Program and information processing device
The program and information processing apparatus addresses inefficient content management in games by grouping and combining contents with shared attributes, enhancing gameplay efficiency through strategic item transformation.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-04
- Publication Date
- 2026-03-26
AI Technical Summary
In games with an upper limit on the number of owned contents, players often dispose of items to reduce their count below the limit, leading to inefficient gameplay due to the consumption required to increase this limit.
A program and information processing apparatus that enables efficient disposal of owned contents by extracting and combining groups of contents with predetermined relationships, such as same type, attribute, or rarity, into a single item, reducing the overall count while maintaining gameplay efficiency.
Efficiently disposes of owned contents by transforming them into higher-value items, optimizing gameplay by reducing the number of items while maintaining player engagement and progression.
Smart Images

Figure JP2025031315_26032026_PF_FP_ABST
Abstract
Description
Program and Information Processing Apparatus
[0001] The present invention relates to a program and an information processing apparatus.
[0002] Conventionally, there is known a game that sets an upper limit on the number of contents owned by a player. In such a game, when the number of contents owned by the player exceeds the upper limit, playing of games for acquiring contents (for example, quests or lottery games) is restricted.
[0003] Regarding this, Patent Document 1 discloses a technique that provides an increase (raising) in the upper limit of the number of owned contents and an operation button for requesting a lottery game at once, enabling efficient playing of the lottery game.
[0004] Japanese Patent No. 6149989
[0005] However, in order to increase the upper limit of the number of owned contents, it often involves consumption of items, points, etc., and players tend to prioritize disposing of owned contents to reduce the number of owned contents to be below the upper limit.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of efficiently disposing of owned contents in a game in which an upper limit of the number of owned contents is provided.
[0007] To solve the above problems, a program according to a first aspect of the present invention causes a computer to function as an execution means for executing a game that allows a player to acquire contents, an extraction means for, after execution of the game, when the number of contents owned by the player exceeds an upper limit, respectively extracting a plurality of contents having a predetermined relationship with each other among the owned contents as a first content group, and a combining means for combining the plurality of first content groups extracted first into one content each to reduce the number of contents owned by the player.
[0008] Furthermore, in a second aspect of the present invention, if the number of content owned by the player exceeds the upper limit even after batch synthesis has been performed by the synthesis means, the extraction means extracts a plurality of content items that have a predetermined relationship with each other from among the owned content items as second content groups, and the synthesis means batch synthesizes the plurality of second content groups extracted into a single content item.
[0009] Furthermore, in a third aspect of the present invention, the computer functions as a display means for displaying a display screen that presents each of the contents included in the first content group or the second content group, and when the synthesis means receives an instruction from the player to perform synthesis on the display screen, it synthesizes the first content group or the second content group into a single content in one batch.
[0010] Furthermore, in a fourth aspect of the present invention, the display means presents each content included in the first content group or the second content group, respectively, on the display screen, distinguishing them as source content and material content.
[0011] Furthermore, in a fifth aspect of the present invention, the batch synthesis is an evolutionary synthesis that evolves each of the source content at once, and the display means displays the evolved content of each of the source content on the display screen.
[0012] Furthermore, in a sixth aspect of the present invention, if the extraction means is unable to extract the first content group or the second content group, the display means displays a screen for increasing the upper limit.
[0013] Furthermore, in the seventh aspect of the present invention, the predetermined relationships are of the same type.
[0014] Furthermore, in the eighth aspect of the present invention, the predetermined relationship is the same attribute.
[0015] Furthermore, in the ninth aspect of the present invention, the predetermined relationship is of the same rarity.
[0016] Furthermore, an information processing device according to the tenth aspect of the present invention includes: execution means for executing a game that causes a player to acquire content; extraction means for first extracting a plurality of content items that have a predetermined relationship with each other from the owned content items if the number of content items owned by the player exceeds an upper limit after the execution of the game; and synthesis means for collectively combining the plurality of first extracted first content items into a single content item to reduce the number of content items owned by the player.
[0017] According to the present invention, in games where there is an upper limit on the number of owned content items, owned content can be disposed of efficiently.
[0018] This is a block diagram showing an example of the overall configuration of the game system according to the first embodiment. This is a diagram schematically showing an example of the hardware configuration of the server device. This is a diagram showing an example of the hardware configuration of a smartphone as the terminal device shown in Figure 1. This is a block diagram schematically showing an example of the functional means of the server device. This is a flowchart showing an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to the first embodiment. This is a diagram showing an example of the lottery game screen of a certain lottery game in the first embodiment. This is a diagram showing an example of the lottery result screen in the first embodiment. This is a diagram showing an example of the presentation screen in the first embodiment. This is a diagram showing an example of the composite result screen in the first embodiment. This is a diagram showing an example of the rising screen in the first embodiment. This is a flowchart showing an example of the processing flow performed by each functional means in the game system according to the second embodiment. This is a diagram showing an example of the presentation screen in the second embodiment. This is a diagram showing an example of the composite result screen in the second embodiment.
[0019] Hereinafter, several embodiments of the present invention will be described with reference to the attached drawings. To facilitate understanding of the description, the same reference numerals are used for identical components and steps in each drawing whenever possible, and redundant explanations are omitted.
[0020] ---First Embodiment--- First, let me explain the first embodiment.
[0021] <Overall Configuration> Figure 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the first embodiment.
[0022] As shown in Figure 1, the game system 1 comprises a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other via a communication network NT such as an intranet, the internet, or a telephone line.
[0023] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.
[0024] Each terminal device 12 is an information processing device owned by each player, which provides the game to each player by installing and executing the game program 14 received from the server device 10. Examples of these terminal devices 12 include video game machines, arcade game machines, mobile phones, smartphones, tablets, personal computers, and various other devices.
[0025] <Hardware Configuration> Figure 2 is a schematic diagram showing an example of the hardware configuration of the server device 10.
[0026] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.
[0027] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.
[0028] The communication device 26 consists of a communication interface and the like for communicating with an external device. The communication device 26, for example, sends and receives various types of information with the terminal device 12.
[0029] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.
[0030] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for, for example, the inclusion of operating means, display devices, and sound output devices.
[0031] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.
[0032] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0033] The main control unit 30 is comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has the function of controlling these connected devices.
[0034] The touch panel 32 has both a display function and an input function, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function. In the first embodiment, the display 32A can display a game image including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player with respect to the game image.
[0035] The camera 34 has a function of shooting still images and / or moving images and saving them in the storage unit 40.
[0036] The mobile communication unit 36 has a function of connecting to the mobile communication network via the antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0037] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via the antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0038] In the storage unit 40, various programs and various data such as a game program 14, play data indicating the progress of the game of the game program 14 and player information, etc. are stored. Note that the play data may be stored in the server device 10.
[0039] The speaker 42 has a function of outputting game sounds and the like.
[0040] <Game Overview> The games (game genres) according to the first embodiment include lottery games, quests, breeding games, etc. Lottery games may be referred to as gacha, fukubiki, summoning, etc. Quests may be referred to as battle games, dungeons, exploration, missions, scenarios, etc.
[0041] The lottery game according to the first embodiment is a game that provides (allows the player to obtain) one or more contents randomly selected (selected randomly) from a lottery target content group that is the target of the lottery by an execution request (instruction) to execute the lottery game from the player. The main examples of this content are characters.
[0042] This lottery game is executed based on the consumption of game currency owned by the player. Examples of this game currency include charged items (e.g., paid stones), free items (e.g., free stones), coins, points, etc. Charged items are paid items given to the player based on payment with money, prepaid cards, electronic money, credit cards, cryptocurrency, etc. Free items are free items given to the player within the game. This free item may have the same value as a charged item, for example, or may have a lower value than a charged item. For example, in a certain lottery game, charged items and free items can be consumed without distinction. In another lottery game, only charged items may be consumable. Coins and points are, for example, in-game currency given to the player together with the selected content when the lottery game is executed.
[0043] The quest according to the first embodiment is a game aimed at satisfying predetermined clear conditions (tasks). For example, this quest is a game using a deck composed of a certain number (e.g., 1 or 5) or fewer characters owned by the player based on an instruction (request) for the player to select one quest from the quest menu. The deck may be referred to as a party or a team.
[0044] Examples of satisfying the clear conditions (tasks) include, for example, defeating all enemy characters that appear in the quest with the deck (e.g., reducing the hit points to 0 or less). Examples of not satisfying the clear conditions (failing to clear) include the case where all the characters编成 in the deck are destroyed (e.g., the hit points of all characters become 0 or less).
[0045] Also, in the quest according to the first embodiment, when the player satisfies the clear condition, a clear reward is given to the player. Examples of this clear reward include game currency (e.g., non-purchasable items, coins, points, etc.), characters, player experience points, and the like. Also, in the first embodiment, when the player clears a quest (satisfies the clear condition), a new quest (the next quest) is opened (made playable) for the player. This new quest, for example, has a higher difficulty level than the quest cleared by the player, while the amount of the clear reward increases or the quality of the clear reward improves.
[0046] For example, in an editing menu for preliminarily editing a deck to be used in a quest, the player can edit the deck to be used in the quest by arbitrarily selecting a certain number or fewer characters from the owned characters.
[0047] In the cultivation game according to the first embodiment, a plurality of characters included in the player's owned characters can be synthesized into one character. For example, in this synthesis, by synthesizing one source character (source content) and one or more material characters (material content), the normal parameters and special parameters of the source character are changed to be advantageous for the player.
[0048] Typical parameters include, for example, level, attack power, defense power, hit points, and the like. Note that the attack power, defense power, hit points, etc. may be determined according to the level. Special parameters include, for example, rarity, luck, level upper limit value, skill activation turn count, and the like. Rarity is, for example, a numerical value indicating the rarity value of a character. For example, when the rarity increases by 1, the upper limit value of the character's level increases by 5. That is, the higher the rarity value, the more advantageous it is to progress through quests. Luck is, for example, a parameter that increases the probability of advantageous items appearing during a quest when a character is used in the quest, or increases the number or quality of clear rewards obtained. The skill activation turn count is, for example, the number of turns required for a character to activate a skill in a quest. For example, the lower the skill activation turn count, the more advantageous it is to progress through quests. In the first embodiment, the case where the special parameter is rarity will be mainly described.
[0049] For example, the level of a character (source character) increases by synthesizing (enhancing synthesis) a strengthening material item (strengthening material content).
[0050] For example, in a breeding game, it is possible to perform evolutionary synthesis (breeding) that changes the rarity of the source character (source content) by synthesizing (consuming) one or more evolutionary material characters (evolutionary material content) associated in advance with the source character to be bred (source content). In other words, the source character and the one or more evolutionary material characters are in a predetermined relationship with each other.
[0051] Examples of pre-associated evolution material characters include at least one of the following: a character of the same series as the source character, a character of the same type as the source character, a character with the same attribute as the source character, or a character of the same rarity as the source character. Examples of characters of the same series include characters before and after evolution (evolution series) of the source character. For example, character K and character N, which is character K evolved n times, are characters of the same series. Examples of characters of the same type include having the same character ID, the same name, the same image, etc. Examples of characters with the same attribute include characters with the same attribute. Examples of such attributes include fire (red), water (blue), wood (green), yellow (light), purple (dark), etc. In the first embodiment, characters of the same type are characters with the same attribute.
[0052] For example, in the first embodiment, if the rarity of the source character is odd, the evolution material character pre-associated with the source character is of the same rarity and type as the source character. Also, if the rarity of the source character is even, the evolution material character pre-associated with the source character is of the same rarity and attribute as the source character.
[0053] For example, in the evolution synthesis according to the first embodiment, the rarity of the source character to be trained is increased by 1 by synthesizing one or more characters of the same attribute or type (evolution material characters) that have the same rarity as the source character.
[0054] For example, the maximum level for a character increases by 5 for every 1 increase in the character's rarity. For instance, the higher the maximum level a player has, the more they can increase their level through enhancement synthesis. Therefore, players can gain an advantage in quests (game progression) by evolving their characters. Also, for example, players can evolve (train) a character until its rarity reaches its maximum value (for example, 6).
[0055] <Functional Means> Figure 4 is a block diagram schematically showing an example of the functional means of the server device 10.
[0056] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, an execution means 52, an extraction means 54, a display means 56, and a synthesis means 58. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing a game program 14 stored in the storage devices 28, etc. Note that all or part of these functional configurations may be provided in the terminal device 12.
[0057] The memory means 50 has the function of storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, etc.
[0058] Player information 50A is stored for each player, associated with that player's player ID. This player information 50A includes, for example, the player's name, age, player rank, owned content information, deck composition information, quest progress information, etc.
[0059] Player rank increases, for example, when a player gains player experience points.
[0060] Owned content information includes, for example, owned character information, the number of owned characters (number of owned content items), the maximum number of items, and owned in-game currency information.
[0061] For example, owned character information is stored for each character owned by the player, associated with an owned character ID. This owned character ID is a number newly assigned when the player acquires a character (for example, when running a lottery game, receiving a clear reward, or performing evolution synthesis). For example, owned character information includes the character's character ID and current parameters. Current parameters include the current values of normal parameters and special parameters.
[0062] The number of owned characters (number of owned content) includes the total number of characters the player currently owns. The number of owned characters increases when the player acquires characters and decreases when the player disposes of characters (by selling them or using them as materials for synthesis).
[0063] The limit includes the maximum number of characters (or content) a player can own, i.e., the maximum number of characters a player can own. For example, the initial limit is 50. This limit increases by 1, for example, when a player spends 1 unit of game currency (e.g., a paid or non-paid item).
[0064] The owned game currency information includes, for example, the game currency ID and the quantity owned for each type of game currency (paid items, non-paid items, coins, points, etc.) owned by the player.
[0065] The deck formation information includes details about the player's deck. This deck formation information includes, for example, the character IDs of a certain number of characters (e.g., 5) or fewer, pre-specified by the player, and the arrangement of each of these specified characters (e.g., from left to right). This deck is used, for example, when executing quests.
[0066] Quest progress information includes, for example, the quest IDs of quests the player has completed and the quest IDs of playable quests.
[0067] Character information 50B includes information about the character.
[0068] For example, character information 50B is stored for each character, associated with a character ID. Character information 50B includes, for example, name, image, attributes, ability information, rarity, evolution information, etc.
[0069] Attributes include one or more attributes that a character possesses. Examples of such attributes include fire (red), water (blue), wood (green), yellow (light), and purple (dark).
[0070] Ability information includes normal parameter information, special parameter information, and skills. Normal parameter information includes the range (minimum and maximum values) of normal parameters (e.g., level). Special parameter information includes special parameters (rarity) for each evolution stage. Skills include abilities such as restoring the hit points of allied characters (e.g., other characters in the deck) during quests, strengthening the attack and defense power of allied characters, or dealing damage to enemy characters.
[0071] Rarity includes a numerical range, for example, from 1 to 6. This number may be indicated, for example, by the number of stars. In the first embodiment, the numerical range of rarity differs depending on the character. For example, one character may have a rarity from 1 to 6, while another character may have a rarity from 3 to 6. Rarity may also be a name rather than a numerical value. Examples of such names, in ascending order, include Rare (R), Rare Plus (R+), Super Rare (SR), Super Rare Plus (SR+), Super Special Rare (SSR), Super Special Rare Plus (SSR+), and so on.
[0072] Evolution information includes information about the cost required to evolve a character (for example, increasing its rarity by one level). For example, evolution information includes information that identifies the pre-associated evolution material characters for each character rarity (for example, the character ID, attributes, and rarity of the evolution material characters), and the quantity of those evolution material characters.
[0073] For example, the cost (number of characters) required to increase the special parameter, rarity, differs depending on the rarity of the original character being synthesized. Specifically, to increase the rarity of a character with rarity 1 by one (evolve) it requires two identical characters of rarity 1. For example, to increase the rarity of a character with rarity 2 by one (evolve) it requires two characters of the same attribute with rarity 2. For example, to increase the rarity of a character with rarity 3 by one (evolve) it requires one identical character of rarity 3. For example, to increase the rarity of a character with rarity 4 by one (evolve) it requires two characters of the same attribute with rarity 4. Furthermore, for example, the cost (evolution material character) required to increase the rarity of a base character with a rarity of 5 by one is one identical character with a rarity of 5. Note that this cost may differ depending on the character's attribute, or it may differ from character to character. Also, the number of required cost (evolution material characters) may differ depending on the rarity of the base character, or it may be the same.
[0074] The lottery game information 50C is stored for each lottery game, associated with the lottery game ID of that game. The lottery game information 50C includes the name of the lottery game, the prize money, information on the lottery participants, etc.
[0075] The price includes the number of game currency (paid or free) required to perform one draw. For example, the price for a certain draw game might be five paid or free items.
[0076] The lottery target information includes the identification information of each character (each content) that makes up the group of characters (group of content) that are the targets of the lottery game, and the appearance frequency (weight) associated with said identification information. The identification information includes the character ID of each character that makes up the group of characters that make Specifically, if a character has an appearance frequency of 2, and the sum of the appearance frequencies set for each character in the group of characters to be drawn is 200, then the probability of drawing that character is 2 / 200 (1%).
[0077] Quest Information 50D is stored for each quest, associated with the quest's quest ID. Quest Information 50D includes the quest name, enemy character information, and completion reward information.
[0078] Enemy character information includes the enemy character ID and ability parameters for each enemy character that appears in the quest.
[0079] The clear reward information stores details about the rewards a player can obtain upon completing a quest. This information includes character identification information (e.g., character ID), the number of characters obtained, and the drop rate. The drop rate is the probability of a player obtaining a character. For example, higher difficulty quests generally have a higher drop rate.
[0080] The execution means 52 is a functional means that controls the entire game. In the first embodiment, the execution means 52 executes a game that allows the player to acquire characters (content). Examples of games that allow the player to acquire characters include quests and lottery games, but they may also include login bonuses, mission completion rewards, purchase bonuses for paid items, subscription or continuation bonuses for monthly passes, character sales (shop), character generation by consuming character fragments, etc.
[0081] Furthermore, in the first embodiment, the execution means 52 restricts the execution of games that allow the player to acquire characters (e.g., quests or lottery games) if the number of characters (number of content owned) owned by the player exceeds the upper limit. In other words, the execution means 52 permits the execution of games that allow the player to acquire characters if the number of characters owned by the player is less than or equal to the upper limit.
[0082] The extraction means 54 is a functional means for extracting a group of characters (a group of content) consisting of multiple characters from the owned characters (owned content) owned by the player. In the first embodiment, after the execution of a game in which the player acquires characters (for example, a lottery game or a quest, etc.), if the number of owned characters owned by the player exceeds the upper limit, the extraction means 54 first extracts a predetermined number of characters (content) that have a predetermined relationship with each other as a first character group (first content group). For example, the extraction means 54 first extracts one first character group. This predetermined relationship is a pre-associated relationship that can be combined with a single character, and includes at least one of the following: being of the same series, being of the same type, having the same attributes, or having the same rarity (having the same special parameters).
[0083] For example, the extraction means 54 refers to the owned character information in the owned content information of player information 50A, the evolution information in character information 50B, etc., and first extracts a first group of characters from among the characters owned by the player that have a predetermined relationship with each other and consist of a predetermined number of characters. This predetermined number is the sum of the number of evolution material characters included in the evolution information of character information 50B (for example, 1 or 2) and the number of source characters (1). For example, if the rarity is 1, 2, or 4, it is 3 characters, and if the rarity is 3 or 5, it is 2 characters.
[0084] Specifically, the extraction means 54 first extracts a first character group consisting of three fire-attribute characters with a rarity of 2 (for example, character A, character B, and character C). Alternatively, the extraction means 54 may first extract a first character group consisting of two identical characters with a rarity of 3 (for example, character F1 and character F2).
[0085] Furthermore, the extraction means 54 determines whether the number of characters owned by the player exceeds the upper limit even after the first character group has been synthesized (e.g., evolutionary synthesis) by the synthesis means 58 into a single character, and the number of characters owned by the player has decreased. If the extraction means 54 confirms this determination, it extracts a second group of characters (content) from among the owned characters that have a predetermined relationship with each other as a second character group (second content group). In other words, the extraction means 54 extracts a second group of characters that have a predetermined relationship with each other from among the owned characters, including the single character synthesized by the synthesis means 58, as a second character group. For example, the extraction means 54 extracts a second group of characters.
[0086] The display means 56 is a functional means for displaying various screens on the touch panel 32. In the first embodiment, the display means 56 displays a display screen that presents each character included in the first character group or the second character group.
[0087] Furthermore, the display means 56 presents each character included in the first character group or the second character group on the display screen, distinguishing between the source character and the material character. On this display screen, for example, the source character and the evolution material character included in the first character group or the second character group are displayed separately.
[0088] Furthermore, the display means 56 displays the evolved character of the source character on the display screen. On this display screen, for example, the source character included in the first character group or the second character group, the evolution material character, and the evolved character are each displayed separately.
[0089] Furthermore, if the number of characters owned by the player exceeds the upper limit and the extraction means 54 is unable to extract the first or second character group, the display means 56 displays a screen to increase the upper limit of the number of characters owned. This screen displays information such as whether the player wants to increase the upper limit of the number of characters owned by spending the game currency they own.
[0090] The synthesis means 58 is a functional means for synthesizing multiple (a predetermined number) characters (contents) into one character (one content). In the first embodiment, the synthesis means 58 synthesizes the first group of characters (first group of content) extracted by the extraction means 54 into one character (one content), thereby reducing the number of characters (number of content owned) owned by the player. For example, the synthesis means 58 uses one of the characters included in the first extracted group of characters as the source character (source content) and synthesizes the remaining characters as material characters (material content). One example of this synthesis is evolution synthesis, which evolves the source character.
[0091] For example, the synthesis means 58 performs evolution synthesis on the first extracted group of characters to change one of the source characters included in the first group of characters into an evolved character (for example, increasing the rarity of the source character by 1), and at the same time removes (excludes) all of the evolution material characters included in the first group of characters from the player's owned characters. In other words, the synthesis means 58 reduces the number of characters owned by the player (number of owned content) by the number of evolution material characters (the number of characters included in the first group minus 1) through this evolution synthesis.
[0092] Furthermore, the synthesis means 58 synthesizes the second extracted group of characters (second content group) into a single character (for example, through evolution synthesis). For example, the synthesis means 58 evolves the second extracted group of characters to change one of the source characters included in the second group of characters into an evolved character (for example, increasing the rarity of the source character by 1), and removes (excludes) all evolution material characters included in the second group of characters from the player's owned characters. In other words, through this evolution synthesis, the synthesis means 58 reduces the number of characters owned by the player (number of owned content) by the number of evolution material characters (the number of characters included in the second group minus 1).
[0093] Furthermore, if the synthesis means 58 receives an instruction from the player to perform synthesis on the display screen shown by the display means 56, it will synthesize the first character group or the second character group into a single character. For example, if the synthesis means 58 receives an instruction from the player to perform evolution synthesis on the display screen, it will perform evolution synthesis on the first character group or the second character group to change one of the source characters included in the first character group or the second character group into an evolved character (for example, increasing the rarity of the source character by 1), and will also remove (exclude) all evolution material characters included in the first character group or the second character group from the player's owned characters.
[0094] <Processing Flow> Figure 5 is a flowchart showing an example of the processing flow performed by each functional means shown in Figure 4 in the game system 1 according to the first embodiment. Furthermore, the processing of the following steps is started, for example, when the player selects a certain lottery game in the lottery game menu. Note that the order and content of the following steps can be changed as appropriate.
[0095] (Step SP10) The display means 56 displays a lottery screen for the player to play a lottery game.
[0096] Figure 6 shows an example of a lottery game screen 60 of a lottery game in the first embodiment.
[0097] As shown in Figure 6, the lottery game screen 60 is equipped with a probability distribution button 62, a lottery target information area 64, a first lottery execution button 66, a second lottery execution button 67, and a back button 68. The probability distribution button 62 is a button (instruction area) for instructing the user to transition to a screen that shows the name, rarity, and probability of drawing each character that makes up the group of characters to be drawn. The lottery target information area 64 displays characters with high rarity and featured characters from the group of characters to be drawn. The first lottery execution button 66 is a button (instruction area) for making a lottery request (lottery instruction) to draw a character once. The second lottery execution button 67 is a button (instruction area) for making a lottery request (lottery instruction) to draw characters consecutively (for example, 10 times). The back button 68 is a button (instruction area) for closing the lottery game screen 60 and returning to the lottery game menu.
[0098] Returning to Figure 5, the process moves on to step SP12.
[0099] (Step SP12) The execution means 52 receives an instruction to execute the lottery game. For example, the execution means 52 receives an instruction to press the first lottery execution button or the second lottery execution button.
[0100] Next, the execution means 52 refers to the lottery game information 50C and executes a lottery game in which it selects one or more characters from a group of target characters included in the lottery target information of a certain lottery game. For example, when the execution means 52 receives an instruction from the first lottery execution button, it consumes the game currency necessary to execute one lottery (e.g., 5 units) and selects one character from the group of target characters. Also, for example, when the execution means 52 receives an instruction from the second lottery execution button, it consumes the game currency necessary to execute multiple (e.g., 10) consecutive lotteries (e.g., 50 units) and selects multiple characters consecutively from the group of target characters. Then, the process moves on to the processing of step SP14.
[0101] (Step SP14) The display means 56 displays a lottery result screen to notify the player of the character selected in step SP12.
[0102] Figure 7 shows an example of the lottery result screen 70 in the first embodiment.
[0103] As shown in Figure 7, the lottery result screen 70 is provided with a lottery result information area 72 and an acquisition button 74. The lottery result information area 72 displays an image showing one or more characters that were selected in step SP 12. The acquisition button 74 is a button (instruction area) for acquiring one or more of the selected characters and returning to the lottery game screen of a certain lottery game.
[0104] Next, the execution means 52 grants (allows the player to acquire) one or more characters selected in step SP12, in response to the acquisition button being pressed. Specifically, the execution means 52 stores the character IDs of the one or more characters in the owned character information of the owned content information in player information 50A, associating them with the owned character IDs, and increases the number of owned characters in the owned content information by the number of characters selected (acquired). Then, the process moves on to the process of step SP16.
[0105] (Step SP16) The execution means 52 determines whether the number of characters owned by the player exceeds the upper limit based on the execution of the lottery game in step SP14. For example, the execution means 52 refers to the owned content information of the player information 50A and determines that the number of owned characters exceeds the upper limit. If the determination is determined to be affirmative, the process proceeds to the process of step SP18. On the other hand, if the determination is determined to be negative, the process terminates the series of processes shown in Figure 5.
[0106] (Step SP18) The extraction means 54 determines whether it can extract multiple (a predetermined number) characters from the player's owned characters that have a predetermined relationship with each other. In the flowchart shown in Figure 5, for example, the first extraction is called the first extraction, the second extraction the second extraction, the third extraction the third extraction, the fourth extraction the fourth extraction, and so on, with the same designation used for the fifth and subsequent extractions.
[0107] Specifically, the extraction means 54 refers to the owned character information in the owned content information of player information 50A and the evolution information in character information 50B, and if there are a predetermined number of characters (a base character and the number of evolution material characters necessary for the evolution of the base character) that have a predetermined relationship with each other among the owned characters, it extracts a group of characters consisting of such characters (for example, character A, character B, and character C, all fire attribute characters with rarity 2), and affirms the determination. For example, the extraction means 54 searches for whether there are a predetermined number of characters that have a predetermined relationship with each other, starting with the owned characters with the lowest rarity. Also, for example, if there are a predetermined number of characters (group of characters) that have a predetermined relationship with each other among the owned characters, the extraction means 54 selects the character with the smallest owned character ID (oldest acquisition date) among those predetermined number of characters as one base character, and the remaining characters as evolution material characters. This extraction is performed automatically without instructions from the player. If the determination is affirmed, the process proceeds to step SP20. On the other hand, if the determination is negative, that is, if there are no predetermined number of characters that have a predetermined relationship with each other, the process proceeds to step SP28.
[0108] (Step SP20) The display means 56 displays a display screen to show the player that the number of characters owned by the player has exceeded the upper limit, and the group of characters extracted in step SP18.
[0109] Figure 8 shows an example of the display screen 80 in the first embodiment.
[0110] As shown in Figure 8, the display screen 80 is provided with a notification information area 82, a synthesis confirmation information area 84, a cancel button 86, and a synthesis execution button 88. The notification information area 82 shows that the number of owned characters exceeds the upper limit and that the number of owned characters can be reduced through evolution synthesis. The synthesis confirmation information area 84 shows images of each character included in the character group extracted in step SP18. For example, in the synthesis confirmation information area 84, images of the source character, material characters (evolution material characters), and the evolved character are presented separately. This evolved character is, for example, a character whose rarity has increased by 1 from the source character. The cancel button 86 is a button (instruction area) for issuing an instruction to cancel the synthesis (evolution synthesis) of the character group extracted in step SP18. The synthesis execution button 88 is a button (instruction area) for issuing an instruction to synthesize (evolution synthesis) the character group extracted in step SP18.
[0111] Returning to Figure 5, the process moves on to step SP22.
[0112] (Step SP22) The execution means 52 determines whether or not a synthesis instruction has been given on the presentation screen. For example, if the synthesis execution button is indicated on the presentation screen, the execution means 52 makes a positive determination. If the determination is positive, the process proceeds to the process of step SP24. On the other hand, if the determination is negative, that is, if the cancel button is indicated on the presentation screen, the process proceeds to the process of step SP28.
[0113] (Step SP24) The synthesis means 58 synthesizes (evolves) the group of characters extracted in step SP18, allowing the player to acquire the evolved character (one character) of the original character, and removes (excludes) the evolution material characters from the player's owned characters, thereby reducing the number of characters owned by the player. For example, the synthesis means 58 changes the original character to the evolved character in the owned character information of the owned content information in the player information 50A, and deletes the evolution material characters used in the synthesis. Subsequently, the synthesis means 58 reduces the number of owned characters in the player information 50A by the number of evolution material characters used in the synthesis.
[0114] Next, the display means 56 displays a synthesis result screen to notify the player of the evolved character, which is the result of the synthesis.
[0115] Figure 9 shows an example of the synthesis result screen 90 in the first embodiment.
[0116] As shown in Figure 9, the synthesis result screen 90 is provided with a synthesis result information area 92 and a confirmation button 94. The synthesis result information area 92 displays an image of the evolved character that has been synthesized (evolved synthesis). The confirmation button 94 is a button (instruction area) for instructing the user to close the synthesis result screen 90 after confirming the evolved character.
[0117] Returning to Figure 5, the process moves on to step SP26.
[0118] (Step SP26) The execution means 52 determines whether the number of characters owned by the player is below the upper limit due to the decrease in the number of owned characters in step SP24. For example, the execution means 52 refers to the owned content information of the player information 50A and determines that the number of owned characters exceeds the upper limit. If the determination is determined to be affirmative, the process ends with the series of processes shown in Figure 5. On the other hand, if the determination is determined to be negative, the process moves on to the process in step SP18.
[0119] (Step SP28) The display means 56 displays an increase screen for increasing the maximum number of characters a player can own (the number of characters a player can own).
[0120] Figure 10 shows an example of the rising screen 100 in the first embodiment.
[0121] As shown in Figure 10, the increase screen 100 is provided with a notification information area 102, an increase information area 103, a plus button 104, a slide button 105, a plus button 106, a cancel button 107, and an increase execution button 108. The notification information area 102 shows that the number of owned characters exceeds the upper limit and that the upper limit can be increased. The increase information area 103 shows the number of increases to be made to increase the upper limit, the number of increases selected by the player, the amount of game currency required for the increase (the amount of game currency consumed), and the amount of game currency owned by the player. The minus button 104 is a button for giving an instruction to decrease the number of increases to be made to increase the upper limit by one unit (for example, 5). For example, when the minus button 104 is operated by the player (for example, touched or tapped), the display means 56 moves the slide button 105 on the slide bar SB to the left by one unit (for example, 5). The slide button 105 is a button used by the player to move (slide) it left or right on the slide bar SB, thereby instructing the player to decrease or increase the amount by which the upper limit is increased. For example, when the increase screen 100 is first displayed (initial state), the display means 56 places the slide button 105 at a position on the slide bar SB corresponding to the number obtained by subtracting the upper limit from the number of owned characters (for example, 5). For example, the slide button 105 is prohibited from moving to the left of the position on the slide bar SB corresponding to the number obtained by subtracting the upper limit from the number of owned characters (for example, 5). The plus button 106 is a button used to instruct the player to increase the amount by which the upper limit is increased by 1 unit (for example, 5). For example, when the plus button 74 is operated (for example, touched or tapped) by the player, the display means 56 moves the slide button 105 to the right by 1 unit (for example, 5) on the slide bar SB. The cancel button 107 is a button (instruction area) used to instruct the player to cancel the increase in the upper limit. The increase execution button 108 is a button (instruction area) used to issue an instruction to increase the number of characters owned by the player by the selected increase amount.
[0122] Returning to Figure 5, the process moves on to step SP30.
[0123] (Step SP30) The execution means 52 determines whether or not an upward instruction was given on the upward screen. For example, if the upward execution button is instructed on the upward screen, the execution means 52 determines this to be positive. If the determination is positive, the process proceeds to the process of step SP32. On the other hand, if the determination is negative, that is, if the cancel button is instructed on the upward screen, the process terminates the series of processes shown in Figure 5.
[0124] (Step SP32) The execution means 52 increases the upper limit of the number of owned characters. For example, the execution means 52 increases the upper limit of owned content information in player information 50A by the amount selected on the increase screen. Subsequently, the execution means 52 consumes (subtracts) the number required by the selected increase from the number of owned game currency information (e.g., paid items or non-paid items) in the owned content information.
[0125] Next, the display means 56 displays an increase result screen to notify the player that the number of owned characters has increased.
[0126] Figure 11 shows an example of the rising result screen 110 in the first embodiment.
[0127] As shown in Figure 11, the increase result screen 110 is provided with a notification information area 112 and a confirmation button 114. The notification information area 112 shows that the maximum number of characters owned has increased, that the player's game currency has been consumed (changed), etc. The confirmation button 114 is a button (instruction area) for closing the increase result screen 110 and returning to the lottery game screen of a certain lottery game.
[0128] Then, the process concludes with the series of steps shown in Figure 5.
[0129] <Effects> In the first embodiment described above, the computer functions as an execution means 52 that executes a game to allow the player to acquire content, an extraction means 54 that, after the game has been executed and the number of content owned by the player exceeds the upper limit, extracts a group of content that have a predetermined relationship with each other from among the owned content as a first content group, and a synthesis means 58 that synthesizes the extracted first content group into a single content to reduce the number of content owned by the player.
[0130] With this configuration, if a player's number of owned content items exceeds the limit, multiple content items with predetermined relationships can be combined into a single item, instantly reducing the number of owned content items. Therefore, in games with a limit on the number of owned content items, owned content can be disposed of efficiently.
[0131] Furthermore, in the first embodiment, if the number of content owned by the player exceeds the upper limit even after synthesis has been performed by the synthesis means 58, the extraction means 54 second extracts multiple content items that have a predetermined relationship with each other from among the owned content items as a second content group, and the synthesis means 58 synthesizes the second extracted second content group into a single content item.
[0132] With this configuration, even after synthesis, if the number of content items owned by a player exceeds the maximum limit, multiple content items with predetermined relationships can be synthesized into a single item, immediately reducing the number of content items owned by the player. Therefore, in games where there is a limit on the number of content items that can be owned, owned content can be disposed of efficiently.
[0133] In the first embodiment, the computer functions as a display means 56 that displays a display screen showing each of the contents included in the first content group or the second content group, and the synthesis means 58, upon receiving an instruction from the player to perform synthesis on the display screen, synthesizes the first content group or the second content group into a single content.
[0134] With this configuration, players can check each piece of content to be combined on the display screen before performing the combination, thus preventing combinations from being performed against the player's will while efficiently disposing of their owned content.
[0135] Furthermore, in the first embodiment, the display means 56 displays each content included in the first content group or the second content group on the display screen, distinguishing between source content and material content.
[0136] With this configuration, players can confirm the source content and material content to be combined on the display screen before performing the combination, thus preventing combinations from being performed against the player's will while efficiently disposing of their owned content.
[0137] Furthermore, in the first embodiment, the synthesis is an evolutionary synthesis that evolves the source content, and the display means 56 displays the evolved content of the source content on the display screen.
[0138] With this configuration, players can check the evolved content on the display screen before performing synthesis, thus preventing synthesis from being performed against the player's will while efficiently disposing of their owned content.
[0139] Furthermore, in the first embodiment, the display means 56 displays a screen to increase the upper limit if the extraction means 54 is unable to extract the first or second content group.
[0140] With this configuration, even if it is not possible to reduce the number of owned content items through synthesis, a screen will be displayed to increase the upper limit, allowing for an efficient increase in the upper limit.
[0141] Furthermore, in the first embodiment, the predetermined relationships are of the same type.
[0142] This configuration allows for the efficient disposal of content of the same type.
[0143] Furthermore, in the first embodiment, the predetermined relationship is that the attributes are the same.
[0144] This configuration allows for the efficient disposal of content with the same attributes.
[0145] Furthermore, in the first embodiment, the predetermined relationship is that the materials have the same rarity.
[0146] This configuration allows for the efficient disposal of content of the same rarity.
[0147] ---Second Embodiment--- Next, the second embodiment will be described.
[0148] In the second embodiment, the extraction means 54 extracts multiple content items that have a predetermined relationship with each other as content groups, and the synthesis means 58 synthesizes the extracted content groups into a single content item. Note that the configuration and functions of the game system 1 according to the second embodiment, which are not described below, are the same as those of the game system 1 according to the first embodiment.
[0149] In the second embodiment, after the execution of a game in which the player acquires characters (for example, a lottery game or a quest), if the number of characters owned by the player exceeds the upper limit, the extraction means 54 first extracts a predetermined number of characters from the owned characters that have a predetermined relationship with each other as a first character group. For example, the extraction means 54 first extracts a plurality of first character groups.
[0150] Specifically, the extraction means 54 first extracts a first character group consisting of three fire-attribute characters with rarity 2 (for example, character A, character B, character C), a first character group consisting of three water-attribute characters with rarity 2 (for example, character Y, character Y, character Z), and a first character group consisting of two identical characters with rarity 3 (for example, character F1, character F2).
[0151] Furthermore, if the number of characters owned by the player exceeds the upper limit even after the number of characters owned by the player has decreased due to batch synthesis performed by the synthesis means 58 to combine multiple (a predetermined number) first character groups into a single character, the extraction means 54 extracts multiple characters that have a predetermined relationship with each other from among the owned characters as a second character group. For example, the extraction means 54 extracts one or more second character groups as a second extraction.
[0152] In the second embodiment, the display means 56 displays a display screen that shows each character included in the first character group or the second character group, respectively.
[0153] Furthermore, the display means 56 presents each character included in the first character group or the second character group on the display screen, distinguishing between the source character and the material character. On this display screen, for example, the source characters and evolution material characters included in each first character group or each second character group are displayed separately.
[0154] Furthermore, the display means 56 displays the evolved characters for each of the source characters on the display screen. On this display screen, for example, the source characters included in each first character group or each second character group, the evolution material characters, and the evolved characters are all displayed separately.
[0155] In the second embodiment, the synthesis means 58 synthesizes the first extracted groups of first characters into a single character in one batch, thereby reducing the number of characters owned by the player. For example, the synthesis means 58 uses one character from each of the first extracted groups of first characters as the source character (source content) and the remaining characters as material characters (material content), and synthesizes each group of first characters in one batch. In other words, the synthesis means 58 performs the same number of batches of synthesis as the number of first extracted groups of first characters. For example, this batch synthesis is an evolutionary synthesis that evolves each of the source characters (source content) in one batch.
[0156] For example, the synthesis means 58 performs a batch evolution synthesis on the multiple first character groups that were initially extracted, changing one of the source characters in each first character group into an evolved character (for example, increasing the rarity of the source character by 1), and also deleting (excluding) all evolution material characters included in each first character group from the player's owned characters. In other words, the synthesis means 58 reduces the number of characters owned by the player (number of owned content) by the total number of evolution material characters included in each first character group.
[0157] Furthermore, the synthesis means 58 synthesizes the multiple second character groups that have been extracted into a single character all at once. For example, the synthesis means 58 changes one of the source characters included in each second character group into an evolved character (for example, increasing the rarity of the source character by 1), and removes (excludes) all evolution material characters included in each second character group from the player's owned characters. In other words, through this evolution synthesis, the synthesis means 58 reduces the number of characters owned by the player (number of owned content) by the total number of evolution material characters included in each second character group.
[0158] Furthermore, when the synthesis means 58 receives an instruction from the player to perform synthesis on the display screen shown by the display means 56, it synthesizes the first character group or the second character group into a single character all at once. For example, when the synthesis means 58 receives an instruction from the player to perform evolution synthesis all at once on the display screen, it evolves each of the first character group or each of the second character groups all at once, changing one of the source characters included in each of the first character group or each of the second character groups into an evolved character (for example, increasing the rarity of the source character by 1), and also removes (excludes) all evolution material characters included in each of the first character group or each of the second character groups from the player's owned characters.
[0159] <Processing Flow> Figure 12 is a flowchart showing an example of the processing flow performed by each functional means in the game system 1 according to the second embodiment. Furthermore, the processing of the following steps begins, for example, when the player selects a certain lottery game in the lottery game menu. Note that the order and content of the following steps can be changed as appropriate.
[0160] (Steps SP40 to SP46) The processing in steps SP40 to SP46 is the same as the processing in steps SP10 to SP16 described above, so the explanation is omitted. If the determination in step SP46 is positive, the process proceeds to step SP48. On the other hand, if the determination is negative, the process terminates the series of processes shown in Figure 12.
[0161] (Step SP48) The extraction means 54 determines whether it is possible to extract one or more character groups from among the player's owned characters, where a predetermined number of characters have a predetermined relationship with each other. In the flowchart shown in Figure 12, this extraction is referred to as the first extraction if it is the first extraction, the second extraction if it is the second extraction, the third extraction if it is the third extraction, the fourth extraction if it is the fourth extraction, and so on, with the same designation used for the fifth and subsequent extractions.
[0162] Specifically, the extraction means 54 refers to the owned content information in the player information 50A and the evolution information in the character information 50B. If there is one or more predetermined number of characters (a base character and the number of evolution material characters necessary for the evolution of the base character) that have a predetermined relationship with each other in the owned character information of the owned content information, it extracts one or more character groups consisting of these characters (for example, character A, character B, and character C, all of rarity 2 and fire attribute; character Y, character Y, and character Z, all of rarity 2 and water attribute; and character F1 and character F2, all of the same type and of rarity 3), and affirms the determination. This extraction is performed automatically without any instructions from the player. If the determination is affirmative, the process proceeds to step SP50. On the other hand, if the determination is negative, that is, if there is no one or more predetermined number of characters that have a predetermined relationship with each other, the process proceeds to step SP58.
[0163] (Step SP50) The display means 56 displays a display screen to show the player that the number of characters owned by the player has exceeded the upper limit, or to show the player multiple character groups extracted in step SP48.
[0164] Figure 13 shows an example of the display screen 130 in the second embodiment.
[0165] As shown in Figure 13, the presentation screen 130 is provided with a notification information area 132, a synthesis confirmation information area 134, a checkbox 135, a cancel button 136, and a synthesis execution button 138. The notification information area 132 shows that the number of owned characters exceeds the upper limit and that the number of owned characters can be reduced through evolution synthesis. The synthesis confirmation information area 134 shows multiple character groups extracted in step SP48. For example, in the synthesis confirmation information area 134, for each character group, the source character for synthesis, the material character (evolution material character), and the evolved character of the source character are distinguished and presented separately. The checkbox 135 is provided associated with each of the multiple character groups extracted in step SP48 and is a button (instruction area) for giving instructions on whether to include the associated character group in the evolution synthesis or exclude it. The checkbox 135 is displayed in the on state (with a checkmark image) when the presentation screen 130 is first displayed (initial state). For example, each time the player points to a checkbox 135, the display means 56 switches between showing or not showing a checked image, indicating whether the associated group of characters is subject to evolution synthesis or not. The cancel button 136 is a button (instruction area) for issuing an instruction to cancel the synthesis (evolution synthesis) of all character groups extracted in step SP48. The synthesis execution button 138 is a button (instruction area) for issuing an instruction to synthesize (evolution synthesis) the character groups whose checkboxes are checked among the multiple character groups extracted in step SP48.
[0166] Returning to Figure 12, the process moves on to step SP52.
[0167] (Step SP52) The execution means 52 determines whether or not a synthesis instruction has been given on the presentation screen. For example, if the synthesis execution button is indicated on the presentation screen, the execution means 52 makes a positive determination. If the determination is positive, the process proceeds to the process of step SP54. On the other hand, if the determination is negative, that is, if the cancel button is indicated on the presentation screen, the process proceeds to the process of step SP58.
[0168] (Step SP54) The synthesis means 58 synthesizes (evolves) all the character groups extracted in step SP48 that have a checkbox checked, allowing the player to acquire the evolved versions of the original characters, and deleting (removing) the evolution material characters from the player's owned characters, thereby reducing the number of characters owned by the player. For example, the synthesis means 58 changes the original characters in the owned character information of the owned content information in player information 50A to their evolved versions, and deletes the evolution material characters used in each synthesis. Subsequently, the synthesis means 58 reduces the number of owned characters in player information 50A by the number of evolution material characters used in each synthesis.
[0169] Next, the display means 56 displays a synthesis result screen to notify the player of the evolved character, which is the result of the synthesis.
[0170] Figure 14 shows an example of the synthesis result screen 140 in the second embodiment.
[0171] As shown in Figure 14, the synthesis result screen 140 is provided with a synthesis result information area 142 and a confirmation button 144. The synthesis result information area 142 displays images of one or more evolved characters that have been synthesized (evolved synthesis) in a single batch. The confirmation button 144 is a button (instruction area) for instructing the user to close the synthesis result screen 140 after confirming one or more evolved characters.
[0172] Returning to Figure 12, the process moves on to step SP56.
[0173] (Steps SP56 to SP62) The processing in steps SP56 to SP62 is the same as the processing in steps SP26 to SP32 described above, so the explanation is omitted.
[0174] Then, the process concludes with the series of steps shown in Figure 12.
[0175] <Effects> In the second embodiment described above, the computer functions as an execution means 52 that executes a game to allow the player to acquire content, an extraction means 54 that, after the game has been executed and the number of content owned by the player exceeds the upper limit, extracts multiple content items that have a predetermined relationship with each other from among the owned content items as a first content group, and a synthesis means 58 that combines the multiple first content groups that have been extracted into a single content item at once to reduce the number of content items owned by the player.
[0176] With this configuration, if a player's number of owned content items exceeds the maximum limit, multiple content items with predetermined relationships to each other can be combined into a single item, instantly reducing the number of owned content items. Therefore, in games where there is a limit on the number of owned content items, owned content can be disposed of efficiently.
[0177] Furthermore, in the second embodiment, if the number of player-owned content items exceeds the upper limit even after batch synthesis has been performed by the synthesis means 58, the extraction means 54 extracts multiple content items that have a predetermined relationship with each other from among the owned content items as second content groups, and the synthesis means 58 batch synthesizes each of the extracted second content groups into a single content item.
[0178] With this configuration, even after a batch synthesis has been performed, if the number of content items owned by the player exceeds the maximum limit, multiple content items that have a predetermined relationship to each other can be synthesized into a single item in a batch, immediately reducing the number of content items owned by the player. Therefore, in games where there is a limit on the number of content items that can be owned, owned content can be disposed of efficiently.
[0179] In the second embodiment, the computer functions as a display means 56 that displays a display screen showing each of the contents included in the first content group or the second content group, and when the synthesis means 58 receives an instruction from the player to perform synthesis on the display screen, it synthesizes the first content group or the second content group into a single content in one batch.
[0180] With this configuration, players can review each piece of content to be combined in a batch on the display screen before executing the batch combination. This prevents batch combinations from being performed against the player's wishes and allows for efficient disposal of owned content.
[0181] In the second embodiment, the display means 56 presents each content included in the first content group or the second content group, respectively, on the display screen, distinguishing them as source content and material content.
[0182] With this configuration, players can check each source content and material content to be combined in a batch on the display screen before executing the batch combination. This prevents batch combinations from being performed against the player's wishes and allows for efficient disposal of owned content.
[0183] In the second embodiment, the batch synthesis is an evolutionary synthesis that evolves each of the source contents at once, and the display means 56 displays the evolved content of each of the source contents on the display screen.
[0184] With this configuration, players can check each evolved content on the display screen before performing synthesis, thus preventing mass synthesis against the player's will and allowing them to efficiently dispose of their owned content.
[0185] In the second embodiment, the display means 56 displays a screen to increase the upper limit if the extraction means 54 is unable to extract the first or second content group.
[0186] With this configuration, even if it is not possible to reduce the number of owned content items through batch synthesis, a screen will be displayed to increase the upper limit, allowing for an efficient increase in the upper limit.
[0187] Furthermore, in the second embodiment, the predetermined relationships are of the same type.
[0188] This configuration allows for the efficient disposal of content of the same type.
[0189] Furthermore, in the second embodiment, the predetermined relationship is that the attributes are the same.
[0190] This configuration allows for the efficient disposal of content with the same attributes.
[0191] Furthermore, in the second embodiment, the predetermined relationship is that the materials have the same rarity.
[0192] This configuration allows for the efficient disposal of content of the same rarity.
[0193] ---Modifications--- It should be noted that the present invention is not limited to the above-described examples. That is, modifications made to the above-described examples by those skilled in the art are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.
[0194] For example, in the first embodiment, the execution means 52 was described as restricting the execution of a game to acquire characters when the number of characters owned by the player exceeds the upper limit. However, the excess number of characters may be stored in a gift box or the like corresponding to the player, and the execution of the game to acquire characters may be permitted.
[0195] Furthermore, in the first embodiment, the execution means 52 described a case where the upper limit of the number of characters owned is increased, but the upper limit may be restricted from increasing beyond a certain value. This certain value could be an initial value (e.g., 50), or a number such as 100 or 200. In this case, if the number of characters owned by the player exceeds the upper limit (certain value), the player must, for example, dispose of owned characters through synthesis or other means to reduce the number of owned characters to below the upper limit.
[0196] Furthermore, in the first and second embodiments, the extraction means 54 was described as extracting a predetermined number of characters that have a predetermined relationship with each other when the number of characters owned by a player exceeds the upper limit due to a lottery game. However, such extraction may also be performed when the number of characters owned by a player exceeds the upper limit due to quests, login bonuses, mission completion rewards, purchase bonuses for paid items, subscription or continuation bonuses for monthly passes, character sales (shop), character generation by consuming character fragments, etc.
[0197] Furthermore, in the first embodiment, the extraction means 54 was described as searching for whether there are multiple (a predetermined number) characters that have a predetermined relationship with each other, starting with the owned characters with the lowest rarity. However, the search may also be performed starting with the owned characters with the highest rarity. In addition, the extraction means 54 may perform the search starting with the owned characters included in the player's deck, or it may perform the search starting with the owned characters not included in the deck.
[0198] Furthermore, in the first embodiment, the extraction means 54 described a case where, if there is a predetermined number of characters among the owned characters that have a predetermined relationship with each other, the character with the smallest owned character ID (the oldest acquired) among those predetermined number of characters is used as one base character for synthesis, and the remaining characters are used as evolution material characters. However, the character with the largest owned character ID (the most recently acquired) may be used as one base character for synthesis, and the remaining characters may be used as evolution material characters.
[0199] Furthermore, in the first and second embodiments, the display means 56 was described as displaying an image showing the source character, an image showing the evolution material character, and an image showing the evolved character on the display screen. However, a swap button (instruction area) may be provided to swap the source character and the evolution material character. For example, when the player instructs the player to press the swap button on the display screen, the display means 56 swaps (changes) the image showing the source character and the image showing the evolution material character, and also changes the image showing the evolved character.
[0200] Furthermore, in the first embodiment, the display means 56 was described as displaying a composite confirmation information area on the presentation screen, but the number of characters owned by the player and the upper limit may also be displayed on the presentation screen. In addition, the display means 56 may also display the number of characters owned by the player and the upper limit on the lottery game screen, lottery result screen, composite result screen, increase screen, etc.
[0201] Furthermore, in the first embodiment, the display means 56 was described as displaying an acquisition button, etc., on the lottery result screen. However, if the number of owned characters does not exceed the upper limit, buttons similar to the first lottery execution button and second lottery execution button provided on the lottery game screen may be displayed. This allows the player to repeatedly play the lottery game.
[0202] Furthermore, in the first and second embodiments, the synthesis means 58 described a case where the special parameters of a character (source character) (for example, rarity, luck, level cap, etc.) are changed (increased or decreased) by evolutionary synthesis. However, the special parameters of a character (source character) may also be changed by enhancement synthesis. For example, the synthesis means 58 may change the special parameters of the source character by synthesizing the source character with an enhancement material character (enhancement material content) that is pre-associated with the source character. Examples of such pre-associated enhancement material characters include at least one of the following: a character of the same series as the source character, a character of the same type as the source character, a character with the same attributes as the source character, or a character of the same rarity as the source character. The synthesis means 58 may also change the special parameters of the source character by synthesizing the source character with a general-purpose character (general-purpose content). Examples of such general-purpose characters include material characters that are pre-associated with multiple characters and that can change the special parameters of those multiple characters.
[0203] Furthermore, in the first and second embodiments, the synthesis means 58 was described as synthesizing (evolving synthesis) the extracted character group when a synthesis instruction is given on the display screen. However, if the number of characters owned by the player exceeds the upper limit, the extracted character group may be automatically synthesized (automatic synthesis) without a synthesis instruction. Note that this synthesis (automatic synthesis) may be performed if the player has previously registered to allow automatic synthesis.
[0204] Furthermore, while the first and second embodiments described cases where characters of the same type have the same attributes, the invention is not limited to this. For example, characters with the same name may have different attributes. Also, for example, a character's attributes may change through evolution.
[0205] Furthermore, while the first and second embodiments described cases where the evolution material character has the same rarity as the source character, the embodiment is not limited to this. For example, the rarity of the evolution material character may be lower or higher than that of the source character.
[0206] Furthermore, while the first and second embodiments described the case where the source character and the evolution material character have the same attributes, they may have different attributes.
[0207] Furthermore, while the first and second embodiments primarily described cases where the content is characters, it may also be items (weapons, armor, accessories), cards, figurines, etc.
[0208] 10...Server device 12...Terminal device 50...Storage means 52...Execution means 54...Extraction means 56...Display means 58...Synthesis means
Claims
1. A program that causes a computer to function as: an execution means for running a game that allows a player to acquire content; an extraction means for, if, after the execution of the game, the number of content owned by the player exceeds an upper limit, extracts multiple content items that have a predetermined relationship with each other from among the owned content items as a first content group; and a synthesis means for, which reduces the number of content items owned by the player by collectively combining the multiple first content groups that were extracted into a single content item.
2. The program according to claim 1, wherein, even after batch synthesis has been performed by the synthesis means, if the number of content owned by the player exceeds the upper limit, the extraction means extracts multiple content items that have a predetermined relationship with each other as second content groups, and the synthesis means batch synthesizes the multiple second content groups extracted into a single content item.
3. The program according to claim 1 or 2, wherein the computer functions as a display means for displaying a display screen that presents each of the contents included in the first content group or the second content group, and the synthesis means, when it receives an instruction from the player to perform synthesis on the display screen, synthesizes the first content group or the second content group into a single content in one batch.
4. The program according to claim 3, wherein the display means presents each content included in the first content group or the second content group, respectively, on the display screen, distinguishing them as source content and material content.
5. The batch synthesis is an evolutionary synthesis that evolves each of the source contents in a batch, and the display means displays the evolved content of each of the source contents on the display screen, the program according to claim 4.
6. The program according to claim 5, wherein the display means displays a screen for increasing the upper limit number if the extraction means is unable to extract the first content group or the second content group.
7. The program according to claim 1, wherein the predetermined relationships are of the same type.
8. The program according to claim 1, wherein the predetermined relationship is the same attribute.
9. The predetermined relationship is that the elements are of the same rarity, according to claim 1.
10. An information processing device comprising: execution means for executing a game that allows a player to acquire content; extraction means for first extracting multiple content items that have a predetermined relationship with each other from the player's owned content if the number of content items owned by the player exceeds an upper limit after the execution of the game; and synthesis means for collectively combining the multiple first content items extracted into a single content item to reduce the number of content items owned by the player.
Citation Information
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