Information processing program, information processing method, and information processing system
Patent Information
- Application Number
- PCT/JP2024/032768
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-28
- Filing Date
- 2024-09-12
- Publication Date
- 2025-04-03
AI Technical Summary
In existing games, players can only increase the level of characters they have through manual operations, which leads to an increase in the burden on players and reduces the fun and sustainability of the game.
By introducing synchronization functions in the game system, players are allowed to automatically increase character level and equipment level according to the parameter values in the game until they reach the synchronization level or synchronization level.
It reduces the burden on players when increasing multiple characters, improves the fun and persistence of the game, and reduces the processing load of the game system.
Smart Images

Figure JP2024032768_03042025_PF_FP_ABST
Abstract
Description
Information processing program, information processing method, and information processing system
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system.
[0002] For example, Patent Document 1 and Non-Patent Document 1 disclose a game in which the level of a character that the player has set in a frame can be automatically raised to the same level as a character of a predetermined rank among the characters that the player has manually trained.
[0003] Patent No. 7298766
[0004] How to use the Nike Synchro Device NIKKE https: / / gamewith.jp / nikke / article / show / 369927
[0005] As described above, in the games of Patent Document 1 and Non-Patent Document 1, the player can only raise the levels of the characters that he or she has set in the slots, i.e., only a portion of the characters that he or she owns. Therefore, if the player tries to train many characters, the burden on the player increases, and there is a risk that the player's motivation to play will decrease.
[0006] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can reduce the burden on the player and prevent the player's motivation from decreasing.
[0007] In order to solve the above problem, the information processing program causes a computer to perform the following processes: determining a ranking based on the value of a predetermined parameter linked to game media owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; making it possible to update the value of the predetermined parameter in accordance with a predetermined condition based on a player's operation for game media owned by the player, for which the value of the predetermined parameter relative to the reference value satisfies a specific condition; and making it possible to update the value of the predetermined parameter in accordance with a condition that is more advantageous to the player than the predetermined condition, within a range up to the reference value, based on a player's operation for game media owned by the player, for which the value of the predetermined parameter relative to the reference value does not satisfy the specific condition.
[0008] The predetermined condition may include consuming consumable game media linked to the player, and the advantageous condition may include not consuming the consumable game media linked to the player.
[0009] The computer may be caused to perform the following processes: determining a display mode of identification information corresponding to the game medium owned by the player based on whether the value of the predetermined parameter relative to the reference value satisfies the specific condition; and displaying the identification information in a list on a display screen in the determined display mode.
[0010] The game medium may be in a state where the value of the specified parameter has been updated to the reference value due to the advantageous conditions, and the value of the specified parameter may be further updated based on the specified conditions.
[0011] In order to solve the above problem, the information processing method is an information processing method performed by a computer, and includes: a process of determining a ranking based on values of predetermined parameters linked to game media owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; a process of enabling, for the game media owned by the player, the value of the predetermined parameter for the game media for which the value of the predetermined parameter relative to the reference value satisfies a specific condition, to be updated in accordance with a predetermined condition based on a player's operation; and a process of enabling, for the game media owned by the player, the value of the predetermined parameter for the game media for which the value of the predetermined parameter relative to the reference value does not satisfy the specific condition, to be updated in accordance with a condition that is more advantageous to the player than the predetermined condition, within a range up to the reference value, based on a player's operation.
[0012] In order to solve the above problem, the information processing system is an information processing system including a computer, wherein the computer performs the following processes: determining a ranking based on values of predetermined parameters linked to game media owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; making it possible to update the value of the predetermined parameter in accordance with predetermined conditions based on player operation for game media owned by the player whose value of the predetermined parameter relative to the reference value satisfies a specific condition; and making it possible to update the value of the predetermined parameter in accordance with advantageous conditions that are more advantageous to the player than the predetermined condition, within a range up to the reference value, based on player operation for game media owned by the player whose value of the predetermined parameter relative to the reference value does not satisfy the specific condition.
[0013] According to the present invention, it is possible to reduce the burden on the player and prevent the player's motivation to play from decreasing.
[0014] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. FIG. 2A is a diagram illustrating the hardware configuration of a player terminal. FIG. 2B is a diagram illustrating the hardware configuration of a server. FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a first diagram illustrating an example of an ally character confirmation screen. FIG. 3C is a first diagram illustrating an example of an ally character detail screen. FIG. 4A is a second diagram illustrating an example of an ally character detail screen. FIG. 4B is a third diagram illustrating an example of an ally character detail screen. FIG. 4C is a fourth diagram illustrating an example of an ally character detail screen. FIG. 5 is a fifth diagram illustrating an example of an ally character detail screen. FIG. 6A is a diagram illustrating an example of a quest screen for a normal quest. FIG. 6B is a diagram illustrating an example of a quest selection screen for a normal quest. FIG. 6C is a diagram illustrating an example of a party selection screen. FIG. 7A is a diagram illustrating an example of a battle screen. FIG. 7B is a diagram illustrating an example of a result screen. FIG. 7C is a diagram illustrating an example of a report screen. FIG. 8A is a diagram illustrating a training ball ID database. FIG. 8B is a diagram illustrating an ally character database. FIG. 9A is a second diagram illustrating an example of an ally character confirmation screen. FIG. 9B is a first diagram illustrating an example of an ally character detail screen on which the synchronization function can be used. FIG. 10A is a diagram illustrating an example of a rank-up confirmation pop-up. FIG. 10B is a first diagram illustrating an example of a free equipment completion pop-up. FIG. 11A is a second diagram illustrating an example of an ally character detail screen on which the synchronization function can be used. FIG. 11B is a first diagram illustrating an example of a free level enhancement completion pop-up. FIG. 12A is a diagram illustrating an example of a training orb list pop-up. FIG. 12B is a diagram illustrating an example of a rank-up confirmation pop-up. FIG. 13A is a first diagram illustrating an example of an ally character detail screen after acquiring a training orb. FIG. 13B is a diagram illustrating an example of a free equipment completion pop-up. FIG. 14A is a second diagram illustrating an example of an ally character detail screen after acquiring a training orb. FIG. 14B is a diagram illustrating an example of a free level enhancement completion pop-up. FIG. 15 is a diagram illustrating an example of a comprehensive enhancement screen.Fig. 16 is a diagram illustrating the memory configuration and computer functions of a player terminal. Fig. 17 is a diagram illustrating the memory configuration and computer functions of a server. Fig. 18 is a flowchart illustrating synchronization management processing in the server. Fig. 19 is a flowchart illustrating ally character detail screen processing in a player terminal. Fig. 20 is a flowchart illustrating parameter change processing in the server.
[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0016] (Overall Configuration of Information Processing System S) Fig. 1 is an explanatory diagram showing a schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1, a server 1000, and a communication network N having a communication base station Na.
[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0018] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information (player information) for each player ID for identifying a player playing a game.
[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0020] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0021] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 is configured to include a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0022] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0023] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0024] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required to control the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0026] The storage unit 18 is configured by a ROM or RAM, and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 by the CPU 10.
[0027] The communication unit 20 is connected to the communication base station Na by radio communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0028] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which allow the player's intentions to be input in a discernible manner.
[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0030] (Game Content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which ally characters battle against enemy characters. Specifically, in the game of this embodiment, multiple ally characters are provided. A player selects multiple ally characters (here, five) from the provided ally characters to form a party. In addition, a player can play multiple types of battle games with different enemy characters and difficulty levels. In a battle game, the objective is for the ally characters formed into a party to defeat (clear) enemy characters and earn rewards.
[0031] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of an ally character confirmation screen. FIG. 3C is a first diagram illustrating an example of an ally character detail screen. FIG. 4A is a second diagram illustrating an example of an ally character detail screen. FIG. 4B is a third diagram illustrating an example of an ally character detail screen. FIG. 4C is a fourth diagram illustrating an example of an ally character detail screen. FIG. 5 is a fifth diagram illustrating an example of an ally character detail screen. A game screen is displayed on the display 26 of the player terminal 1. In this embodiment, the game screen is broadly divided into a normal screen and a battle screen.
[0032] The normal screen is a screen on which the player mainly performs various settings and checks information. On the other hand, the battle screen is a screen that is displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, an ally character confirmation screen shown in FIG. 3B, a quest screen (see FIG. 6A), a shop screen (not shown), a guild screen (not shown), a gacha screen (not shown), and a menu screen (not shown).
[0033] On the normal screen, as shown in FIG. 3A , for example, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 has a plurality of operation sections that can be operated (tapped) by the player. The menu bar 30 has a home screen selection operation section 30a labeled "HOME," an ally character confirmation screen selection operation section 30b labeled "CHARACTER," a quest screen selection operation section 30c labeled "QUEST," a gacha screen selection operation section 30d labeled "GACHA," and a menu screen selection operation section 30e labeled "MENU."
[0034] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on the display 26. Similarly, when the quest screen selection operation unit 30c is tapped, the quest screen shown in FIG. 6A is displayed on the display 26. When the gacha screen selection operation unit 30d is tapped, a gacha screen (not shown) is displayed on the display 26. When the menu screen selection operation unit 30e is tapped, the menu screen is displayed on the display 26. Although a detailed description will be omitted, the game settings and various information can be confirmed on the menu screen.
[0035] In the menu bar 30, the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.
[0036] 3A corresponds to an initial screen, and has at its top a header display area 31. The header display area 31 displays level information 31a indicating a player level linked (associated) with a player ID, a stamina display bar 31b indicating the stamina of the player linked with the player ID, and the amounts of the first currency and the second currency owned linked with the player ID.
[0037] Stamina is a parameter required to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required to play, a number of challenges per day, etc. When playing a battle game in which a stamina consumption value required to play is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.
[0038] Although a detailed explanation will be omitted, when a player clears a battle game, the player can acquire a predetermined value as player experience points. Then, each time the player experience points reach a certain value, the player level increases. A management upper limit is set for the player level, and even if player experience points are acquired, the player level will not increase beyond the set management upper limit. The management upper limit is set by the operator and increases at predetermined times.
[0039] Furthermore, a stamina upper limit is set for each player level, and as the player level increases, the stamina upper limit also increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 31b displays the current remaining stamina relative to the upper limit so that the player can visually grasp it.
[0040] The first currency and the second currency are currencies that can only be used in the game. For example, when a battle game is cleared, a predetermined amount of the first currency can be acquired according to the battle game that has been cleared. The second currency can be acquired free of charge or for a fee. The first currency and the second currency can be acquired in various ways, but a detailed description thereof will be omitted.
[0041] 3B displays images of all ally characters corresponding to the ally character IDs linked to the player ID. That is, the ally character confirmation screen displays all ally characters owned by the player. The player can check all ally characters by performing a slide operation on the ally character confirmation screen.
[0042] The ally character ID is used to identify the ally character, and a different ID is assigned to each ally character. When a player acquires a new ally character through, for example, a gacha lottery, the ally character ID of the acquired ally character is linked to the player ID of the player.
[0043] At the right end of the ally character confirmation screen, a collective strengthening screen selection operation section 32 labeled “Collective Strengthening” is displayed. When the collective strengthening screen selection operation section 32 is tapped, a collective strengthening screen shown in FIG. 15 , which will be described later, is displayed on the display 26.
[0044] Various parameters such as stars (rarity), experience points, character level, skill level, equipment rank, etc. are stored in association with each ally character. Experience points increase when a player wins a battle game (described later) or when a predetermined item is used. Character levels are set in accordance with experience points and increase each time the experience points reach a predetermined value. The player level is set as the upper limit of character level progression. Therefore, character levels can be increased up to the player level. In this embodiment, character levels can be increased by consuming items such as in-game currency and experience point materials owned by the player, i.e., for a fee.
[0045] Furthermore, base values of combat power such as life points, attack power, and defense power are set for ally characters based on their stars (rarity) and character level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values set for an ally character increase as the number of stars (rarity) increases and as the character level increases.
[0046] Each ally character is assigned four skills that can be executed (activated) in the battle game. Each skill has a skill level, and the higher the skill level, the greater the effect of the skill. The character level is set as the upper limit for skill level progression. Therefore, the skill level can be increased up to the character level.
[0047] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has a character level at which it can be equipped. Each piece of equipment also has an additional value set for attack power, defense power, etc. When an allied character is equipped with equipment, the additional value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character.
[0048] Specifically, when an image of an ally character displayed on the ally character confirmation screen shown in Fig. 3B is tapped, as shown in Fig. 3C, an ally character detail screen corresponding to the tapped ally character is displayed on the display 26. The ally character detail screen is provided with an enhancement item selection operation unit 35, an enhancement item display area 36, an enhancement detail display area 37, and an automatic enhancement operation unit 38.
[0049] The enhancement item selection operation unit 35 is provided with a plurality of operation units that can be operated (tapped) by the player. The enhancement item selection operation unit 35 is provided with an equipment selection operation unit 35a, a level enhancement selection operation unit 35b, a skill enhancement selection operation unit 35c, and a star enhancement selection operation unit 35d. When any one of the enhancement item selection operation units 35 is selected, the selected operation unit is highlighted.
[0050] The enhancement item display area 36 displays the enhancement item corresponding to the selected operation section of the enhancement item selection operation section 35 .
[0051] When the equipment selection operation unit 35a of the enhancement item selection operation unit 35 is tapped, six pieces of equipment are displayed around the image of the ally character in the enhancement item display area 36. Here, of the six pieces of equipment, those that are not equipped by the ally character are displayed in gray, as shown by hatching in the figure, and those that are equipped by the ally character are displayed in color.
[0052] Furthermore, among the equipment not equipped by allied characters (the equipment in the upper right and lower right in the figure), if the character already owns the equipment (including cases where it can be created), a "+" mark is displayed, as in the equipment in the upper right in the figure. On the other hand, if the character does not own the equipment (including cases where it cannot be created), the word "available" is displayed, as in the equipment in the lower right in the figure. Note that equipment that has not yet been implemented in the game, such as the equipment in the upper left in the figure, is displayed with a "?".
[0053] Furthermore, an equipment rank (RANK 15 in the figure) indicating the rank of the equipment equipped to the ally character is set. The equipment rank can be increased when all (six) pieces of equipment of the next lower rank are equipped. When the rank can be increased, the rank increase operation unit 39 becomes active, and when the rank increase operation unit 39 is tapped, the equipment rank is increased by one, and the equipment of the increased equipment rank is displayed in the enhancement item display area 36. In other words, in this embodiment, the equipment rank can be increased by consuming items such as various pieces of equipment and in-game currency owned by the player, i.e., for a fee.
[0054] When an equipment item is tapped in the enhancement item display area 36, the status of the operated equipment item is displayed in the enhancement details display area 37. Also displayed in the enhancement details display area 37 are an acquisition method operation section 37a for displaying how to acquire the equipment item, and an equipment operation section 37b for equipping the equipment item. Although a detailed explanation will be omitted, when the acquisition method operation section 37a is tapped, how to acquire the equipment item is displayed on the display 26. Also, when the equipment operation section 37b is tapped while the equipment item is in possession, the equipment item is equipped.
[0055] When an equipment item is equipped, an enhancement operation section 37c is displayed in place of the equipment operation section 37b in the enhancement detail display area 37, as shown in FIG. 4A. Here, the equipment item can be enhanced up to five levels. Although a detailed explanation will be omitted, when the enhancement operation section 37c is tapped, a screen for selecting an item to enhance the equipment is displayed, and when an item is selected on that screen and a confirmation operation section (not shown) is tapped, the selected item is consumed to enhance the equipment.
[0056] When the Level enhancement selection operation section 35b of the enhancement item selection operation section 35 is tapped, the character level and the experience points required to increase the character level by one are displayed around the image of the ally character in the enhancement item display area 36, as shown in Figure 4B.
[0057] Additionally, the enhancement detail display area 37 displays a plurality of item display sections 37d for increasing experience points. The item display sections 37d display the names of the items, descriptions of the items, and a use operation section 37e for using the items. When the use operation section 37e is tapped, the experience points of the ally character increase by the amount of experience points corresponding to the item. Note that if the player does not own an item displayed in the item display section 37d, the use operation section 37e for that item does not accept an operation from the player.
[0058] When the skill enhancement selection operation unit 35c of the enhancement item selection operation unit 35 is tapped, an image of an ally character is displayed in the enhancement item display area 36, as shown in FIG. 4C . Furthermore, a plurality of skill display units 37f are displayed in the enhancement detail display area 37. The skill display units 37f display the name of the skill, the skill level, and an enhancement operation unit 37g for increasing the skill level. When the enhancement operation unit 37g is tapped, a first currency corresponding to the skill level is consumed, and the skill level increases by one. Note that if the player does not possess the first currency corresponding to the skill level, or if the skill level has reached the character level, the enhancement operation unit 37g does not accept an operation from the player.
[0059] When the star enhancement selection operation unit 35d of the enhancement item selection operation unit 35 is tapped, an image of the ally character and the star (rarity) of the ally character are displayed in the enhancement item display area 36, as shown in FIG. 5 . Furthermore, the enhancement details display area 37 displays items required to increase (increase) the number of stars. Furthermore, the enhancement details display area 37 displays the number of items owned by the player relative to the number of items required (required number) to increase the number of stars, for example, as 50 / 100.
[0060] The enhancement detail display area 37 also includes an acquisition method operation section 37a that displays how to acquire the item, and a blooming operation section 37h for increasing the number of stars. When the acquisition method operation section 37a is operated, the method for acquiring the item is displayed on the display 26. When the number of items owned by the player reaches the required number and the blooming operation section 37h is tapped, the star of the ally character increases by one. When the number of items required to increase the star is less than the required number, the blooming operation section 37h is displayed in gray, as shown by the hatching in FIG. 5, and does not accept any operation by the player.
[0061] When the automatic strengthening operation section 38 on the ally character details screen is tapped, the character level, skill level, and equipment rank of the ally character are increased as much as possible.
[0062] Fig. 6A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 6B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 6C is a diagram illustrating an example of a party selection screen.
[0063] When the quest screen selection operation unit 30c is tapped on the home screen shown in Fig. 3A, the quest screen shown in Fig. 6A is displayed on the display 26. Note that in this embodiment, two types of battle games, normal quests and hard quests, are described as examples, but other types of battle games (such as guild battles) may also be provided.
[0064] Note that some types of battle games have unlocking conditions. Examples of unlocking conditions include a player level being equal to or greater than a predetermined value, or clearing other predetermined battle games. Each battle game type includes multiple battle games (hierarchies). Each of these battle games also has an unlocking condition. When an unlocking condition is met, the game unlocking information included in the player information is updated.
[0065] The quest screen has a normal quest selection operation section 41a for selecting a normal quest and a hard quest selection operation section 41b for selecting a hard quest. On the quest screen, either the normal quest selection operation section 41a or the hard quest selection operation section 41b is always selected, with the normal quest selection operation section 41a being selected as the initial state. The following describes the case where the normal quest selection operation section 41a is selected, but the same applies when the hard quest selection operation section 41b is selected.
[0066] When the normal quest selection operation section 41a is selected, a quest operation section 42 for selecting one of a plurality of battle games (levels) belonging to the normal quest is displayed on the quest screen.
[0067] The quest operation unit 42 also displays completion information for each battle game. The completion information is indicated by, for example, three stars. When a battle game is completed, stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned. If there is one ally character whose life points are 0, two stars are earned. If there are two or more ally characters whose life points are 0, one star is earned.
[0068] In the example of Figure 6A, three stars are earned in the battle game "21-1," two stars are earned in the battle game "21-2," and two stars are earned in the battle game "21-3." In addition, no stars are earned in the battle game "21-4," indicating that this battle game has not been cleared.
[0069] In addition, the unlocking condition for quests (normal quests, hard quests) is set to be clearing the previous battle game. For example, in the example of Figure 6A, clearing the battle games up to "21-3" unlocks the battle game "21-4," but subsequent battle games ("21-5" and beyond, not shown) are not unlocked.
[0070] For example, when the quest operation unit 42 for the battle game "21-1" is operated (tapped) on the quest screen, the quest selection screen shown in FIG. 6B is displayed on the display 26. The quest selection screen displays enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game. The quest selection screen also displays the stamina before and after the battle game is completed and the remaining number of attempts. The remaining number of attempts indicates the number of attempts that can be made in a day, and normal quest battle games are set to infinite. In this embodiment, the stamina consumed in normal quest battle games is set to 10. However, the stamina consumed in normal quest battle games may be set to be different for each battle game.
[0071] The quest selection screen also displays a cancel operation section 43 and a challenge operation section 44 marked "Challenge" for challenging the battle game.
[0072] When the cancel operation unit 43 is operated (tapped), the quest screen shown in FIG. 6A is displayed on the display 26, and the challenge to the selected battle game "21-1" is canceled.
[0073] On the other hand, when the challenge operation unit 44 is operated (tapped), a party selection screen shown in Fig. 6C is displayed on the display 26. All of the ally characters owned by the player are displayed on the party selection screen. In addition, a selected ally character display area 46 that displays the selected ally character is displayed below the party selection screen.
[0074] The party selection screen also displays a cancel operation section 43 and a battle start operation section 47 labeled "Start Battle."
[0075] On the party selection screen, when the player operates (tap) a displayed ally character, the operated ally character is displayed in the selected ally character display area 46. In other words, here, an ally character ID to be used in the battle game (to determine a party) is selected from among a plurality of ally character IDs linked to the player ID.
[0076] Then, when an ally character (ally character ID) is selected and the battle start operation unit 47 is operated (tapped), the battle game begins.
[0077] Fig. 7A is a diagram illustrating an example of a battle screen. Fig. 7B is a diagram illustrating an example of a result screen. Fig. 7C is a diagram illustrating an example of a report screen. When the battle start operation unit 47 is operated (tapped) on the party selection screen shown in Fig. 6C, a battle game starts.
[0078] During the battle game, a battle screen is displayed as shown in Fig. 7A. On the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters are controlled by a computer and can inflict damage on enemy characters or receive damage from them. The enemy characters are also controlled by a computer and can inflict damage on ally characters or receive damage from them.
[0079] When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When the life points of all enemy characters reach 0, the player wins (clears the game), and when the life points of all ally characters reach 0 (loses), the player loses.
[0080] As shown in FIG. 7A , an ally character display area 48 is provided at the bottom of the battle screen. The ally character display area 48 displays life points 48 a and a skill gauge 48 b for each ally character. The skill gauge 48 b increases when the ally character receives damage from or inflicts damage on an enemy character. When the skill gauge 48 b reaches a predetermined maximum value, the ally character can use a skill. A skill may inflict more damage points on an enemy character than a normal attack, restore the ally character's life points, or impart a special effect to the enemy character.
[0081] Here, two patterns of skill usage are provided. One is a method in which the player operates (tap) an ally character displayed in the ally character display area 48 when the skill gauge 48b has reached its maximum value. The other is a method in which, when the skill gauge 48b reaches its maximum value in the auto mode, the ally character uses a skill under computer control. Note that an auto selection operation unit 49 is displayed on the battle screen, and it is possible to switch between the auto mode and the manual mode depending on the operation of the auto selection operation unit 49. When the auto selection operation unit 49 is operated in the manual mode, the game enters the auto mode in which a skill is automatically used. Also, when the auto selection operation unit 49 is operated in the auto mode, the game enters the manual mode in which a skill is manually used. Note that, even in the auto mode, when the skill gauge 48b has reached its maximum value and a skill is not being used under computer control, the player can operate (tap) the ally character to use a skill.
[0082] When the battle game ends normally (normal end), a result screen is displayed on the display 26 as shown in Fig. 7B. Fig. 7B shows, as an example, the result screen when the battle game is cleared.
[0083] The result screen displays at least a portion of the game result information of the battle game. The result screen also displays a report display operation section 50 marked "Report" and an end operation section 51 marked "Close."
[0084] The game result information includes the ally character ID (party) of the ally character, the enemy character ID of the enemy character, the remaining status of the ally character and the enemy character at the end of the battle (whether or not their life points are 0 at the end of the battle game), the damage points inflicted (total value), whether the game is in manual or automatic mode, the battle log ID, the type of battle game (normal quest, hard quest, etc.), information linked to each type of battle game (clear information, battle game level, etc.), information about the items granted, the first currency granted, etc. A unique battle log ID is assigned to each battle game. The information linked to each type of battle game varies depending on the type of battle game. When a battle game is cleared, the server 1000 determines by lottery whether to grant to the player each item preset for the cleared battle game. The items granted to the player are then added to the game result information and displayed on the result screen.
[0085] When the end operation unit 51 is operated (tapped) on the result screen, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen is part of the battle screen. The normal screen that switches from the result screen may be the screen that was displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen. In this way, the battle game ends when the display of the result screen ends.
[0086] When the report display operation unit 50 is operated (tapped) on the result screen, the report screen shown in FIG. 7C is displayed on the display 26. The report screen displays the damage points (total value) inflicted by the ally characters and enemy characters. The report screen also displays an end operation unit 51.
[0087] When the end operation unit 51 is operated (tapped), the result screen shown in FIG. 7B is displayed on the display 26.
[0088] The quest selection screen shown in FIG. 6B also has a ticket display area 45. The ticket display area 45 displays the number of tickets owned by the player (the number of tickets linked to the player ID). The ticket display area 45 also has a ticket use challenge operation unit 45a, a minus operation unit 45b, and a plus operation unit 45c. The ticket use challenge operation unit 45a, the minus operation unit 45b, and the plus operation unit 45c are only valid for battle games in which three stars have been acquired as clear information, and cannot be operated in battle games in which three stars have not been acquired as clear information.
[0089] When the ticket use challenge operation unit 45a, minus operation unit 45b, and plus operation unit 45c are enabled, each time the plus operation unit 45c is operated (tapped), the characters written in the ticket use challenge operation unit 45a increase by one, such as "Use 2 tickets" or "Use 3 tickets." Also, each time the minus operation unit 45b is operated (tapped), the characters written in the ticket use challenge operation unit 45a decrease by one, such as "Use 2 tickets" or "Use 1 ticket."
[0090] For example, if the text written on the ticket use challenge operation unit 45a reads "Use 5 tickets," when the ticket use challenge operation unit 45a is operated (tapped), 5 tickets and 50 stamina are consumed, the creation of a party on the party selection screen shown in Fig. 6C and the execution of a battle game on the battle screen shown in Fig. 7A are omitted (skipped), and it is treated as if all battle games (here, 5 games) have been cleared, and a result screen such as that shown in Fig. 7B is displayed. This result screen displays all the items acquired in the 5 battle games.
[0091] In this way, by consuming tickets, the battle game for which the player has earned three stars as completion information is skipped, and the battle game is treated as having been completed. This allows the player to collect items in a shorter amount of time.
[0092] In this embodiment, when a predetermined condition is met, the parameters of an ally character (game object) can be changed to a specified value free of charge. The predetermined condition is, for example, when a synchronization function (described in detail later) is used, or when a training orb (game item) is used as an item.
[0093] In this embodiment, the synchronization function is broadly divided into a first synchronization function and a second synchronization function. Specifically, the first synchronization function is a function that makes it possible to increase (change) the character level and skill level of an ally character to a synchronization level (reference value) free of charge. With the first synchronization function, a ranking is determined based on the character level value of the ally character owned by the player, and a character level value corresponding to a predetermined ranking (in this embodiment, the top 30) is set.
[0094] The second sync function is a function that makes it possible to increase (change) the equipment rank of an ally character to a sync rank (reference value) free of charge. Specifically, the second sync function is a function that makes it possible to increase (change) the equipment rank of an ally character to a sync rank free of charge. The second sync function determines the ranking based on the equipment rank value of the ally character owned by the player, and sets a sync rank value corresponding to a predetermined ranking (in this embodiment, the top 30).
[0095] Furthermore, in the game of this embodiment, a training orb is provided as an item. The training orb is distributed by the operator, or can be acquired by the player when the player clears a predetermined battle game or clears a predetermined event, for example.
[0096] Consuming a training orb enables the use of the training orb function. Using the training orb function allows the parameters of an ally character, such as the character level, skill level, and equipment rank, to be increased (changed) free of charge. As described in detail below, a training orb is pre-set with a training orb ID, allowing the character level, skill level, and equipment rank to be increased free of charge to the level based on the set training orb ID. While using the training orb requires the consumption of a training orb, after consuming the training orb, the character level can be increased to a predetermined level without consuming items such as in-game currency or experience point materials owned by the player. Similarly, after consuming a training orb, the character level can be increased to a predetermined level without consuming items such as various equipment or in-game currency owned by the player.
[0097] Fig. 8A is a diagram illustrating a training ball ID database. The training ball ID database shown in Fig. 8A is stored in the player terminal 1 and the server 1000. In the training ball ID database, parameter values (default values) that can be increased free of charge are set for each training ball ID. A training ball is given to a player with one of the training ball IDs linked to it.
[0098] For example, if the training ball ID is 1, the character level (skill level) can be increased to 100 and the equipment rank can be increased to 10 free of charge.
[0099] 8B is a diagram illustrating the ally character database. The ally character database shown in FIG. 8B is stored in the player terminal 1 and the server 1000. The ally character database is linked to a player ID and stores various information linked to ally characters owned by the player.
[0100] Specifically, the ally character database stores, for each ally character ID of an ally character owned by the player, the values of various parameters, information on whether to use the value as the reference value for the synchronization level, information on whether to use the value as the reference value for the synchronization rank, information on whether the first synchronization function can be used, information on whether the second synchronization function can be used, and, if a training ball ID is linked to the ally character, the training ball ID.
[0101] In the case shown in Fig. 8B, the character level value (100) that is in the top 30 is set as the synchronization level. Note that in the case shown in Fig. 8B, the character level of the ally character with an ally character ID value of "30" is 100, and information that serves as the synchronization level reference value is linked to this ally character. Note that if there are multiple ally characters with character level values that are in the top 30, the information that serves as the synchronization level reference value is linked to the ally character with the smallest character ID value.
[0102] 8B, the equipment rank value (5) that is in the top 30 is set as the synchronization rank. In the case shown in FIG. 8B, the equipment rank of the ally character with an ally character ID value of "40" is 5, and information that serves as the synchronization rank reference value is linked to this ally character. In the case where there are multiple ally characters with equipment rank values that are in the top 30, information that serves as the synchronization rank reference value is linked to the ally character with the smallest character ID value.
[0103] Furthermore, information indicating that the first sync function can be used is linked to the ally character ID of an ally character whose character level is below the sync level. Note that if the first sync function is used to raise the character level of an ally character to the sync level free of charge, the information indicating that the first sync function can be used, which is linked to the ally character ID, is deleted.
[0104] Furthermore, information indicating that the second sync function is available is linked to the ally character ID of an ally character whose equipment rank is below the sync rank. Note that if the second sync function is used to raise the equipment rank of an ally character to the sync rank free of charge, the information indicating that the second sync function is available, which is linked to the ally character ID, is deleted.
[0105] Note that even if the first sync function is used to raise the character level of an ally character to the sync level free of charge, if the equipment rank of that ally character is still below the sync rank, the second sync function can still be used. Therefore, in this case, the information indicating that the second sync function linked to that ally character ID can be used is not deleted.
[0106] Furthermore, even if the equipment rank of an ally character is increased to the sync rank free of charge using the second sync function, if the character level of that ally character is still below the sync level, the first sync function can still be used. Therefore, in this case, the information indicating that the first sync function linked to that ally character ID can be used is not deleted.
[0107] Also, as shown in FIG. 8B , when a training ball is used on an ally character owned by a player, the training ball ID is linked to the ally character ID and stored. In this embodiment, if both information indicating that the first sync function or the second sync function is available and a training ball ID are linked to an ally character ID, the player can freely select which function to use. However, if both information indicating that the first sync function or the second sync function is available and a training ball ID are linked to an ally character ID, the training ball function may be used preferentially. Furthermore, if both information indicating that the first sync function or the second sync function is available and a training ball ID are linked to an ally character ID, the first sync function or the second sync function may be used preferentially. Alternatively, if both information indicating that the first sync function or the second sync function can be used and a training orb ID are linked to an ally character ID, the function with the higher parameter value (character level or equipment rank) that can be increased free of charge may be used preferentially.
[0108] 9A is a second diagram illustrating an example of an ally character confirmation screen. FIG. 9B is a first diagram illustrating an example of an ally character detail screen for characters that can use the synchronization function. When information indicating that the first synchronization function or the second synchronization function is available is linked to an ally character ID in the ally character database, a synchronization band 34 labeled "Synchro" is displayed superimposed on the image of the ally character corresponding to the ally character ID, as shown in FIG. 9A . This notifies the ally character for which the synchronization band 34 is displayed that the synchronization function is available.
[0109] In Fig. 9A , when an image of an ally character displaying a synchronization band 34 is tapped, an ally character details screen corresponding to the tapped ally character is displayed on the display 26, as shown in Fig. 9B . In this case, as shown in Fig. 9B , the acquisition method operation section 37a is hidden in the enhancement detail display area 37. Also, the synchronization band 34 is displayed superimposed on the equipment operation section 37b. Furthermore, the synchronization band 34 is also displayed superimposed on the automatic enhancement operation section 38 and the rank-up operation section 39.
[0110] Furthermore, if the player owns a training orb and meets certain usage conditions, a training orb icon 54 that functions as an operation unit is displayed in the center of the ally character details screen, as shown in Fig. 9B. Note that the usage conditions may include, for example, clearing normal quest "2-5" and not using any other training orbs on that ally character.
[0111] 10A is a diagram illustrating an example of a rank increase confirmation pop-up. When the rank increase operation unit 39 displaying the synchronization band 34 in FIG. 9B is tapped, a rank increase confirmation pop-up 56 shown in FIG. 10A is displayed on the display 26.
[0112] The rank-up confirmation pop-up 56 has a pull-down equipment rank selection operation section 56a for selecting the desired equipment rank. The player operates the equipment rank selection operation section 56a to select the desired equipment rank. The equipment rank selection operation section 56a displays a pull-down menu of selectable equipment ranks, including the Synchro rank. As shown in FIG. 10A , the rank-up confirmation pop-up 56 also has a maximum enhancement operation section 56b labeled "Maximum Enhancement." When the maximum enhancement operation section 56b is tapped, the Synchro rank is automatically selected in the equipment rank selection operation section 56a.
[0113] 10A, a confirm operation section 56c and a cancel operation section 56d are displayed in the rank-up confirmation pop-up 56. Also, as shown in FIG. 10A, the synchronization band 34 is displayed superimposed on the confirm operation section 56c.
[0114] When the cancel operation unit 56d is tapped, the rank-up confirmation pop-up 56 is hidden. On the other hand, when the confirm operation unit 56c is tapped, the second synchronization function is used, and the equipment rank of the ally character is raised to the equipment rank selected in the equipment rank selection operation unit 56a free of charge. Specifically, for example, if the equipment rank selected in the equipment rank selection operation unit 56a is "2," the equipment rank is raised to "2" (it is treated as if all "RANK 1" equipment is equipped). At this time, the character level is also raised to 3, which is necessary to equip all "RANK 1" equipment.
[0115] When the equipment rank reaches the synchronization rank and all synchronization rank equipment is equipped free of charge, a free equipment completion pop-up 60 appears on the display 26, as shown in FIG. 10B . The free equipment completion pop-up 60 displays text informing the player that all equipment that can be equipped free of charge has been equipped. In this embodiment, for an ally character whose equipment rank has been increased to the synchronization rank using the synchronization function, the equipment rank can be further increased for a fee, i.e., by consuming items such as various equipment and in-game currency owned by the player. In this embodiment, if the equipment rank of an ally character is increased using the second synchronization function, the equipment rank of the ally character cannot be restored to the equipment rank before the second synchronization function was used. However, if the equipment rank of an ally character is increased using the second synchronization function, the equipment rank of the ally character may be restored to the equipment rank before the second synchronization function was used.
[0116] FIG. 11A is a second diagram illustrating an example of an ally character detail screen in which the synchronization function can be used. FIG. 11B is a first diagram illustrating an example of a free equipment completion pop-up. When the level enhancement selection operation unit 35b is tapped on the ally character detail screen shown in FIG. 9B, the ally character detail screen shown in FIG. 11A is displayed on the display 26. In this case, as shown in FIG. 11A, a free level-up display unit 61 is displayed above the item display unit 37d in the enhancement detail display area 37. The free level-up display unit 61 includes a pull-down level selection operation unit 61a for selecting the level to which the character level should be increased, and an enhancement operation unit 61b in which the synchronization band 34 is superimposed. The player operates the level selection operation unit 61a to select the desired character level. Note that the level selection operation unit 61a displays a pull-down menu of selectable character levels up to the synchronization level.
[0117] When the strengthening operation unit 61b is tapped, the character level is raised to the character level displayed in the level selection operation unit 61a. After that, when the character level reaches the synchronization level, a free level strengthening completion pop-up 62 is displayed on the display 26, as shown in FIG. 11B . The free level strengthening completion pop-up 62 displays text informing the player that the character level has been raised to the free character level. Note that, until the character level of the ally character has been raised to the free character level, the use operation unit 37e of the item display unit 37d does not accept any operation from the player, as indicated by hatching in the figure. Note that, in this embodiment, the character level of an ally character whose character level has been raised to the synchronization level using the synchronization function can be further raised for a fee, i.e., by consuming items owned by the player, such as in-game currency or experience point materials.
[0118] In addition, skill level can be increased to the same level as character level for free by using the first synchronization function, but since the method for increasing skill level is the same as for character level, explanation will be omitted.
[0119] Furthermore, when the automatic strengthening operation unit 38 with the synchronization band 34 superimposed thereon is tapped, the character level and skill level of the ally character are raised to the synchronization level. Furthermore, the equipment rank of the ally character is raised to the synchronization rank. In other words, when the automatic strengthening operation unit 38 with the synchronization band 34 superimposed thereon is tapped, the character level, skill level, and equipment rank of the ally character are raised as much as possible without charge.
[0120] Fig. 12A is a diagram illustrating an example of a training orb list pop-up 55. Fig. 12B is a diagram illustrating an example of a rank-up confirmation pop-up 56. Fig. 13A is a first diagram illustrating an example of an ally character details screen after acquiring a training orb. Fig. 13B is a diagram illustrating an example of a free equipment completion pop-up 60.
[0121] When the player owns a training orb and meets certain usage conditions, a training orb icon 54 that functions as an operation unit is displayed in the center of the ally character details screen, as shown in Fig. 9B. Note that the usage conditions may include, for example, clearing normal quest "2-5" and not using any other training orbs on that ally character.
[0122] When the training ball icon 54 is tapped, a training ball list pop-up 55 shown in FIG. 12A is displayed on the display 26. The training ball list pop-up 55 displays images of the training balls owned by the player and a use operation section 55a for using each training ball. When the image of a training ball is pressed and held, the character level and equipment rank that can be increased free of charge by that training ball are displayed on the display 26. The training ball list pop-up 55 also displays an end operation section 51, and when the end operation section 51 is tapped, the training ball list pop-up 55 is hidden.
[0123] When the use operation section 55a corresponding to the available training orb is operated, a rank-up confirmation pop-up 56 shown in Fig. 12B is displayed on the display 26. In the following, an example will be given in which an ally character has a character level of 1, an equipment rank of 1, and when a training orb is used, the equipment rank can be increased to 10 and the character level to 100 free of charge.
[0124] The rank up confirmation pop-up 56 shown in Figure 12B differs from the rank up confirmation pop-up 56 shown in Figure 10A described above in that a training ball band 57 labeled "training ball" is displayed superimposed on the decision operation section 56c.
[0125] In the rank-up confirmation pop-up 56 shown in Fig. 12B, when the cancel operation unit 56d is tapped, the use of the training orb is canceled and the rank-up confirmation pop-up 56 is hidden. Also, when the enter operation unit 56c is tapped in the rank-up confirmation pop-up 56 shown in Fig. 12B, the training orb is used and the equipment rank of the ally character is raised to, for example, "RANK 2" (it is treated as if all "RANK 1" equipment is equipped). Also, at this time, if the character level has not yet reached the level required to equip "RANK 1" equipment, it is raised to the minimum level required to equip it (here, level 3).
[0126] 13A, the ally character details screen displays that the equipment rank has reached RANK 2. The acquisition method operation section 37a is hidden in the enhancement details display area 37. The training orb band 57 is displayed superimposed on the equipment operation section 37b.
[0127] Furthermore, the training orb band 57 is displayed superimposed on the automatic strengthening operation unit 38 and the rank-up operation unit 39. When the equipment operation unit 37b on which the training orb band 57 is superimposed is tapped, the equipment displayed in the strengthening detail display area 37 is equipped to the ally character free of charge (without consuming equipment owned by the player). When the rank-up operation unit 39 on which the training orb band 57 is superimposed is tapped, the equipment rank is increased by 1 free of charge. When the automatic strengthening operation unit 38 on which the training orb band 57 is superimposed is tapped, the character level, skill level, and equipment rank of the ally character are increased as much as possible free of charge.
[0128] Then, when the equipment rank reaches RANK 10 and all RANK 10 equipment items have been equipped free of charge, a free equipment completion pop-up 60 is displayed on the display 26, as shown in Fig. 13B. The free equipment completion pop-up 60 displays text informing the player that all equipment that can be equipped free of charge has been equipped.
[0129] 14A is a second diagram illustrating an example of an ally character detail screen after acquiring a training orb. FIG. 14B is a diagram illustrating an example of a free level enhancement completion pop-up 62.
[0130] When the Level enhancement selection operation unit 35b is tapped on the ally character detail screen shown in FIG. 13A, the ally character detail screen shown in FIG. 14A is displayed on the display 26. As shown in FIG. 14A, the enhancement detail display area 37 of the ally character detail screen displays a free level-up display unit 61 above the item display unit 37d. The free level-up display unit 61 is provided with a pull-down level selection operation unit 61a for selecting the level to which the character level should be increased. The player operates the level selection operation unit 61a to select the desired character level. The level selection operation unit 61a displays a pull-down list of candidate character levels that can be increased at this time, based on the player level and the character level that can be increased using the training orbs used.
[0131] When the strengthening operation unit 61b is tapped, the character level is raised to the character level displayed in the level selection operation unit 61a. After that, when the character level reaches 100, a free level strengthening completion pop-up 62 is displayed on the display 26, as shown in FIG. 14B . The free level strengthening completion pop-up 62 displays text informing the player that the character level has been raised to the character level that can be raised free of charge. Note that, until the character level of the ally character has been raised to the character level that can be raised free of charge, the use operation unit 37e of the item display unit 37d does not accept any operation from the player, as indicated by hatching in the figure.
[0132] Skill level can be increased to the same level as character level for free by using training orbs, but since the method for increasing skill level is the same as for character level, we will omit the explanation here.
[0133] Once all of the parameters associated with a training ball ID have been increased free of charge, that training ball ID will be deleted from the ally character database.
[0134] 15 is a diagram illustrating an example of a collective enhancement screen. When the collective enhancement screen selection operation unit 32 on the ally character confirmation screen of FIG. 9B is tapped, the collective enhancement screen is displayed on the display 26. The collective enhancement screen displays images corresponding to ally characters whose character level, skill level, and / or equipment rank can be increased, among the ally characters corresponding to the ally character IDs linked to the player ID. Note that the player can check all of the ally characters whose character level, skill level, and / or equipment rank can be increased by sliding the collective enhancement screen.
[0135] Furthermore, when information indicating that the first sync function or the second sync function is available is linked to an ally character ID in the ally character database, a sync band 34 is displayed superimposed on the image of the ally character corresponding to that ally character ID, as shown in Fig. 15. This notifies the ally character for which the sync band 34 is displayed that the first sync function or the second sync function is available. Note that the display mode of the sync band 34 may differ depending on whether only the first sync function is available, only the second sync function is available, or both the first and second sync functions are available.
[0136] As shown in FIG. 15, the collective enhancement screen also displays a decision operation section 70a and a cancel operation section 70b.
[0137] In FIG. 15 , the player can select one or more ally characters by tapping on the image of the ally character. Then, when the confirm operation unit 70 a is operated with one or more ally characters selected, if the synchronization function is available for the selected ally characters, the character level and skill level are increased to the synchronization level, and the equipment rank is increased to the synchronization rank. On the other hand, if the synchronization function is not available for the selected ally characters, the character level, skill level, and equipment rank are increased as much as possible for a fee. Furthermore, in this embodiment, if the character level of an ally character is increased using the first synchronization function, the character level of the ally character cannot be restored to the character level before the first synchronization function was used. However, if the character level of an ally character is increased using the first synchronization function, the character level of the ally character may be restored to the character level before the first synchronization function was used.
[0138] As described above, the information processing system S allows the player to increase the character level or equipment rank of all ally characters owned by the player that do not meet the synchronization level or synchronization rank, free of charge, up to the synchronization level or synchronization rank, based on the player's operation. This makes it possible to reduce the risk of an increase in the player's burden when the player tries to train many of the ally characters he owns. Therefore, it is possible to reduce the risk of the player's motivation to play increasing due to an increase in the player's burden.
[0139] Furthermore, since the synchronization function is used based on the player's operation, it is possible to reduce the processing load on the player terminal 1 and the server 1000. Furthermore, it is possible to raise the character level or equipment rank to a level designated by the player within the range up to the synchronization level or synchronization rank based on the player's operation. In other words, it is possible to stop the character level or equipment rank at a predetermined value designated by the player without raising it to the synchronization level or synchronization rank. This makes it possible to improve the strategic nature of the game.
[0140] For example, if the character level of an ally character is set to automatically synchronize with the synchronization level, then each time the synchronization level reference value is updated (increased), it is necessary to execute a process to synchronize the character level of the ally character that is to be strengthened for free up to the synchronization level.Similarly, if the equipment rank of an ally character is set to automatically synchronize with the synchronization rank, then each time the synchronization rank reference value is updated (increased), it is necessary to execute a process to synchronize the equipment rank of the ally character that is to be strengthened for free up to the synchronization rank.
[0141] In this embodiment, the character level and equipment rank of an ally character that is to be strengthened free of charge up to the synchronization level and synchronization rank are updated based on the player's operation. This eliminates the need to execute the synchronization process described above every time the synchronization level or synchronization rank reference value is updated (increased), thereby reducing the processing load on the player terminal 1 and the server 1000.
[0142] In a managed game, the types of ally characters that a player can own tend to increase with character releases that accompany the long-term operation of the game. Therefore, when attempting to execute synchronization processing, the number of ally characters to be synchronized becomes enormous, raising concerns that the processing load on the player terminal 1 and the server 1000 will increase. As such, when the number of ally characters owned by a player becomes enormous, there is a concern that the processing load will increase if synchronization processing is executed automatically. However, according to this embodiment, because the character level and equipment rank are updated based on player operations, it is possible to suppress the risk of an increase in the processing load when the character level and equipment rank of all ally characters owned by the player are raised to the synchronization level and synchronization rank.
[0143] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 1000. Note that here, a description will be given of the basic communication processing for progressing through the game, as well as an example of the main communication processing related to free parameter increases, and a description of other processing will be omitted.
[0144] (Functional Configuration of Player Terminal 1) Fig. 16 is a diagram illustrating the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0145] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, and a display control program 82. Note that the programs listed in Fig. 16 are just examples, and the terminal-side game control program includes many other programs.
[0146] The data storage area 12b is provided with, as storage units for storing data, a game information storage unit 90 and a player information storage unit 91. Note that the above-mentioned storage units are merely examples, and the data storage area 12b is provided with many other storage units.
[0147] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. By running each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a.
[0148] Specifically, the CPU 10 runs a game execution control program 80, causing the computer to function as a game execution control unit 80a. Similarly, the CPU 10 runs a battle game execution program 81 and a display control program 82, causing the computer to function as a battle game execution unit 81a and a display control unit 82a, respectively.
[0149] The game execution control unit 80a controls the overall progress of the game. For example, when logging in, the game execution control unit 80a transmits login information to the server 1000. The game execution control unit 80a also controls the transition of the normal screen. When the overall game information for the game is updated, the game execution control unit 80a receives the game information from the server 1000 and stores it in the game information storage unit 90.
[0150] The battle game executing unit 81 a is responsible for control for executing the battle game. For example, the battle game executing unit 81 a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.
[0151] The display control unit 82 a generates a screen to be displayed on the display 26 , and causes the display 26 to display the generated screen.
[0152] 17 is a diagram illustrating the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0153] The server-side game control program includes a game execution control program 1080, a battle game execution program 1081, a training orb management program 1082, a parameter change program 1083, and a synchronization function management program 1084. Note that the programs listed in Fig. 17 are just examples, and the server-side game control program includes many other programs.
[0154] The data storage area 1012b is provided with, as storage units for storing data, a game information storage unit 1090 and a player information storage unit 1091. Note that the above-mentioned storage units are examples, and the data storage area 112b is provided with many other storage units.
[0155] The CPU 1010 runs each program stored in the program memory area 1012a and updates data in each memory unit in the data memory area 1012b. The CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a.
[0156] Specifically, the CPU 1010 runs a game execution control program 1080, causing the computer to function as a game execution control unit 1080a. Similarly, the CPU 1010 runs a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084, causing them to function as a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a, respectively.
[0157] The game execution control unit 1080a controls the progress of the entire game. For example, when the game execution control unit 1080a receives login information from the player terminal 1, it enables the player terminal 1 to acquire the player information stored in the player information storage unit 1091. The player information includes the above-mentioned ally character database. Furthermore, when the game information for the entire game is updated, the game execution control unit 1080a reads the updated game information from the game information storage unit 1090 and enables the player terminal 1 to acquire it.
[0158] The battle game execution unit 1081a is responsible for control for executing the battle game.
[0159] When a training ball is used, the training ball management unit 1082a updates the ally character database and stores the training ball ID in association with the ally character ID of the ally character.
[0160] When an operation to change (increase) a parameter is performed through the ally character details screen or the collective strengthening screen, the parameter change unit 1083a changes (increases) the parameter in accordance with the operation.
[0161] The synchronization function management unit 1084a determines the ranking based on the character level values of the ally characters owned by the player, and determines the character level value corresponding to a predetermined ranking (in this embodiment, the top 30th place) as the synchronization level.The ally character database is then updated, and the ally character ID of the ally character with the determined synchronization level is associated with and stored as information that serves as the synchronization level reference value.
[0162] In addition, the synchronization function management unit 1084a updates the ally character database and stores information indicating that the first synchronization function can be used, linked to the ally character ID of an ally character whose character level is below the synchronization level.
[0163] The synchronization function management unit 1084a also determines the ranking based on the equipment rank values of the ally characters owned by the player, and determines the equipment rank value corresponding to a predetermined ranking (in this embodiment, the top 30) as the synchronization rank.The ally character database is then updated, and the ally character ID of the ally character with the determined synchronization rank is associated with and stored as information to be used as the synchronization rank reference value.
[0164] In addition, the synchronization function management unit 1084a updates the ally character database and stores information indicating that the second synchronization function can be used in association with the ally character ID of an ally character whose equipment rank is lower than the synchronization rank.
[0165] (Specific Processing in Player Terminal 1 and Server 1000) FIG. 18 is a flowchart illustrating the synchronization management processing in the server 1000. The synchronization management processing is executed in the server 1000 at a predetermined trigger that is set in advance. The predetermined trigger may be, for example, the timing when a player starts a game application on the player terminal 1 and transmits login information to the server 1000. Another predetermined trigger may be, for example, the timing when an ally character confirmation screen is displayed on the player terminal 1. Another predetermined trigger may be, for example, the timing when an ally character detail screen is displayed on the player terminal 1. Another predetermined trigger may be, for example, the timing when a collective strengthening screen is displayed on the player terminal 1. Another predetermined trigger may be, for example, the timing when a screen transition is performed on the player terminal 1.
[0166] When the synchronization management process is executed, the synchronization function management unit 1084a determines the ranking based on the character level values of the ally characters owned by the player (S1-1).The synchronization function management unit 1084a then sets the character level value corresponding to a predetermined ranking (in this embodiment, the top 30) from the determined rankings as the synchronization level (S1-2).
[0167] The synchronization function management unit 1084a also determines the ranking based on the equipment level values of the ally characters owned by the player (S1-3).The synchronization function management unit 1084a then sets the equipment rank value corresponding to a predetermined ranking (in this embodiment, the top 30) from the determined rankings as the synchronization rank (S1-4).
[0168] The synchronization function management unit 1084a updates the ally character database based on the settings in steps S1-2 and S1-4 above, and stores, for each ally character ID, information on whether to use the synchronization level as a reference value, information on whether to use the synchronization rank as a reference value, and information on whether the synchronization function can be used (S1-5).
[0169] Furthermore, the synchronization function management unit 1084a sets the ally character database updated in step S1-5 above so that it can be acquired by the player terminal 1 (S1-6).
[0170] Figure 19 is a flowchart illustrating ally character detail screen processing in the player terminal 1. When the ally character detail screen processing is displayed on the display 26, the ally character detail screen processing shown in Figure 19 is executed. In the ally character detail screen processing, when a training orb is used via the training orb list pop-up 55 shown in Figure 12A and an equipment rank is determined via the rank-up confirmation pop-up 56 shown in Figure 12B and the decision operation unit 56c is operated (YES in P1-1), the game execution control unit 80a transmits training orb use information to the server 1000 (P1-2), the training orb use information including the training orb ID linked to the used training orb, the ally character on which the training orb was used, and the determined equipment rank.
[0171] Furthermore, if a training ball ID is linked to an ally character displayed on the ally character details screen based on the ally character database (YES in P1-3), the display control unit 82a displays on the display 26 an ally character details screen on which a training ball band 57 as shown in Figures 13A and 14A is displayed (P1-4).
[0172] Furthermore, if, based on the ally character database, information indicating that the first or second synchronization function can be used is linked to the ally character displayed on the ally character details screen (YES in P1-5), the display control unit 82a displays on the display 26 an ally character details screen on which a synchronization band 34 as shown in Figures 9B and 11A is displayed (P1-6).
[0173] Furthermore, if an operation to change a parameter is performed (YES in P1-7), the game execution control unit 80a transmits parameter change information indicating the parameter to be changed to the server 1000 (P1-8).
[0174] In addition, if the ally character database is changed (YES in P1-9), the display control unit 82a updates and displays the ally character detail screen based on the changed ally character database, displays the free equipment completion pop-up 60 shown in Figure 10B or Figure 13B, or displays the free level enhancement completion pop-up 62 shown in Figure 11B or Figure 14B (P1-10).
[0175] 20 is a flowchart illustrating the parameter change process in the server 1000. When the training ball management unit 1082a receives training ball use information (YES in S2-1), it updates the ally character database by linking the training ball ID to the ally character ID and storing it based on the training ball use information (S2-2). The training ball management unit 1082a also sets the updated ally character database so that it can be acquired by the player terminal 1 (S2-3).
[0176] Furthermore, when the parameter change unit 1083a receives parameter change information (YES in S2-4) and the synchronization function is used (YES in S2-5), it executes a parameter change process (S2-6) to change the character level or equipment rank parameters of the ally character free of charge, thereby updating the ally character database. At this time, the parameter change unit 1083a changes the character level or equipment rank parameters of the ally character free of charge to the character level or equipment rank specified by the player based on the received parameter change information. Furthermore, once the character level of the ally character has been raised free of charge to the synchronization level, the synchronization function management unit 1084a deletes information indicating that the first synchronization function associated with the ally character ID is available. Furthermore, once the equipment rank of the ally character has been raised free of charge to the synchronization rank, the synchronization function management unit 1084a deletes information indicating that the second synchronization function associated with the ally character ID is available.
[0177] Furthermore, when the training ball function is used (YES in S2-7), the parameter change unit 1083a executes a parameter change process (S2-8) that changes the character level or equipment rank parameters of the ally character free of charge, and updates the ally character database. At this time, the parameter change unit 1083a changes the character level or equipment rank parameters of the ally character free of charge to the character level or equipment rank specified by the player based on the received parameter change information. Furthermore, when the training ball management unit 1082a has finished increasing all of the parameters associated with the training ball ID free of charge, it deletes the training ball ID from the ally character database.
[0178] Furthermore, if the synchronization function and the training orb function are not being used (YES in S2-9), the parameter change unit 1083a executes a parameter change process (S2-10) that changes the parameters of the ally characters for a fee, thereby updating the ally character database. That is, the character level is increased by consuming items such as in-game currency and experience value materials owned by the player. Alternatively, the equipment rank is increased by consuming items such as various equipment and in-game currency owned by the player.
[0179] Furthermore, the parameter change unit 1083a sets the ally character database updated in the above steps S2-6, S2-8, and S2-10 so that it can be acquired by the player terminal 1 (S2-11).
[0180] As described above, the player terminal 1 is provided with a game execution control program 80, a battle game execution program 81, and a display control program 82. The player terminal 1 also functions as a game execution control unit 80a, a battle game execution unit 81a, and a display control unit 82a. The server 1000 is also provided with a game execution control program 1080, a battle game execution program 1081, a training ball management program 1082, a parameter change program 1083, and a synchronization function management program 1084. The server 1000 also functions as a game execution control unit 1080a, a battle game execution unit 1081a, a training ball management unit 1082a, a parameter change unit 1083a, and a synchronization function management unit 1084a. However, some or all of these programs and functional units may be provided in one or both of the player terminal 1 and the server 1000.
[0181] Furthermore, in the above embodiment, the division of processing between the player terminal 1 and the server 1000 is merely an example. For example, each of the above-described processes may be executed by at least one of the player terminal 1 and the server 1000, or by both, and the execution timing and the device that executes the process are not particularly limited.
[0182] Furthermore, the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example. It goes without saying that the processing of the player terminal 1 and the server 1000 can be designed as appropriate within the scope of the object of the present invention.
[0183] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.
[0184] (Processing to be performed by a computer) A process of determining a ranking based on the values of predetermined parameters (in the above embodiment, for example, character level and equipment rank) linked to game media owned by a player, and storing the values of the predetermined parameters corresponding to the predetermined ranking as reference values (in the above embodiment, for example, synchronization level and synchronization rank) (in the above embodiment, for example, steps S1-2, S1-4, and S1-5). A process of making it possible to update the values of the predetermined parameters in accordance with predetermined conditions based on player operations for game media owned by the player whose values of the predetermined parameters relative to the reference values satisfy a specific condition (in the above embodiment, for example, are equal to or greater than the reference value) (in the above embodiment, for example, steps S2-9, S2-10, and S2-11). A process that, for all game media owned by a player whose values of predetermined parameters relative to a reference value do not satisfy a specific condition (in the above embodiment, as an example, the values are less than the reference value), enables the value of the predetermined parameter to be updated based on the player's operation, within a range up to the reference value, in accordance with advantageous conditions that are more advantageous to the player than the predetermined conditions (in the above embodiment, as an example, steps S2-5 to S2-8 and step S2-11).
[0185] The predetermined condition may include consuming consumable game media associated with the player. The advantageous condition may include not consuming consumable game media associated with the player. Note that, although the above embodiment illustrates the advantageous condition of not consuming consumable game media, this is not limiting. For example, the advantageous condition may be a condition in which the amount of consumable game media consumed is less than that of the predetermined condition. Furthermore, the advantageous condition may be a condition in which a different consumable game media that is less difficult to obtain than the consumable game media consumed under the predetermined condition is consumed.
[0186] The computer may be caused to perform a process of determining the display mode of identification information corresponding to game media owned by a player based on whether the value of a predetermined parameter relative to a reference value satisfies a specific condition (step P1-10 in the above embodiment, as an example).The computer may be caused to perform a process of displaying a list of identification information on a display screen in the determined display mode (step P1-10 in the above embodiment, as an example).
[0187] For game media in which the value of a specified parameter has been updated to a reference value due to advantageous conditions, the value of the specified parameter may be further updated based on specified conditions (in the above embodiment, as an example, steps S2-9, S2-10, and S2-11).
[0188] In the above embodiment, information on whether or not to use the synchronization level as a reference value, information on whether or not to use the synchronization rank as a reference value, information on whether or not the first synchronization function is available, and information on whether or not the second synchronization function is available are stored in association with the character database for each ally character ID. However, this information does not have to be stored in association with the character database. For example, when the server 1000 receives parameter change information from the player terminal 1, the server 1000 may refer to the character database to derive the synchronization level and synchronization rank. The server 1000 may update the character level of ally characters below the synchronization level free of charge, and update the character level of ally characters at or above the synchronization level for a fee. The server 1000 may also update the equipment rank of ally characters below the synchronization rank free of charge, and update the equipment rank of ally characters at or above the synchronization rank for a fee. The server 1000 may also check whether there are any problems with the updated character level and equipment rank, and if there are no problems, update the character level and equipment rank. Furthermore, the server 1000 may check whether there are any problems with the updated contents of the character level and the updated contents of the equipment rank, and if there are any problems, may not update the character level or the equipment rank.
[0189] Furthermore, the player terminal 1 may derive the synchronization level and synchronization rank by referring to the latest character database acquired from the server 1000. Furthermore, when the character database is updated in the server 1000, the player terminal 1 may acquire the updated character database and derive the synchronization level and synchronization rank by referring to the acquired latest character database. The player terminal 1 may then display an ally character confirmation screen, an ally character detail screen, a comprehensive strengthening screen, etc., based on the derived synchronization level and synchronization rank. Furthermore, when a player performs an operation to change the character level of an ally character, the player terminal 1 may transmit to the server 1000 parameter change information including information that can identify whether the character level of the ally character is below the synchronization level or equal to or greater than the synchronization level. Furthermore, when a player performs an operation to change the equipment rank of an ally character, the player terminal 1 may transmit to the server 1000 parameter change information including information that can identify whether the equipment rank of the ally character is below the synchronization rank or equal to or greater than the synchronization rank.
[0190] Furthermore, in the above embodiment, a case was shown in which a character level can be increased by consuming items such as in-game currency and experience point materials owned by the player, but a character level may also be increased based on experience points accumulated by winning a battle game.
[0191] In the above embodiment, the ranking is determined based on the character level values of the ally characters owned by the player, and the character level value corresponding to a predetermined ranking (top 30) is set as the reference value for the synchronization level, but this is not limited to this. For example, the character level of the ally character with the lowest character level value among the ally characters set by the player in a predetermined slot may be set as the reference value for the synchronization level. Alternatively, the character level of any ally character designated by the player may be set as the reference value for the synchronization level.
[0192] In the above embodiment, the ranking is determined based on the equipment rank values of the ally characters owned by the player, and the equipment rank value corresponding to a predetermined ranking (top 30) is set as the reference value for the synchronization rank, but this is not limited to this. For example, the equipment rank of the ally character with the lowest equipment rank value among the ally characters set by the player in a predetermined slot may be set as the reference value for the synchronization rank. Alternatively, the equipment rank of any ally character designated by the player may be set as the reference value for the synchronization rank.
[0193] Furthermore, in the above embodiment, the case where the synchronization function is enabled for character level and equipment rank has been described, but the targets for which the synchronization function is enabled are not limited to these. For example, the rank or rarity of an ally character may be the target of the synchronization function. Furthermore, the level or rank of a specific skill of an ally character may be the target of the synchronization function. Furthermore, the number of weapons or armor that can be equipped to an ally character, or the number of skills that an ally character can acquire may be the target of the synchronization function. Furthermore, the level, rank, and rarity of equipment such as weapons and armor owned by the player may be the target of the synchronization function. Furthermore, the level, rank, and rarity of synthesis materials owned by the player may be the target of the synchronization function.
[0194] In addition, in the above embodiment, the case was shown where all ally characters owned by the player who do not meet the synchro level or synchro rank can use the synchro function, but a limit may be placed on the number of ally characters that can use the synchro function (for example, up to 10). Alternatively, an item may be provided that enables the synchro function, and only ally characters that use that item may be allowed to use the synchro function.
[0195] Furthermore, an upper limit for the character level may be set depending on the type of ally character. Then, if the synchronization level is higher than the set upper limit for the character level, the synchronization function may be used to change the character level free of charge within the range of the set upper limit for the character level. Alternatively, if the synchronization level is higher than the set upper limit for the character level, the synchronization function may be used to change the character level free of charge within the range of the synchronization level beyond the set upper limit for the character level.
[0196] The information processing program for executing the processes in the above-described embodiments may be stored in a computer-readable non-transitory storage medium and provided as such. Furthermore, the information processing program may be provided as a player terminal or information processing system that includes such a storage medium. Furthermore, the above-described embodiments may also be provided as an information processing method that realizes each function and step shown in the flowchart.
[0197] 1 Player terminal 1000 Server S Information processing system
Claims
1. An information processing program that causes a computer to perform the following processes: determining a ranking based on the value of a predetermined parameter linked to game media owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; enabling the value of the predetermined parameter to be updated in accordance with predetermined conditions based on the player's operation for game media owned by the player for which the value of the predetermined parameter relative to the reference value satisfies a specific condition; and enabling the value of the predetermined parameter to be updated in accordance with advantageous conditions that are more advantageous to the player than the predetermined condition, within a range up to the reference value, based on the player's operation for game media owned by the player for which the value of the predetermined parameter relative to the reference value does not satisfy the specific condition.
2. An information processing program as described in claim 1, wherein the specified condition includes consuming consumable game media linked to the player, and the advantageous condition includes not consuming the consumable game media linked to the player.
3. An information processing program as described in claim 1, which causes a computer to perform the following processes: determining the display mode of identification information corresponding to the game medium owned by the player based on whether the value of the specified parameter relative to the reference value satisfies the specific condition; and displaying the identification information in a list on a display screen in the determined display mode.
4. An information processing program as claimed in any one of claims 1 to 3, wherein the value of the specified parameter of the game medium in a state in which the value of the specified parameter has been updated to the reference value due to the advantageous condition can be further updated based on the specified condition.
5. An information processing method executed by one or more computers, comprising: a process of determining a ranking based on the value of a predetermined parameter linked to a game medium owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; a process of enabling, for the game media owned by the player, the value of the predetermined parameter for those game media for which the value of the predetermined parameter relative to the reference value satisfies a specific condition, to be updated in accordance with predetermined conditions based on the player's operation; and a process of enabling, for the game media owned by the player, the value of the predetermined parameter for those game media for which the value of the predetermined parameter for the reference value does not satisfy the specific condition, to be updated in accordance with advantageous conditions that are more advantageous to the player than the predetermined conditions, within a range up to the reference value, based on the player's operation.
6. An information processing system having one or more computers, wherein the computers perform the following processes: determining a ranking based on the values of predetermined parameters linked to game media owned by a player, and storing the value of the predetermined parameter corresponding to the predetermined ranking as a reference value; making it possible to update the value of the predetermined parameter in accordance with predetermined conditions based on the player's operation for game media owned by the player, for which the value of the predetermined parameter relative to the reference value satisfies a specific condition; and making it possible to update the value of the predetermined parameter in accordance with advantageous conditions that are more advantageous to the player than the predetermined condition, within a range up to the reference value, based on the player's operation for game media owned by the player, for which the value of the predetermined parameter relative to the reference value does not satisfy the specific condition.
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