Program and game device

The game system addresses engagement issues by organizing decks with distinct character and item groups, ensuring unique compositions that enhance player interaction and enjoyment through varied gameplay.

WO2025204514A1PCT designated stage Publication Date: 2025-10-02BANDAI CO LTD
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Patent Information

Application Number
PCT/JP2025/007441
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-03-27
Filing Date
2025-03-03
Publication Date
2025-10-02

AI Technical Summary

Technical Problem

Games often fail to maintain player engagement by allowing frequent play of specific parts while neglecting others, leading to a lack of overall enjoyment.

Method used

A game system that organizes decks of game elements with distinct types, ensuring diversity within the deck composition to enhance player interaction and variety, including a first group of characters and a second group of items, with specific registration conditions to prevent duplication and promote unique gameplay experiences.

Benefits of technology

Enhances player engagement by providing a highly entertaining experience through varied gameplay mechanics and diverse deck compositions, ensuring each element contributes uniquely to the game's progression and outcome.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

[Problem] To provide a game that is highly entertaining for players. [Solution] Provided is a program which causes a computer to function as a deck organization means for organizing a deck that includes a first group, which includes one first-type game element, and a second group, which includes at least one first-type game element. The deck organization means permits the registration of the organized deck on condition that the first-type game element of the first group and the first-type game element of the second group are different.
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Description

Program and game device

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

[0002] In recent years, games have become known that are configured so that a user can play each of a plurality of parts. When a game is configured so that a player can play each of the multiple parts, depending on the nature of the game or the game settings, a player may frequently play a particular part while rarely playing another part.

[0003] JP 2013-146590 A

[0004] In a game such as the one described above, making each part interesting for the player will increase the enjoyment of the game.

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and a game device that can provide a highly entertaining game for players.

[0006] One aspect of the present invention is a program that causes a computer to function as deck organization means for organizing a deck including a first group including one first type of game element and a second group including at least one or more first type of game elements, and the deck organization means allows registration of the organized deck on the condition that the first type of game element in the first group and the first type of game element in the second group are different.

[0007] One aspect of the present invention is a program that causes a computer to function as deck organization means for organizing a deck including a first group including a first type of game elements and a second group including a second type of game elements, and the deck organization means allows registration of the organized deck on the condition that all of the first type of game elements included in the first group are different.

[0008] One aspect of the present invention is a game device that includes a deck organizing means for organizing a deck including a first group including one first type of game element and a second group including at least one of the first type of game element, and the deck organizing means allows registration of the organized deck on the condition that the first type of game element in the first group and the first type of game element in the second group are different.

[0009] One aspect of the present invention is a game device that includes a deck organizing means for organizing a deck including a first group including game elements of a first type and a second group including game elements of a second type, and the deck organizing means allows registration of the organized deck on the condition that all of the game elements of the first type included in the first group are different.

[0010] According to the present invention, a highly entertaining game can be provided.

[0011] FIG. 1 is a diagram showing an example of a card into which a character has been transformed. FIG. 2 is a diagram showing an example of a stone. FIG. 3 is a diagram illustrating the flow of one story. FIG. 4 is a diagram showing an example of the overall configuration of a game system according to this embodiment. FIG. 5 is a diagram showing an example of the device configuration of a notebook computer, which is an example of a player terminal 1. FIG. 6 is a block diagram showing an example of the functional configuration of a player terminal 1. FIG. 7 is a diagram showing an example of a player information database D1. FIG. 8 is a diagram showing an example of a game element information database D2. FIG. 9 is a diagram showing an example of an owned card / stone information database D3. FIG. 10 is a diagram showing an example of a deck database D4. FIGS. 11 through 13 are diagrams illustrating deck composition. FIG. 12 is a diagram showing an example of a district selection screen. FIG. 13 is an example of an support character selection screen. FIG. 14 is a diagram showing an example of a stone selection screen. FIG. 15 is an example of an action part home screen 61. FIG. 16 is a diagram showing an example of transformation effect 1. FIG. 17 is a diagram showing an example of transformation effect 2. FIG. 18 is a diagram showing an example of a battle screen. FIG. 19 is a diagram showing an example of a battle screen. FIG. 20 is a diagram showing an example of a battle start screen. FIG. 21 is a diagram showing an example of ending episode 1. FIG. 22 is a diagram showing an example of ending episode 2. FIG. 23 is an example of a result screen. FIG. 24 is a block diagram showing an example of the functional configuration of the game server 2. FIG. 25 is an operational flowchart of action part execution processing executed by the action part execution control unit 104. FIG. 26 is an operational flowchart of transformation part execution processing executed by the transformation part execution control unit 105. FIG. 27 is an operational flowchart of battle part execution processing executed by the battle part execution control unit 106. FIG. 28 is an operational flowchart of ending part execution processing executed by the ending part execution control unit 106. FIG. 29 is an operational flowchart of result part execution processing executed by the result part execution control unit 108. FIG. 30 is an example of the top home screen 60 of the game. FIG. 31 is a diagram showing an example of a store screen. FIG. 32 is a diagram showing an example of the provided card information database D10. FIG. 33 is a diagram showing an example of the player-held currency information database D11. FIG. 34 is an operational flowchart of card providing processing.FIG. 35 is a diagram illustrating the transition of the store purchase screen. FIG. 36 is a diagram illustrating the transition of the store screen displayed on the player terminal 1 when purchasing a card. FIG. 37 is a flowchart of the process for updating the accumulated number of provision times. FIG. 38 is a diagram illustrating an example of the provision information database D20 from step 1 to step 4. FIG. 39 is an example of a step-up provision screen. FIG. 40 is a block diagram of the player terminal 1 in the second embodiment. FIG. 41 is a block diagram of the game server 2 in the second embodiment. FIG. 42 is a diagram illustrating an example of the character level change screen 200. FIG. 43 is a diagram illustrating an example of the player-owned character information database D12. FIG. 44 is an operational flowchart of the level change process. FIG. 45 is an example of a character level change screen displayed on the player terminal 1 after a level change. FIG. 46 is a diagram illustrating the recovery of game progress points by consuming items. FIG. 47 is a diagram illustrating an example of the game progress point recovery screen 210. FIG. 48 is an operational flowchart of the game progress point recovery process. FIG. 49 is an example of a notification screen after recovery when three free recovery items are consumed when the current number of points available for game progress is 75. FIG. 50 is an example of a notification screen after recovery when 13 free recovery items are consumed when the current number of points available for game progress is 75. FIG. 51 is an example of a notification screen after recovery when three paid currency is consumed when the current number of points available for game progress is 75. FIG. 52 is a diagram for explaining switching between first mode and second mode each turn. FIG. 53 is a diagram for explaining prohibited conditions for deck composition.

[0012] First Embodiment Overview of the Game To facilitate understanding of the game system in this embodiment, an overview of the game applied to this embodiment will be described.

[0013] First, the game elements that appear in this game will be explained.

[0014] The game elements that appear in this game are classified into a first type of game element and a second type of game element.

[0015] The first type of game element is a character (person, etc.), which is represented by an image, a virtual or real object, etc. The object is, for example, a virtual or real card.

[0016] There are three types of characters: first, second, and third. The first character is the main character who takes the lead role in the game. The second character is a sub-character who forms a group with the main character. The third character is a character that can be added using the friend function described below. The player selects the desired first, second, and third characters to form a group (deck).

[0017] The first character, second character, and third character each have multiple statuses, which include parameters such as the character's attributes, their attribute values, the character's support effect value, the character's intimacy with the player (hereinafter referred to as intimacy), and the character's skills (abilities).

[0018] A character's level increases as the game progresses. A character's attributes are characteristics that represent the character, such as colors (e.g., red, blue, yellow, green) or personalities (e.g., cheerful, cool, etc.). In this embodiment, a character's attributes are colors, and each character is associated with two of the four colors (red, blue, yellow, and green). That is, each character has two attributes. Hereinafter, the two attributes possessed by a character are referred to as the first attribute and the second attribute. A character's attribute value is a parameter indicating the degree of the attribute. A character has attribute values ​​for four attributes (red, blue, yellow, and green). Each attribute value changes by performing actions described below. A character's support effect value is an ability value exhibited when the character is a second character, and as described below, is an ability value that supports the action selected by the player. The higher the ability value, the more advantageous the character's progress in the game. A character's intimacy level is the degree of intimacy between the player and the character, and increases by selecting special actions described below. As intimacy increases, the character's expressions of affection toward the player change and the amount of information provided to the player increases, improving the relationship between the player and the character. Furthermore, the player can gain an advantage in battles, as described below. Character skills are activated by fulfilling certain conditions, providing an advantage in the game.

[0019] 1 shows an example of a card in which a character has been transformed. In FIG. 1, card X1 is an example of a card in which a character has the attributes "red" and "blue" and is level 50, and card X2 is an example of a card in which a character has the attributes "yellow" and "green" and is level 50.

[0020] The second type of game element is an item that the player collects and affects the game, etc. In this embodiment, this item is called a stone. The second type of game element (stone) has multiple pieces of status information. The types of status are attributes that represent the character's characteristics, their attribute values, ranks, skills, and other parameters.

[0021] The attribute of a stone is one of the attributes that represent the character's characteristics. In other words, it has one of four colors: red, blue, yellow, and green. The attribute value of a stone is a parameter that indicates the degree of the attribute. Stones have attribute values ​​for four attributes (red, blue, yellow, and green). The rank of a stone indicates the strength of the stone. The skills of a stone are skills that give advantages to actions, which will be described later.

[0022] Fig. 2 is a diagram showing an example of a stone. In Fig. 2, stone Y1 is a diagram showing an example of a stone with an attribute of "red" and a rank of "SS", and stone Y2 is a diagram showing an example of a stone with an attribute of "blue" and a rank of "SS". The character image of the stone is preferably an image of the transformed form of a character with similar status information.

[0023] Next, the flow of the game in this embodiment will be explained. The game is made up of at least one story. Figure 3 is a diagram for explaining the flow of one story.

[0024] The story includes a deck organization part 10, an episode 11, an action part 12, a transformation part 13, a battle part 14, an ending part 15, and a result part 16.

[0025] The deck organization part 10 is the part where you organize a deck from the cards and stones you own. When organizing a deck, you select the character slots from the cards you own: a card for the first character who will be your main, a card for the second character who will be your sub character, and a card for a third character using the friend function described below. You can select up to one card for the first character, three cards for the second character, and one card for the third character. However, you must select one card for the first character who will be your main character. You can also include up to four stones from your own stones in your deck. You can also add one stone as a spare stone.

[0026] Episode 11 is a part where the character's episode is displayed, and is not a part that is controlled by the player. Episode 11 is inserted between parts at appropriate times.

[0027] The action part 12 is the main part of the game and is controlled by the player. The action part 12 includes multiple turns 20. The number of turns 20 in one action part 12 is predetermined. For example, one action part 12 consists of six turns. The player can select one action for each turn 20. The types of actions are area investigation 21, request acceptance 22, and rest 23.

[0028] District Investigation 21 is an action in which a player selects one spot from those scattered throughout the district selected at the start of the story (game) and investigates the selected spot. A spot has one of several attributes. When the investigation of the spot is completed, the parameters of the characters in the deck increase and investigation points are awarded depending on the results of the investigation of District Investigation 21. The results of District Investigation 21 can be either success or failure, and if the investigation is successful, the parameters of the characters in the deck increase and investigation points are awarded. In particular, the rate of increase in the attribute values ​​of the character attributes that are the same as the attribute of the spot is higher. The investigation points awarded are the points required to complete the action part and are accumulated.

[0029] The district investigation 21 is carried out by consuming motivation points, which are parameters that increase the success rate of the district investigation 21 and the request acceptance 22. The motivation points, which are parameters that increase the success rate, are assigned a maximum value at the start of the action part 12.

[0030] In the Request Orders 22, a player selects a specific request (mission) from the game management side, and by completing the request (mission), the parameters of the characters in the deck increase and research points are awarded and accumulated. In particular, many research points are awarded for completing the action part. The mission results of the Request Orders 22 can be success or failure, and if the mission result is successful, the parameters of the characters in the deck increase and research points are awarded. The Request Orders 22 are completed by consuming action points, which are parameters that increase the success rate.

[0031] Rest 23 is an action that restores energy points, which are a parameter that increases the success rate. By selecting the action of Rest 23, the success rate of the district investigation increases.

[0032] Each turn 20, one of the above-mentioned area investigation 21, request acceptance 22, and rest 23 can be selected, and when the selected action is completed and the accumulated investigation points exceed a predetermined value, the action part 12 can be completed.

[0033] When the accumulated investigation points exceed a predetermined value and Action Part 12 is completed, the player moves on to Transformation Part 13. Transformation Part 13 is a part that depicts the transformation of the first character, who is the main character. The first character transforms from the first character's normal appearance during Action Part 12 to a combat appearance. The transformation of the first character is performed differently depending on the attribute values, etc., of the character that have changed in Action Part 12.

[0034] The battle part 14 is a part in which the first character transformed by the first type of game element battles against a non-player character prepared by the game operator. In the battle game, the outcome of the battle is determined by parameters such as the attribute values ​​of the stones in the deck and the intimacy of the characters.

[0035] The ending part 15 is a performance part that precedes the result part of the game. The performance performed in the ending part 15 varies depending on the attribute values ​​of the character that have changed in the action part 12.

[0036] When the ending part 15 ends, a result screen is displayed showing the character parameters that have changed as a result of completing the action part 12 and the battle part 14, details of the stones that have been awarded, etc.

[0037] As described above, one of the features of the game of this embodiment is that various second type game elements are discovered using first type game elements, and the discovered second type game elements have a significant impact on the battle using the first type game.

[0038] Another feature is that the subsequent transformation part 13 and ending episode 15 are presented differently depending on the result of the action part 12 using the first type of game element.

[0039] Next, the configuration of this embodiment will be described.

[0040] <Overall Configuration> Fig. 4 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 4, the game system is configured to include a player terminal 1 provided for each of game players A and B, and a game server 2. The player terminal 1 and the game server 2 can be connected to a communication line N and can communicate with each other.

[0041] The communication line N refers to a communication path that allows data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.

[0042] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and is capable of performing data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 1, and each is operated by a player.

[0043] The game server 2 is a server system configured to include one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, distribute game programs and data necessary for running the game on the player terminals 1, etc.

[0044] Fig. 5 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in Fig. 5, the player terminal 1 includes a display 11 and a keyboard 12, which is an operating means. The player terminal 1 also includes a control board, an internal battery, a power button, a volume control button, a speaker, etc., which are not shown.

[0045] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, ASIC, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with so-called I / F circuits (interface circuits), such as a driver circuit for the touch operation panel 12. These elements equipped on the control board are electrically connected to each other via bus circuits or the like, and are connected to enable reading and writing of data and sending and receiving of signals.

[0046] Next, the configuration of each device will be described.

[0047] <Configuration of Player Terminal 1> FIG. 6 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG.

[0048] As shown in FIG. 6, the terminal 1 includes a display unit 51, an operation input unit 52, a sound output unit 53, a communication unit 54, a storage unit 55, and a processing unit 56.

[0049] The display unit 51 displays various game screens based on input image signals. The functions of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal display, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer shown in FIG. 5, the display unit 51 corresponds to the display 3.

[0050] The operation input unit 52 is used by the player to input various operations related to the game, and outputs operation input signals corresponding to the operation input to the processing unit 56. The functions of the operation input unit 52 can be realized by elements that are directly operated by the player's fingers, such as a keyboard, mouse, touch pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In the example of the personal computer in Figure 5, the operation input unit 52 corresponds to the keyboard 4.

[0051] The sound output unit 53 outputs sound effects and the like related to the game based on the input sound signal.

[0052] The communication unit 54 realizes communication by connecting to the communication line N. The function of the communication unit 54 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc.

[0053] The storage unit 55 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1 and realizing the various functions of the player terminal 1, and data used during execution of these programs. The storage unit 55 can be realized by, for example, RAM, ROM, a solid state drive using IC memory such as flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.

[0054] The storage unit 55 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 56 to perform the functions described below. This program is distributed from the game server 2 or another application distribution server, etc., once the player has completed account registration. The storage unit 55 also stores databases necessary for running the game. In this embodiment, the storage unit 55 stores a player information database D1, a card information database D2, an owned card / stone information database D3, and a deck database D4.

[0055] The player information database D1 is a database that stores various pieces of player information. Fig. 7 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for a player ID, a field for a player name, a field for a level, a field for an owned card ID, a field for an owned stone ID, a field for a setting deck, a field for story information, and a field for the last update date and time, and each piece of information is stored in association with each other.

[0056] The player ID field is a field in which identification information for identifying a player is entered. The player name field is a field in which, for example, a nickname is entered. The level field is a field in which the player's level, which is obtained by accumulating experience points, is entered. The owned card ID field is a field in which card identification information (card ID) of cards owned by the player is entered. The owned stone ID field is a field in which card identification information (card ID) of stones owned by the player is entered. The set deck field is a field in which the deck ID of the currently set deck is entered. The story information field is a field in which story progress information is entered. The last update date and time field is a field in which the last update date and time of the game element information database D2 is entered.

[0057] The game element information database D2 is a database that stores information on game elements that appear or are used in the game. Fig. 8 is a diagram showing an example of the game element information database D2. The card information database D2 includes a card ID field, a character name field, a character information field, a basic character image field, a transformed character image field, a transformation effect field, an ending episode field, and a last update date and time field.

[0058] The card ID field is a field in which identification information (game card ID) that identifies the card is written. The character information field is a field in which character information (e.g., initial status information, etc.) of the character that has been transformed into the character is written. The basic character image field is a field in which an image of the character's normal appearance in the action part is written. The transformed character image field is a field in which an image of the character's appearance after transformation in the battle part, etc. is written. The transformation effect field is a field in which transformation effects 1 to 3 are written. The ending episode field is a field in which ending episodes 1 to 3 are written. The last update date and time field is a field in which the last update date and time of the game element information database D2 is written.

[0059] The owned card / stone information database D3 is a database of cards and stones owned by a player. FIG. 9 is a diagram showing an example of the owned card / stone information database D3. The owned card / stone information database D3 includes a field for the ID of the owned card or stone and a field for its status information. The status information field describes status information such as the attributes, attribute values, rank, and level of the card or stone.

[0060] The deck database D4 is a database that records the contents of the decks organized by the player. Figure 10 is a diagram showing an example of the deck database D4. The deck database D4 includes a deck ID field, a card ID field for the first character, a card ID field for the second character, a card ID field for the third character, a card ID field for the fourth character, and a stone ID field for the stone.

[0061] The deck ID field is a field in which a deck ID that identifies a deck is entered. The first character card ID field, second character card ID field, third character card ID field, and fourth character card ID field are fields in which the card ID of the first main character, the card IDs of the second and third sub characters, and the card ID of the fourth character rented from a friend are entered. The stone ID field is a field in which the stone and sub stone IDs to be included in the deck are entered.

[0062] These databases can be downloaded by the game server 2 as characters used in the game are added or changed.

[0063] The processing unit 56 comprehensively controls the operation of the terminal 1 based on the programs and data stored in the memory unit 55, various input signals from the operation input unit 52, etc. The functions of the processing unit 56 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 56 includes, as main functional units, a player information management unit 101, a game execution control unit 102, a deck compilation unit 103, an action part execution control unit 104, a transformation part execution control unit 105, a battle part execution control unit 106, an ending episode execution control unit 107, a result part execution control unit 108, and a store presentation control unit 109.

[0064] The player information management unit 101 manages player information using the player information database D1. When the information is updated, the player information management unit 101 updates the player information database D1 and records the update date.

[0065] The game execution control unit 102 controls and manages the progress of the entire game. For example, the game execution control unit 102 displays a menu screen such as a home screen and executes processing selected by the player. FIG. 30 shows an example of a top home screen 60 for the game. The top home screen 60 includes story buttons that transition to various stories (action parts) of the game and a store button that transitions to the store.

[0066] The deck compilation unit 103 is a unit that compiles a deck from the cards and stones that the player possesses.

[0067] The deck organization unit 103 displays a deck organization screen. Here, the deck to be organized will be described. The deck is composed of a first group including a first character (a first type of game element) that will be the main character, a second group including a second character (a first type of game element) and a third character (a first type of game element) that will be sub characters, and a third group including stones.

[0068] The first group is a group that contains only one first character, who will be the main character. The second group is a group that contains one to three second characters and up to one third character. It should be noted here that when organizing a deck, the first character in the first group and the second and third characters in the second group are prohibited from being the same character. In other words, the main character and the sub-character are prohibited from being the same character. This is because, although the story of this game unfolds around the first character, who is the main character, sub-characters also affect the presentation, and therefore the presence of the same character in the same deck would deviate from the worldview of this game.

[0069] Also, even if the appearance of the card is different but the character is the same, such as in the case of parallel cards, or if the character is the same depending on the type of card but the character's abilities and appearance are different, they are still the same character, so even if the cards are different, if the character is the same, they cannot be included in the same deck.

[0070] Similarly, characters belonging to the second group are prohibited from being the same character. In other words, it is preferable that all second and third characters belonging to the second group are different characters. However, even if the second group includes the same character, as long as it is different from the first character in the first group, it may be permitted because it does not have a significant impact on the worldview of the game.

[0071] Furthermore, although the stones (second type of game elements) belonging to the third group are associated with characters, because the stones (second type of game elements) are items, they may be stones (second type of game elements) associated with characters belonging to the first and second groups. Furthermore, the third group may contain multiple identical stones (second type of game elements).

[0072] In other words, the prohibited conditions for deck organization are as follows: (1) The characters belonging to the first group and the characters belonging to the second group must not be the same. (2) All characters belonging to the second group must be different. Note that a character corresponding to a stone belonging to the third group may be included in both the characters belonging to the first group and the characters belonging to the second group. Figure 53 is a diagram for explaining the prohibited conditions for deck organization described above. In the case of Figure 53(a), the first character A belongs to the first group, the second character A, the second character B, the second character C, and the second character D belong to the second group, and the stones A, B, C, and D belong to the third group. However, because the first character A belongs to the first group and the second character A belongs to the second group, the prohibited condition (1) is met, and the organized deck cannot be registered. In the case of Figure 53(b), the first character A belongs to the first group, two second characters B, C, and D belong to the second group, and stones A, B, C, and D belong to the third group. However, because there are two identical second characters B in the second group, the prohibited condition (2) is met, and the organized deck cannot be registered. On the other hand, in the case of Figure 53(c), the stones belonging to the third group are two stones A, C, and D. However, multiple identical stones are permitted within the third group. Furthermore, even if the characters belonging to the first and second groups are the same as the characters corresponding to the stones in the third group, the prohibited condition is not met, and the organized deck can be registered.

[0073] When displaying the finally selected characters and stones on the formation screen, it is preferable to display the characters and stones for each of the first, second, and third groups as shown in Fig. 53. In this case, the characters and stones are displayed in different forms, for example, as shown in Fig. 1 and Fig. 2, or as images of the characters and stones. It is also preferable to display the characters as images larger than the stones.

[0074] If a deck that falls under any of the prohibited conditions is organized during the deck organization process, the deck organization unit 103 notifies the user that the organized deck cannot be registered. Figures 11 to 14 are diagrams for explaining deck organization. Figure 11 shows a screen for selecting a first character to be the main character. Each character belongs to one of the teams based on attributes, etc., and by selecting a team, the cards X of the characters belonging to that team are displayed.

[0075] When the player selects a first character to be the main character, the deck compilation unit 103 displays a district selection screen to select the district that the deck will be responsible for. Figure 12 shows an example of the district selection screen. Each district is associated with two attributes, a first attribute and a second attribute, and selecting the same attribute as the main character's attribute is advantageous for increasing various parameters.

[0076] After the region selection is completed, the deck organization unit 103 displays a support character selection screen on which a card for a second character to be used as a sub character and a card for a third character using the friend function are selected. Figure 13 shows an example of the support character selection screen. The friend function allows the player to select characters owned by players other than the player.

[0077] Finally, the deck compilation unit 103 displays a stone selection screen for selecting stones. FIG. 14 shows an example of the stone selection screen. The player selects the desired stones from the stones they own. Once the stones are selected, the deck compilation unit 103 determines whether the deck compilation satisfies the prohibited deck compilation conditions described above, and if so, notifies the player. On the other hand, if the prohibited conditions are not met, the deck compilation unit 103 writes the contents of the newly compiled deck to the deck database D4 and ends the deck compilation process.

[0078] The action part execution control unit 104 controls and executes the action parts in the story. An action part 12 includes a plurality of turns 20. The number of turns 20 in one action part 12 is predetermined, for example, six turns. The player can select one action for each turn 20. The types of actions are area investigation 21, request acceptance 22, and rest 23.

[0079] When the story button on the top home screen 60 is selected, the action part execution control unit 104 starts the action part and displays an action part home screen 61 on which the player can select an action. FIG. 15 is an example of the action part home screen 61. The action part home screen 61 in FIG. 15 displays selection buttons for selecting an area investigation 21, a request acceptance 22, and a rest 23, and the player can select any of the actions. The action part home screen 61 also displays the first character.

[0080] When the player selects the district investigation 21, the action part execution control unit 104 presents spots scattered throughout the district selected at the start of the story (game) and develops an investigation story for one of the spots selected by the player. Each spot has one of several attributes. By consuming energy points to complete the investigation of a spot, the action part execution control unit 104 increases the parameters of the characters in the deck and grants investigation points. The action part execution control unit 104 accumulates the awarded investigation points and displays them as investigation points 24 on the action part home screen 61. Because the purpose of the district investigation 21 is to increase the parameters, such as the attribute values ​​of the characters forming the deck, particularly the first character, the investigation point award rate is set lower than that of the request acceptance 22. Furthermore, energy points, which are the success rate parameter 25, are displayed on the action part home screen 61, and the action part execution control unit 104 consumes energy points, which are the success rate parameter, to develop the investigation story. In order to increase energy points, which are the success rate parameter, a rest 23 must be performed.

[0081] When the request order 22 is selected, the action part execution control unit 104 presents the prepared mission to the player. By completing the mission, the action part execution control unit 104 increases the parameters of the characters in the deck and grants research points. The action part execution control unit 104 accumulates the awarded research points and displays them as accumulated points 24 on the action part home screen 61. Note that, because the purpose of the request order 22 is to accumulate research points for completing the action part, the rate of increase of parameters such as attribute values ​​of the characters forming the deck, particularly the first character, is set low, and the rate of granting research points is set high. In addition, the action part home screen 61 displays action points, which are the success rate parameter 25, and the action part execution control unit 104 consumes action points, which are the success rate parameter, to execute the mission.

[0082] When Break 23 is selected, the action part execution control unit 104 executes a break performance in which the first character appears, such as a conversation story with the first character. Break 23 increases the motivation points, which are the parameter 25 for the success rate of the district investigation 21 and the request acceptance 22, and also serves to increase the intimacy with the first character. The motivation points to be restored are determined by lottery, i.e., by a random function. The motivation points to be restored may be 0.

[0083] The player selects one of the above-mentioned area investigation 21, request acceptance 22, and rest 23 in one turn 20 and completes the selected action. The action part execution control unit 104 records the turn or story that the player has completed in the story information in the player information database D1. When the accumulated investigation points exceed a predetermined value, the action part execution control unit 104 completes the action part 12 and notifies the transformation part execution control unit 105 of the completion of the action part 12.

[0084] The above-mentioned action part execution control unit 104 is a normal mode (first mode) in which the player selects an action himself. Furthermore, the action part execution control unit 104 also has a second mode function (auto-play function) in which the action part execution control unit 104 automatically selects an action and executes the selected action without requiring the player to select an action. Specifically, when the second mode function (auto-play function) is selected by the player, the action part execution control unit 104 automatically selects one of the area investigation 21, request acceptance 22, and rest 23 for each turn and executes the selected action.

[0085] The action part execution control unit 104 selects an action. First, in turn 20 when the action points (success rate of the district investigation) exceed 70, district investigation 21 is selected. The district (or points) selected in district investigation 21 is a district with the same attributes as the first character's attributes. Then, when the action point (success rate of the district investigation) falls below 70, the action part execution control unit 104 selects rest 23 in the next turn. When the action points (success rate of the district investigation) exceed 70 again, district investigation 21 is selected. Request acceptance 22 is not generally selected. This is because the purpose of request acceptance 22 is to accumulate investigation points to complete an action part, and this prevents the adverse effect of investigation points being accumulated without the player playing due to the autoplay function.

[0086] Furthermore, when the second mode function (autoplay function) is selected, the parameter values, such as the character attribute values ​​of the deck obtained by completing the district survey 21, are set lower than those in the first mode. By setting this, when the second mode function (autoplay function) is selected, the stone ranks awarded by the result part execution control unit 108 are lower than those when the first mode is selected. This is because the effort expended on gameplay by a player who actually plays the game differs from that of a player who uses the autoplay function without actually playing the game, which deviates from the original purpose of the game, which is to enjoy the game. Therefore, in order to obtain high-ranking stones, the player must select the first mode, which they themselves execute.

[0087] The functions of the first mode and the second mode can be switched by turning on or off the auto button 27 on the action part home screen 61 shown in Fig. 15. Also, as shown in Fig. 52, it is possible to switch between the first mode and the second mode during the action of each turn.

[0088] The transformation part execution control unit 105 executes the transformation part 13 after the action part 12 is completed. The transformation part 13 is a part that depicts the transformation of the first character, who is the main character. The first character transforms from the first character's normal appearance during the action part 12 to a combat appearance. The transformation of the first character is performed in a different way depending on the attribute values ​​of the character that have changed during the action part 12. Note that if the second mode function (autoplay function) is selected in the action part 12, the transformation part 13 is executed automatically after the action part 12 is completed.

[0089] The transformation part execution control unit 105 identifies the first character in the deck, identifies the card ID of the first character, and identifies transformation effects 1 to 3 associated with the card ID from the card information database D2. Transformation effect 1 is selected when the attribute value of the first character's first attribute is greater than the attribute value of the second attribute. Transformation effect 2 is selected when the attribute value of the first character's first attribute is smaller than the attribute value of the second attribute. Transformation effect 3 is selected when the attribute values ​​of the first character's first attribute and second attribute are the same. FIG. 16 is a diagram showing an example of transformation effect 1, and FIG. 17 is a diagram showing an example of transformation effect 2. In the examples of FIGS. 16 and 17 , the background differs depending on the magnitude of the attribute values ​​of the first character's first attribute and second attribute. The lines of the first character may also be changed. What is common to transformation performances 1 to 3 is that the transformed appearance of the first character is a deformed version of the first character, different from the normal appearance of the first character displayed in action part 12. For example, the transformed character is smaller than the normal appearance of the first character.

[0090] Furthermore, a transformation effect 3 for the second mode (autoplay function) may be prepared, and when the transformation part 13 is executed in the second mode (autoplay function), the transformation part execution control unit 105 may execute the transformation effect 3 regardless of the attribute value of the first character. Also, when the transformation part is executed in the second mode (autoplay function), the transformation part execution control unit 105 may be configured to be able to select, before execution of the effect, between the effect based on the attribute value of the first character (first mode effect) and the transformation effect 3 for the second mode (autoplay function).

[0091] After the transformation part 13 is completed, the battle part execution control unit 106 executes a battle part 14 between the character organizing the deck and a non-player character. The outcome of the battle is determined by the magnitude of the combat power calculated from the parameters of the stones in the deck and the intimacy level of the first character. The first character appearing on the battle screen is the first character transformed in the transformation part 13, and the background may differ depending on the magnitude of the attribute values ​​of the first attribute and the second attribute of the first character. Figures 18 and 19 are diagrams showing examples of the battle screen.

[0092] Furthermore, if the second mode function (autoplay function) is selected in the action part 12, the battle part 14 is automatically executed after the transformation part 13 is completed. Furthermore, if the second mode function (autoplay function) is selected, the second mode function (autoplay function) cannot be canceled, i.e., transition to the first mode cannot be made. However, skipping, as described below, is possible.

[0093] When the battle part 14 is completed (for example, when the battle is won), the battle part execution control unit 106 writes the fact that the battle part 14 is completed in the story information of the player information database D1.

[0094] The battle part execution control unit 106 also has a skip function for the battle part 14. The skip function is a function that allows a player to skip the battle part 14 again when re-executing a story in which all parts have been completed. This skip function is used because, since the action part 12 allows a player to select a different action each turn and is a part that places emphasis on character development, it is meaningful to execute the action part 12 of that story multiple times even after one story is completed, whereas the battle part places emphasis on the battle, and once a player has won, there is little point in executing it multiple times.

[0095] At the start of the battle part, the battle part execution control unit 106 checks the story information in the player information database D1, and if the battle part 14 has been completed, displays a message on the battle start screen for the battle part 14 indicating that the battle part can be skipped and displays a battle skip button. Figure 20 is a diagram showing an example of the battle start screen. When the battle skip button is selected, the battle part execution control unit 106 skips the battle part 14 without executing it, and notifies the ending part execution control unit 107 that the battle part 14 has been completed. Note that the skip condition may be not only victory in one battle, but also victory in multiple battles.

[0096] Regarding the difference between the time of the action part 103 and the time of the battle part 104, the time of the action part 103 is longer because the battle part 104 is a simple battle as described above.

[0097] The ending part execution control unit 107 presents an ending episode in the ending part 15 after the end of the battle part 14. If the second mode function (autoplay function) is selected in the action part 12, the ending part execution control unit 107 automatically executes the ending part 15 after the end of the battle part 14. The ending episode differs depending on the magnitude relationship between the attribute value of the first attribute and the attribute value of the second attribute of the first character.

[0098] The ending part execution control unit 107 identifies the first character in the deck, identifies the card ID of the first character, and identifies ending episodes 1 to 3 associated with the card ID from the card information database D2. Ending episode 1 is an ending episode selected when the attribute value of the first attribute of the first character is greater than the attribute value of the second attribute. Ending episode 2 is an ending episode selected when the attribute value of the first attribute of the first character is smaller than the attribute value of the second attribute. Ending episode 3 is an ending episode selected when the attribute value of the first attribute and the attribute value of the second attribute of the first character are the same. FIG. 21 is a diagram showing an example of ending episode 1, and FIG. 22 is a diagram showing an example of ending episode 2. In the examples of FIGS. 21 and 22, the lines, characters, background, etc. differ depending on the magnitude of the attribute value of the first attribute and the attribute value of the second attribute of the first character.

[0099] The result part execution control unit 108 determines the rank of the stones to be awarded and displays the result screen. If the second mode function (autoplay function) is selected in the action part 12, the result part execution control unit 108 cancels the second mode function (autoplay function) and transitions to the first mode before executing the result part 16.

[0100] The rank of the stone to be awarded is determined by converting each attribute value of the first character into an evaluation point and adding up the evaluation points. The result part execution control unit 108 then determines the rank of the stone based on the total evaluation point value. The result part execution control unit 108 also determines the attribute of the stone to be awarded. The result part execution control unit 108 determines the attribute based on the magnitude relationship between the attribute value of the first attribute of the first character and the attribute value of the second attribute of the first character. If the attribute value of the first attribute is greater than the attribute value of the second attribute, the result part execution control unit 108 determines the attribute of the stone to be the first attribute. On the other hand, if the attribute value of the first attribute is less than the attribute value of the second attribute, the result part execution control unit 108 determines the attribute of the stone to be the second attribute. If the attribute values ​​of the first attribute and the second attribute are the same, either the first attribute or the second attribute is selected by lottery.

[0101] The result part execution control unit 108 displays a story result screen including information such as the rank and attributes of the stones to be awarded. Fig. 23 is an example of the result screen. In Fig. 23, the attribute values ​​of the first character and information about the stones to be awarded are presented.

[0102] When the store button on the top home screen 60 is selected, the store presentation control unit 109 requests a store screen from the game server 2 and displays the store screen from the received store screen information so that a purchase button for the card to be traded can be selected. Fig. 31 is a diagram showing an example of the store screen. The store screen in Fig. 31 includes an owned currency list 90, card purchase buttons 91, 92, and 93, and a rarity determination gauge 94.

[0103] The owned currency list 90 displays a list of currencies owned by the player. Currency is used to pay for cards, and in this embodiment includes card tickets, free currency, and paid currency. Card tickets and free currency are provided free of charge by the game operator. There are several types of card tickets, including normal card tickets that allow a player to acquire one card, and consecutive card tickets that allow a player to acquire ten consecutive cards. Free currency can be used in units of one, and can be used to acquire cards, other items, etc. Paid currency can be acquired in exchange for money, and like free currency, can be used in units of one, and can be used to acquire cards, other items, etc.

[0104] The card purchase button 91 is a button that allows a card to be acquired at a price lower than the normal card price, limited to once per day. However, the currency that can be used is limited to paid currency. In this embodiment, 100 units of currency are required to acquire one card, but by selecting the once per day limited card button 91, it is possible to acquire one card for 50 units of currency. Once the once per day limited card button 91 is selected and an exchange for a card is carried out, it cannot be used until the next day. Note that one day is an example, and any other predetermined period, such as three days or one week, may be used.

[0105] The card purchase button 92 allows one card to be acquired by consuming currency. Any of card tickets, free currency, and paid currency can be used.

[0106] The card purchase button 93 allows the player to acquire 10 cards by consuming currency. Any of the following currencies can be used: card tickets, free currency, and paid currency. The advantage of purchasing 10 cards in succession is that it increases the probability of acquiring a card with a high rarity, as will be described later. When purchasing cards using any of the card purchase buttons 91, 92, and 93, the rarity of the card is determined by lottery held by the game device 1 or the game server 2, and a card of that rarity is awarded. The probability of winning a card with a high rarity is lower.

[0107] The rarity determination gauge 94 is a gauge that indicates the number of cards provided to the player (the number of times the player has acquired cards), and increases by one each time a card is acquired. In this embodiment, the system is such that if a player acquires 100 cards, one high-rarity card is always granted.

[0108] In this embodiment, the priority order of the currencies consumed when purchasing a card is determined in advance: card tickets, free currency, and paid currency are consumed in this order.

[0109] 24 is a block diagram showing an example of the functional configuration of the game server 2. The game server 2 includes a processing unit 70, a communication unit 71, and a storage unit 72.

[0110] The processing unit 70 performs overall control of the operation of the game server 2 based on the programs and data stored in the memory unit 72, received information, etc. The functions of the processing unit 70 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 70 has the functions of a player information management unit 80, a game execution management unit 81, and a store management unit 82.

[0111] The player information management unit 80 manages player information. The player information management unit 80 has, for each player ID, a player information database D1, an owned card / stone information database D3, and a deck database D4.

[0112] The player information management unit 80 compares the player ID, update information and last update date and time of each database sent when the player terminal 1 logs in to the game with the contents of each database of the player ID stored on the game server 2 side, and if there is a match, it sends a message to that effect, and if there is a mismatch, it sends the contents of each database of the player ID stored on the game server 2 side, thereby synchronizing the contents of each database between the player terminal 1 and the game server 2.

[0113] The game execution management unit 81 manages the game. It mainly has a game element information database D2, and when game elements are updated, it transmits the updated information to the player terminal 1. Then, when logging in to the player terminal 1, the contents of the game element database D2 are synchronized between the player terminal 1 and the game server 2.

[0114] The store management unit 82 manages the store that provides cards using a provided card information database D10 and a player-held currency information database D11. FIG. 32 is a diagram showing an example of the provided card information database D10, and FIG. 33 is a diagram showing an example of the player-held currency information database D11. The provided card information database D10 includes a card ID field, a rarity information field, and a winning probability field. The card ID field is a field in which a card ID that identifies a card is written. The rarity information field is a field in which rarity information of the card is written, with larger numerical values ​​indicating higher rarity. The winning probability field is a field in which the winning probability of the card is written, with larger numerical values ​​indicating higher winning probability.

[0115] The player-held currency information database D11 includes a player ID field, a free currency field, a ticket field, a paid currency field, a purchase history information field, and a field for the number of times that cards have been provided. The player ID field is a field in which the player's player ID is entered. The free currency field is a field in which the number of free currency held by the player is entered. The ticket field is a field in which the number of free currency held by the player is entered. The paid currency field is a field in which the number of paid currency held by the player is entered. The purchase history information field is a field in which the player's card and currency purchase history is entered. The accumulated number of times that cards have been provided is a field in which the accumulated number of times that cards have been provided to the player is entered.

[0116] Upon receiving a request from the player terminal 1, the store management unit 82 refers to the provided card information database D10 and the player-held currency information database D11, determines the card to be provided in exchange for the currency consumed, and transmits the card ID information.

[0117] The communication unit 71 connects to a communication line N to realize communication.

[0118] A system program and a game program are stored in the storage unit 72. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 70 to function as a player information management unit 80, a game execution management unit 81, and a store management unit 82.

[0119] Furthermore, the recording unit 72 stores player information for each player ID in a player information database D1, a possessed card / stone information database D3, a deck database D4, a provided card information database D10, and a player possessed currency information database D11.

[0120] <Operation of Player Terminal 1> The operation of the player terminal 1 will be described.

[0121] <Operation of Action Part 12> First, a description will be given of the operation of the action part execution control unit 104. Fig. 25 is an operational flowchart of the action part execution process executed by the action part execution control unit 104.

[0122] Once the deck is organized and the player starts the game, the action part of a predetermined story begins. As shown in Figure 15, the action part execution control unit 104 presents the actions of area investigation 21, request acceptance 22, and rest 23 as selectable actions (Step 100). The player selects one of the presented actions.

[0123] When the district investigation 21 is selected (Step 101), the action part execution control unit 104 executes the district investigation 21 (Step 102). When the completion conditions for the district investigation 21 are met through the player's play (Step 103), the parameters of the first character in the deck are increased and investigation points are awarded to the player (Step 104). Note that in the case of the district investigation, it is preferable to increase the rate of increase of the first character's parameters and award fewer investigation points, in order to balance with other actions.

[0124] When the request order 22 is selected (Step 105), the action part execution control unit 104 executes the request order 22 (Step 106). When the completion conditions for the request order 22 are met through the player's play (Step 107), the parameters of the first character in the deck are increased and research points are awarded to the player (Step 108). Note that in the case of the request order 22, it is preferable to decrease the rate of increase in the parameters of the first character and increase the amount of research points awarded, in order to achieve a balance with other actions.

[0125] When Break 23 is selected (Step 110), the action part execution control unit 104 executes Break 23 (Step 111). When the completion conditions for Break 23 are met through the player's play (Step 112), the parameters of the first character in the deck are increased, and the player is given action points (Step 113). Note that in the case of Break 23, the rate of increase in intimacy level of the first character's parameters is increased.

[0126] As mentioned above, by varying the rate at which a character's parameters increase and the number of points awarded (investigation points, action points, etc.) for each action, it is important for the player to select each action in a balanced manner.

[0127] Next, the action part execution control unit 104 determines whether the action part 12 is complete (Step 109). The completion of the action part 12 is determined by whether the player's accumulated investigation points exceed a predetermined value. If the player's accumulated investigation points exceed the predetermined value at the completion of a predetermined turn 20 (Step 114), the action part execution control unit 104 ends the action part 12, updates the story information, and transitions to the transformation part 13 (Step 115).

[0128] <Operation of the transformation part 13> The following describes the operation of the transformation part execution control unit 105. Fig. 26 is an operational flowchart of the transformation part execution process executed by the transformation part execution control unit 105.

[0129] The transformation part execution control unit 105 determines the first character on the deck (Step 120). Then, the transformation part execution control unit 105 selects transformation effects 1 to 3 associated with the first character (Step 121).

[0130] The transformation part execution control unit 105 determines the magnitude relationship between the attribute value of the first attribute of the first character and the attribute value of the second attribute of the first character (Step 122). If the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 123), the transformation part execution control unit 105 selects transformation effect 1 (Step 124). If the attribute value of the first attribute is less than the attribute value of the second attribute (Step 125), the transformation part execution control unit 105 selects transformation effect 2 (Step 126). If the attribute value of the first attribute and the attribute value of the second attribute are the same (Step 130), the transformation part execution control unit 105 selects transformation effect 3 (Step 130).

[0131] The transformation part execution control unit 105 executes the selected transformation performance (Step 127). Next, the transformation part execution control unit 105 displays the first character's post-transformation appearance. The post-transformation appearance is a deformed version of the first character (Step 128). Then, the transformation part execution control unit 105 ends the transformation part 13 and transitions to the battle part 14 (Step 129).

[0132] <Operation of the Battle Part 14> The following describes the operation of the battle part execution control unit 106. FIG.

[0133] The battle part execution control unit 106 determines whether to skip the battle part (Step 140). The battle part execution control unit 106 checks the story information in the player information database D1, and if the battle part 14 has been completed (Step 141), it displays a message on the battle start screen of the battle part 14 indicating that it can be skipped, as shown in Figure 20, and displays a battle skip button (Step 142). If the battle skip button is selected (Step 143), the battle part execution control unit 106 skips the battle part 14 and moves to the ending part 15 (Step 150).

[0134] On the other hand, if the battle skip button is not selected or skipping is not possible, the battle part execution control unit 106 reads the parameters of the stones in the deck and the intimacy level with the first character (Step 144) and calculates the player's fighting power 1 (Step 145). The battle part execution control unit 106 calculates the fighting power 2 of the opposing player (non-player character) (Step 146). Then, the battle part execution control unit 106 determines the outcome of the battle (Step 147).

[0135] If the player's fighting power 1 is greater than the fighting power 2 of the opposing player (non-player character) (Step 148), the battle part execution control unit 106 determines that the player has won (Step 149). If the player's fighting power 1 is less than the fighting power 2 of the opposing player (non-player character) (Step 148), the battle part execution control unit 106 determines that the player has won (Step 151). Then, the battle part execution control unit 106 ends the battle part 14 and transitions to the ending part 15 (Step 150).

[0136] Regarding skipping the battle part, in the above explanation, the possibility of skipping the battle was presented before the start of battle part 14, but this is not limited to this and the possibility may also be presented at the start of the story.

[0137] <Operation of Ending Part 15> The following describes the operation of the ending part execution control unit 107. Fig. 28 is a flowchart showing the operation of the ending part execution process executed by the ending part execution control unit 106.

[0138] The ending part execution control unit 107 determines the first character on the deck (Step 160). Then, the ending part execution control unit 107 selects ending episodes 1 to 3 associated with the first character (Step 161).

[0139] The ending part execution control unit 107 determines the magnitude relationship between the attribute value of the first attribute of the first character and the attribute value of the second attribute of the first character (Step 162). If the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 163), the ending part execution control unit 107 selects ending episode 1 (Step 164). If the attribute value of the first attribute is less than the attribute value of the second attribute (Step 165), the ending part execution control unit 107 selects ending episode 2 (Step 167). If the attribute value of the first attribute and the attribute value of the second attribute are the same (Step 165), the ending part execution control unit 107 selects ending episode 3 (Step 168).

[0140] The ending part execution control unit 107 executes the selected ending episode (Step 168).Then, the ending part execution control unit 107 ends the ending part 15 and moves to the result part 16 (Step 169).

[0141] <Operation of the result part 16> The following describes the operation of the result part execution control unit 108. FIG.

[0142] The result part execution control unit 108 determines the rank of the stone to be awarded (Step 180). The result part execution control unit 108 converts each attribute value of the first character into evaluation points (Step 181) and adds up the evaluation points (Step 182). The result part execution control unit 108 then determines the rank of the stone based on the total value of the evaluation points (Step 183).

[0143] Next, the result part execution control unit 108 determines the attribute of the stone to be assigned (Step 184). The result part execution control unit 108 determines the magnitude relationship between the attribute value of the first attribute of the first character and the attribute value of the second attribute of the first character (Step 184). If the attribute value of the first attribute is greater than the attribute value of the second attribute (Step 185), the result part execution control unit 108 determines the attribute of the stone to be the first attribute (Step 186). If the attribute value of the first attribute is less than the attribute value of the second attribute (Step 185), the result part execution control unit 108 determines the attribute of the stone to be the second attribute (Step 186).

[0144] The result part execution control unit 108 displays a story result screen including information such as the rank and attributes of the stones to be awarded (Step 187), and awards the stones to the player (Step 188).

[0145] <Card Provision Processing Operation> The card provision processing operation will now be described with reference to the flowchart of FIG.

[0146] When the store button is selected from the top home screen 60 in FIG. 30 , the store presentation control unit 109 of the player terminal 1 transmits a request for store screen information (including the player ID) to the game server 2 .

[0147] Upon receiving the request from the player terminal 1, the store management unit 82 of the game server 2 references the player-held currency information database D11 for the player ID and acquires the tickets, free currency, paid currency, number of times accumulated and provided, and purchase history information held by the player (Step 200). The store management unit 82 transmits store screen information including the acquired free currency, paid currency, number of times accumulated and provided, and purchase history information (Step 201).

[0148] When the store display control unit 109 of the player terminal 1 receives the store screen information (Step 203), it displays the store screen 61 as shown in Fig. 31 based on the free currency, paid currency, number of times accumulated and provided, and purchase history information included in the store screen information (Step 204). Fig. 35 is a diagram for explaining the transition of the store purchase screen. Fig. 35(a) shows an example when no one-day limited card has been purchased.

[0149] When the player selects one of the card purchase buttons 91, 92, or 93, the store display control unit 109 determines the currency required for provision (Step 206). Here, the order in which the currency is consumed is tickets, free currency, and paid currency. The store display control unit 109 determines the currency required to purchase the card corresponding to the selected card purchase button in accordance with this order.

[0150] If the player has a ticket (Step 207), the store display control unit 109 notifies the player that the ticket will be consumed, and when the confirm button is selected, a purchase confirmation is transmitted to the game server 2. FIG. 35 is a diagram for explaining the transition of the store screen displayed on the player terminal 1 when purchasing a card. In the example of FIG. 35(a), the purchase card button 92 is selected. After the purchase card button 92 is selected, the store display control unit 109 notifies the player that the currency to be consumed will be the ticket with the highest priority, starting with the ticket (FIG. 35(b)).

[0151] The store management unit 82 of the game server 2 receives the purchase decision, consumes the ticket, and updates the ticket field in the player's currency information database D11 with the consumed ticket amount (Step 212).

[0152] On the other hand, if the player does not have a ticket (Step 209), the store presentation control unit 109 consumes the second-priority free currency (Step 210) and determines whether the required currency is met (Step 211). If the required currency is not met (Step 211), the store presentation control unit 109 consumes the third-priority paid currency (Step 220) and determines whether the required currency is met (Step 221). If the required currency is met, the store presentation control unit 109 notifies the player, and when the purchase confirmation button is selected, transmits a purchase confirmation to the game server 2. Figure 36 is a diagram for explaining the transition of the store screen displayed on the player terminal 1 when purchasing a card. In the example of Figure 36(a), the purchase card button 93 is selected. After the card purchase button 93 is selected, the store presentation control unit 109 notifies the user that all of the free currency with the highest priority will be consumed as the currency to be consumed, and that any shortfall will be made up by using paid currency (Figure 36 (b)).

[0153] The store management unit 82 of the game server 2 receives the purchase decision and updates the free or paid currency field in the player-owned currency information database D11 with the amount of free or paid currency consumed (Step 212).

[0154] Next, the store management unit 82 determines whether it is necessary to change the lottery probability that determines the type of card to be offered (Step 213). If the player's accumulated number of offers is equal to or greater than a predetermined upper limit (Step 214), the store management unit 82 changes the card lottery probability (Step 215). For example, the lottery probability for cards listed in the offered card information database D10 is changed so that at least one card with the highest rarity is always selected. On the other hand, if the player's accumulated number of offers is not equal to or greater than the predetermined upper limit (Step 213), the store management unit 82 executes a card lottery based on the winning probability in the offered card information database D10 (Step 216). Then, the store management unit 82 provides the winning card (Step 217).

[0155] Next, the store management unit 82 executes the update process of the number of times of storage provision (Step 218). Fig. 37 is a flowchart of the update process of the number of times of storage provision.

[0156] The store management unit 82 calculates the accumulated provision count N=(N+n) (Step 231), where N is the accumulated provision count, n is the current provision count, and X is the upper limit (Step 230). If (N+n) is equal to or greater than the upper limit X (Step 232), the store management unit 82 sets the accumulated provision count N to (N-X) and updates the accumulated provision count for the player ID in the player-held currency information database D11 to (N-X) (Step 233). On the other hand, if (N+n) is less than the upper limit X (Step 232), the store management unit 82 sets the accumulated provision count N to (N+n) and updates the accumulated provision count for the player ID in the player-held currency information database D11 to (N+n) (Step 234). This completes the accumulated provision count update process.

[0157] 35(c) and 36(c) are examples of store screens displayed on the player terminal 1 after a card has been provided. In the example of FIG. 35(c), a card has been provided once by consuming a ticket. The number of tickets in the owned currency list 90 has decreased by one, to 0, and the number of offers (accumulated offers) in the rarity determination gauge 94 has increased by one, from 60 to 61. In contrast, in the example of FIG. 36(c), a card has been provided 10 times by consuming free currency and paid currency. The free currency and paid currency in the owned currency list 90 have decreased by the amount consumed (free currency decreased from 800 to 0, and paid currency decreased from 1,000 to 800). Furthermore, the number of offers (accumulated offers) in the rarity determination gauge 94 has exceeded the upper limit of 100, so the gauge has reached the upper limit of 100 (Max state). Furthermore, since the number of deliveries before delivery (accumulated number of deliveries) was 95, the carryover number of deliveries, ie, 5 deliveries (=105-100), is displayed as the current number of deliveries (accumulated number of deliveries).

[0158] In this embodiment, a plurality of actions are prepared in the action part, and each of these actions is configured to affect the status information of a first type of game element (character), and different second type of game elements (stones) can be obtained depending on the status information of the first type of game element (character). This configuration allows the player to continue playing the game without getting bored, and a highly entertaining game can be provided.

[0159] Furthermore, since the form of the first type of game element (character) in the action part is different from the form of the first type of game element (character) in the battle part, the player will not get bored of the game, and a highly entertaining game can be provided.

[0160] Furthermore, the transformation effect that is executed when transitioning from the action part to the battle part is different depending on the result of the action in the action part, so the player will not get bored of the game and it is possible to provide a highly interesting game.Similarly, the ending episode of the ending part of the story is also different depending on the result of the action in the action part, so it is possible to provide a highly interesting game that the player will not get bored of the game.

[0161] This embodiment also has a skip function that allows a battle that has already been completed to be skipped, making it possible to repeatedly play the story without repeating the battle.

[0162] Furthermore, the store in this embodiment consumes the currency required for the card in the order of tickets, free currency, and paid currency, so that the player can hold onto the paid currency, which is valuable to the player, until the very end.

[0163] Furthermore, by giving players the opportunity to acquire cards of high rarity depending on the number of times cards are provided, it is possible to increase the players' purchasing motivation.

[0164] <Variations of Store Operation> The store described above operates on a permanent basis. However, providing various cards and items for a limited time, or offering special advantages, is an important factor in maintaining players' interest in the game and encouraging them to continue playing. Therefore, we will explain variations of the store's item provision method.

[0165] An outline of the modified example will be explained. The modified item provision method is carried out for a limited time. Here, items include cards, tickets that give an advantage in the game progress, and other items. The item provision includes multiple steps (stages), and each step has a set achievement condition. When the player achieves the achievement condition, the player can proceed to the next step. The items provided at each step, their rarity, and the probability of winning are disclosed to the user. The player checks the disclosed information for each step, provides the item, and obtains the item.

[0166] To execute the above-described item providing method, the game server 2 has a providing information database for each step. FIG. 38 is a diagram showing an example of the providing information database D20 for steps 1 to 4. The providing information database D20 for each step includes a field for the step achievement condition, a field for item rarity information, a field for the provided item, and a field for the probability of winning that item. The step achievement condition, the type of item provided, and the probability of winning that item are different for each step.

[0167] When the store management unit 82 of the game server 2 receives a request to execute a step-up offer from the player terminal 1, it reads information from the fields for each step in the offer information database D20 and transmits the step-up offer information to the player terminal 1. When the store presentation control unit 109 of the player terminal 1 receives the step-up offer information, it displays a step-up offer screen. FIG. 39 is an example of the step-up offer screen. The player can check the offer content for each step by selecting the tab for that step.

[0168] By fulfilling the conditions for each step, the player can receive the item for the next step. For example, the condition for Step 1 is to obtain an item once using a ticket, and once this is achieved, the player can proceed to Step 2.

[0169] The store management unit 82 of the game server 2 stores the player's purchase history in the player's purchase history information field in the player's currency information database D11 each time a step is provided, and if the step completion conditions are met, the store management unit 82 can provide the next step item. When the last step is completed, the store management unit 82 may return to the first step and provide the next step in a loop. This configuration can maintain the player's interest in the game and encourage them to continue playing.

[0170] <Modifications of the embodiment> In the above embodiment, the success rate parameter 25 is only one, the motivation points, but there may be a configuration in which there are multiple types of success rate parameters 25. In such a configuration, the action part execution control unit 104 may recover all types of success rate parameters that are recovered when rest 23 is selected, or may recover at least one type, and the amount of recovery and the type of parameter to be recovered are determined by lottery (random function).

[0171] Furthermore, when the success rate parameter is less than a predetermined value, the action part execution control unit 104 may display a message on the action part home screen 61 urging the player to select rest 23. In this case, it is preferable to display the message in a manner in which the sub-characters are having a conversation.

[0172] The action part execution control unit 104 may display the first character with an expression corresponding to the action power points, which are the success rate parameter 25, on the action part home screen 61. In this case, the first character with different expressions, such as a tired expression and a lively expression, before and after the execution of the rest period performance will be displayed on the action part home screen 61.

[0173] If rest 23 is selected when the action power points, which are the success rate parameter 25, are at their maximum value, one turn of the action part 12 will be wasted. Therefore, the action part execution control unit 104 may be configured to present a confirmation dialog asking whether it is okay to execute rest 23 or whether there is no need to execute rest 23, and not execute the rest performance. In other words, the action part execution control unit 104 may be configured to control so that rest 23 can be selected after the district investigation 21 or request acceptance 22 is selected.

[0174] <Second Embodiment> A second embodiment will be described. The second embodiment relates to the processing of parameters such as points and character levels required for game progression. <Changing Character Parameters> First, changing character parameters will be described. In this embodiment, character level will be used as an example of a character parameter. A character's level increases with experience points granted in the action part 12 and the battle part 14. However, some players may wish to increase their character's level quickly. Therefore, the second embodiment will describe an example in which a character's level is increased by an item.

[0175] FIG. 40 is a block diagram of a player terminal 1 in the second embodiment, and FIG. 41 is a block diagram of a game server 2 in the second embodiment.

[0176] The player terminal 1 in the second embodiment further includes the functions of a parameter change designation unit 110 and an item acquisition unit 111 in addition to the functions of the player terminal 1 in the first embodiment.

[0177] The parameter change specification unit 110 specifies the value of the level desired by the player. When a level change is requested, the parameter change specification unit 110 requests character level change screen information from the game server 2, including the type and number of items currently owned by the player, the current character level, the current character's experience points, the experience points required to reach the new level, and the experience points that are lacking, and receives the character level change screen information from the game server 2. The character level change screen 200 is then displayed based on the received character level change screen information.

[0178] 42 is a diagram showing an example of a character level change screen 200. The character level change screen 200 includes a list 201 of the types and quantities of level-up items currently possessed by the player, a list 202 of the character's current level, the character's experience points, the required experience points required to reach the new level, and the lacking experience points, which are the experience points lacking compared to the required experience points, and a level designation 203 for designating the level to be changed (raised). When a change level is designated by the player on the character level change screen 200, the parameter change designation unit 110 transmits the designated level to the game server 2.

[0179] The item acquisition unit 111 acquires surplus items, which will be described later.

[0180] The game server 2 in the second embodiment further includes the functions of a parameter management unit 83 and an item providing unit 84 in addition to the functions of the game server 2 in the first embodiment.

[0181] The parameter management unit 83 includes a player-owned character information database D12. FIG. 43 is a diagram showing an example of the player-owned character information database D12. The player-owned character information database D12 includes a field for the player ID, a field for the character's name, a field for the character's level, and a field for the character's experience points. When the parameter management unit 83 receives a request for character level change screen information, it references the player-owned currency information database D11 and the player-owned character information database D12, and transmits character level change screen information including the type and number of items currently owned by the player, the current character's level, the current character's experience points, the experience points required to reach the new level, and the experience points that are lacking.

[0182] Furthermore, items that increase a character's level (referred to as experience point increase items) are awarded as rewards by performing the action part 12 and the battle part 14. In this embodiment, there are multiple types of experience point increase items depending on the amount of experience point they increase, and in this embodiment, there are a 1000 increase item that increases experience points by 1000, a 100 increase item that increases experience points by 100, and a 10 increase item that increases experience points by 10. However, the types are not limited to these and can be changed as needed.

[0183] Furthermore, the parameter management unit 83 receives the designated level, and if the experience points required to change to the designated level are insufficient, it selects experience point increase items that will make up for the lack of experience points. Here, the experience point increase items can be selected in the following ways: A method of selecting the experience point increase items from among the owned experience point increase items, starting with the experience point increase item that increases the most experience points. This method minimizes the number of experience point increase items consumed. A method of selecting the experience point increase items to be consumed from among the owned experience point increase items, so as to minimize the amount of surplus experience points. This method generates combinations of owned experience point increase items, calculates the surplus experience points for each combination, and selects the combination with the smallest amount of surplus experience points. A method of assigning ranks to the lack of experience points, and determining the order of the experience point increase items to be consumed for each rank. For example, if the lack of experience points exceeds 1000, the experience point increase items are selected in the following order: 1000 increase items, 100 increase items, and 10 increase items. If the missing experience points are between 100 and 1000, the experience point increase items are selected in the following order: 100 increase item, 1000 increase item, 10 increase item. If the missing experience points are less than 100, the experience point increase items are selected in the following order: 10 increase item, 100 increase item, 1000 increase item. This method has the advantage of reducing the processing load on the game server 2, since the types of experience point increase items to be consumed are predetermined. The above method is an example and may be changed as needed.

[0184] When surplus experience points are generated by consuming an experience point increase item selected by any method, the parameter management unit 83 calculates the surplus experience points. Specifically, the parameter management unit 83 calculates: surplus experience points = (owned experience points + experience points consumed by experience point increase items) - required experience points, and provides an experience point increase item equivalent to the experience points of the surplus experience points. For example, if the owned experience points are 150, the experience points consumed by the experience point increase items are 1000, and the required experience points are 1000, the surplus experience points are: surplus experience points 150 = (150 + 1000) - 100 = 150. The parameter management unit 83 then notifies the item provision unit 84 of the surplus experience points and updates the player's owned currency information database D11 for the consumed experience point increase item.

[0185] The item providing unit 84 converts the notified surplus experience points into multiple types of experience point increasing items. For example, if the surplus experience points are 150, the item providing unit 84 converts the 150 surplus experience points into one 100 experience point increasing item and five 10 experience point increasing items. The experience point increasing items are then provided to the player, and the player-held currency information database D11 is updated with the provided experience point increasing items.

[0186] Next, the operation of the game server 2 will be described. Figure 44 is an operational flowchart of the level change process. First, when the parameter management unit 83 of the game server 2 receives a request for character level change screen information (Step 250), it references the player-owned currency information database D11 and the player-owned character information database D12 to obtain the type and number of items currently owned by the player, the current character level, and the current character's experience points, and calculates the experience points required and the lacking experience points to reach the new level (Step 251). Then, the parameter management unit 83 transmits character level change screen information including the type and number of items currently owned by the player, the current character level, the current character's experience points, the experience points required and the lacking experience points to reach the new level (Step 252).

[0187] Next, when the designated level is received from the player terminal 1 (Step 252), the parameter management unit 83 selects an experience point increasing item that will make up for the lack of experience points using a predetermined selection method (Step 254).

[0188] If the lack of experience points can be made up by consuming the selected experience point increasing item, the parameter management unit 83 consumes the selected experience point increasing item and changes the character's level to the specified level (Step 256). The parameter management unit 83 also calculates the surplus experience points resulting from consuming the selected experience point increasing item and determines whether surplus experience points have been generated (Step 257). If surplus experience points have been generated, the parameter management unit 83 notifies the item providing unit 84 of the surplus experience points. The parameter management unit 83 also updates the experience point increasing items in the player's currency information database D11 by the amount of the consumed experience point increasing items.

[0189] On the other hand, if the lack of experience points cannot be made up by consuming the experience point increasing items, the parameter management unit 83 notifies the player terminal 1 that there is a lack of experience point increasing items, and ends the process (Step 260).

[0190] The item providing unit 84 receives the surplus experience points, converts the surplus experience points into experience point increasing items (Step 258), provides the converted experience point increasing items, and updates the player's currency information database D11 with the provided experience point increasing items (Step 259).

[0191] 45 is an example of a character level change screen after a level change that is displayed on the player terminal 1. The character level change screen after a level change displays a level change 204, detailed information 205 on surplus experience points, and details 206 of an experience point increasing item that corresponds to the provided surplus experience points.

[0192] In the above example, the surplus experience points are exchanged for the same experience point increasing item, but the surplus experience points may be exchanged for other items of similar value.

[0193] This embodiment employs a level specification system in which the player specifies the level to which they wish to increase (change), allowing them to change to the level they desire in a single process. Furthermore, any surplus experience points gained from changing levels are converted into items of the same value and provided to the player, so the player will not suffer any disadvantages.

[0194] <Game Progression Parameters> Game progress parameters are required to progress through the game. These game progress parameters are not parameters of characters or the like, but game progress points required to progress or execute the game. For example, in this game, a player executes the action part 12, the battle part 14, etc. while consuming game progress points. These game progress points are restored over time, but the amount restored per unit time is set. Depending on the player, the number of plays may not match the amount restored, making it impossible to execute game play. Therefore, game progress points may be restored by consuming items in addition to the restoration over time. Another example of the second embodiment is a method of processing parameters when such game progress points are restored by consuming items.

[0195] An outline of recovery of game progress points by consuming items in the second embodiment will be described below. Figure 46 is a diagram for explaining recovery of game progress points by consuming items.

[0196] First, at the start of the game, the game progress points have a first upper limit of 100 (FIG. 46(a)). These 100 points are consumed as the game progresses. For example, 10 points are consumed for each turn in the action part 12 or each battle in the battle part (FIG. 46(b)). Meanwhile, apart from consumption, the game progress points are recovered over time (FIG. 46(c)). However, the upper limit of recovery is the first upper limit, and recovery beyond this limit is not possible.

[0197] Here, suppose that the player attempts to recover game progress points using an item. Items that can recover game progress points include paid currency (including paid recovery items) and free recovery items. If the game progress points remaining after consuming (recovering) paid currency (including paid recovery items) and free recovery items are equal to or less than the first upper limit, both are recovered normally ( FIG. 46( d)).

[0198] However, in the case of paid currency (including paid recovery items), if the game progress points after consuming (recovering) the paid currency (including paid recovery items) exceed the first upper limit, the points exceeding the first upper limit are rounded down and the game progress points are set to the first upper limit (Figure 46 (e)).

[0199] On the other hand, in the case of a free recovery item, if the game progress points after consuming the free recovery item (after recovery) exceed the first upper limit, the points exceeding the first upper limit are not rounded down, but are set to the current game progress points plus the recovery amount of the free recovery item (FIG. 46(f)). Furthermore, in the case of a free recovery item, if the game progress points after consuming the free recovery item (after recovery) exceed the second upper limit, the points exceeding the second upper limit are not rounded down, but are set to the current game progress points plus the recovery amount of the free recovery item (FIG. 46(g)). However, recovery using free recovery items is prohibited until the game progress points fall below the second upper limit.

[0200] Specific operations will be described below. The action part execution control unit 105 and the battle part execution control unit 106 of the player terminal 1 consume game progress points each time a turn or a battle is executed. For example, 10 game progress points are consumed per turn in the action part, and 20 game progress points are consumed per battle in the battle part. On the other hand, recovery over time is assumed to be 10 game progress points recovered every hour. The action part execution control unit 105 and the battle part execution control unit 106 are assumed to be measuring the current game progress points.

[0201] When a player requests the recovery of game progress points, the parameter change specification unit 110 of the player terminal 1 displays a game progress point recovery screen 210. FIG. 47 is a diagram showing an example of the game progress point recovery screen 210. The game progress point recovery screen 210 displays current game progress point information 211 and information 212 on recovery items held by the player. Information on held recovery items can be obtained by referencing the player-held currency information database D11. In this embodiment, it is assumed that one item, both a free recovery item and paid currency (including paid recovery items), recovers 10 game progress points.

[0202] The player selects the item to use (free recovery item or paid currency) from the recovery item information 212 on the game progress point recovery screen 210. Note that simultaneous use of free recovery items and paid currency is prohibited. Once the item to use is determined, the parameter change specification unit 110 notifies the game server 2 of the type and number of items to be used.

[0203] Upon receiving the type and number of items to be used for recovery, the parameter management unit 83 of the game server 2 performs a process for recovering game progress points. Figure 48 is a flowchart showing the operation of the game progress point recovery process. The parameter management unit 83 consumes game progress points as the player progresses through the game (Step 280), and recovers game progress points over time (Step 281).

[0204] The parameter management unit 83 determines whether there is a request from the player terminal 1 to recover game executable points using items (Step 282). If there is a request from the player terminal 1 to recover game executable points using items (including the type and number of items to be used) (Step 283), the parameter management unit 83 determines the type of item to be used for recovery (Step 284).

[0205] If the item to be used is a free recovery item (Step 285), the parameter management unit 83 determines whether the current game progress points exceed the second upper limit (Step 286). If the current game progress points exceed the second upper limit, the parameter management unit 83 notifies the player terminal 1 that the game progress points cannot be recovered using the item (Step 287). On the other hand, if the current game progress points do not exceed the second upper limit, the parameter management unit 83 recovers game progress points according to the number of recovery items to be used (Step 288) and sets the game progress points to the recovered points (Step 289).

[0206] FIG. 49 shows an example of a notification screen after recovery when three free recovery items are consumed when the current game progress points are 75 points. In the example of FIG. 49, a notification is displayed that the game progress points have recovered to 105 points, and the game progress point information 211 indicates that the recovery has exceeded the first upper limit. FIG. 50 shows an example of a notification screen after recovery when 13 free recovery items are consumed when the current game progress points are 75 points. In the example of FIG. 50, a notification is displayed that the game progress points have recovered to 205 points, and the game progress point information 211 indicates that the recovery has exceeded the second upper limit. Furthermore, a notification is displayed that recovery using free recovery items is not possible until the game progress points fall below 200.

[0207] If the item used is paid currency (Step 285), the parameter management unit 83 restores game progress points according to the number of paid currency used (Step 290). The parameter management unit 83 then determines whether the restored game progress points exceed a first upper limit (Step 291), and if the restored game progress points exceed the first upper limit, rounds down the points that exceed the first upper limit and sets the game progress points to the first upper limit (Step 292). On the other hand, if the restored game progress points do not exceed the first upper limit (Step 291), the parameter management unit 83 sets the game progress points to the restored points (Step 289).

[0208] Figure 51 shows an example of a notification screen after recovery when three paid currency units are consumed when the current number of points available for game progress is 75. The example in Figure 51 notifies that the number of points available for game progress has recovered to 100, and indicates that any points exceeding the first upper limit have been discarded.

[0209] As described above, this embodiment is configured to adjust the recovery of game progress points by setting two upper limits for free recovery items, and not allow the recovery of game progress points exceeding a first upper limit for paid items. This configuration prevents users from excessively spending money by restricting unlimited recovery using paid currency, and prevents players from feeling a sense of loss by preventing loss of points recovered using free items. While paid currency is an item that recovers game progress points, it is sold as a package containing multiple currencies in exchange for money. This paid currency includes recovery items, but like paid currency, it cannot recover game progress points beyond the first upper limit. Free recovery items are not sold as packages in exchange for money, but are provided as rewards for completing the action part 12, the battle part 14, etc. Furthermore, free recovery items are prohibited from being acquired by exchanging them for paid currency or by converting them from paid currency.

[0210] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept.

[0211] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0212] [Supplementary Note 1] A program that causes a computer to function as deck organizing means for organizing a deck including a first group including one first type of game element and a second group including at least one of the first type of game element, wherein the deck organizing means permits registration of the organized deck on the condition that the first type of game element in the first group and the first type of game element in the second group are different.

[0213] [Appendix 2] The program described in Appendix 1, wherein the deck organization means allows registration of the organized deck on the condition that all of the game elements of the first type included in the second group are different.

[0214] [Appendix 3] The program described in Appendix 1 or Appendix 2, wherein the deck organizing means organizes a deck including a first group including one of the first type of game elements, a second group including at least one of the first type of game elements, and a third group including at least one of the second type of game elements associated with the first type of game element.

[0215] [Appendix 4] The program described in Appendix 3, wherein the deck organization means allows registration of the organized deck even if the first type of game elements included in the first group and the second group are the same as the first type of game elements associated with the second type of game elements.

[0216] [Supplementary Note 5] The program according to Supplementary Note 4, wherein the deck organization means allows the same game elements of the second type to be included in the third group.

[0217] [Appendix 6] The program described in Appendix 3, wherein the first type of game elements are associated with a plurality of different gaming media, and the deck organization means determines that the first type of game elements associated with a plurality of different gaming media are the same first type of game elements.

[0218] [Appendix 7] The program described in Appendix 3, wherein the first type of game element is a character, the same character is associated with different game media, and the characters associated with the different game media have different character abilities or appearances.

[0219] [Appendix 8] The program described in Appendix 3, wherein the deck organization means notifies that the deck cannot be registered.

[0220] [Supplementary Note 9] The program described in Supplementary Note 3, wherein the deck organization means presents the first type of game elements and the second type of game elements in different forms on an organization screen for organizing the deck.

[0221] [Supplementary Note 10] The program according to Supplementary Note 9, wherein the deck organization means presents the first type of game elements in a larger form than the second type of game elements on the deck organization screen.

[0222] [Supplementary Note 11] The program described in Supplementary Note 3 causes a computer to function as: an action part executing means for executing an action part in which a player selects one action from at least one or more actions and changes the attribute values ​​of the first type of game elements that make up the deck depending on the result of the selected action; a battle part executing means for executing a battle part in which the first type of game elements compete using at least the attribute values ​​of the second type of game elements that make up the deck; and a second type of game element assigning means for assigning a new second type of game element based on at least the attribute values ​​of the first type of game elements.

[0223] [Appendix 12] A program that causes a computer to function as deck organizing means for organizing a deck including a first group including a first type of game elements and a second group including a second type of game elements, wherein the deck organizing means permits registration of the organized deck on the condition that all of the first type of game elements included in the first group are different.

[0224] [Appendix 13] The program described in Appendix 12, wherein the deck organization means allows registration of the organized deck even if the second group contains multiple game elements of the same second type.

[0225] [Appendix 14] A program described in Appendix 12 or Appendix 13, which allows registration of an organized deck even if the second group includes a second type of game element corresponding to a first type of game element belonging to the first group.

[0226] [Supplementary Note 15] The program according to Supplementary Note 14, wherein the first type of game element is a character, and the second type of game element is an item.

[0227] [Supplementary Note 16] A gaming device comprising a deck organizing means for organizing a deck including a first group including one first type of game element and a second group including at least one of the first type of game element, wherein the deck organizing means permits registration of the organized deck on the condition that the first type of game element in the first group and the first type of game element in the second group are different.

[0228] [Appendix 17] A gaming device comprising a deck organizing means for organizing a deck including a first group including a first type of game elements and a second group including a second type of game elements, wherein the deck organizing means permits registration of the organized deck on the condition that all of the first type of game elements included in the first group are different.

[0229] 1 Player terminal 2 Game server 10 Deck organization part 11 Episode 12 Action part 13 Transformation part 14 Battle part 15 Ending part 16 Result part 80 Player information management unit 81 Game execution management unit 82 Store management unit 83 Parameter management unit 101 Player information management unit 102 Game execution control unit 103 Deck organization unit 104 Action part execution control unit 105 Transformation part execution control unit 106 Battle part execution control unit 107 Ending episode execution control unit 108 Result part execution control unit 109 Store presentation control unit 110 Parameter change designation unit 111 Item acquisition unit

Claims

1. A program that causes a computer to function as deck organizing means for organizing a deck including a first group including one first type of game element and a second group including at least one of said first type of game element, said deck organizing means permitting registration of the organized deck on the condition that the first type of game element in said first group and the first type of game element in said second group are different.

2. The program according to claim 1, wherein the deck organizing means permits registration of the organized deck on the condition that all of the first type of game elements included in the second group are different.

3. A program as described in claim 1 or claim 2, wherein the deck organizing means organizes a deck including a first group including one of the first type of game elements, a second group including at least one of the first type of game elements, and a third group including at least one of the second type of game elements associated with the first type of game element.

4. The program described in claim 3, wherein the deck organization means allows registration of the organized deck even if the first type of game elements included in the first group and the second group are the same as the first type of game elements associated with the second type of game elements.

5. The program according to claim 4, wherein the deck organization means allows the same second type of game elements to be included in the third group.

6. The program described in claim 3, wherein the first type of game elements are associated with a plurality of different gaming media, and the deck organization means determines that the first type of game elements associated with a plurality of different gaming media are the same first type of game elements.

7. The program according to claim 3, wherein the first type of game element is a character, the same character is associated with different game media, and the characters associated with the different game media have different character abilities or appearances.

8. The program according to claim 3, wherein the deck organization means notifies the user that the deck cannot be registered.

9. The program according to claim 3, wherein the deck organizing means presents the first type of game elements and the second type of game elements in different forms on an organizing screen for organizing the deck.

10. The program according to claim 9, wherein the deck organization means presents the first type of game elements in a larger form than the second type of game elements on the deck organization screen.

11. The program described in claim 3, which causes a computer to function as: an action part execution means for executing an action part in which a player selects one action from at least one or more actions and changes the attribute values ​​of the first type of game elements that make up the deck depending on the result of the selected action; a battle part execution means for executing a battle part in which the first type of game elements compete using at least the attribute values ​​of the second type of game elements that make up the deck; and a second type of game element assignment means for assigning a new second type of game element based on at least the attribute values ​​of the first type of game elements.

12. A program that causes a computer to function as deck organizing means for organizing a deck including a first group including a first type of game element and a second group including a second type of game element, and that allows the deck organizing means to register the organized deck on the condition that all of the first type of game elements included in the first group are different.

13. The program of claim 12, wherein the deck organizing means allows registration of the organized deck even if the second group contains multiple game elements of the same second type.

14. A program as described in claim 12 or claim 13, which allows registration of an organized deck even if the second group contains a second type of game element corresponding to a first type of game element belonging to the first group.

15. The program according to claim 14, wherein the first type of game element is a character, and the second type of game element is an item.

16. A game device comprising a deck organizing means for organizing a deck including a first group including one first type of game element and a second group including at least one of said first type of game element, wherein said deck organizing means permits registration of the organized deck on the condition that the first type of game element in said first group and the first type of game element in said second group are different.

17. A game device comprising a deck organizing means for organizing a deck including a first group including a first type of game elements and a second group including a second type of game elements, wherein the deck organizing means permits registration of the organized deck on the condition that all of the first type of game elements included in the first group are different.

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