Program, effect change method, and game device

WO2025063277A1PCT designated stage expired Publication Date: 2025-03-27CYGAMES INC
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Patent Information

Application Number
PCT/JP2024/033640
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-22
Filing Date
2024-09-20
Publication Date
2025-03-27

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Abstract

Provided is game device comprising: a game medium effect change unit that changes a game medium effect of a game medium when a change content unlocking condition is satisfied; and a game element effect change unit that changes a game element effect of a game element when a game element unlocking condition defined for each of a plurality of game elements associated with the game medium is satisfied. After a game element effect has changed and the game element effect of the game element associated with a specific change content in which the game medium effect changes has reached a prescribed value, the game medium effect change unit changes the game medium effect when the change content unlocking condition associated with the specific change content is satisfied.
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Description

Program, effect change method and game device

[0001] The present invention relates to a program, an effect changing method, and a game device.

[0002] In conventional games that allow characters to grow, a skill tree is provided that allows the game player to select any skill and have the character acquire the skill. The skill tree is composed of multiple squares, and various skills that the character can acquire are associated with the squares. For example, the player can unlock a square by consuming a certain number of growth points or material items that the character has acquired, and the character can acquire the skill associated with the square. In the past, various games have been provided that allow the player to change the character's skills using a skill tree.

[0003] For example, Patent Document 1 describes a skill tree that includes multiple squares and is displayed in a display area.

[0004] Patent No. 6943474

[0005] Game developers provide various items and events in games to allow players to enjoy the game for a long time. Depending on the type of item a character acquires, the game can give the character different effects or display various effects.

[0006] In conventional games, skill trees are provided for the purpose of character development. However, because game elements (weapons, armor, etc.) used by characters are often strengthened by consuming specific materials, skill trees are not used to strengthen game elements. Therefore, once a certain game element is sufficiently strengthened, the game can be progressed using only the strengthened game element. This makes it difficult for players to maintain motivation to have their characters use other game elements that have not been strengthened. Furthermore, because players cannot enjoy the effects of using other unstrengthened game elements, game progression tends to become monotonous.

[0007] The present invention has been made in view of the above circumstances, and aims to enable players to maintain their motivation to use various game elements.

[0008] The program of the present invention provides a game in which a change content release condition is set for each change content and a change element consisting of multiple change contents is provided for each game medium, and causes a computer to execute the following steps: a procedure for changing the game medium effect of the game medium by satisfying the change content release condition; a procedure for changing the game element effect of the game element by satisfying game element release conditions set for each of multiple game elements associated with the game medium; and a procedure for changing the game medium effect by satisfying the change content release condition associated with the specific change content after the game element effect of the game element associated with the specific change content whose game medium effect changes as the game element effect changes reaches a specified value.

[0009] According to the present invention, after the game element effect of a game element reaches a predetermined value, the game content effect changes when a change content release condition associated with a specific change content is satisfied, which is expected to maintain the motivation of the player to use various game elements. Problems, configurations, and effects other than those described above will become clear from the description of the embodiment below.

[0010] 1 is an overall configuration diagram showing an overview of a game system according to a first embodiment of the present invention. FIG. 2 is a block diagram showing an example of the hardware configuration of a game system according to a first embodiment of the present invention. FIG. 3 is a block diagram showing an example of the functional configuration of a game system according to a first embodiment of the present invention. FIG. 4 is a diagram showing an example of the external configuration of a controller according to a first embodiment of the present invention. FIG. 5 is a diagram showing an example of the configuration of a skill tree according to a first embodiment of the present invention. FIG. 6 is a diagram showing an example of the configuration of a square management table and an unlock condition management table according to a first embodiment of the present invention. FIG. 7 is a diagram showing an example of the configuration of a weapon enhancement management table and a weapon level upper limit management table according to a first embodiment of the present invention. FIG. 8 is a diagram showing an example of the display of a skill setting screen according to a first embodiment of the present invention. FIG. 9 is a diagram showing an example of the display of a skill acquisition subscreen according to a first embodiment of the present invention. FIG. 10 is a diagram showing an example of the display of a multiple skill acquisition subscreen according to a first embodiment of the present invention. FIG. 11 is a diagram showing an example of the display of a weapon enhancement screen according to a first embodiment of the present invention. FIG. 12 is a diagram showing an example of the display of a weapon enhancement subscreen and an upper limit release subscreen according to a first embodiment of the present invention. 10 is a flowchart showing an example of a weapon enhancement bonus process according to a second embodiment of the present invention.

[0011] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. In this specification and drawings, components having substantially the same functions or configurations are designated by the same reference numerals, and redundant description will be omitted.

[0012] <Definition of Terms> First, definitions of terms commonly used in this specification will be explained. The terms explained below are those used in the game to which the present invention is applied.

[0013] (Games) First, we will explain games. A game is a game in which predetermined effects are obtained by executing a game program on various information processing terminals. A game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining multiple data. Typically, a game can be progressed by a player, who is a natural person, performing various operations. However, it is also possible for the game to progress automatically by the player giving predetermined instructions.

[0014] (Game Media) In a game, various elements are assigned identification IDs (IDentification). Elements assigned an identification ID and managed by the identification ID are called "game media." Game media are often used in the internal processing of a game. For this reason, unlike objects displayed on a screen, game media may or may not be displayed on the screen.

[0015] For example, game media may include in-game characters, items (equipment items, consumable items, character costumes, etc.), cards, elements drawn in lottery games, etc. Also, game media may include items that have one or more of the following uses or functions: For example, items that change (strengthen or weaken) other game media, items that change (strengthen or weaken) some parameter, items that can be paid for by consuming game media, and items that are organized by the player and have an effect in the game.

[0016] (Objects) In a game, a screen is displayed on the display device of the terminal on which the player plays the game. Various computer graphics images (hereinafter abbreviated as "images") are displayed on the screen as objects. Here, objects are broadly divided into two-dimensional images and three-dimensional images. An object in a two-dimensional image is an image configured using two-dimensional computer graphics, such as an illustrated image of the game medium (characters, items, etc.) or an image of a user interface (buttons, virtual pads, etc.). Similarly, an object in a three-dimensional image is an image configured using three-dimensional computer graphics, such as a character, item, background, etc.

[0017] (Attributes) Attributes are data used to classify game media, and are part of the data commonly assigned to multiple game media or multiple objects. For example, attributes may be data for distinguishing a certain character or data for determining the rarity of a certain item. Attributes are often displayed on the screen when playing a game. However, attributes may only be used in the internal processing of a program and may not be displayed on the screen.

[0018] (Currency) Games use currency to exchange for items and the like. This currency can be either paid currency that has value in the real world or parameters that are used only within the game. Paid currency includes, for example, cash, electronic money, and in-game currency that is purchased for a fee. Parameters that are used only within the game include in-game currency that is provided free of charge within the game. Furthermore, in-game currency also includes, for example, free currency that is consumed in the lottery process described below. Note that points and the like used in games are sometimes used in the same sense as currency.

[0019] (Rewards) Players can earn rewards by playing a game. Rewards can be broadly divided into those that are assigned to a player ID that is assigned to identify the player, and those that are not assigned to a player ID. Rewards that are assigned to a player ID include, for example, items, and rewards such as items are used to change predetermined parameters (experience points, stamina, lottery rights, etc.) or to progress through the game. Other possible rewards include, for example, unlocking playable quests, making it possible to acquire character skills or abilities, and making music videos available for viewing. Rewards that are not assigned to a player ID include, for example, the display of a reward image or reward video, the occurrence of an event specific to the game, etc.

[0020] (Lottery Process) In games, a lottery process may be performed to award a reward to a player. The lottery process is a process that uses software random numbers generated within the game to determine the result probabilistically. In software random numbers, the same value is generated if the seed value is the same. In the lottery process, the result may be determined by using a pseudo-random number sequence created in advance instead of software random numbers. The lottery process is broadly divided into a process in which a reward is determined by lottery process by consuming a predetermined amount of money (so-called gacha process) and other processes.

[0021] The process of determining a reward through a lottery process by consuming a predetermined amount of money includes non-restoring lotteries (processes in which the lottery probability is constant or variable) and restoring lotteries (processes in which the number of items is announced in advance and the desired item can be obtained by repeatedly drawing lots).Other processes include lottery processes for game rewards, matching processes in games in which characters battle each other, calculation processes for damage when an attack is made, and action determination processes for NPCs (Non Player Characters: characters not controlled by the player).

[0022] (Game Effects) In games, there are effects (called "game effects") that are linked to game media, objects, etc. Examples of game effects include character skills, abilities, and special abilities. Game effects have some kind of influence on the progress of the game, and are defined by any combination of activation conditions for activating the game effect, targets to which the game effect applies, and the effect amount of the game effect.

[0023] [First embodiment] <Example of overall configuration of a game system> First, an example of the configuration of a game system according to a first embodiment of the present invention will be described. This game system is configured by combining a game server that distributes games with information processing terminals. The games distributed by the game server include programs and data related to the games.

[0024] <Overview of Game System> Fig. 1 is an overall configuration diagram showing an overview of a game system 10 according to a first embodiment. The game system 10 includes a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and the PC 2B are connectable to the game server 1 via a network N such as the Internet. In the following description, the smartphone 2A and the PC 2B are collectively referred to as an information processing terminal 2. As the information processing terminal 2, for example, a dedicated game terminal may be used.

[0025] The game server 1 is an example of a first information processing device that constitutes the game system 10. The game server 1 manages game programs and data, and distributes the game programs and data to the information processing terminal 2 based on a data acquisition request from an authenticated information processing terminal 2.

[0026] The information processing terminal 2 processes the game program and data received from the game server 1. The program according to this embodiment controls the display format of text, images, etc. displayed on the output device 27 (an example of a display unit) in accordance with the progress of the game, based on instructions input via the input device 26 (an example of an input unit).

[0027] The smartphone 2A uses a touch panel display device in which the input device 26 and the output device 27 are integrated. The smartphone 2A may be a tablet terminal. The PC 2B has the input device 26 and the output device 27 as separate devices. The PC 2B may be a desktop PC with the input device 26 and the output device 27 separately connected to the desktop PC.

[0028] The information processing terminal 2 is an example of a second information processing device that constitutes the game system 10. The information processing terminal 2 is capable of storing data, including a program that is the basis of a game, downloaded from the game server 1 in a storage device 22 shown in FIG. 2 , which will be described later.

[0029] The information processing terminal 2 can also read data including a program that is the basis of a game from a memory, an optical disk, etc. The information processing terminal 2 then executes the program read from the storage device 22 to present the game. Furthermore, when the processing results of a game processed by the game server 1 are distributed to the information processing terminal 2, the information processing terminal 2 can display the processing results using, for example, an internet browser, and the player can progress through the game.

[0030] The information processing terminal 2 selects a program based on an operation signal input from the input device 26 in response to an operation performed by the player, and outputs a video signal corresponding to the screen of the output device 27 to the output device 27. The output device 27 displays a video based on the video signal. The operation signal input from the input device 26 is, for example, a signal corresponding to each operation stick or operation button of the controller. The player can input instructions and control a character via the input device 26.

[0031] The information processing terminal 2 stores game data downloaded from the game server 1 in a storage device 22 shown in Fig. 2, which will be described later. The information processing terminal 2 also performs processes such as reading game data from the storage device 22 and executing a program, drawing a screen in accordance with operation signals input from the input device 26, and displaying a screen using the output device 27. For example, the information processing terminal 2 displays a screen on which various scenes including characters are drawn, in accordance with operations performed by the player via the input device 26, on the output device 27.

[0032] Operations on a character input from the input device 26 include, for example, various command inputs such as responses to conversations uttered by the character, instructions to the character, selection of a weapon or armor to be used or equipped by the character, leveling up the character, and selection of a square in the skill tree 70 (see FIG. 5 described later). In this embodiment, weapons equipped by the character will be described among items. In addition, in this embodiment, as an example of an operation performed from the input device 26, operation of a button, stick, or the like of a controller 60 (see FIG. 4 described later) connected to the information processing device 2 is assumed. Note that a tap operation, such as touching the screen of the output device 27 with a finger or a pen, may also be used. The character and scene displayed on the output device 27 change depending on the operation performed on the input device 26.

[0033] <Example of Hardware Configuration of Game System> Next, an example of the hardware configuration of the game system 10 according to the first embodiment will be described. FIG.

[0034] (Configuration Example of Game Server) The game server 1 is an example of a computer that operates as a computer capable of executing various programs. The game server 1 includes a processing device 11, a storage device 12, and a network interface 14, which are all connected to a bus 13.

[0035] The processing device 11 is configured with at least one of, for example, a CPU (Central Processing Unit), an MPU (Microprocessor Unit), a GPU (Graphics Processing Unit), and an FPGA (Field Programmable Gate Array). The processing device 11 reads program code of software that realizes each function according to the present embodiment from the storage device 12, loads the program code into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing device 11 performs, for example, game calculation processing and processing necessary to draw objects on the screen of the information processing terminal 2.

[0036] The storage device 12 is configured by, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM may be an optical disk, a magneto-optical disk, a DVD (Digital Versatile Disc)-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM (Static Random Access Memory), a DRAM (Dynamic Random Access Memory), or the like. Variables, parameters, etc. generated during the arithmetic processing of the processing device 11 are temporarily written to the storage device 12, and these variables, parameters, etc. are read out by the processing device 11 as appropriate.

[0037] The storage device 12 is configured with at least one of, for example, a hard disk drive (HDD), a solid state drive (SSD), and a flash memory. The storage device 12 stores the operating system (OS) of the game server 1, various parameters, and programs for operating the game server 1. As described above, the storage device 12 stores programs, data, etc. necessary for the processing device 11 to operate, and is used as an example of a computer-readable, non-transitory storage medium that stores programs executed by the game server 1.

[0038] For example, a network interface card (NIC) or the like is used as the network interface 14. The network interface 14 is capable of transmitting and receiving various data to and from the information processing terminal 2 via a dedicated line or the like connected to a terminal of the NIC and via the network N.

[0039] (Configuration Example of Information Processing Terminal) The information processing terminal 2 is an example of a calculator that operates as a computer capable of executing various programs. The information processing terminal 2 includes a processing device 21, a storage device 22, a network interface 24, and an input / output interface 25, each of which is connected to a bus 23. An input device 26 and an output device 27 included in the information processing terminal 2 are connected to the bus 23 via the input / output interface 25.

[0040] The processing device 21 is configured with at least one of, for example, a CPU, an MPU, a GPU, and an FPGA. The processing device 21 reads out program code of software that realizes each function according to this embodiment from the storage device 22, loads it into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing device 21, for example, performs calculation processing for the game and processing necessary for drawing objects on the screen of the information processing terminal 2. The processing device 21 also performs processing such as processing the OS of the information processing terminal 2 and managing the input and output of data performed by each unit within the information processing terminal 2. When processing information related to the game, the processing device 21 can output not only image signals but also audio signals, actuator operation signals, and the like to the output device 27 via the input / output interface 25.

[0041] The storage device 22 is composed of, for example, a ROM and a RAM. The ROM may be an optical disk, a magneto-optical disk, a DVD-ROM, a CD-ROM, a Blu-ray (registered trademark) disk, or the like. The RAM may be an SRAM, a DRAM, or the like. Variables, parameters, and the like generated during the arithmetic processing of the processing device 21 are temporarily written to the storage device 22, and these variables, parameters, and the like are read out by the processing device 21 as appropriate. The processing device 11 also performs processing required to draw, for example, two-dimensional or three-dimensional objects that constitute characters or backgrounds on the screen of the output device 27.

[0042] The storage device 22 is configured with at least one of, for example, an HDD, an SSD, and a flash memory. The storage device 22 stores the OS of the information processing terminal 2, various parameters, programs for functioning the information processing terminal 2, game programs, etc. As described above, the storage device 22 stores programs, data, etc. necessary for the operation of the processing device 21, and is used as an example of a computer-readable non-transitory storage medium that stores programs executed by the information processing terminal 2.

[0043] For example, a NIC or the like is used as the network interface 24. The network interface 24 is capable of transmitting and receiving various data to and from the game server 1 and communicating with other information processing terminals 2 via the network N via a dedicated line or the like connected to a terminal of the NIC.

[0044] The input / output interface 25 converts operation signals received from the input device 26 into data in a predetermined format and passes the converted data to the processing device 21. The input / output interface 25 also converts screen data drawn by the processing device 21 into video signals and outputs them to the output device 27.

[0045] The input device 26 is a device that accepts input instructions or various pieces of information from the player. The input device 26, for example, is a pointing device that can input coordinate information of a position designated by the player. This pointing device is a mouse, a touch panel device, or the like. A touch panel device is configured by combining the input device 26 and the output device 27. The input device 26 may also be a game controller (a controller 60 shown in FIG. 4 , which will be described later), a keyboard, a microphone, a GPS (Global Positioning System) device, or various sensors. Examples of the various sensors include an acceleration sensor (a six-axis sensor, a gyro sensor, or the like), an optical sensor (a camera, or the like), a pressure sensor (a pressure-sensitive touch sensor, or the like), and an air pressure sensor.

[0046] The output device 27 is a device that outputs information processed by the processing device 21. Examples of the output device 27 include a display device (display device, touch panel device, etc.), an audio device (speaker, headphones, etc.), an actuator (vibration device, haptic feedback, etc.), etc. When the output device 27 is a display device, an image based on a video signal received from the input / output interface 25 is displayed on the display device. When the output device 27 is an audio device, sounds such as background music (BGM), sound effects, character voices, etc. are emitted. When the output device 27 is an actuator, it vibrates or provides haptic feedback according to the game scene.

[0047] <Example of Functional Configuration of Game System> Next, an example of the functional configuration of the game system 10 will be described with reference to Fig. 3. Fig. 3 is a block diagram showing an example of the functional configuration of the game system 10. In Fig. 3, the communication network N is omitted from illustration.

[0048] (Example of Functional Configuration of Game Server) The game server 1 includes a communication unit 31 , a game processing unit 32 , and a storage unit 33 .

[0049] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, the communication unit 31 outputs the data acquisition request to the game processing unit 32 and transmits game data processed by the game processing unit 32 to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing device 11, the network interface 14, etc. shown in FIG. 2 .

[0050] The game processing unit 32 selects and reads out data of the game to be used in the information processing terminal 2 from the storage unit 33 based on a data acquisition request input from the communication unit 31. The game processing unit 32 then outputs the read-out game data to the communication unit 31. Note that the game processing unit 32 can also perform processing based on the read-out game data and then output data of the processing result to the communication unit 31. The functions of the game processing unit 32 are realized by the processing device 11 and storage device 12 shown in FIG. 2.

[0051] The storage unit 33 stores game data. The function of the storage unit 33 is realized by the storage device 12 shown in Fig. 2. The storage unit 33 also stores data of players who play the game. The player data is used for player authentication processing, etc.

[0052] (Example of functional configuration of information processing terminal) The information processing terminal 2 includes a communication unit 41, an input unit 42, an input receiving unit 43, a path selection unit 44, a character effect change unit 45, a weapon effect change unit 46, a drawing unit 47, an image output unit 48, an output unit 49, and a memory unit 50.

[0053] The communication unit 41 transmits data requested by the game played by the player as a data acquisition request to the game server 1. Then, the communication unit 41 writes the game data distributed from the game server 1 into the storage unit 50. The function of the communication unit 41 is realized by the processing device 21 and network interface 24 shown in FIG. 2 .

[0054] The input unit 42 outputs an operation signal generated based on an operation input by the player to the input receiving unit 43. The operation input by the player is assumed to be an operation using various buttons, sticks, etc. of a controller 60 (see FIG. 4 described later) used as an example of the input device 26. In this embodiment, the operation input by the player includes, for example, an operation by the player to select one or more squares from a skill tree 70 shown in FIG. 5 described later, an operation to select a screen on which the skill tree 70 is displayed, an operation to release a lock set on a square in the skill tree 70, an operation to release a square, an operation to increase a weapon level, an operation to release the upper limit of a weapon level, etc. The function of the input unit 42 is realized by the input device 26 (e.g., the controller 60) shown in FIG. 2.

[0055] The input receiving unit 43 receives an operation signal from the input unit 42. The input receiving unit 43 receives, as the operation signal, for example, an instruction to select a square in the skill tree 70 from the input unit 42. The function of the input receiving unit 43 is realized by the input / output interface 25 shown in FIG.

[0056] The path selection unit 44 selects a path from a released square in the skill tree 70 as the starting point to an unreleased square selected by the player via the input unit 42 as the ending point. In this embodiment, a skill that the character can acquire is set for each square in the skill tree 70. However, each square has a square release condition set for it. In this embodiment, the operation of having the character acquire the skill set for that square by satisfying the square release condition set for that square is called "release." For example, an example of a square release condition is consuming a predetermined number of release points held by the character.

[0057] When there are multiple routes from the start point to the end point of a square selected by the player from the skill tree 70, the route selection unit 44 selects the route with the fewest number of squares. In this case, the shortest route among the multiple routes is automatically selected. Even when an unopened square next to an opened square is selected, if there are multiple routes, the route selection unit 44 selects the shortest route.

[0058] The character effect change unit 45 is an example of a game media effect change unit that changes the character effect of a character, which is an example of game media, by satisfying a square release condition set for each square. The character effect is an example of the game effect described above, and corresponds to skills, status, etc. that are set for each character and that the character can acquire. A character's skills may be, for example, abilities specific to the character's occupation (such as acquiring magic spells, stealing, or dancing) or an increase in elements required for character development (such as hit points (HP) or magic points (MP)). A player can release squares in the skill tree 70, allowing the character to acquire skills. The character's status represents various current states of the character, such as abilities that the character has acquired and can use, and the character's physical condition (whether the character can move normally or is unable to act, etc.).

[0059] In this embodiment, a change in a character's character effect is when a character acquires a skill and grows as a result. A change in a character's character effect can, for example, increase the number of actions a character can take in battle, or increase a parameter such as the character's HP or MP. A parameter is data expressed as a change in a specific numerical value, and in addition to the above-mentioned HP and MP, it can also include data expressed as a numerical value such as a character's attack power, stamina, and magical power. Note that a change in a character effect can also include abandoning an already acquired skill or weakening a skill.

[0060] As will be described later, in the game according to this embodiment, weapon enhancement squares whose character effects change as the weapon effects change are provided in the skill tree 70. An unlock condition is set for each weapon enhancement square, which unlocks the square when the weapon enhancement square is strengthened. When the weapon effect of the weapon associated with the weapon enhancement square reaches a specified value, thereby satisfying the unlock condition, the character effect change unit 45 unlocks the weapon enhancement square. Then, when the square release condition associated with the weapon enhancement square is satisfied, the character effect change unit 45 changes the character effect.

[0061] The weapon effect changing unit 46 is an example of a game element effect changing unit that changes the weapon effect of a weapon when a weapon release condition defined for each of multiple weapons associated with a character is satisfied. Examples of weapon release conditions include increasing the weapon level to a specified value, releasing the upper limit of the weapon level, etc. If the unlock condition set for a weapon enhancement square in the skill tree 70 is satisfying the weapon release condition, the weapon effect changing unit 46 unlocks the weapon enhancement square when the weapon release condition is satisfied.

[0062] In this embodiment, weapons that a character can use are taken as an example of a game element. A weapon effect is another example of the above-mentioned game effect, and corresponds to the weapon level set for each weapon. As the weapon effect, i.e., the weapon level, increases, for example, the attack power of the weapon increases or a special technique is added to the weapon. Changes to the weapon effect also include changes such as abandoning a special technique that has already been acquired.

[0063] In the game according to this embodiment, the weapons that can be equipped are determined for each character. Only one character can equip a particular weapon, and other characters cannot equip the same weapon. Weapons that a character possesses and can use are associated with the character, and different weapon release conditions are set for each weapon. Note that the same weapons may be equipped by multiple characters. Furthermore, the same weapon release conditions may be set for multiple types of weapons.

[0064] The drawing unit 47 draws an image to be displayed on the output unit 49 based on the operation signal received by the input receiving unit 43. The image drawn by the drawing unit 47 includes, for example, text, as well as two-dimensional or three-dimensional images of objects including a player character operated by a player and other characters.

[0065] The image output unit 48 outputs the image drawn by the drawing unit 47 to the output unit 49. For example, images of each screen shown in Fig. 8 to Fig. 12 (described later) are output to the output unit 49. The function of the image output unit 48 is realized by the input / output interface 25 shown in Fig. 2.

[0066] The output unit 49 displays the image output by the image output unit 48. The function of the output unit 49 is realized by the output device 27 shown in FIG.

[0067] The storage unit 50 stores game data received by the communication unit 41 from the game server 1. The function of the storage unit 50 is realized by the storage device 22 shown in FIG.

[0068] Both the game server 1 and the information processing terminal 2 are used as examples of a game device according to this embodiment. When the game server 1 provides a game to the information processing terminal 2, the functional units of the information processing terminal 2, namely, the input receiving unit 43, the path selecting unit 44, the character effect changing unit 45, the weapon effect changing unit 46, and the drawing unit 47, are configured in the game server 1.

[0069] <External Configuration Example of Controller> Figure 4 is a diagram showing an external configuration example of a controller 60. The controller 60 is an example of a controller in which a right stick key 61, a left stick key 62, operation buttons 63, a cross directional key 64, an R1 key 65, an R2 key 66, an L1 key 67, and an L2 key 68 are attached to a single housing. The upper side of Figure 4 shows a plan view (1) of the controller 60, and the lower side of Figure 4 shows a front view (2) of the controller 60 as viewed from slightly diagonally above the front.

[0070] The right stick key 61 and the left stick key 62 are used to move the player character (hereinafter simply referred to as "character") to a position that is difficult to reach using the cross direction key 64. The right stick key 61 and the left stick key 62 are also used to change the character's viewpoint.

[0071] The operation buttons 63 are provided with four buttons labeled with four types of letters: "A," "B," "C," and "D." Each button is assigned a function for giving instructions to the character. The operation buttons may also be labeled with numbers, figures, etc.

[0072] The cross direction key 64 is used to move the character forward, backward, left, or right, or may be used to make the character crouch by pressing the down key on the cross direction key 64.

[0073] An R1 key 65 and an R2 key 66 are provided on the right side of the upper part of the controller 60, and an L1 key 67 and an L2 key 68 are provided on the left side. Each key is used, for example, to call up a specific function during a character's battle, or to switch the character's equipment or the screen display.

[0074] In addition, in a tablet terminal such as a smartphone 2A (see FIG. 1) to which the controller 60 is not connected, button icons arranged in the same manner as the controller 60 are displayed on the screen. By touching the button icons, the player can give operational instructions equivalent to those given by the controller 60. In addition, in a PC 2B (see FIG. 1) to which the controller 60 is not connected, the functions of the keys and buttons on the controller 60 can be assigned to the keyboard. The player can give operational instructions equivalent to those given by the controller 60 by operating the keyboard.

[0075] <Example of Skill Tree Configuration> Figure 5 is a diagram showing an example of the configuration of a skill tree 70. The skill tree 70 is configured by combining multiple squares in a tree-like manner. Each square is connected to one or more other squares. In Figure 5, the squares are represented as ovals, but they may also be circular, polygonal, or other shapes. In the upper right corner of Figure 5, a retained release point display section 71 is displayed, which shows the release points held by the character. The retained release point display section 71 indicates that the retained release points are 8 points. The retained release points are not data that differs for each character, but are data that is linked to the player. Any character used by a certain player may use a single release point.

[0076] In this embodiment, the squares that make up the skill tree 70 are taken as an example of a change content. The change content is displayed on the screen as a square associated with a skill that the character can acquire. Furthermore, the square release condition set for each square is taken as an example of a change content release condition. Furthermore, the skill tree 70 is taken as an example of a variable element made up of multiple squares, and the character controlled by the player is taken as an example of a game medium. The program according to this embodiment provides the player with a game in which a skill tree 70 is provided for each character. A square release condition is set for each square in the skill tree 70, and when the square release condition is satisfied, the character acquires the skill set in the square. As described above, the square release condition is satisfied by consuming a predetermined number of release points set for each square.

[0077] When a player wants a character to acquire a skill, the player selects a square whose square release condition is not satisfied from among the multiple squares included in the skill tree 70. When the player selects a square, the path selection unit 44 shown in Figure 3 selects squares whose square release condition is not satisfied along the path of squares connecting to the starting point, starting from the square whose square release condition is satisfied.

[0078] When the cell release condition of a cell on the path including the selected cell is satisfied, the character effect change unit 45 causes the character to acquire the skill set for the cell. Therefore, the character effect changes depending on the acquired skill.

[0079] The squares that make up the skill tree 70 include normal squares and, in this embodiment, weapon enhancement squares. A specific weapon is associated with the weapon enhancement squares, and changing the weapon effect of the specific weapon changes the character effect. Both normal squares and weapon enhancement squares are squares that are unlocked when the character consumes a predetermined number of unlocking points earned in the game to satisfy the square unlocking conditions, allowing the character to acquire skills.

[0080] Unlike normal squares, weapon enhancement squares have an unlock condition that prevents the player from selecting the weapon enhancement square until the weapon effect of a specific weapon reaches a predetermined value. Therefore, weapon enhancement squares require weapon enhancement before the square release condition is met. The predetermined value is assumed to be, for example, the weapon level value or the upper limit of the weapon level. However, other indicators may be used as the predetermined value.

[0081] In this embodiment, a specific weapon being strengthened to a specified value means, for example, that the weapon level of the specific weapon has been strengthened to a specific level value, or that the weapon level upper limit of the specific weapon has been strengthened to a specific upper limit. Once the specific weapon has been strengthened to the specified value and the unlocking conditions have been met, the player can select a weapon strengthening square from the skill tree 70. When the square release conditions associated with the selectable weapon strengthening square are met, the weapon strengthening square is released, and the character acquires the skill of the weapon strengthening square. For example, the player can release the weapon strengthening square by spending a specified number of release points held by the character on an unlocked weapon strengthening square, allowing the character to acquire the skill of the weapon strengthening square.

[0082] In FIG. 5 , the skill that the character can acquire is labeled "Skill n" for each square. "Skill n" is used to indicate the position of the square and the skill name; in the actual skill tree 70, an image or the like representing the skill is displayed in the square. In this case, when the player selects a square, the content of the skill set in the square and the number of points consumed to unlock the square are displayed. In addition, the same skill (e.g., HP increase) may be set in different squares (e.g., skill 2 and skill 23).

[0083] In Figure 5, the squares for skills 1 and 2 are considered unlocked squares. Unlocked squares are represented by oval icons without hatching, with no distinction between normal squares and weapon enhancement squares. All squares from skill 3 onwards are unlocked squares. Of the unlocked squares, the squares for skills 3, 12, 21-23, 31, 41, and 42 represent normal squares. The squares for skills 11, 13, and 32 represent weapon enhancement squares. The weapon enhancement square for skill 11 is unlocked but has been unlocked. The weapon enhancement squares for skills 13 and 32 are unlocked and have not been unlocked. The weapon enhancement squares can be unlocked on the weapon enhancement screen 140, weapon enhancement sub-screen 150, and limit release sub-screen 160 shown in Figures 11 and 12, which will be described later.

[0084] The player performs an operation to select the next unlocked square to be unlocked, starting from the square for the already unlocked skill 2. In this embodiment, unlocking each square requires consuming two unlock points per square. For example, the player's operation to select the square for the unlocked skill 3 is equivalent to selecting a path starting from the square for skill 2 and ending at the square for skill 3. Therefore, the character effect change unit 45 consumes two points from the retained unlock points to unlock the square for skill 3, and the character acquires skill 3.

[0085] The player can select multiple squares or skip multiple squares and select one square. For example, by selecting the square of skill 23 as end point 2, the player can select a route starting from the square of skill 2 and ending at the square of skill 23. In this case, the character effect change unit 45 can release the squares of skills 3, 21, 22, and 23 all at once, allowing the character to acquire the skills in each square. Since eight release points are consumed from the retained release points, there is no shortage of retained release points.

[0086] Furthermore, a player can select a route starting from the square for skill 2 and ending at the square for skill 11, thereby unlocking the squares for skills 3 and 11. Because skill 11 has already been unlocked, the square can be unlocked by consuming unlocking points. Note that a player cannot select the weapon enhancement square for skill 13, which has not yet been unlocked. Therefore, in order for a player to select the square for skill 41 after unlocking the squares for skills 3, 11, and 12, the player must first unlock the weapon enhancement square for skill 13 and then unlock the weapon enhancement square for skill 13. Alternatively, the player must return to the square for skill 3, which has already been unlocked, and then use the square for skill 3 as the starting point to unlock the squares for skills 21, 22, and 23.

[0087] It is also possible for the skill tree 70 to have a configuration in which multiple squares are connected by lines, but in which the squares are in contact with each other. The shape of the skill tree 70 may be a radial shape other than a tree shape. While the skill tree 70 is configured with a unique shape for each character, for example, multiple characters belonging to the same group may have skill trees 70 with the same shape. Furthermore, the player may use a specific item to select a square that is farther away from the character's previously acquired release points, thereby making that square available for release.

[0088] Next, examples of the configuration of each table managed in the game according to this embodiment will be described with reference to Figures 6 and 7. Figure 6 shows examples of the configuration of a square management table 81 and an unlock condition management table 82.

[0089] The square management table 81 is used to manage each square that makes up the skill tree 70. The square management table 81 has items for square category and overview. The square category item stores the name of the square category. Examples of square categories include "basic parameter strengthening square," "higher parameter strengthening square," "ability acquisition square," "ability strengthening square," and "weapon strengthening square." In this embodiment, squares in square categories 1 to 4 other than "weapon strengthening square" are collectively referred to as normal squares.

[0090] The summary item stores a summary of the square category. Of the regular squares in square categories 1 to 4, for example, a "basic parameter strengthening square" in square category 1 indicates that the square strengthens basic parameters such as the character's HP, attack, stun (temporary paralysis), and critical rate (the probability of an attack dealing greater damage than normal). A "ability acquisition square" in square category 3 indicates the new ability the character will acquire.

[0091] A "weapon strengthening square" in square category 5 indicates that the character can acquire an ability after strengthening the weapon the character possesses. However, the skills that a character can acquire by unlocking a weapon strengthening square are not limited to acquiring abilities, and may be the same as the skills that a character can acquire by unlocking a normal square.

[0092] The unlock condition management table 82 is used to manage the unlock conditions set for each square. In the skill tree 70, both normal squares and weapon enhancement squares may be locked. The unlock condition management table 82 has fields for unlock conditions and a summary.

[0093] The unlock condition item stores the name of the unlock condition. Examples of the unlock conditions include "reaching a specific level," "clearing up to a specific chapter," "clearing a specific quest," "obtaining or creating a specific weapon," "unlocking a specific weapon to a specific limit," "unlocking a weapon's limit to n stars," "obtaining a specific square," etc.

[0094] The summary item stores a summary of the unlock condition. Unlock conditions 1 to 4, and 7 in the unlock condition management table 82 represent unlock conditions set in normal squares. For example, unlock condition 1, "increase to a specific level," is an unlock condition where the character reaches a specific level. Unlock condition 2, "clear up to a specific chapter," is an unlock condition where the character clears up to a specific chapter as the story progresses.

[0095] When any of unlock conditions 1 to 4, or 7 is set for a locked normal square, the normal square is unlocked when the set unlock condition is met. The player can then release the unlocked normal square by spending a predetermined number of unlocking media (e.g., owned points) acquired in the game, allowing the character to acquire a skill.

[0096] Unlock conditions 5 and 6 represent the unlock conditions for weapon enhancement squares. The unlock conditions set for weapon enhancement squares may include any one of the following: the weapon effect has reached a specified value, the weapon has been acquired, and the upper limit of the weapon effect has been released. For example, the weapon effect has reached a specified value when the weapon level specific to the weapon has reached a specified value (e.g., weapon level 20). Furthermore, the upper limit of the weapon effect has been released when, for example, the upper limit of the weapon level (e.g., weapon level 30) has been released and a new upper limit of the weapon level (e.g., weapon level 40) has been set.

[0097] When either unlock condition 5 or 6 is set for a locked weapon enhancement square, the weapon enhancement square is unlocked when the set unlock condition is met. The player can then release the unlocked weapon enhancement square by consuming a predetermined number of release media acquired in the game, allowing the character to acquire a skill.

[0098] For example, unlock condition 5, "A specific weapon is unlocked to a specific limit," specifies that the unlock condition is that the specific weapon is unlocked. Unlock condition 6, "Weapon limit unlock reaches star n," specifies that the unlock condition is that the specific weapon is unlocked to star n. Star n, for example, is an index representing the strength of a weapon, and the star number (n) changes as the weapon is strengthened, such as to star 1 or star 2. For the same weapon, the higher the star number, the stronger the weapon. Furthermore, since the weapon level limit is limited according to the number of stars, in order to increase the weapon level and make the weapon stronger, it is necessary to increase the number of stars for that weapon.

[0099] FIG. 7 shows an example of the configuration of the weapon strengthening management table 83 and the weapon level upper limit management table 84. As shown in FIG.

[0100] The weapon strengthening management table 83 is a table that defines the conditions required to strengthen a weapon, and has the following fields: weapon name, weapon level, and required experience points.

[0101] The weapon name item stores the name of the weapon. Note that, at the time of implementation, the weapon ID assigned to each weapon may be substituted for the weapon name. The weapon level item stores how the weapon level changes. The weapon level is expressed as a numerical value for the weapon. For example, the item shown as "1 → 2" in the figure indicates that the weapon level increases from "1" to "2".

[0102] The required experience value field stores the experience value required to increase a weapon level as a change condition required to change the weapon level. Experience values ​​can be acquired by a character, for example, by repeatedly battling or using items with the weapon equipped by the character. The weapon level increases when the experience value reaches a threshold value determined for each weapon level. Specific numerical values ​​are used for the required experience value, but in FIG. 7 , they are represented as Exp1(1) and Exp2(1). For example, the experience value required to increase the weapon level of weapon 1 from level 1 to level 2 is Exp1(1). Similarly, the experience value required to increase the weapon level of weapon 1 from level 2 to level 3 is Exp2(1). The required experience value increases as the weapon level increases.

[0103] The weapon level upper limit management table 84 manages the upper limit of the weapon level. The weapon level determined for each weapon has an upper limit set in units called stars. The upper limit of the weapon level is determined according to the number of stars acquired for the weapon. For this reason, the player increases the number of stars and increases the upper limit of the weapon level, thereby trying to develop the weapon used by the character into a weapon with a high weapon level, that is, a powerful weapon or a weapon with many special effects.

[0104] The weapon level upper limit management table 84 has items for weapon name, level upper limit (star n), and level upper limit change condition. The weapon name item stores the name of the weapon. In an actual game, the weapon ID assigned to each weapon may be substituted for the weapon name. The level upper limit item stores the number of stars. For example, the item shown as "1 → 2" in the figure represents a change in the level upper limit, and indicates that the number of stars acquired by the weapon changes from 1 star to 2 stars. For example, if the level upper limit is 10 at 1 star, the player can only increase the weapon level up to 10. At 2 stars, the level upper limit changes to 25, so the player can increase the weapon level up to 25.

[0105] The relationship between the number of stars and the upper level limit may differ for each weapon. Furthermore, the upper level limit item may store the upper level limit value itself instead of stars. For example, the upper level limit item may store values ​​such as 10, 25, 35, etc., and the weapon effect change unit 46 may be controlled so that the weapon level can only be increased up to the value stored in the upper level limit item.

[0106] The level upper limit change condition item stores a level upper limit change condition according to the number of stars acquired by a weapon. In this table, for example, the level upper limit change condition required for a 1-star weapon to change to a 2-star weapon is stored as condition 1(1). Condition 1(1) specifies, for example, the type of material, the number of materials, the combination of each material, the number of in-game coins, etc. required to acquire stars, but the details will not be described in this specification. In addition, in this embodiment, the maximum number of stars that a weapon can acquire is six, but it may be more or less than six. Furthermore, the maximum number of stars may differ for each weapon.

[0107] 8 is a diagram showing an example of the display of the skill setting screen 90. The skill setting screen 90 is a screen on which the player can select a square from the skill tree 70. The skill setting screen 90 displays display switching tabs 91 and 92, a character icon 94, an L1 and R1 button icon, an L2 and R2 button icon, and a skill tree display section 95.

[0108] The character displayed on the character icon 94 can be switched by the player pressing the L2 button or the R2 button. When the character is switched, the character icon 94 corresponding to the switched character and the skill tree 70 are displayed.

[0109] The display switching tab 91 displays the attack skill tree 70, and the display switching tab 92 displays the defense skill tree (not shown). The player can switch between the display switching tabs 91 and 92 by pressing the L1 button or the R1 button. The skill tree display section 95 displays the skill tree 70 corresponding to the display switching tab 91 or 92, and the held / released points display section 71. FIG. 8 shows how the attack skill tree 70 is displayed in the skill tree display section 95 by coloring the display switching tab 91. The held / released points display section 71 shows the number of released points (e.g., "8") currently held by the character. The player can have the character acquire the skills set in each square of the skill tree 70 by spending the held / released points.

[0110] When a character acquires a skill, a sub-screen shown in FIG. 9 or 10 (described later) is displayed superimposed on the skill setting screen 90, depending on the number of unreleased squares on a path that starts from a released square and ends at an unreleased square. If there is one unreleased square on the path, i.e., an unreleased square adjacent to a released square is selected, the skill acquisition sub-screen 100 shown in FIG. 9 is displayed. On the other hand, if there are multiple unreleased squares on the path, i.e., an unreleased square that is two or more spaces ahead of a released square is selected, the multiple skill acquisition sub-screen 110 shown in FIG. 10 is displayed. These sub-screens are described below.

[0111] <Display Example of Skill Acquisition Subscreen> Fig. 9 is a diagram showing a display example of the skill acquisition subscreen 100. The skill acquisition subscreen 100 is displayed superimposed on the skill setting screen 90 shown in Fig. 8. For example, the skill acquisition subscreen 100 that is displayed when the unlocked square 72 of skill 3 in Fig. 8 is selected will be described.

[0112] 9(1) shows an enlarged view of the skill acquisition sub-screen 100. The skill acquisition sub-screen 100 includes a skill name display section 101, a selection box display section 102, a first skill effect description section 103, a second skill effect description section 104, and a specific operation display section 105.

[0113] The skill name display unit 101 displays the name of the skill associated with the unopened square 72 selected by the player. The selection square display unit 102 displays an enlarged image of the unopened square 72. The first skill effect explanation unit 103 displays an explanation of the skill effect. The second skill effect explanation unit 104 displays an explanation of the skill effect together with specific numerical values.

[0114] The specific operation display unit 105 displays a first specific operation that the player performs to have the character acquire a skill and the number of points consumed for the character to acquire the skill. The character effect change unit 45 changes the character effect when the player selects an unreleased square 72, whose square release condition has not been met, and then the first specific operation is performed via the input unit 42, and the square release condition associated with the unreleased square 72 is met. In this embodiment, the first specific operation is an operation of pressing the A button of the operation buttons 63 of the controller 60 shown in FIG. 4 for a predetermined period of time or longer (referred to as a "long press"). The square release condition associated with the unreleased square 72 is, for example, consuming two points from the reserved release points. Note that the first specific operation may be a long press of a button other than the A button, or an operation of pressing the A button multiple times in succession.

[0115] For example, when the player presses the A button, a skill acquisition gauge 106 that changes shape in accordance with the number of seconds the A button is pressed and held is displayed superimposed on the icon on the specific operation display unit 105. The skill acquisition gauge 106 is displayed as an animation that extends from left to right of the icon on the specific operation display unit 105 in accordance with the length of time the player presses and holds the A button.

[0116] In (1) of Fig. 9, the player has not pressed the A button, so the skill acquisition gauge 106 is not displayed. In (2) and (3) of Fig. 9, the player has pressed and held the A button, so that the skill acquisition gauge 106 extends from the left end of the icon in the specific operation display unit 105. As shown in (4) of Fig. 9, when the extended skill acquisition gauge 106 reaches the right end of the icon in the specific operation display unit 105, the character acquires a skill.

[0117] If the player stops pressing the A button before the skill acquisition gauge 106 reaches the right edge of the icon on the specific operation display unit 105 (at points (2) and (3) in FIG. 9), the skill acquisition gauge 106 will disappear. In this case, the release points are not consumed and the character does not acquire a skill. This operation corresponds to a cancel operation that stops the acquisition of a skill after the player has decided which skill the character should acquire.

[0118] <Display Example of Multiple Skill Acquisition Subscreen> Fig. 10 is a diagram showing a display example of the multiple skill acquisition subscreen 110. The multiple skill acquisition subscreen 110 is displayed superimposed on the skill setting screen 90 shown in Fig. 8. For example, the multiple skill acquisition subscreen 110 that is displayed when the unopened square 73 of skill 31 in Fig. 8 is selected will be described.

[0119] The multiple skill acquisition sub-screen 110 shown in the upper part of Figure 10 includes a skill name display section 111, a selection square display section 112, a first skill effect explanation section 113, a second skill effect explanation section 114, and a specific operation display section 115.

[0120] The skill name display unit 111 displays the name of the skill associated with the unreleased square 73. The selection square display unit 112 displays an enlarged image of the unreleased square 73. The first skill effect explanation unit 113 displays an explanation of the skill effect. The second skill effect explanation unit 114 displays an explanation of the skill effect together with specific numerical values.

[0121] The specific operation display unit 115 displays a second specific operation that the player must perform to have the character acquire a skill and the number of points consumed for the character to acquire the skill. When multiple unreleased squares, including the unreleased square 73 selected by the player, exist on the path, the second specific operation is performed via the input unit 42, and square release conditions associated with the multiple unreleased squares are satisfied, the character effect change unit 45 consumes release points to change the character effect. This allows the character to simultaneously acquire multiple skills associated with the multiple unreleased squares. Furthermore, the player does not need to select and long-press multiple unreleased squares one by one, thereby reducing the time required to unlock multiple unreleased squares. The process of simultaneously unlocking all unreleased squares on the path automatically selected by the path selection unit 44 and having the character acquire multiple skills by the character effect change unit 45 is referred to as "automatic acquisition."

[0122] In this embodiment, the second specific operation is the operation of pressing the D button of the operation buttons 63 of the controller 60 shown in FIG. 4. The specific operation display unit 115 displays "Automatic Acquisition" together with an icon for the D button. Furthermore, the cell release condition associated with the unlocked cells is, for example, consuming four points from the retained release points to unlock all unlocked cells of skills 3 and 31 on the path. Note that pressing a button other than the D button may also be employed as the second specific operation.

[0123] The confirmation screen 116 shown at the bottom of Figure 10 is displayed when the D button is pressed to instruct automatic acquisition. Automatic acquisition consumes many unlock points. For this reason, the confirmation screen 116 is displayed so that the player can cancel the operation when they select an unlocked square of an unintended skill.

[0124] The confirmation screen 116 includes an operation instruction display section 117, an execute button 118, and a cancel button 119. The operation instruction display section 117 displays information that the player will consume release points to acquire a skill by automatic acquisition up to the square selected by the player, that a path that minimizes the consumed release points will be selected, an image of the unreleased square 73 selected by the player, and the total number of consumed release points.

[0125] The execute button 118 is a button that allows the player to instruct the execution of the automatic acquisition. When the execute button 118 is pressed, multiple unopened squares are released and the character acquires a skill. The cancel button 119 is a button that allows the player to instruct the execution of the automatic acquisition to be canceled. When the cancel button 119 is pressed, the automatic acquisition is not performed and the multiple skill acquisition subscreen 110 is closed.

[0126] <Explanation of Weapon Enhancement Screen> FIG. 11 is a diagram showing an example of the display of the weapon enhancement screen 140. As shown in FIG.

[0127] Weapons possessed by characters can be strengthened, for example, by experience points or materials. The weapon strengthening screen 140 is a screen on which the player can strengthen weapons by experience points or materials. This weapon strengthening screen 140 has an strengthened weapon selection section 141, an strengthened weapon information display section 142, a required material display section 143, and a weapon effect selection section 144.

[0128] The strengthening weapon selection section 141 is used by the player to select a weapon that the player wants to strengthen. In Fig. 1, four types of weapons, Weapon 1 to Weapon 4, can be selected, and the item for Weapon 1, which has been selected as the weapon to be strengthened, is displayed in color.

[0129] The enhanced weapon information display section 142 displays information about the weapon selected in the enhanced weapon selection section 141. Weapon information includes, for example, an image representing the weapon selected in the enhanced weapon selection section 141, the current level of the weapon, the maximum level of the weapon, the number of stars acquired by the weapon, the number of experience points required for the weapon to reach the next level, the HP of the weapon, and the attack power of the weapon. The HP of the weapon is added to the HP of the character. Furthermore, the attack power of the weapon is added to the attack power of the character.

[0130] The required material display section 143 displays materials required to change the weapon effect of the weapon selected in the strengthened weapon selection section 141. The weapon effect selection section 144 displays two selectable methods for changing the weapon effect. The two methods are "strengthening," which increases the weapon level, and "limit release," which increases the upper limit of the weapon level. Depending on the item selected by the player, either a weapon strengthening sub-screen 150 or an upper limit release sub-screen 160 shown in FIG. 12 is displayed.

[0131] <Explanation of Weapon Enhancement Subscreen and Upper Limit Release Subscreen> Figure 12 is a diagram showing display examples of a weapon enhancement subscreen 150 and an upper limit release subscreen 160. When the "Enhance" item in the weapon effect selection section 144 is selected, the weapon enhancement subscreen 150 shown in the upper part of Figure 12 is displayed superimposed on the weapon enhancement screen 140 shown in Figure 11.

[0132] The weapon strengthening sub-screen 150 includes a weapon icon display section 151 , a strengthening material selection section 152 , a strengthening result display section 153 , an execute button 154 , and a cancel button 155 .

[0133] The weapon icon display section 151 displays an image icon of the weapon selected by the player to be strengthened. The strengthening material selection section 152 displays the current number of materials possessed that are necessary to strengthen the selected weapon and the number of materials to be used. The material selected by the player is highlighted, and the number to be used can be changed. The strengthening material selection section 152 displays currency, etc., used in the game, which may be consumed as strengthening materials.

[0134] The strengthening result display section 153 displays the experience points that can be acquired by strengthening the weapon, as well as the current and post-strength values ​​of the weapon level, HP, and attack power. By checking the values ​​in the strengthening result display section 153, the player can determine whether or not to strengthen the weapon.

[0135] The execute button 154 is a button that allows the player to instruct the execution of weapon strengthening. When the execute button 154 is pressed, the number of materials displayed in the strengthening material selection section 152 is used, and the weapon level increases. The cancel button 155 is a button that allows the player to instruct the cancellation of the execution of weapon strengthening. When the cancel button 155 is pressed, the weapon is not strengthened, and the weapon strengthening sub-screen 150 closes.

[0136] The upper limit release sub-screen 160 shown in the lower part of FIG. 12 is displayed superimposed on the weapon strengthening screen 140 shown in FIG. 11 when the "upper limit release" item in the weapon effect selection section 144 is selected.

[0137] The upper limit release sub-screen 160 includes a weapon icon display section 161 , an upper limit release material display section 162 , an upper limit release result display section 163 , an execute button 164 , and a cancel button 165 .

[0138] The weapon icon display section 161 displays an image icon of the weapon selected by the player to break the upper limit. The upper limit break material display section 162 displays the current number of materials possessed and the number of materials used to break the upper limit of the selected weapon, for example, in the format of number possessed / number used.

[0139] The number of stars that can be acquired by breaking the upper limit of a weapon, the current upper limit of the weapon level, and the value after breaking the upper limit are displayed in the upper limit break result display section 163. By checking the values ​​in the upper limit break result display section 163, the player can determine whether or not to break the upper limit of a weapon.

[0140] The execute button 164 is a button that allows the player to instruct the execution of the upper limit break. When the execute button 164 is pressed, the number of materials displayed in the upper limit break material display section 162 is used, and the upper limit of the selected weapon is broken. The cancel button 165 is a button that allows the player to instruct the cancellation of the upper limit break. When the cancel button 165 is pressed, the upper limit break is not performed, and the upper limit break subscreen 160 closes.

[0141] <Example of Processing Performed in the Game> Next, details of the processing performed in the game will be described with reference to Figures 13 to 15. In the following processing, a method for changing the effects of characters and weapons in the game according to this embodiment will be described.

[0142] (Example of Unreleased Square Selection Process) First, an example of the process in which a character acquires a skill will be described with reference to the skill tree 70 shown in Figures 5 and 8, with reference to Figures 13 and 14. In the following description, it is assumed that the "Attack" display switching tab 91 on the skill setting screen 90 shown in Figure 8 has been selected, and the skill tree 70 corresponding to "Attack" is displayed on the output device 27 by the image output unit 48. Figure 13 is a flowchart showing an example of the unreleased square selection process.

[0143] First, when a player operates the controller 60 (see FIG. 4), which is an example of the input device 26, to select a square, the input unit 42 shown in FIG. 3 generates an operation signal, and the input acceptance unit 43 accepts the operation signal as input information (S1). Hereinafter, the series of processes by the controller 60, input unit 42, and input acceptance unit 43 in step S1 will be described simply as the operation of the controller 60.

[0144] Next, the player operates the controller 60 to select an unopened square from the skill tree 70 (S2). The player selects an unopened square starting from a released square. The player may select only one square, or multiple squares. Furthermore, the squares that the player may select are not limited to unopened squares adjacent to released squares, but may also be unopened squares multiple spaces away from the released square.

[0145] Next, the path selection unit 44 shown in Fig. 3 counts the unlocking points required to unlock unopened squares on the path from the current square to the square selected by the controller 60 (S3). For example, assume that the number of unlocking points required to unlock each square to reach an adjacent square is "2." In this case, if there are two unopened squares on the path from the currently unlocked square to the unopened square selected by the controller 60, the path selection unit 44 calculates the unlocking points required to unlock them as 2 x 2 = 4 points.

[0146] Next, the path selection unit 44 determines whether there are multiple paths between the current square and the selected unopened square (S4). If there is only one path (NO in S4), the process proceeds to step S6. A single path includes, for example, a path from the current square to the selected unopened square separated by multiple unopened squares, as well as a path to an unopened square adjacent to the current square.

[0147] On the other hand, if there are multiple paths (YES in S4), the path selection unit 44 selects the path that requires the fewest number of points to unlock from the multiple paths (S5). For example, assume that the square for skill 32 has already been unlocked in the skill tree 70 shown in FIG. 5 . Furthermore, assume that the player selects the square for skill 41 as the end point, starting from the current square for skill 2, which has already been unlocked. In this case, there are path 1, which follows the squares for skills 3, 21, 22, and 23 from the square for skill 2 to the square for skill 41, and path 2, which follows the squares for skills 3, 31, and 32. The number of points required to unlock path 1 is "10," and the number of points required to unlock path 2 is "8." Therefore, the path selection unit 44 selects path 2, which requires the fewest number of points to unlock.

[0148] After the process of step S5 or after a NO determination in step S4, the character effect change unit 45 shown in Fig. 3 determines whether the number of held release points is equal to or greater than the number of release points required to release the squares on the path (S6). The determination process of step S6 represents the conditions for releasing the squares, and is an example of the change content release conditions.

[0149] If the number of held release points is equal to or greater than the number of release points required to release squares on the route (YES in S6), the character effect change unit 45 performs the square release process shown in Figure 14 described below (S7), and then terminates this process.

[0150] On the other hand, if the number of held release points is less than the number of release points required to release squares on the path (NO in S6), the character effect change unit 45 outputs a message informing the player of the insufficient number of release points (S8), and ends this processing. The player, having been informed of the insufficient number of held release points, performs an operation to select an unreleased square again, and the processing is repeated from step S1.

[0151] (Example of Mass Release Processing) Fig. 14 is a flowchart showing an example of the mass release processing. The mass release processing is a subroutine shown in step S7 of Fig. 13 .

[0152] First, the character effect change unit 45 determines whether or not a weapon enhancement square is included in the route selected by the route selection unit 44 (S11). If the route does not include a weapon enhancement square (NO in S11), the character effect change unit 45 determines whether or not there is one unopened square on the route (S12).

[0153] If there is only one unopened square on the path (YES in S12), the character effect change unit 45 determines whether or not the player has performed a long press (first specific operation) on the selected square (S13). If no long press has been performed (NO in S13), no processing is performed. In this case, in FIG. 13, the square opening processing in step S7 ends.

[0154] On the other hand, if a long press has been performed (YES in S13), the character effect change unit 45 consumes the reserved release points to release the unreleased squares on the path (S14). If there is only one unreleased square on the path, only that unreleased square is released, and the square release process in step S7 in FIG. 13 ends.

[0155] In step S12, if there are multiple unopened squares on the path (NO in S12), the character effect change unit 45 determines whether or not the player has performed an automatic acquisition (second specific operation) on the unopened square selected by the player (S15). If the player has performed an automatic acquisition (second specific operation) (YES in S15), the process proceeds to step S14.

[0156] In step S14, after a YES determination in step S15, an automatic acquisition process is executed. For example, consider a path starting from a square whose square release condition is satisfied and ending at an unreleased square that is a long press and whose square release condition has not yet been satisfied. This path may include one or more unreleased squares whose square release condition is not satisfied, and the square release conditions of one or more unreleased squares on the path and the unreleased square at the end point may be satisfied. In this case, the path selection unit 44 simultaneously changes the character effects of the multiple unreleased squares on the path and the character effect of the unreleased square at the end point. Therefore, multiple unreleased squares on the path can be released with a single automatic acquisition operation (pressing the D button), reducing the player's need to perform multiple long press operations.

[0157] In step S11, if the character effect change unit 45 determines that the path includes a weapon enhancement square (YES in S11), it determines whether the weapon enhancement square has been unlocked (S16). The weapon enhancement square has one of square release conditions 4 to 6 set in the unlock condition management table 82 shown in FIG. 6 set, and the weapon enhancement square is unlocked when the set unlock condition is met. As described above, when a specific weapon associated with the weapon enhancement square is enhanced to a specified value, the unlock condition is met and the weapon enhancement square is unlocked.

[0158] If the weapon enhancement square has been unlocked (YES in S16), the process proceeds to step S12. On the other hand, if the weapon enhancement square has not been unlocked (NO in S16), the character effect change unit 45 outputs a message indicating that "weapon enhancement is required" (S17), and the square release process in step S7 of Fig. 13 ends. Having confirmed the message, the player understands that the unlocked squares on the path cannot be released at this time, and begins to perform an operation to unlock the weapon enhancement square.

[0159] (Example of Weapon Strengthening Processing) Fig. 15 is a flowchart showing an example of the weapon strengthening processing. The weapon strengthening processing is processing performed via the weapon strengthening screen 140 shown in Fig. 11 and the weapon strengthening sub-screen 150 and upper limit release sub-screen 160 shown in Fig. 12.

[0160] First, the player operates the controller 60 to select the weapon strengthening screen 140 (S21). Next, the player selects a weapon to strengthen from the strengthened weapon selection section 141 (S22). Next, the player determines whether or not to strengthen the weapon (S23). Strengthening a weapon means increasing the weapon level.

[0161] When the player decides to strengthen the weapon (YES in S23), the player selects the "Strengthen" item in the weapon effect selection unit 144. When the "Strengthen" item is selected, the weapon strengthening sub-screen 150 is displayed. The weapon effect change unit 46 displays the materials required to level up the weapon on the weapon strengthening sub-screen 150.

[0162] Next, the player selects the number of materials required to level up the weapon and checks the experience points acquired for leveling up the weapon. Thereafter, the weapon effect changing unit 46 determines whether the experience points acquired are equal to or greater than the experience points required for leveling up the weapon (S24).

[0163] If the acquired experience value is equal to or greater than the experience value required to level up the weapon (YES in S24), the weapon effect change unit 46 levels up the weapon in accordance with the acquired experience value (S25), and proceeds to step S29. On the other hand, if the acquired experience value is less than the experience value required to level up the weapon (NO in S24), the weapon effect change unit 46 proceeds to step S29 without leveling up the weapon.

[0164] In step S23, if the player determines not to strengthen the weapon (NO in S23), the player determines whether or not to release the upper limit of the weapon (increase the level upper limit) (S26). If the player determines to release the upper limit of the weapon (YES in S26), the player selects the "Limit Release" item in the weapon effect selection unit 144. When the "Limit Release" item is selected, the limit release sub-screen 160 is displayed. The weapon effect change unit 46 displays the materials required for the limit release on the limit release sub-screen 160. The player checks the number of materials required for the limit release.

[0165] Next, the player determines whether or not to consume the materials required for upper limit release to release the upper limit (S27). If the materials are to be consumed to release the upper limit (YES in S27), the weapon effect selection unit 144 consumes the materials required for upper limit release to release the upper limit (S28), releases the upper limit of the weapon level, and proceeds to step S29.

[0166] After a NO determination in step S24, step S25, step S26, step S27, or step S28, the weapon effect selection unit 144 determines whether the unlock conditions for the selected weapon are met (S29). If the unlock conditions for the selected weapon are not met (NO in S29), the weapon effect selection unit 144 does not unlock the weapon enhancement square and ends this processing.

[0167] On the other hand, if the unlock conditions for the selected weapon are met (YES in S29), the weapon effect selection unit 144 unlocks the weapon enhancement square (S30) and ends this process. Even if a weapon did not meet the unlock conditions before this process, it may meet the unlock conditions by increasing the weapon level in step S25 or by releasing the weapon level upper limit in step S28.

[0168] In the game system 10 according to the first embodiment described above, the skill tree 70 shown in FIG. 5 includes, in addition to standard squares, weapon enhancement squares that require the enhancement of specific weapons before they can be unlocked. When the weapon level or upper limit release status of a specific weapon set for each character reaches a predetermined value, the unlock condition is met, and the weapon enhancement square becomes unlockable. Therefore, if a weapon enhancement square is located before an unlocked square that contains a skill that the player wants the character to acquire, the player will enhance the weapon corresponding to the weapon enhancement square. Furthermore, the player can have the character acquire the skill associated with the weapon enhancement square by spending a predetermined number of reserved release points on the unlocked, unlocked weapon enhancement square to unlock the weapon enhancement square.

[0169] When weapon strengthening squares are provided in the skill tree 70 in this way, the player is motivated to increase the weapon levels and unlock the upper limit of various weapons in order to have the character acquire various skills. Furthermore, the player allows the character to acquire skills by strengthening a specific weapon associated with the character. Since the character can permanently retain the acquired skill, the player's efforts to strengthen a specific weapon are not wasted. Therefore, after the player has acquired the desired skill, the player can encourage weapon exchange, by replacing the weapon currently used by the character with another weapon.

[0170] In conventional games, players have tended to strengthen and continue to use only the weapons acquired by their characters early in the story, and have therefore sometimes not used other weapons that were available. In contrast, in the game provided by the game system 10 according to the present embodiment, weapon strengthening squares are provided in the skill tree 70, and various weapons are associated with the weapon strengthening squares depending on their placement in the skill tree 70. This allows players to strengthen various weapons, try out different weapons, and enjoy the effects of weapons.

[0171] Furthermore, the operation for the unreleased squares that the player attempts to release varies depending on the location from the released square as the starting point. If an unreleased square adjacent to the released square that serves as the starting point is selected, the player can release it by pressing and holding the A button on the controller 60. Furthermore, if an unreleased square that is far from the released square that serves as the starting point is selected, the automatic acquisition function will release all the unreleased squares on the path that consumes fewer release points. This reduces the time required to release multiple unreleased squares.

[0172] In the first embodiment described above, an example has been described in which weapon enhancement squares related to weapon enhancement are set in the skill tree 70. Weapon enhancement squares that can be unlocked due to changes other than weapon enhancement, such as weakening of a weapon, may also be set in the skill tree 70. Furthermore, weapon enhancement squares that can be unlocked due to changes other than weapons, including strengthening or weakening of armor or items, may also be set in the skill tree 70.

[0173] In the first embodiment described above, the player selects the squares in the skill tree 70, but the squares may be automatically selected by the path selection unit 44. For example, by automatically selecting squares that are advantageous for progressing through the story, even a player who is unfamiliar with games can easily progress through the game.

[0174] <Variations of Skill Tree> In the first embodiment described above, the skill tree 70 displayed on the skill setting screen 90 included normal squares and weapon enhancement squares. In addition to the weapon enhancement squares, the skill tree 70 may also include squares whose unlock condition is the acquisition of armor or items used in the game. Below, a skill setting screen 90A including a skill tree 70A, which is a variation of the skill tree 70, will be described.

[0175] 16 is a diagram showing a display example of a skill setting screen 90A according to a modification of the first embodiment. A skill tree 70A according to the modification is displayed in a skill tree display section 95 of the skill setting screen 90A.

[0176] The skill tree 70A is configured by combining multiple squares, similar to the skill tree 70 shown in FIG. 5. Some squares in the skill tree 70A include enhancement squares 75 as specific squares. For example, the squares for skills 11, 13, 22, and 32 are enhancement squares 75. In this modification, examples of game elements include armor and items that can be used by characters. Therefore, the enhancement squares 75 may be associated with armor or items, not just weapons. For example, the enhancement squares 75 for skills 22 and 32 are associated with weapons. The enhancement squares 75 for skill 11 are associated with armor. The enhancement squares 75 for skill 13 are associated with items.

[0177] A cell release condition and an unlock condition are set for the enhancement cell 75. When a weapon or armor associated with the enhancement cell 75 is enhanced or an item is used, the weapon enhancement cell is unlocked, and then the enhancement cell 75 is released by consuming a predetermined number of release points. The character then acquires the skill set in the enhancement cell 75.

[0178] The skill tree displayed when the "Defense" display switching tab 92 is selected may also be configured in the same manner as the skill tree 70A displayed when the "Attack" display switching tab 91 is selected.

[0179] Second Embodiment Next, a game system according to a second embodiment of the present invention will be described. In this game system, a display switching tab that can display a weapon strengthening bonus screen is newly provided on the skill setting screen.

[0180] 17 is a diagram showing an example of the display of a skill setting screen 90B according to the second embodiment. In this embodiment, the skill setting screen 90B (an example of a first screen) on which the skill tree 70B is drawn and a weapon enhancement bonus screen 200 (an example of a second screen) shown in FIG. 18 (described later) are configured to be switchable. For this reason, display switching tabs 91 to 93 are displayed at the top of the skill setting screen 90B. The display switching tab 93 is used to switch the skill setting screen 90B to display the weapon enhancement bonus screen 200.

[0181] The skill tree 70B displayed in the skill tree display section 95 is composed of only normal squares, unlike the skill tree 70 according to the first embodiment. When the player strengthens a weapon and acquires a skill associated with the weapon, the player presses a display switching tab 93 added to the top of the skill setting screen 90B to display the weapon strengthening bonus screen 200.

[0182] <Explanation of Weapon Enhancement Bonus Screen> Figure 18 is a diagram showing an example of the display of the weapon enhancement bonus screen 200. The weapon enhancement bonus screen 200 is displayed when the display switching tab 93 on the skill setting screen 90 is selected. The display switching tabs 201 to 203 at the top of the weapon enhancement bonus screen 200 are the same as the display switching tabs 91 to 93 shown in Figure 17. In Figure 18, the display switching tab 203 is colored to show how the weapon enhancement bonus screen 200 is displayed.

[0183] A character selection section 204 is displayed on the left side of the weapon strengthening bonus screen 200. The character selection section 204 displays the character names of characters that the player can use, such as "Character 1." The player selects a character that possesses a weapon that the player wants to strengthen from the character selection section 204. For example, when Character 1 is selected, the item for Character 1 is displayed in color.

[0184] The weapon information display unit 205 displays a list of information on weapons that can be equipped by a character. The weapon release conditions according to the second embodiment are the same as those according to the first embodiment. The weapon information display unit 205 displays, in multiple circular squares, the weapon icon, weapon name, weapon level, the number of stars acquired by the weapon, and skills associated with the weapon for each weapon. The squares displayed on the weapon strengthening bonus screen 200 are not oval-shaped like the skill tree 70 (see FIG. 5 ), but are shown as an example of a second variable that can be selected arbitrarily by the player.

[0185] The weapon name is, for example, "Weapon 1." The weapon level is displayed in the weapon level display section 206 as, for example, "Lv. 15." The number of stars acquired by the weapon is represented by the number of colored star icons displayed in the star display section 207. For example, the number of colored star icons for Weapon 1 is "1," so it can be seen that Weapon 1 is "1 star."

[0186] Skills that a character can acquire are displayed as weapon enhancement squares in the skill display section 208. In addition to the skill name, an image representing the skill may be displayed in the weapon enhancement square. However, weapon enhancement squares may be locked. The weapon enhancement square 208a shown in FIG. 18 has a different display format from the weapon enhancement squares (e.g., the square for skill 11) in the skill tree 70 shown in FIG. 5, but they are the same in that they are unlocked by weapon enhancement. Skills in weapon enhancement squares that have not been unlocked are displayed in unlocked weapon enhancement squares 208b with a key image. The player cannot select unlocked weapon enhancement squares 208b.

[0187] Skills that have been unlocked or skills that were originally unlocked are shown in unlocked weapon enhancement squares 208a without a key image. The player can select an unlocked weapon enhancement square 208a to have the character acquire a skill. The lower part of FIG. 18 shows an example in which one of the unlocked weapon enhancement squares 208a has been selected. The unlocked weapon enhancement square 208a selected by the player includes an image that combines an icon representing the weapon 2 being swung down and an upward arrow icon. When the player selects an unlocked weapon enhancement square 208a, a skill acquisition sub-screen 210 is displayed superimposed on the weapon information display section 205.

[0188] The process by which the player causes the character to acquire a skill through the skill acquisition subscreen 210 is performed in the same manner as the long press operation shown on the skill acquisition subscreen 100 in FIG. 9 . After the player selects a weapon enhancement square 208a whose square release condition has not been satisfied, the weapon effect change unit 46 changes the game media effect when a first specific operation (e.g., a long press) is performed via the input unit 42 and the square release condition associated with the weapon enhancement square 208a is satisfied. Skills acquired by the character are displayed differently from weapon enhancement squares 208a representing skills that have not yet been acquired, for example, by changing the color of the weapon enhancement squares 208a shown in FIG. 18 . This makes it easier for the player to distinguish between unlocked weapon enhancement squares 208a and unlocked weapon enhancement squares 208b.

[0189] The game system according to the second embodiment also performs the processing shown in the flowcharts of Figures 13 to 15 according to the first embodiment. However, in the game system according to the second embodiment, since there are no weapon enhancement squares in the skill tree 70B, the processing step of determining whether the weapon enhancement squares have been released in step S16 and the processing step of outputting a message indicating that "weapon enhancement is required" in step S17 in the square release processing shown in Figure 14 are unnecessary.

[0190] (Example of Weapon Enhancement Bonus Processing) Fig. 19 is a flowchart showing an example of the weapon enhancement bonus processing. The weapon enhancement bonus processing is processing performed via the weapon enhancement bonus screen 200 shown in Fig. 18 .

[0191] First, the player operates the controller 60 to select the weapon enhancement bonus screen 200 (S41), and then selects a character from the character selection section 204 (S42).

[0192] Next, the player selects a weapon to be strengthened from the weapons possessed by the character based on the weapon information displayed in the weapon information display section 205 (S43), and then selects a weapon strengthening square for the selected weapon (S44).

[0193] Next, the weapon effect change unit 46 determines whether the weapon enhancement square has been unlocked (S45). If the weapon enhancement square has not been unlocked (NO in S45), the weapon effect change unit 46 ends this processing. Therefore, the player will perform the weapon enhancement processing shown in FIG. 15, which will be described later, to perform an operation to unlock the weapon enhancement square.

[0194] On the other hand, if the weapon enhancement square has already been unlocked (YES in S45), the weapon effect change unit 46 consumes the held release points to release the weapon enhancement square (S46), and ends this processing.

[0195] In the game system according to the second embodiment described above, the weapon enhancement bonus screen 200 is newly provided, allowing the player to enhance weapons and have the character acquire skills while checking the character and the weapon they want to enhance. This makes it easier for the player to check how many weapon enhancement squares 208a have been unlocked and what skills the character has acquired. Furthermore, a key image is displayed over the weapon enhancement squares 208a that have not been unlocked, making it easier for the player to check the weapon enhancement squares 208a that have not been unlocked.

[0196] The unlock conditions may be displayed when the player selects the unlocked weapon enhancement square 208b. By checking the displayed unlock conditions, the player can easily determine the criteria for increasing the weapon level or releasing the upper limit of the weapon level.

[0197] Furthermore, although the weapon enhancement squares 208a shown on the weapon enhancement bonus screen 200 of FIG. 18 are not in a tree shape, multiple weapon enhancement squares 208a may be configured in a tree shape similar to the skill tree 70.

[0198] The present invention is not limited to the above-described embodiments, and various other applications and modifications are possible without departing from the spirit of the present invention as defined in the claims. For example, the above-described embodiments provide detailed and specific descriptions of the system configuration in order to clearly explain the present invention, and are not necessarily limited to systems that include all of the described configurations. Furthermore, it is also possible to add, delete, or replace part of the configuration of the present embodiments with other configurations. Furthermore, the control lines and information lines shown are those considered necessary for explanation, and do not necessarily represent all control lines and information lines in the product. In reality, it can be assumed that almost all configurations are interconnected.

[0199] 1...game server, 2...information processing terminal, 10...game system, 11...processing device, 12...storage device, 26...input device, 27...output device, 32...game processing unit, 42...input unit, 43...input receiving unit, 44...path selection unit, 45...character effect change unit, 46...weapon effect change unit, 47...drawing unit, 48...image output unit, 49...output unit, 60...controller, 70...skill tree, 90...skill setting screen, 95...skill tree display unit, 100...skill acquisition sub-screen, 110...multiple skill acquisition sub-screen, 140...weapon strengthening screen, 150...weapon strengthening sub-screen, 160...limit release sub-screen, 200...weapon strengthening bonus screen, 208a...weapon strengthening square, 208b...unlocked weapon strengthening square

Claims

1. A program for providing a game in which change content release conditions are defined for each change content, and a change element consisting of multiple such change contents is provided for each game medium, the program causing a computer to execute the following steps: changing the game medium effect of the game medium by satisfying the change content release conditions; changing the game element effect of the game element by satisfying game element release conditions defined for each of multiple game elements associated with the game medium; and changing the game medium effect by satisfying the change content release conditions associated with the specific change content after the game element effect of the game element associated with the specific change content for which the game medium effect changes reaches a specified value.

2. The program according to claim 1, wherein the game elements are associated with the game medium by the game medium acquiring the game elements, and different game element release conditions are set for each of the game elements.

3. The program of claim 2, wherein the change content release condition is satisfied by consuming a predetermined number of release media acquired in the game, and the game element release condition is satisfied by consuming a predetermined number of release media acquired in the game after the change content becomes selectable by releasing a lock specified in an unlock condition, and the lock release condition includes any one of the game element effect reaching the specified value, the game element being acquired, or the upper limit of the game element effect being released.

4. The program according to claim 3, wherein the specified value is a level value of the game element or an upper limit value of the level of the game element.

5. The program according to claim 4, wherein the change element is composed of a combination of a plurality of the change contents, and the program includes a step of selecting a change content for which the change content release condition is not satisfied from among the plurality of change contents included in the change element.

6. The program according to claim 5, wherein a first screen on which the change element is depicted and a second screen on which a second change element for which the game element release condition is determined is depicted can be switched.

7. The program according to claim 5, wherein at least one of the change release condition and the game element release condition is defined for the specific change.

8. The program according to claim 6, further comprising a step of selecting, from the change content for which the change content release condition is satisfied as a starting point, the change content for which the change content release condition is not satisfied along the path of the change content that leads to the starting point.

9. The program described in claim 8, further comprising a step of, when one or more change contents whose change content release condition is not satisfied exist on a path starting from the change content whose change content release condition is satisfied and ending with the change content whose change content release condition is not satisfied, and the change content release condition of one or more change contents present on the path and the change content at the end point are satisfied, changing the game media effect of one or more change contents present on the path and the game media effect of the change content at the end point together.

10. A method for changing the effect of a game in which a change content release condition is defined for each change content, and a change element consisting of a plurality of the change contents is provided for each game medium, the method comprising the steps of: changing the game medium effect of the game medium by satisfying the change content release condition; changing the game element effect of the game element by satisfying game element release conditions defined for each of a plurality of game elements associated with the game medium; and changing the game medium effect by satisfying the change content release condition associated with the specific change content after the game element effect of the game element associated with the specific change content whose game media effect changes reaches a specified value as a result of the change in the game element effect.

11. A game device that provides a game in which a change content release condition is defined for each change content, and a change element consisting of multiple such change contents is provided for each game medium, the game device comprising: a game medium effect changing unit that changes the game medium effect of the game medium by satisfying the change content release condition; and a game element effect changing unit that changes the game element effect of the game element by satisfying game element release conditions defined for each of multiple game elements associated with the game medium, wherein the game medium effect changing unit changes the game medium effect when the change content release condition associated with the specific change content is satisfied after the game element effect of the game element associated with the specific change content whose game media effect changes as a result of the game element effect changing reaches a specified value.

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