] In addition, in a sixth aspect of the present invention, the game type is a purchase game in which the player can acquire material content, and when the guidance instruction area is operated by the player, the display means displays the missing material content and other material content in different manners on a purchase screen showing each of the material contents that can be acquired in the purchase game.

[0014] In a seventh aspect of the present invention, the display means displays the number of missing material contents on the purchase screen.

[0015] In an eighth aspect of the present invention, the display means displays the same content owned by the player separately on the list screen.

[0016] Furthermore, an information processing device according to a ninth aspect of the present invention is an information processing device for executing a game in which base content is allowed to be developed on the condition that at least the player owns all of the material content pre-associated with the base content, and is equipped with: a display means for displaying a list screen showing a plurality of owned contents owned by the player when a display request is received from the player; a determination means for determining whether or not the player owns all of the material content pre-associated with the base content based on the base content designated by the player on the list screen; and an identification means for identifying the designated base content as content to be developed based on the determination being denied; and when a display request is received again from the player, the display means displays the content to be developed and other owned content in different ways on the list screen.

[0017] According to the present invention, in a training game, it is possible to reduce the effort required of a player to search for content to be trained (content to be trained) from among a plurality of owned contents.

[0018] 1 is a block diagram showing an example of the overall configuration of a game system according to the present embodiment. FIG. 2 is a diagram showing an example of the hardware configuration of a server device. FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device shown in FIG. 1. FIG. 4 is a block diagram showing an example of functional means of a server device. FIG. 5 is a flowchart showing an example of the flow of a guidance process for acquiring material content that is insufficient in order to develop base content in the game system according to the present embodiment. FIG. 6 is a diagram showing an example of a list screen when content to be developed has not been specified. FIG. 7 is a diagram showing an example of a development screen when material content is insufficient. FIG. 8 is a diagram showing an example of a purchase screen according to the present embodiment. FIG. 9 is a diagram showing an example of a purchase confirmation screen according to the present embodiment. FIG. 10 is a flowchart showing an example of the flow of a development process when a display request is made again by the player in the game system according to the present embodiment. FIG. 11 is a diagram showing an example of a list screen when content to be developed has been specified. FIG. 12 is a diagram showing an example of a development screen when material content is sufficient.

[0019] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0020] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0021] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0022] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0023] Each terminal device 12 is an information processing device owned by each player, and provides a game to each player by installing and executing the game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0024] <Hardware Configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0025] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 mainly includes a CPU (Central Processing Unit) 22 and a memory 24.

[0026] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0027] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0028] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0029] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also include other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also be similar to that of the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0030] FIG. 3 is a diagram illustrating an example of the hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.

[0031] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a memory unit 40, and a speaker 42.

[0032] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connected devices.

[0033] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In this embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the player's input position relative to the game image.

[0034] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40 .

[0035] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0036] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0037] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0038] The speaker 42 has a function of outputting game sounds and the like.

[0039] <Game Overview> Games (game types) according to this embodiment include lottery games, quests, training games, purchasing games, etc. Lottery games may be referred to as gacha, lottery, summoning, etc. Quests may be referred to as fighting games, dungeons, exploration, missions, scenarios, etc. Purchased games may be referred to as sales outlets, exchanges, etc.

[0040] The lottery game according to this embodiment is a game in which, in response to a player's request (instruction) to play the lottery game, one or more pieces of content are provided to the player (randomly selected) from a group of lottery-selected content items. Examples of such content include characters, evolution material items, and strengthening material items. The lottery game is played based on the player's consumption of game currency. Examples of game currency include paid items (e.g., paid gems), non-paid items (e.g., free gems), coins, and points. Paid items are paid items granted to players based on payments made with cash, prepaid cards, electronic money, credit cards, crypto assets, and the like. Non-paid items are free items granted to players within the game. Non-paid items may have the same value as paid items or may have a lower value than paid items. For example, in one lottery game, paid items and non-paid items can be consumed interchangeably. Note that in another lottery game, only paid items may be consumed. Coins and points are in-game currencies that are awarded to a player along with the content drawn by lottery when a lottery game is played, for example.

[0041] A quest according to this embodiment is a game in which the objective is to satisfy predetermined clearing conditions (challenges). For example, this quest is a game in which a player uses a deck composed of a predetermined number of content (characters) (e.g., one or five) owned by the player based on an instruction (request) from a quest menu to select a quest. The deck is sometimes referred to as a party or team. Examples of cases in which the clearing conditions are satisfied include defeating all enemy characters appearing in the quest using the deck (e.g., reducing hit points to 0 or less) or winning a match. Examples of cases in which the clearing conditions are not satisfied (failure to clear) include cases in which all content (characters) composed of the deck are annihilated (i.e., all characters' hit points are reduced to 0 or less).

[0042] In addition, in a quest according to this embodiment, if a player meets the clearing conditions, the player is awarded a clearing reward. This clearing reward may include game currency (e.g., non-chargeable items, coins, points, etc.), content (e.g., characters, evolution material items, strengthening material items), player experience points, etc. In addition, in this embodiment, when a player clears a quest (satisfies the clearing conditions), a new quest (next quest) is opened (made playable) to the player. This new quest may be, for example, more difficult than the quest the player previously cleared, but may offer a more advantageous quantity and quality of clearing reward. For example, a player can organize a deck to be used for a quest by arbitrarily selecting up to a predetermined number of content (characters) from the owned content (owned characters) in an organization menu for organizing a deck to be used for the quest in advance.

[0043] In addition, in the training game according to this embodiment, a player selects a base content from among multiple owned contents and consumes (e.g., combines) material content that is pre-associated with the base content to change predetermined parameters (e.g., normal parameters or special parameters) of the base content to improve game (e.g., quest) progression. For example, the training game includes strengthening synthesis (first content combination), which changes the normal parameters of the base content, and evolutionary synthesis (second content combination), which changes the special parameters of the base content.

[0044] For example, in the strengthening synthesis (first content synthesis), a player can enhance a base content (e.g., a base character) by consuming (combining) strengthening material content (e.g., strengthening material items) pre-associated with the base content to be developed, thereby changing the base content's normal parameters. Examples of normal parameters include level, attack power, defense power, and the number of turns required to activate a skill. For example, in the first content synthesis (strengthening synthesis), the level of the base content to be developed is increased by combining a pre-associated number of strengthening material items with the level of the base content to be developed. Furthermore, in the strengthening synthesis (first content synthesis), the number of turns required to activate a skill of the base content to be developed is decreased by combining a pre-associated number of strengthening material items with the number of turns required to activate a skill of the base content to be developed. For example, a player can select a content from a list of owned content in the strengthening menu to select the content as the base content (content to be enhanced) to be developed in the strengthening synthesis (first content synthesis).

[0045] Furthermore, for example, in evolution synthesis (second content synthesis), evolutionary material content (e.g., evolution material items) pre-associated with base content (e.g., a base character) to be developed can be synthesized (consumed) to change the special parameters of the base content. Examples of such special parameters include an upper level limit and a lower limit for the number of turns required to activate a skill. Examples of such pre-associated material content include evolutionary material items, content with the same name as the base content, and fragments of content with the same name as the base content. In this embodiment, for example, in evolution synthesis (second content synthesis), the upper level limit of the base content is increased by synthesizing a quantity (number) of evolutionary material items pre-associated with the base content to be developed. In addition, for example, in evolution synthesis (second content synthesis), the lower limit for the number of turns required to activate a skill of the base content is decreased by synthesizing a quantity (number) of evolutionary material items pre-associated with the base content to be developed. Note that in this embodiment, content can be evolved until its special parameters reach their limit (e.g., the maximum upper level limit or the minimum lower limit for the number of turns required to activate a skill). For example, a player can select a piece of content from a list screen of owned content in the evolution menu, and use that piece of content as the base content (evolution target content) to be developed for evolution synthesis (second content synthesis).

[0046] The purchase game according to this embodiment is a game in which a player can purchase material content, which is sales content, by consuming a cost (amount of compensation). Examples of this cost include game currency (e.g., paid items, non-paid items, coins, and points). For example, in this purchase game, a player can purchase (reliably acquire) material content by issuing an instruction (request) to purchase the material content being sold on a purchase screen in an in-game shop, thereby consuming the cost associated with the material content. For example, multiple types of material content (a group of material content) are sold to the player in this in-game shop.

[0047] <Functional Means> FIG. 4 is a block diagram schematically illustrating an example of functional means of the server device 10. As shown in FIG.

[0048] 4, the server device 10 has, as functional components, a storage means 50, a display means 52, a determination means 54, an identification means 56, and a control means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing a game program 14 stored in the storage device 28 or the like. Note that all or part of these functional components may be provided in the terminal device 12.

[0049] The storage means 50 has a function of storing player information 50A, content information 50B, lottery game information 50C, quest information 50D, shop information 50E, and the like.

[0050] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, planned development information, owned game currency information, quest progress information, etc.

[0051] The player rank increases, for example, when the player gains player experience points.

[0052] The owned content information includes information about characters owned by the player, evolution material items, strengthening material items, and the like.

[0053] For example, the owned content information is stored in association with an owned content ID for each character owned by the player. This owned content ID is assigned, for example, each time the player acquires (owns) content. For example, the owned content information includes the character's content ID and current parameters. The current parameters include the current values ​​of normal parameters and special parameters. Examples of normal parameters include the character's level and the number of turns required to activate a skill. In this embodiment, when a character's level increases by one, the character's hit points, attack power, and defense power increase by a predetermined value. For example, the higher the hit points, attack power, and defense power, the more advantageous the progress of the game (e.g., a quest). The number of turns required for a character to activate a skill includes the number of turns required for a character to activate a skill. For example, the lower the number of turns required for a skill to activate, the more advantageous the progress of the game (e.g., a quest). For example, a skill is activated automatically or by a player's operation (manually) when the number of turns equal to the character's skill activation turn number has elapsed in a quest. Examples of special parameters include an upper limit on level, a lower limit on the number of turns required to activate a skill, and rarity. For example, the higher the upper limit on level, the more the level can be raised, which provides an advantage in progressing through the game. For example, the lower the lower limit on the number of turns required to activate a skill, the more the number of turns required to activate a skill can be reduced, which provides an advantage in progressing through the game.

[0054] The owned content information is stored for each material content (e.g., evolution material item or strengthening material item) owned by the player in association with the content ID of the material content. The owned content information includes, for example, the number of items owned by the player.

[0055] The planned development information is stored in association with the owned content ID of each content identified as planned development content. The planned development information includes, for example, the development type and the specified date and time. The development type includes, for example, information (e.g., a flag) indicating strengthening synthesis (first content synthesis) or evolutionary synthesis (second content synthesis). The specified date and time includes the date and time at which the content was identified as planned development content. In this embodiment, the number of contents identified as planned development content is limited to a predetermined number (e.g., four). For example, if more than a predetermined number of planned development contents are identified, the identification of the planned development content with the oldest specified date and time is canceled.

[0056] The owned game currency information is stored, for example, for each game currency owned by a player (chargeable items, non-chargeable items, coins, points, etc.) in association with the content ID of the game currency. The owned game currency information includes, for example, the number of game currencies owned by the player.

[0057] The quest progress information includes, for example, the quest IDs of quests that the player has cleared and the quest IDs of quests that are playable.

[0058] The content information 50B is stored for each content in association with the content ID of the content. The content information 50B includes, for example, the name and image of the content (character, evolution material item, strengthening material item, etc.), ability information, rarity, development cost, etc.

[0059] Ability information includes normal parameter information, special parameter information, and skills. Normal parameter information includes the ranges (minimum and maximum values) of normal parameters (level, number of turns until skill activation, etc.). Special parameter information includes the ranges (minimum and maximum values) of special parameters (upper limit value of level, lower limit value of number of turns until skill activation) for each evolution count. Skills include, for example, the ability to recover the hit points of an ally character, strengthen the attack power or defense power of an ally character, or inflict damage on an enemy character in a quest.

[0060] Rarity includes, for example, a numerical value ranging from 1 to 6. This numerical value may be expressed, for example, as the number of stars. Characters with high rarity are set with parameters (normal parameters and special parameters) and skills that are advantageous for progressing through the game (e.g., quests). Furthermore, for example, characters with high rarity have a high upper limit on their level (special parameters).

[0061] The development cost is the cost required to develop (strengthen or evolve) content (base content), and includes material content pre-associated with the content and the quantity of the material content. For example, the cost required to increase (strengthen) the normal parameter (e.g., level) of "Character A" as base content (content to be enhanced) by 1 is two "Enhancement Material A," which is an enhancement material item. Note that the cost required to increase this normal parameter (e.g., level) by 1 may vary depending on the normal parameter (e.g., level) of the character in the base content. Also, for example, the cost required to increase (evolve) the special parameter (e.g., upper level limit) of "Character A" as base content (content to be evolved) by 5 is five "Evolution Material A," which is an evolution material item. Note that the cost required to increase this special parameter (e.g., upper level limit) by 1 may vary depending on the special parameter (e.g., upper level limit) of the character in the base content.

[0062] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50C includes the name of the lottery game, the prize, lottery target information, and the like.

[0063] The consideration includes the number of game currencies (paid currencies or non-paid currencies) required to execute one lottery. For example, the consideration for a certain lottery game may be five paid items or five non-paid items.

[0064] The lottery information includes the content ID of each content constituting a lottery content group (e.g., a lottery character group) that is the subject of the lottery game, and an appearance frequency (weight) associated with the content ID. The appearance frequency may be a numerical value ranging from 1 to 10, for example. A low appearance frequency is assigned to content with a high rarity, and a high appearance frequency is assigned to content with a low rarity. Note that different appearance frequencies may be assigned to content of the same rarity (e.g., rarity 6). The lottery probability for a given content is calculated by dividing the appearance frequency assigned to that content by the sum of the appearance frequencies assigned to the content constituting the lottery content group. Specifically, if the appearance frequency assigned to a given content is 2 and the sum of the appearance frequencies assigned to the content constituting the lottery content group is 400, the lottery probability for that content is 2 / 400 (0.5%).

[0065] The quest information 50D is stored for each quest in association with the quest ID of the quest. The quest information 50D includes the name of the quest, enemy character information, and reward information for completing the quest.

[0066] The enemy character information includes the enemy character ID and ability parameters of each enemy character that appears in the quest.

[0067] The clear reward information is stored for each clear reward that the player can acquire when clearing a quest, in association with the content ID of that clear reward. Examples of the clear reward include game currency (e.g., non-chargeable items, coins, points, etc.), content (e.g., characters, evolution material items, strengthening material items), player experience points, etc. The clear reward information includes the number of items acquired and the drop rate. The drop rate is, for example, the probability that the player will acquire the content. For example, the higher the difficulty of the quest, the higher the drop rate.

[0068] The shop information 50E is stored for each in-game shop in association with the shop ID of the in-game shop. The shop information 50E includes the name of the in-game shop and sales content information. The sales content information is stored for each content (material content) sold at the in-game shop in association with the content ID of the content. The sales content information includes, for example, the sales cost and sales quantity. The sales cost includes the cost (compensation) required for a player to purchase (acquire) the content. For example, the sales cost of enhancement material A, which is material content for enhancement pre-associated with character A, is 100 points. Also, for example, the sales cost of evolution material A, which is material content for evolution pre-associated with character A, is 100 coins. The sales quantity includes the quantity (remaining number) of content that the player can purchase. This quantity (remaining number) of content may be initialized to a predetermined number (e.g., 5) every predetermined period (e.g., one week).

[0069] The display means 52 is a functional means for displaying a generated image or a prepared image on the touch panel 32. In this embodiment, when a display request is received from a player, the display means 52 displays a list screen showing a plurality of owned contents owned by the player. Examples of this display request include a request (instruction) from the player to select an enhancement menu from the main menu, a request (instruction) to select an evolution menu, etc.

[0070] Furthermore, when the player requests to display the content again, the display means 52 displays the content to be developed and the other owned content in different formats on the list screen. For example, when the player requests (instructs) to select the strengthening menu again from the main menu, the display means 52 displays the content to be developed, which is included in the development plan information of the player information 50A and whose development type indicates strengthening synthesis, and the other owned content in different formats. For example, when the player requests (instructs) to select the evolution menu again from the main menu, the display means 52 displays the content to be developed, which is included in the development plan information of the player information 50A and whose development type indicates evolution synthesis, and the other owned content in different formats. Specific examples of how the display means 52 displays the content to be developed and the other owned content (other than the content to be developed) in different formats are described below. Note that these specific examples may be combined with each other.

[0071] (1) Changing Colors For example, the display unit 52 displays the planned-to-develop content and the other owned content in different colors on the list screen to distinguish between them. Specifically, the display unit 52 displays the area corresponding to the planned-to-develop content in a normal color (e.g., brightness) and the area corresponding to the other owned content in a low brightness (grayed out). The display unit 52 may also distinguish between them by color or saturation.

[0072] (2) Displaying with a Mark For example, the display means 52 marks either the content to be developed or the other owned content on the list screen to distinguish between them. Specifically, the display means 52 displays the area corresponding to the content to be developed with a mark and the area corresponding to the other owned content without the mark. Examples of this mark include various shapes and an order (number) based on the specific date and time when the content was identified as the content to be developed. Note that the display means 52 may display the area corresponding to the content to be developed without a mark and the area corresponding to the other owned content with the mark on the list screen.

[0073] (3) Display in Different Areas For example, the display means 52 displays the content to be developed and the other owned content in different areas on the list screen, distinguishing between them. Specifically, the display means 52 displays an area corresponding to the content to be developed in a first area (e.g., the top) of the list screen, and an area corresponding to the other owned content in a second area (e.g., the bottom) of the list screen. The display means 52 may display the content to be developed and the other owned content in a switchable manner using different tabs, or may display them in a switchable manner using a filter function.

[0074] Furthermore, the display means 52 displays, on the list screen, in different ways, to-be-developed contents for which the player owns all of the pre-associated material contents, and to-be-developed contents for which the player does not own all of the pre-associated material contents. Examples of different ways include using different colors, adding or not adding marks, displaying in different areas, etc.

[0075] Furthermore, the display means 52 displays the contents to be developed on the list screen so that the order in which each of the contents to be developed was identified by the identification means 56 can be identified. For example, the display means 52 displays the owned contents in a first area (e.g., the upper part) of the list screen in order of the most recent date and time that the contents were identified as contents to be developed, arranged in one direction (e.g., left and right or up and down).

[0076] Furthermore, when the determination by the determination means 54 is negative, i.e., when the player does not own all of the material contents pre-associated with the designated base content, the display means 52 displays a guidance instruction area that guides the player to a game type in which the missing material contents of all of the material contents pre-associated with the designated base content can be acquired. For example, when the determination by the determination means 54 is negative, the display means 52 displays a guidance instruction area on a development screen for the base content designated on the list screen. An example of this guidance instruction area is a guidance button that differs for each game type to which the player is guided.

[0077] For example, the display means 52 refers to the lottery target information in the lottery game information 50C, extracts a lottery game (e.g., lottery game A) in which the missing material content can be acquired, and displays a guidance instruction area (e.g., a guidance button) containing information (e.g., link information) for transitioning to the execution screen of the lottery game.

[0078] Furthermore, for example, the display means 52 refers to the quest progress information in the player information 50A and the clear reward information in the quest information 50D to extract a quest (e.g., quest A) that the player can play and that allows the player to acquire the missing material content, and displays a guidance instruction area (e.g., a guidance button) that includes information (e.g., link information) for transitioning to the execution screen of that quest.

[0079] Furthermore, for example, the display means 52 refers to the sales content information in the shop information 50E to extract an in-game shop (e.g., shop A) where the missing material content can be acquired, and displays a guidance instruction area (e.g., a guidance button) containing information (e.g., link information) for transitioning to a purchase screen showing each of the material contents being sold at the in-game shop.

[0080] Furthermore, when the player operates the guidance instruction area corresponding to the purchased game, the display means 52 displays the missing material content and the other material contents in a different manner on the purchase screen showing each of the material contents obtainable in the purchased game. Examples of different manners include using different colors, adding or removing marks, displaying in different areas, etc. For example, the guidance instruction area includes information (e.g., link information) for transitioning to the purchase screen, and includes identification information (e.g., a content ID) for identifying the missing material content.

[0081] Furthermore, when the player operates the guidance instruction area corresponding to the purchase game, the display means 52 displays the number of missing material contents on a purchase screen showing each of the material contents that can be acquired in the purchase game, which is the game type. For example, the display means 52 displays the missing number (quantity) of material contents along with the missing material contents. For example, this guidance instruction area includes information (e.g., link information) for transitioning to the purchase screen, which includes identification information (e.g., content IDs) for identifying the missing material contents and the number of missing material contents.

[0082] Furthermore, the display means 52 separately displays identical content owned by the player on the list screen. Examples of identical content include content with the same content ID, name, or image. For example, the display means 52 separately displays images of the same content on the list screen.

[0083] The determination means 54 is a functional means for making various determinations. In this embodiment, the determination means 54 determines whether or not the player owns all of the material contents previously associated with the base content, based on the base content designated by the player on the list screen (ownership determination). For example, the determination means 54 references the owned content information in the player information 50A and the development costs in the content information 50B to determine whether or not the player owns all of the material contents previously associated with the designated base content.

[0084] The identification means 56 is a functional means for identifying the player's owned content as content to be developed. In this embodiment, the identification means 56 identifies the base content designated by the player as content to be developed based on the determination (ownership determination) made by the determination means 54 being negative, i.e., based on the player not owning all of the material content pre-associated with the base content designated by the player. For example, when the player does not own all of the material content pre-associated with the base content designated by the player, the identification means 56 references the owned content information in the player information 50A and stores the owned content ID, development type, and specified date and time of the identified base content in the development information. For example, the development type stores information indicating strengthening synthesis (first content synthesis) if the identified base content is designated in the strengthening menu, and information indicating evolution synthesis (second content synthesis) if the identified base content is designated in the evolution menu. Furthermore, the specified date and time stores, for example, the current date and time.

[0085] Furthermore, the identification means 56 cancels the identification when the identified content to be developed is developed. For example, when the owned content (content to be developed) included in the development plan information of the player information 50A has undergone strengthening synthesis (first content synthesis) and the development type of the development plan information is information indicating strengthening synthesis, the identification means 56 excludes the owned content (content to be developed) from the development plan information. For example, when the owned content (content to be developed) included in the development plan information of the player information 50A has undergone evolutionary synthesis (second content synthesis) and the development type of the development plan information is information indicating evolutionary synthesis, the identification means 56 excludes (e.g., deletes) the owned content (content to be developed) from the development plan information.

[0086] Furthermore, the specifying means 56 specifies the designated base content as content to be developed in response to the player's operation of the guidance instruction area. For example, when the player operates the guidance instruction area, the specifying means 56 references the owned content information in the player information 50A and stores the owned content ID, development type, and specified date and time of the base content in the development-scheduled information.

[0087] The control means 58 is a functional means for controlling the entire game. In this embodiment, the control means 58 executes a game (training game) that allows the player to develop (strengthen or evolve) base content on the condition that the player owns at least all of the material content items pre-associated with the base content. For example, the control means 58 refers to the owned content information in the player information 50A and allows the player to develop (strengthen or evolve) the base content on the condition that the player owns at least all of the material content items pre-associated with the base content. Furthermore, for example, the control means 58 refers to the owned content information in the player information 50A and allows the player to develop (evolve) the base content on the condition that the player owns at least all of the material content items pre-associated with the base content. The control means 58 may set additional conditions for the evolutionary development of the base content, such as the player owning game currency (e.g., coins) consumed during development, or the base content's normal parameters (e.g., level) reaching a predetermined value (e.g., a maximum level), in addition to the player owning all of the material content items pre-associated with the base content.

[0088] <Flow of Guidance Process> Figure 5 is a flowchart showing an example of the flow of the guidance process for acquiring material content that is lacking in order to develop base content in the game system 1 according to this embodiment. The processing of the following steps is initiated, for example, when a player requests to select an evolution menu from the main menu when no content to be developed has been specified, i.e., when the player requests to display a list screen showing the multiple pieces of owned content. The order and content of the following steps can be changed as appropriate.

[0089] (Step SP10) The display means 52 displays on the touch panel 32 a list screen showing a plurality of owned contents owned by the player.

[0090] FIG. 6 is a diagram showing an example of a list screen 60 when no content to be developed is specified.

[0091] As shown in FIG. 6 , the list screen 60 has an owned content information area 62 and a back button 64. In the owned content information area 62, an image of the owned content and normal parameters (level) / special parameters (maximum level) are displayed in areas corresponding to each owned content (owned character) owned by the player. For example, the player can designate a piece of owned content as base content by specifying (touching) an area corresponding to the piece of owned content displayed in the owned content information area 62. Furthermore, in the owned content information area 62, if the player owns the same content, the same content is displayed separately. The back button 64 is a button (instruction area) for closing the list screen 60 and issuing an instruction to return to the main menu.

[0092] Returning to FIG. 5, the process proceeds to step SP12.

[0093] (Step SP12) The determination means 54 determines whether or not a base content has been designated on the list screen. Specifically, the determination means 54 determines whether or not an area on the list screen corresponding to one owned content has been designated (touched) by the player. If the determination is affirmative, the processing proceeds to step SP14. On the other hand, if the determination is negative, i.e., if the player has designated (touched) the back button, the series of processing steps shown in FIG. 5 ends.

[0094] (Step SP14) The display means 52 displays on the touch panel 32 a development screen for developing the base content designated in step SP12.

[0095] FIG. 7 is a diagram showing an example of a breeding screen 70 when there is a shortage of material content.

[0096] As shown in FIG. 7 , the development screen 70 includes a development information area 72, a back button 74, and a guidance button 76. The development information area 72 displays information about the lack of material content, the normal parameters (level) and special parameters (maximum level) of the base content specified in step SP12 before development (before evolution) and after development (after evolution), and the material content (evolution material item) that constitutes the development cost. The back button 74 is a button (guidance area) for closing the development screen 70 and returning to the list screen. The guidance button 76 is a button (guidance guidance area) for guiding the player to a game type in which the missing material content can be acquired. In this embodiment, the player can transition the screen to a purchase screen for a purchase game (material shop) in which the missing material content can be acquired by operating (touching) the guidance button 76.

[0097] Returning to FIG. 5, the process proceeds to step SP16.

[0098] (Step SP16) The determination means 54 determines whether or not the player has operated (touched) the guidance button (guidance instruction area) on the training screen. If the determination is affirmative, the process proceeds to step SP18. On the other hand, if the determination is negative, that is, if the player has instructed (touched) the back button, the process proceeds to step SP10.

[0099] (Step SP18) The identification means 56 identifies the base content designated in step SP12 as content to be developed. For example, the identification means 56 references the owned content information in the player information 50A and stores the owned content ID, development type (information indicating evolutionary synthesis), and specified date and time (current date and time) of the base content in the development-planned information. Then, the process proceeds to step SP20.

[0100] (Step SP20) The display means 52 displays a purchase screen showing each of the material contents that can be acquired on the touch panel 32 based on the information (link information) included in the guidance button (guidance instruction area) operated in step SP16.

[0101] FIG. 8 is a diagram showing an example of a purchase screen 80 according to this embodiment.

[0102] As shown in FIG. 8 , the purchase screen 80 includes a shop switching button 82, a sales content information area 84, and a back button 86. The shop switching button 82 is a button (tab switching instruction area) for instructing a switch to a shop selling other material content (sales content), for example. For example, when the shop switching button 82A is operated (touched), the display switches to a shop selling evolution material items. Furthermore, for example, when the shop switching button 82B is operated (touched), the display switches to a shop selling enhancement material items. The sales content information area 84 displays an area corresponding to each of the material content items being sold. This area displays an image and name of the material content, the number (quantity) owned by the player, the purchase cost (price) per unit of material content, and the like. For example, a player can specify a material content item to purchase by touching an area corresponding to a particular material content item displayed in the sales content information area 84. Furthermore, for example, in the sales content information area 84, among the material contents previously associated with the base content specified in step SP12, missing material contents (material contents not owned by the player) are displayed in different ways from other material contents. For example, the area corresponding to the missing material contents is displayed in a normal color. On the other hand, the areas corresponding to the other material contents are displayed in a lower brightness (e.g., grayed out). Also, for example, in the sales content information area 84, the area corresponding to the missing material contents displays the number (quantity) of the base content that is missing in order to develop that base content. The back button 86 is a button (instruction area) for closing the purchase screen 80 and issuing an instruction to return to the main menu.

[0103] Returning to FIG. 5, the process proceeds to step SP22.

[0104] (Step SP22) The determination means 54 determines whether or not the player has designated (touched) an area on the purchase screen that corresponds to the material content. If the determination is affirmative, the process proceeds to step SP24. On the other hand, if the determination is negative, that is, if the player has designated (touched) the back button, the process ends the series of steps shown in FIG. 5.

[0105] (Step SP24) The display means 52 displays a purchase confirmation screen showing the material content (sales content) designated by the player on the touch panel 32 in a pop-up format.

[0106] FIG. 9 is a diagram showing an example of a purchase confirmation screen 90 according to this embodiment.

[0107] As shown in FIG. 9 , the purchase confirmation screen 90 includes a purchased content information area 92, a minus button 93, a plus button 94, a slide bar 95, a cancel button 96, and a purchase button 98. The purchased content information area 92 displays detailed information about the material content selected by the player. The purchased content information area 92 displays, for example, the quantity of the material content owned by the player, the quantity of material content required to develop the base content selected in step SP12, and the price required to purchase the missing quantity of material content. The minus button 93 is a button (designation area) for issuing an instruction to decrease the quantity of the specified material content to be purchased. For example, when the player designates (touches) the minus button 93, the slide button 95 on the slide bar moves to the left. The plus button 94 is a button (designation area) for issuing an instruction to increase the quantity of the specified material content to be purchased. For example, when the player designates (touches) the plus button 94, the slide button 95 on the slide bar moves to the right. The slide button 95 is a button (instruction area) for instructing to decrease or increase the quantity of the specified material content to be purchased by moving it left or right (movement operation) on the slide bar. For example, the initial position of this slide button 95 is the position on the slide bar that corresponds to the number of material contents that are lacking. The cancel button 96 is a button (instruction area) for instructing to return to the purchase screen without purchasing the specified material content. The purchase button 98 is a button (instruction area) for instructing to purchase the material content specified by the player (purchase instruction). For example, the purchase button 98 indicates the price to be consumed and the quantity of material content to be purchased based on the position of the slide button 95 on the slide bar.

[0108] Returning to FIG. 5, the process proceeds to step SP26.

[0109] (Step SP26) The determination means 54 determines whether or not the player has indicated (touched) the purchase button on the purchase confirmation screen. If the determination is affirmative, the process proceeds to step SP28. On the other hand, if the determination is negative, that is, if the player has indicated (touched) the cancel button, the process proceeds to step SP20.

[0110] (Step SP28) The control means 58 causes the player to acquire the material content instructed to be purchased in step SP26. For example, the control means 58 adds the purchased quantity of material content to the owned content information of the player information 50A. Then, the series of processes shown in FIG. 5 ends.

[0111] <Flow of the Development Process> Figure 10 is a flowchart showing an example of the flow of the development process in the game system 1 according to this embodiment when a display request is made again by the player. The processing of the following steps is initiated, for example, when, after the content to be developed has been identified, the player makes a request to select the evolution menu from the main menu, i.e., when the player makes a display request to display again a list screen showing the multiple owned contents. The order and content of the following steps can be changed as appropriate.

[0112] (Step SP30) The display means 52 displays on the touch panel 32 a list screen showing a plurality of owned contents owned by the player.

[0113] FIG. 11 is a diagram showing an example of the list screen 100 when content to be developed is specified.

[0114] As shown in FIG. 11 , the list screen 100 includes an owned content information area 102 and a back button 104. In the owned content information area 102, images and normal parameters (levels) of the owned content are displayed in areas corresponding to each owned content (owned character) owned by the player. For example, in the owned content information area 102, a first area 102A displays images and normal parameters (levels) of each to-be-raised content included in the planned raising information of the player information 50A, where the raising type indicates evolutionary synthesis. Also, for example, in the owned content information area 102, a second area 102B displays images and normal parameters (levels) of each owned content (owned character) other than the to-be-raised content. In this first area, if there are multiple to-be-raised contents, the owned contents are displayed in order from left to right, starting with the most recent content identified as the to-be-raised content. This order may be determined based on the number of missing material content or whether the material content is sufficient. The back button 104 is a button (instruction area) for issuing an instruction to close the list screen 100 and return to the main menu.

[0115] Returning to FIG. 10, the process proceeds to step SP32.

[0116] (Step SP32) The determination means 54 determines whether or not a base content has been designated on the list screen. Specifically, the determination means 54 determines whether or not an area on the list screen corresponding to one owned content has been designated (touched) by the player. If the determination is affirmative, the processing proceeds to step SP34. On the other hand, if the determination is negative, that is, if the player has designated (touched) the back button, the series of processing steps shown in FIG. 10 ends.

[0117] (Step SP34) The display means 52 displays on the touch panel 32 a development screen for developing the base content designated in step SP32.

[0118] 12 is a diagram showing an example of the development screen 110 when there is sufficient material content. Note that if there is a shortage of material content that has been previously associated with the specified base content, the development screen will be the same as that shown in FIG.

[0119] As shown in FIG. 12 , the development screen 110 is provided with a development information area 112, a back button 114, and a development button 116. The development information area 112 indicates that development (evolution synthesis) is possible, as well as the normal parameters (level) / special parameters (upper limit of level) of the base content specified in step SP32 before development (pre-evolution) and after development (post-evolution), the material content that is the development cost, etc. The back button 114 is a button (instruction area) for closing the development screen 110 and issuing an instruction to return to the list screen. The development button 116 is a button (instruction area) for issuing an instruction to develop (evolve) the specified base content.

[0120] Returning to FIG. 10, the process proceeds to step SP36.

[0121] (Step SP36) The determination means 54 determines whether or not the player has instructed (touched) the development button on the development screen. If the determination is affirmative, the process proceeds to step SP38. On the other hand, if the determination is negative, i.e., if the player has instructed (touched) the back button, the process proceeds to step SP30.

[0122] (Step SP38) The control means 58 raises the base content specified in step SP32. For example, the control means 58 consumes material content, which is the raising cost, from the owned content information in the player information 50A. Next, the control means 58 increases the current parameters (e.g., special parameters) of the base content in the owned content information in the player information 50A. Note that if the base content specified in step SP32 is content to be raised and the raising type in the development plan information indicates evolutionary synthesis, the identification means 56 cancels the identification of the content to be raised. Then, the series of processes shown in FIG. 10 ends.

[0123] <Effects> As described above, in this embodiment, there is provided a program for executing a game in which the development of base content is permitted on the condition that the player owns at least all of the material content pre-associated with the base content, and the program causes a computer to function as display means 52 for displaying a list screen showing a plurality of owned contents owned by the player when a display request is received from the player, determination means 54 for determining whether or not the player owns all of the material content pre-associated with the base content based on the base content designated by the player on the list screen, and identification means 56 for identifying the designated base content as content to be developed based on a denial of the determination, and when there is another display request from the player, the display means 52 displays the content to be developed and the other owned content in different ways on the list screen.

[0124] With this configuration, when the player requests display again, the content to be developed and other owned content are displayed in different formats on the list screen, thereby reducing the effort required for the player to search for the content to be developed (content to be developed) from among multiple owned contents in the development game.

[0125] In addition, in this embodiment, the display means 52 displays, on the list screen, in different ways, content to be developed for which the player owns all of the material content that has been pre-associated with the player, and content to be developed for which the player does not own all of the material content that has been pre-associated with the player.

[0126] According to this configuration, on the list screen, contents to be developed for which the player owns all of the material contents are displayed in different ways from contents to be developed for which the player does not own all of the material contents, so that even if there are multiple contents to be developed, the player can easily find contents to be developed that he or she is allowed to develop.

[0127] In addition, in this embodiment, the display means 52 displays the contents to be developed on the list screen so that the order in which each of the contents to be developed was identified can be identified.

[0128] With this configuration, the order in which the content to be developed was identified is displayed in an identifiable manner, so that the player can easily distinguish between the owned content that was most recently designated as base content and the owned content that was designated as base content before that owned content.

[0129] In addition, in this embodiment, the specifying means 56 cancels the specification when the specified content to be developed is developed.

[0130] According to this configuration, when the content to be developed is developed, the content to be developed is no longer displayed on the list screen, so that the player can easily identify only the content to be developed that is not being developed.

[0131] Furthermore, in this embodiment, if the determination is negative, the display means 52 displays a guidance instruction area that guides the player to a game type in which the missing material content can be acquired from all material content previously associated with the specified base content, and the identification means 56 identifies the base content as content to be developed in response to the player operating the guidance instruction area.

[0132] According to this configuration, when the guidance instruction area is operated by the player, that is, when the player intends to acquire the missing material content, the content to be developed is identified, thereby preventing owned content that the player is unlikely to develop from being identified as content to be developed.

[0133] Furthermore, in this embodiment, the game type is a purchase game in which the player can acquire material content, and when the guidance instruction area is operated by the player, the display means 52 displays the missing material content and other material content in different ways on a purchase screen showing each of the material contents that can be acquired in the purchase game.

[0134] According to this configuration, the missing material content in the guided purchase game is displayed in a different manner from other material content, so that the player can easily find the missing material content.

[0135] In this embodiment, the display unit 52 also displays the number of missing material contents on the purchase screen.

[0136] According to this configuration, the number of material contents that is lacking in the induced purchasing game is displayed, so that the player can easily recognize the number of material contents that is lacking and that should be purchased.

[0137] Furthermore, in this embodiment, the display means 52 separately displays the same content owned by the player on the list screen.

[0138] With this configuration, even if the same content owned by the player is displayed separately on the list screen, the content to be developed and other owned content are displayed in different ways, so the player can easily find the content to be developed.

[0139] ---Modifications--- The present invention is not limited to the above specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above specific examples are also included within the scope of the present invention as long as they contain the features of the present invention. Furthermore, the elements of the above-mentioned embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they contain the features of the present invention.

[0140] For example, in the present embodiment, the display means 52 displays an area corresponding to the content to be developed in a first area (e.g., the top) of the owned content information area on the list screen, and an area corresponding to the other owned content in a second area (e.g., the bottom), but the second area may display all owned content, including the content to be developed. Furthermore, the display means 52 may change the number and order of the owned contents to be displayed in the owned content information area on the list screen using a filter function (search function) or a sort function according to the name, rarity, skill, attribute, acquisition date and time, whether the content can be strengthened, whether the content can be evolved, etc., of the content input (selected) by the player.

[0141] In the present embodiment, the display means 52 displays a guidance instruction area on the development screen. However, in response to a player specifying missing material content on the development screen, the display means 52 may display a guidance instruction area that guides the player to a game type in which the specified material content can be acquired. The display means 52 may also display multiple guidance instruction areas. For example, the display means 52 displays a different guidance instruction area for each game type in which the missing material content can be acquired.

[0142] In addition, in the present embodiment, the identification means 56 identifies the designated base content as the content to be developed when there is a shortage of material content pre-associated with the designated base content or when the guidance instruction area is operated, but the identification means 56 may also identify the owned content as the content to be developed when there is a request from the player to set one or more owned contents as the content to be developed. For example, the identification means 56 may identify the designated owned content as the content to be developed when the player designates one or more owned contents on the list screen and then operates a setting button to set the designated owned content as the content to be developed.

[0143] In addition, although the present embodiment has been described mainly in terms of a case where one type of material content is pre-associated with the base content, multiple types of material content may be pre-associated with the base content. For example, the display unit 52 may display, on the development screen, guidance instruction areas corresponding to each of the missing material content.

[0144] In addition, in this embodiment, the case where the evolution material content pre-associated with the base content is an evolution material item has been described, but the evolution material content may be the same content as the base content or content in the same series. Examples of content in the same series include the same content as the base content, content before evolution of the base content, and content after evolution of the base content.

[0145] Furthermore, in this embodiment, the content is mainly a character, but it may also be a weapon, protective gear, accessory, card, gear, figure, or the like.

[0146] 10: Server device 12: Terminal device 50: Storage means 52: Display means 54: Determination means 56: Identification means

Claims

1. A program for executing a game in which base content is permitted to be developed, provided that the player owns at least all of the material content previously associated with the base content, the program causing a computer to function as: a display means for displaying a list screen showing a plurality of owned contents owned by the player when a display request is received from the player; a judgment means for judging whether or not the player owns all of the material content previously associated with the base content, based on a base content designated by the player on the list screen; and an identification means for identifying the designated base content as content to be developed, based on the judgment being denied; and when a display request is received again from the player, the display means displays the content to be developed and other owned contents in different manners on the list screen.

2. The program according to claim 1, wherein the display means displays on the list screen in a different manner a content to be developed for which the player owns all of the material contents previously associated with the content and a content to be developed for which the player does not own all of the material contents previously associated with the content.

3. The program according to claim 2, wherein the display means displays each of the contents to be developed on the list screen in such a way that the specified order is identifiable.

4. The program according to claim 3, wherein the identification means cancels the identification when the identified content to be developed is developed.

5. The program described in claim 1, wherein, when the judgment is denied, the display means displays a guidance instruction area that guides the player to a game type in which the missing material content can be acquired from all of the material content previously associated with the specified base content, and the identification means identifies the base content as content to be developed in response to the player operating the guidance instruction area.

6. The program described in claim 5, wherein the game type is a purchasing game in which the player can acquire material content, and the display means, when the player operates the guidance instruction area, displays the missing material content and other material content in different manners on a purchasing screen showing each of the material contents that can be acquired in the purchasing game.

7. The program according to claim 6, wherein said display means displays the number of said missing material contents on said purchase screen.

8. The program according to any one of claims 1 to 7, wherein said display means displays identical content owned by said player separately on said list screen.

9. An information processing device for executing a game in which base content is permitted to be developed, on condition that the player owns at least all of the material content previously associated with the base content, comprising: a display means for displaying a list screen showing a plurality of owned contents owned by the player when a display request is received from the player; a judgment means for judging whether or not the player owns all of the material content previously associated with the base content, based on a base content designated by the player on the list screen; and an identification means for identifying the designated base content as content to be developed, based on the judgment being denied; and when a display request is received again from the player, the display means displays the content to be developed and other owned contents in different manners on the list screen.

Citation Information

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