Information processing program, information processing method, information processing system, and game device
The system automates the selection of compatible rental game media in multiplayer RPGs, addressing the inefficiencies in managing game media, thereby enhancing player convenience and game preparation efficiency.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- CYGAMES INC
- Filing Date
- 2025-11-21
- Publication Date
- 2026-06-04
Smart Images

Figure JP2025040757_04062026_PF_FP_ABST
Abstract
Description
Information Processing Program, Information Processing Method, Information Processing System, and Game Device
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device.
[0002] For example, Patent Document 1 proposes a game in which a player battles an enemy character using a character borrowed from another player.
[0003] Japanese Unexamined Patent Application Publication No. 2021-145944
[0004] However, the technique described in Patent Document 1 has room for improvement from the viewpoint of improving the convenience for players.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device capable of improving the convenience for players.
[0006] To solve the above problem, the information processing program includes: a process of storing owned game media associated with a player's player ID as rental game media associated with the player's player ID; a process of receiving a first input from the player to select a game media to be assembled from the owned game media associated with the player's player ID; a process of receiving a second input from the player to specify reservation assembly conditions; a process of storing reservation assembly information, including the game media to be assembled and the reservation assembly conditions, associated with the player's player ID; a process of receiving a game selection operation from the player to select a game type; a process of determining the rental game media associated with each player ID of multiple other players based on predetermined conditions; and a process of executing a identification process to identify the rental game media that satisfies the reservation assembly conditions included in the reservation assembly information from the rental game media determined to be the target. When a rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information is identified, the computer is instructed to perform the following: execute the type of game selected by the game selection operation based on the identified rental game medium and the configured game medium; when there is no rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information, the computer is instructed to receive a third input from the player to select one of the rental game mediums associated with each of the player IDs of multiple other players; and execute the type of game selected by the game selection operation based on the rental game medium selected based on the third input and the configured game medium.
[0007] The reservation configuration conditions include a game media ID for identifying the rental game media, and the process for performing the identification process may identify the rental game media from the rental game media determined as the target that matches the game media ID included in the reservation configuration conditions.
[0008] The rental game media is associated with a parameter value, the reservation scheduling conditions include the value of the parameter value, and the process that performs the specific processing may identify the rental game media from the rental game media determined as the target that is associated with a parameter value equal to or greater than the value included in the reservation scheduling conditions.
[0009] Each rental game medium is associated with an attribute type, the reservation scheduling conditions include the attribute type, and the process that performs the specific processing may identify a rental game medium from the rental game mediums determined as the target that matches the attribute type included in the reservation scheduling conditions.
[0010] The information processing program causes the computer to perform a process of managing friend information, including the player IDs of other players, linked to the player ID of the player, and the process of determining the rental game media linked to the player IDs of multiple other players as the target may determine the target based at least on the friend information linked to the player ID of the player.
[0011] Multiple reservation scheduling conditions can be set, each with a corresponding priority, and the specific processing may be executed in order from the reservation scheduling conditions with the relatively highest priority.
[0012] To solve the above problem, the information processing method is an information processing method performed by one or more computers, wherein the computer performs the following: a process of storing owned game media associated with a player's player ID as rental game media associated with the player's player ID; a process of receiving a first input from the player to select a game media set up from the owned game media associated with the player's player ID; a process of receiving a second input from the player to specify reservation setup conditions; a process of storing reservation setup information, including the game media set up and the reservation setup conditions, associated with the player's player ID; a process of receiving a game selection operation from the player to select a game type; a process of determining the rental game media associated with each of the player IDs of multiple other players as targets based on predetermined conditions; and a process of performing a identification process to identify the rental game media that satisfies the reservation setup conditions included in the reservation setup information from the rental game media determined as targets. When a rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information is identified, the system performs the following: executes the type of game selected by the game selection operation based on the identified rental game medium and the configured game medium; when there is no rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information, the system receives a third input from the player to select one of the rental game mediums associated with each of the player IDs of multiple other players; and executes the type of game selected by the game selection operation based on the rental game medium selected based on the third input and the configured game medium.
[0013] To solve the above problems, the information processing system is an information processing system comprising one or more computers, wherein the computers perform the following: a process of storing owned game media associated with a player's player ID as rental game media associated with the player's player ID; a process of receiving a first input from the player to select a game media set from the owned game media associated with the player's player ID; a process of receiving a second input from the player to specify reservation set conditions; a process of storing reservation set information, including the game media set and the reservation set conditions, associated with the player's player ID; a process of receiving a game selection operation from the player to select a game type; a process of determining the rental game media associated with each of the player IDs of multiple other players as targets based on predetermined conditions; and a process of executing a identification process to identify the rental game media that satisfies the reservation set conditions included in the reservation set information from the rental game media determined as targets. When a rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information is identified, the system performs the following: executes the type of game selected by the game selection operation based on the identified rental game medium and the configured game medium; when there is no rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information, the system receives a third input from the player to select one of the rental game mediums associated with each of the player IDs of multiple other players; and executes the type of game selected by the game selection operation based on the rental game medium selected based on the third input and the configured game medium.
[0014] To solve the above problems, the game device comprises one or more computers, the computer performing the following: a process of storing owned game media linked to a player's player ID as rental game media linked to the player's player ID; a process of receiving a first input from the player to select a game media set up from the owned game media linked to the player's player ID; a process of receiving a second input from the player to specify reservation setup conditions; a process of storing reservation setup information, including the game media set up and the reservation setup conditions, linked to the player's player ID; a process of receiving a game selection operation from the player to select a game type; a process of determining the rental game media linked to each player ID of multiple other players based on predetermined conditions; and a process of performing a identification process to identify the rental game media that satisfies the reservation setup conditions included in the reservation setup information from the rental game media determined to be the target. When a rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information is identified, the system performs the following: executes the type of game selected by the game selection operation based on the identified rental game medium and the configured game medium; when there is no rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information, the system receives a third input from the player to select one of the rental game mediums associated with each of the player IDs of multiple other players; and executes the type of game selected by the game selection operation based on the rental game medium selected based on the third input and the configured game medium.
[0015] According to the present invention, it is possible to improve the convenience for the player.
[0016] Figure 1 is an explanatory diagram showing the general configuration of the information processing system. Figure 2A is a diagram illustrating the hardware configuration of the player terminal. Figure 2B is a diagram illustrating the hardware configuration of the server. Figure 3A is a diagram showing an example of the My Page screen. Figure 3B is a diagram showing an example of the Quest List screen. Figure 4 is a diagram showing an example of the Formation screen. Figure 5 is a diagram showing an example of Supporter Summon Stone information. Figure 6 is the first diagram showing an example of the Supporter Summon Stone Auto Selection screen. Figure 7 is the first diagram showing an example of the Summon Stone Details screen. Figure 8 is the second diagram showing an example of the Supporter Summon Stone Auto Selection screen. Figure 9 is the second diagram showing an example of the Summon Stone Details screen. Figure 10 is the third diagram showing an example of the Supporter Summon Stone Auto Selection screen. Figure 11A is a diagram showing an example of Friend information. Figure 11B is a diagram showing an example of Supporter Summon Stone List information. Figure 12A is a diagram showing an example of the Supporter Selection screen. Figure 12B is a diagram showing an example of the Registration Formation dialog. Figure 13 is a diagram showing an example of the Battle screen. Figure 14 is a functional block diagram of the player terminal. Figure 15 is a functional block diagram of the server. Figure 16 is a sequence diagram illustrating the processing of the player terminal and the server. Figure 17 is a flowchart illustrating the server-side pre-battle start processing. Figure 18 is a flowchart illustrating the terminal-side pre-battle start processing.
[0017] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0018] (Overall Configuration of Information Processing System S) Figure 1 is an explanatory diagram showing the schematic configuration of information processing system S. Information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na. Information processing programs are various programs executed in information processing system S.
[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0020] Server 1000 communicates with multiple player terminals 1. Server 1000 manages the game and stores various information (player information) for each player playing the game. Server 1000 also updates the stored information and controls the game's progress based on operations input from the player terminals 1.
[0021] Communication base station Na is connected to communication network N. Communication base station Na transmits and receives information wirelessly with player terminal 1. Server 1000 is connected to communication network N. Communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc. Communication network N enables wireless or wired communication between player terminal 1 and server 1000.
[0022] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.
[0023] The game implemented by the information processing system S is, for example, a browser game. In a browser game, the player terminal 1 transmits information based on the player's input operations to the server 1000. The server 1000 controls the game's progress based on the received information and causes the player terminal 1 to receive screen information corresponding to the game's progress. The player terminal 1 displays the game screen on its display based on the received screen information. Note that the game implemented by the information processing system S is not limited to a browser game; it may also be an application game in which at least part of the game's progress control is performed by the player terminal 1.
[0024] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of one or more CPUs (Central Processing Units) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0025] Furthermore, as shown in Figure 2B, the server 1000 is configured to include one or more CPUs 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0026] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, memory unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, memory unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0027] The CPU 10 controls the game's progress by running the program stored in the storage device 12. The storage device 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The storage device 12 is connected to the CPU 10 via the bus 14.
[0028] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0029] The memory unit 18 is composed of ROM or RAM and stores various programs and data. In the player terminal 1, the programs or data stored in the memory unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.
[0030] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs or data received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0031] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0032] The output unit 24 includes a display device and a speaker. The output unit 24 may also be a device connected to (externally attached to) the player terminal 1. In this embodiment, the player terminal 1 is equipped with a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.
[0033] (Game Content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be explained using an example. The game of this embodiment is a so-called online RPG (Role-Playing Game), in which multiple players can play the game simultaneously in one game world via a communication network N. Each player is given a main character by the operator. In addition to the main character, players can acquire multiple sub-characters as companions through a lottery or other means. Hereinafter, the main character and the acquired sub-characters will be referred to as companion characters. Players can also possess weapons acquired through a lottery or weapons distributed by the operator. Players can also possess items acquired through a lottery or items distributed by the operator. Specifically, the main character and sub-characters are possessed by linking a character ID that can identify the main character and sub-characters to the player's player ID. Similarly, weapons and items are possessed by linking a weapon ID that can identify weapons and an item ID that can identify items to the player's player ID.
[0034] The game offers various quests. The game progresses when the player accepts a quest, that is, when the player selects a type of quest. Each quest involves a battle between the player's allied characters and enemy characters that are relevant to the quest's content. Winning the battle completes the quest. Note that the number of enemy characters in a battle is not limited to one; there may be multiple enemies. The game content of this embodiment is described in detail below.
[0035] Figure 3A shows an example of the My Page screen. Figure 3B shows an example of the Quest List screen. When the player terminal 1 accesses the server 1000 and logs in, the game starts. When the game starts, the My Page screen shown in Figure 3A is displayed on the display 26 of the player terminal 1. The My Page screen is provided with multiple control sections, such as tabs, that the player can operate. In addition, various screens other than the My Page screen, which will be described later, are also provided with control sections that the player can operate.
[0036] As shown in Figure 3A, a frame bar 30 is displayed at the bottom of the display 26 on the My Page screen. The frame bar 30 is also displayed when the screen displayed on the display 26 changes to a screen other than the My Page screen. The frame bar 30 has a My Page tab 30a labeled "My Page", a Reload tab 30b labeled "Reload", and a Back tab 30c labeled "Back".
[0037] When the My Page tab 30a is operated, the My Page screen is displayed, and the user can return to the My Page screen from any other screen. When the Reload tab 30b is operated, the screen currently displayed on the display 26 is reloaded and updated. When the Back tab 30c is operated, the user can return to the screen that was displayed immediately before the screen currently displayed on the display 26.
[0038] As shown in Figure 3A, a menu tab 31a labeled "Menu" is displayed in the upper right corner of the My Page screen. When the menu tab 31a is operated, a menu screen (not shown) is displayed. The player can make various game-related settings on the menu screen.
[0039] As shown in Figure 3A, the My Page screen displays a Formation tab 32a labeled "Formation", an Enhancement tab 32b labeled "Enhance", a Gacha tab 32c labeled "Gacha", and a Quest tab 32d labeled "Quest".
[0040] When the enhancement tab 32b is operated, an enhancement screen (not shown) is displayed. On the enhancement screen, the possessed characters, weapons, and items can be enhanced according to predetermined rules. By enhancing the characters, weapons, and items, the player can increase the levels set for the characters, weapons, and items. Various parameters are set for the characters, weapons, and items, and the parameters increase by enhancement. By increasing the parameters of the characters, weapons, and items, the player can proceed with the battle advantageously.
[0041] When the gacha tab 32c is operated, a gacha screen (not shown) is displayed. On the gacha screen, in-game currency can be consumed to obtain characters, weapons, and items by lottery. Also, when a specific type of weapon is obtained for the first time, a sub-character corresponding to the specific type of weapon can be obtained. The obtained sub-character can be added to the party.
[0042] As shown in FIG. 3A, AP (active points) is displayed near the quest tab 32d. AP is the points required to execute a quest, and the player consumes AP to execute a quest. AP is restored over time or by consuming a predetermined item.
[0043] When the quest tab 32d is operated, the quest list screen shown in FIG. 3B is displayed. On the quest list screen, a quest selection tab 33 is displayed. Information related to executable quests is displayed on the quest selection tab 33.
[0044] Quests include main quests related to the progress of the main story, arbitrarily set free quests, etc. The quest selection tab 33 is displayed for each executable quest. When there are multiple executable quests, they are arranged and displayed in the downward direction on the quest list screen. When there are many quests, all quests can be displayed by scrolling the quest list screen downward.
[0045] When the editing tab 32a is operated on the my page screen of FIG. 3A, an editing screen is displayed. FIG. 4 is a diagram showing an example of the editing screen. On the editing screen, a party to be used in quest battles can be edited. The party is edited with a main member who is a starting member in battles and a sub member corresponding to a substitute. The main member is composed of a total of four characters, namely the protagonist character and three sub characters. The sub member is composed of two sub characters. In battle, when any one of the characters of the main member becomes unable to fight, the sub characters of the sub member are replenished in the battle.
[0046] As shown in FIG. 4, a main member display section 40 is displayed at the upper part of the editing screen. In the main member display section 40, an image of the main member and various statuses of the main member are displayed. In the example shown in FIG. 4, as various statuses of the main member, parameter values of HP (Hit Points) and attack power are displayed. Note that as various statuses of the main member, rarity, level, defense power, etc. may be displayed.
[0047] Further, an operation section display area 50 is displayed at the lower part of the main member display section 40. In the operation section display area 50, a character operation section 52 marked with "Character", a weapon operation section 54 marked with "Weapon", and a summoning stone operation section 56 marked with "Summoning Stone" are provided.
[0048] Further, an editing content display area 60 is displayed at the lower part of the operation section display area 50. When the character operation section 52 is tapped, the character operation section 52 is highlighted, and in the editing content display area 60, a change operation for changing the editing content of the main member and the sub member is accepted. The player can select the characters to be edited for the main member and the sub member by performing a change operation of operating various operation sections displayed in the editing content display area 60. Hereinafter, the main member and the sub member are collectively referred to as members.
[0049] Furthermore, the player can equip weapons and other items to members on the formation screen. When the weapon control unit 54 is tapped, the weapon control unit 54 is highlighted, and the formation display area 60 accepts a change operation to change the contents of the weapons equipped to the members. The player can select the weapons to be equipped to the members of the party by performing change operations on the various control units displayed in the formation display area 60.
[0050] Furthermore, the party can equip members with summon stones, which are items usable in quests. When the summon stone operation unit 56 is tapped, as shown in Figure 4, the summon stone operation unit 56 is highlighted, and a change operation to change the contents of the summon stones equipped to the members is accepted in the party composition display area 60. In this embodiment, the player can compose a total of six summon stones to equip to the members. Of the six summon stones that the player can compose, some (five in this embodiment) must be selected from the summon stones that the player possesses. In addition, of the six summon stones that the player can compose, the other part (one in this embodiment) must be selected from the summon stones that other players have set as supporter summon stones. Details about supporter summon stones will be described later.
[0051] As shown in Figure 4, five summon stone display frames 62 are displayed in the formation display area 60. When a summon stone display frame 62 is tapped, a selection screen (not shown) is displayed, showing a list of icons corresponding to the summon stones the player possesses. By tapping any of the icons displayed on this selection screen, the player can select a summon stone.
[0052] When a player selects a summon stone, an image representing the selected summon stone is displayed in the corresponding summon stone display frame 62. Below each summon stone display frame 62, the various stats of the summon stone set in that frame are displayed. In the example shown in Figure 4, the summon stone's stats include the HP (Hit Points) parameter value and the attack power parameter value. Other stats such as attribute, rarity, level, and defense power may also be displayed.
[0053] The party composition, including members, weapons, and summon stones, as described above, is stored as a registered party. Multiple registered parties may be stored.
[0054] In this embodiment, a function is provided for sharing summon stones among players. Players can set a supporter summon stone (loaned game medium) from among the summon stones they own (owned game medium) that other players can use in battle. In other words, players can set a summon stone to lend to other players. In this embodiment, there are six attributes for summon stones: "Fire," "Water," "Earth," "Wind," "Light," and "Dark." There are a total of seven slots for setting supporter summon stones: six slots corresponding to the six attributes mentioned above, and one slot that does not depend on the attribute ("Free"). Up to two summon stones can be set as supporter summon stones in each of these seven slots. Players can change the summon stone set as a supporter summon stone from among the summon stones they own in a menu screen (not shown).
[0055] Figure 5 shows an example of supporter summon stone information. When a player sets a supporter summon stone, the supporter summon stone information stored in server 1000 is updated. As shown in Figure 5, the supporter summon stone information is associated with a player ID used to identify the player. The player ID is used to identify the player and is unique to each player.
[0056] Furthermore, the supporter summon stone information is linked to a summon stone ID that identifies the supporter summon stone set in each slot by the player. In addition, the supporter summon stones set by the player are associated with and stored various stats (HP, attack power, attribute, rarity, level, defense power, etc.) similar to those of the summon stones the player possesses.
[0057] As described above, in this embodiment, one of the six summon stones that a player can assemble must be selected from among the summon stones that other players have set as supporter summon stones. As will be explained in more detail later, in this embodiment, the player can select a supporter summon stone immediately before the start of a battle. For example, if multiple battles are performed consecutively, the player will have to select a supporter summon stone many times, which may reduce the player's convenience.
[0058] In this embodiment, an automatic supporter summon stone selection function is provided. When using the automatic supporter summon stone selection function, the selection of supporter summon stones immediately before the start of battle can be performed automatically. This improves the convenience for the player.
[0059] Returning to Figure 4, at the bottom of the formation display area 60, the supporter auto-selection operation unit 64 labeled "Supporter Auto-Selection" is displayed. When the supporter auto-selection operation unit 64 is tapped, the supporter summon stone auto-selection screen is displayed.
[0060] Figure 6 is the first diagram showing an example of the supporter summon stone automatic selection screen. On the supporter summon stone automatic selection screen, the detailed contents of the supporter summon stone automatic selection function can be set. As shown in Figure 6, an explanatory display section 70 is displayed at the top of the supporter summon stone automatic selection screen, which reads, "By setting a summon stone and turning on automatic selection, a supporter summon stone will be automatically selected." The explanatory display section 70 is also provided with an automatic setting operation section 70a. When the automatic setting operation section 70a is tapped, the display mode of the automatic setting operation section 70a switches, and the state of the supporter summon stone automatic selection function switches between enabled and disabled. Figure 6 shows the case when the supporter summon stone automatic selection function is set to the enabled state.
[0061] Furthermore, three setting frames 74 are displayed at the bottom of the explanatory display section 70. Each setting frame 74 has a predetermined priority. Specifically, the setting frame 74 labeled "Setting 1" has the highest priority, followed by the setting frame 74 labeled "Setting 2," and the setting frame 74 labeled "Setting 3" has the lowest priority.
[0062] In this embodiment, the case where there are three setting frames 74 is shown, but the number of setting frames 74 can be one or more, and may be two or four or more.
[0063] In the example shown in Figure 6, no summon stones are set in the setting frame 74 labeled "Setting 1" and the setting frame 74 labeled "Setting 3". The setting frame 74 in which no summon stones are set displays an image labeled "Not Set".
[0064] The example shown in Figure 6 illustrates the case where a summon stone is set only in the setting slot 74 labeled "Setting 2". In the setting slot 74 where a summon stone is set, an image of the set summon stone and various statuses of the set summon stone are displayed. The example shown in Figure 6 illustrates the case where the rarity (number of stars) and level are displayed as the status of the summon stone.
[0065] Furthermore, as shown in Figure 6, a setting cancellation operation unit 76 is displayed in the setting slot 74 where a summon stone is set. When the setting cancellation operation unit 76 is tapped, the setting of the summon stone for the corresponding setting slot 74 is canceled, and it becomes unset. Note that when using the supporter summon stone automatic selection function, it is not necessary to set a summon stone in all of the setting slots 74; a summon stone may be set in only one of the three setting slots 74 (for example, only the setting slot 74 labeled "Setting 1"). Also, even when not using the supporter summon stone automatic selection function, it may still be possible to set a summon stone in each setting slot 74.
[0066] In this embodiment, each summon stone is associated with multiple level cap increases. Players can increase the level of summon stones according to predetermined rules. However, each level cap increase for summon stones has a set upper limit for the level they can reach. In this embodiment, as the level cap increase increases, the rarity of the summon stone increases, and the upper limit for the level they can reach also increases. Furthermore, when a summon stone's level cap is increased to a predetermined level, new effects are added to the summon stone. In other words, the higher the level cap increase and the higher the level of the summon stone, the more advantageous it is for the player.
[0067] Below the setting frame 74, a summon stone display area 80 is displayed. The summon stone display area 80 displays a list of icons 82 indicating the summon stones that can be set in each setting frame. Icons 82 corresponding to summon stones that are already set in any of the setting frames 74 are displayed in a way that makes them unselectable. Specifically, as shown in Figure 6, an image labeled "Selected" and an image labeled "Setting 2" that identifies the type of setting frame 74 are displayed. Icons 82 corresponding to summon stones that are not yet set in a setting frame 74 are displayed in a way that makes them selectable.
[0068] In this embodiment, the summon stones that can be set in the setting slot 74 are the same for all players, regardless of whether the player actually possesses them or not. However, the types of summon stones that can be set in the setting slot 74 may differ for each player.
[0069] Furthermore, in this embodiment, in addition to the type of summon stone, it is possible to set the upper limit release stage and the lower limit of the level of the summon stone in the setting slot 74.
[0070] The summon stone display area 80 displays a filtering operation section 84 and a detailed operation section 86. When the filtering operation section 84 is tapped, a filtering dialog (not shown) is displayed. In the filtering dialog, it is possible to set filtering conditions according to the upper limit unlock stage and level of the summon stone. As shown in Figure 6, the contents of the filtering conditions set in the filtering dialog are displayed in the filtering operation section 84.
[0071] Furthermore, when the detailed operation unit 86 is tapped, a detailed dialog box (not shown) is displayed. In the detailed dialog box, it is possible to set sorting conditions for summon stones and more detailed filtering conditions.
[0072] When filtering or sorting conditions are set in the filtering dialog or details dialog, the icons 82 displayed in the summon stone display area 80 are filtered or sorted according to the settings. This improves the convenience for players when searching for their desired summon stone.
[0073] Furthermore, a control panel 88 labeled "Go to Formation TOP" is provided at the bottom of the summon stone display area 80. When the control panel 88 is tapped, the formation screen shown in Figure 4 is displayed.
[0074] The following explains the process of setting a summon stone in the setting slot 74 labeled "Setting 1". To set a summon stone in any of the setting slots 74, the player taps the setting slot 74 they want to set it in. Figure 6 shows what happens when the setting slot 74 labeled "Setting 1" is tapped. At this time, the tapped setting slot 74, in this case the setting slot 74 labeled "Setting 1", is highlighted.
[0075] Then, when one of the selectable icons 82 displayed in the summon stone display area 80 is tapped, the summon stone details screen corresponding to the tapped icon 82 is displayed.
[0076] Figure 7 is the first diagram showing an example of the summon stone details screen. As shown in Figure 7, the status display section 90 is displayed at the top of the summon stone details screen. The status display section 90 displays the image of the summon stone selected by the player, as well as various stats. In the example shown in Figure 4, the various stats of the summon stone include the HP (Hit Points) parameter value, the attack power parameter value, rarity (number of stars), and level. In addition, the detailed information display section 92 is displayed at the bottom of the summon stone details screen. The detailed information display section 92 displays detailed information such as the various effects set for the summon stone selected by the player.
[0077] Furthermore, between the status display unit 90 and the detailed information display unit 92, there is a cancel operation unit 94 labeled "Cancel" and a setting operation unit 96 labeled "Set". In addition, below the detailed information display unit 92, there is an operation unit 98 labeled "Return to automatic selection of supporter summon stone".
[0078] When the cancel operation unit 94 or operation unit 98 is tapped, the summon stone details screen is hidden and the supporter summon stone automatic selection screen (Figure 6) is displayed. In this case, the summon stone is not set in the setting slot 74 of "Setting 1" selected by the player.
[0079] Furthermore, when the setting operation unit 96 is tapped, the summon stone selected by the player, that is, the summon stone displayed on the summon stone details screen, is set in the setting slot 74 of "Setting 1" selected by the player. When a summon stone is set in the setting slot 74, the summon stone ID for identifying the set summon stone and the values of the various stats of the set summon stone are stored. Then, the summon stone details screen is hidden, and the supporter summon stone automatic selection screen (Figure 8) is displayed.
[0080] Figure 8 is a second diagram showing an example of the automatic supporter summon stone selection screen. As described above, when a new summon stone is set in the setting frame 74 of "Setting 1", an image of the newly set summon stone and various statuses of the set summon stone are displayed in the setting frame 74 of "Setting 1", as shown in Figure 8. In addition, in the summon stone display area 80, icons 82 corresponding to the summon stones set in the setting frames 74 of "Setting 1" and "Setting 2" are displayed in a non-selectable manner.
[0081] Next, we will explain the process of changing the summon stone set in the setting frame 74 of "Setting 1". As shown in Figure 8, when the setting frame 74 of "Setting 1" is tapped and selected, and one of the selectable icons 82 displayed in the summon stone display area 80 is tapped, the summon stone details screen (Figure 9) corresponding to the tapped icon 82 is displayed.
[0082] Figure 9 is a second diagram showing an example of the summon stone details screen. As shown in Figure 9, the status display section 90 of the summon stone details screen displays the image of the summon stone selected by the player, as well as various stats. The detailed information display section 92 of the summon stone details screen displays detailed information such as the various effects set for the summon stone selected by the player. When the setting operation section 96 is tapped, the summon stone selected by the player, that is, the summon stone displayed on the summon stone details screen, is set in the setting frame 74 of "Setting 1" selected by the player. The summon stone details screen is then hidden, and the supporter summon stone automatic selection screen (Figure 10) is displayed.
[0083] Figure 10 is a third diagram showing an example of the automatic supporter summon stone selection screen. As described above, when the summon stone set in the setting frame 74 of "Setting 1" is changed, an image of the newly set summon stone and various statuses of the set summon stone are displayed in the setting frame 74 of "Setting 1," as shown in Figure 10. In addition, in the summon stone display area 80, icons 82 corresponding to the summon stones set in the setting frames 74 of "Setting 1" and "Setting 2" are displayed in a non-selectable state.
[0084] Figure 11A shows an example of friend information. In this embodiment, players can set up friends on the menu screen. In the friend settings, players can register friends with other players. Friend registration is done when a player sends a friend request to another player and the other player accepts the friend request, or when a player accepts a friend request sent from another player.
[0085] Once friend registration is complete, the player IDs of other players who have been registered as friends will be linked and stored as part of the friend information stored on server 1000, associated with each player's player ID.
[0086] Figure 11B shows an example of supporter summon stone list information. Server 1000 sets the supporter summon stone list information when a predetermined timing arrives and stores it in association with the player's player ID. The predetermined timing for setting the supporter summon stone list information can be set, for example, at predetermined time intervals (for example, every two hours). However, the predetermined timing for setting the supporter summon stone list information can also be set to a predetermined trigger, for example, when the player logs into the game or when the player taps the quest selection tab 33 (Figure 3B).
[0087] As shown in Figure 11B, the supporter summon stone list information has 10 slots, numbered 001 to 010. Each slot stores the player ID of another player who has been designated as the player's supporter, a friend identifier indicating whether or not that other player is registered as a friend of the player, and a summon stone ID to identify the summon stone that that other player has set as their supporter summon stone. In Figure 11B, if "1" is stored as the friend identifier, it indicates that the player is registered as a friend, and if "0" is stored as the friend identifier, it indicates that the player is not registered as a friend.
[0088] In this embodiment, six supporter slots, numbered 001 to 006, are set as friend priority slots. For example, when a predetermined timing arrives for setting the supporter summon stone list information, the server 1000 selects six players as supporters by lottery from other players who are friends with the player. The server 1000 also selects four players as supporters by lottery from other players who are not friends with the player. If the number of other players who are friends with the player is less than the number of friend priority slots, the server 1000 may select all other players who are friends with the player as supporters without performing a lottery. The supporter summon stone list information can be set based on predetermined conditions set in advance, and is not limited to the above example.
[0089] The following describes the process leading up to the start of a battle when the automatic selection of supporter summon stones is disabled. When the automatic selection of supporter summon stones is disabled, and any of the quest selection tabs 33 in Figure 3B are operated (game selection operation), the supporter selection screen will be displayed.
[0090] Figure 12A shows an example of a supporter selection screen. As shown in Figure 12A, the top of the supporter selection screen displays display switching tabs 100, each corresponding to the supporter summon stone setting slot, labeled "Fire," "Water," "Earth," "Wind," "Light," "Dark," and "Free." Below the display switching tabs 100, the supporter display area 110 is displayed.
[0091] As shown in Figure 12A, the supporter display area 110 displays a list of selection tabs 112 for each summon stone that other players who have been set as supporters have set as their supporter summon stone. In Figure 12A, the display switching tab 100 labeled "Wind" is selected. In this case, the selection tabs 112 are displayed in a list for each summon stone that other players who have been set as supporters have set as their supporter summon stone in the "Wind" setting slot of the supporter summon stone.
[0092] As shown in Figure 12A, each selection tab 112 displays the player name of the other player set as a supporter, various statuses of that other player, and an image identifying whether or not that other player is registered as a friend. In addition, each selection tab 112 displays an image of a summon stone, various statuses of that summon stone, and detailed information such as the various effects set for that summon stone.
[0093] Furthermore, as shown in Figure 12A, an automatic selection operation unit 114 labeled "Automatic Selection" is provided at the top of the display switching tab 100. When the automatic selection operation unit 114 is tapped, the supporter summon stone automatic selection screen (Figure 6) is displayed, and as described above, it becomes possible to configure settings related to the supporter summon stone automatic selection function.
[0094] In this embodiment, of the six summon stones that a player can assemble, one must be selected from among the summon stones that another player set as a supporter has set as a supporter summon stone. A player can select a supporter summon stone to assemble by tapping one of the selection tabs 112 displayed in the supporter display area 110. When a selection tab 112 is tapped, the registration assembly screen is displayed.
[0095] Figure 12B shows an example of the registration and formation screen. As shown in Figure 12B, the registered party display section 120 is displayed at the top of the registration and formation screen. The registered party display section 120 displays various images representing the registered party that the player has set in advance on the formation screen as described above. The example shown in Figure 12B shows a case where the main members, sub-members, some weapons, and some summon stones of the registered party are displayed. It is also possible to switch to another pre-set registered party on the registration and formation screen. Furthermore, it is possible to display the formation screen (Figure 4) by tapping the registered party display section 120 and edit the contents of the registered party. In this case, an operation section for transitioning from the formation screen to the registration and formation screen may be displayed on the formation screen.
[0096] Furthermore, as shown in Figure 12B, a Supporter Summon Stone Display Unit 122 is displayed below the Registered Party Display Unit 120. The Supporter Summon Stone Display Unit 122 displays detailed information corresponding to the selection tab 112 selected by the player, including the player name of the other player set as a supporter, various statuses of that other player, an image identifying whether or not that other player is registered as a friend, an image showing the summon stone, various statuses of that summon stone, and various effects set for that summon stone.
[0097] Furthermore, as shown in Figure 12B, the bottom of the registration screen is provided with a cancel operation section 124 labeled "Cancel" and a confirm operation section 126 labeled "OK".
[0098] When the cancel operation unit 124 is tapped, the registration and formation screen is hidden. The selection made by the player on the selection tab 112 is then canceled, and the supporter selection screen (Figure 12) is displayed.
[0099] Furthermore, when the decision operation unit 126 is tapped, it is decided that the battle will start with the formation displayed on the registered formation screen, and the battle screen (Figure 13) is displayed.
[0100] Next, we will explain the process leading up to the start of a battle when the automatic supporter summon stone selection function is enabled. When the automatic supporter summon stone selection function is enabled and any of the quest selection tabs 33 in Figure 3B are operated, an automatic selection process is executed to automatically select a supporter summon stone based on the settings of the automatic supporter summon stone selection function.
[0101] In this embodiment, there are certain usage restrictions when using supporter summon stones. Specifically, for example, a supporter summon stone belonging to another player set as a friend can be used up to 30 times consecutively, and after 30 consecutive uses, it becomes impossible to use for a certain period of time (for example, 1 hour). Also, a supporter summon stone belonging to another player not set as a friend becomes impossible to use for a certain period of time (for example, 1 hour) after being used once. Therefore, it is basically preferable to use supporter summon stones belonging to other players set as friends consecutively.
[0102] In the automatic selection process, a supporter summon stone may be automatically selected based on the following decision process executed on server 1000. However, the automatic selection process may also be executed on player terminal 1.
[0103] Decision Process (1) If the supporter summon stone used in the previous battle belongs to another player who is registered as a friend, and if that supporter summon stone meets the settings of the automatic supporter summon stone selection function and can be used consecutively, then it is decided to use that supporter summon stone.
[0104] Specifically, the conditions for satisfying the settings of the automatic supporter summon stone selection function are when the supporter summon stone matches the summon stone ID of the summon stone set in setting slot 74, and the value of the predetermined status of the supporter summon stone is equal to or greater than the value of the predetermined status of the summon stone set in setting slot 74. In this embodiment, the predetermined status is set to be rarity (number of stars) and level.
[0105] Furthermore, on the Supporter Summon Stone Automatic Selection screen (Figure 10), checkboxes labeled "Include higher values" and "Exact match values only" may be provided for predetermined stats. For example, if the checkbox labeled "Include higher values" is selected, a Supporter Summon Stone will be treated as satisfying the settings of the Supporter Summon Stone Automatic Selection function if it matches the Summon Stone ID of the Summon Stone set in setting slot 74, and the value of the predetermined stat of that Supporter Summon Stone is equal to or greater than the value of the predetermined stat of the Summon Stone set in setting slot 74. Also, if the checkbox labeled "Exact match values only" is selected, a Supporter Summon Stone will be treated as satisfying the settings of the Supporter Summon Stone Automatic Selection function if it matches the Summon Stone ID of the Summon Stone set in setting slot 74, and the value of the predetermined stat of that Supporter Summon Stone matches the value of the predetermined stat of the Summon Stone set in setting slot 74.
[0106] Furthermore, on the supporter summon stone automatic selection screen (Figure 10), only the values of the summon stones' predetermined stats may be set in the setting slot 74. For example, if the checkbox labeled "Include higher values" is selected, the supporter summon stone's predetermined stat value should be treated as satisfying the settings of the supporter summon stone automatic selection function if it is greater than or equal to the predetermined stat value of the summon stone set in the setting slot 74. Also, for example, if the checkbox labeled "Only exact match values" is selected, the supporter summon stone's predetermined stat value should be treated as satisfying the settings of the supporter summon stone automatic selection function if it matches the predetermined stat value of the summon stone set in the setting slot 74. In other words, the search conditions in the supporter summon stone automatic selection function do not need to include the summon stone ID.
[0107] Furthermore, in the supporter summon stone automatic selection screen (Figure 10), only the type of summon stone, i.e., the summon stone ID, may be set in the setting slot 74. In this case, supporter summon stones with a summon stone ID that matches the summon stone ID set in the setting slot 74 should be treated as satisfying the settings of the supporter summon stone automatic selection function. In other words, the search conditions in the supporter summon stone automatic selection function do not need to include the predetermined status of the summon stone.
[0108] Furthermore, in the supporter summon stone automatic selection screen (Figure 10), only the attribute of the summon stone may be set in the setting slot 74. In this case, supporter summon stones with attributes that match the attribute of the summon stone set in the setting slot 74 should be treated as satisfying the settings of the supporter summon stone automatic selection function. In other words, the search conditions in the supporter summon stone automatic selection function do not need to include the summon stone ID or the predetermined status of the summon stone.
[0109] Decision Processing (2) If no supporter summon stone is determined in Decision Processing (1), refer to the supporter summon stone list information in Figure 11B and list the supporter summon stones set for each attribute ("Fire", "Water", "Earth", "Wind", "Light", "Dark", "Free").
[0110] Decision Processing (3) From the summon stones listed in Decision Processing (2) that are set to the predetermined attribute, search for a supporter summon stone that satisfies the setting content set in setting frame 74 of "Setting 1". The predetermined attribute is set to the attribute tab of the supporter summon stone selected by the player at the time the selected battle has been conducted before. If the selected battle has not been conducted before, the attribute tab of the supporter summon stone selected by the player in the most recent battle may be set to the predetermined attribute.
[0111] Decision Processing (4) If the search in Decision Processing (3) finds a supporter summon stone that meets the settings set in setting slot 74, it is decided to use the supporter summon stone with the highest limit break stage among them. If there are multiple supporter summon stones with the highest limit break stage, it is decided to prioritize using the supporter summon stone of another player who has been registered as a friend. At this time, it is also decided whether the predetermined stats of the selected supporter summon stone are the maximum values that can be taken in the game, and if the predetermined stats are the maximum values, the subsequent decision processing may be omitted.
[0112] Decision Processing (5) If no supporter summon stone matching the settings in setting slot 74 is found in the search in Decision Processing (3), the search is performed on the list of supporter summon stones set to "Free".
[0113] Decision Processing (6) If no supporter summon stone matching the settings in setting slot 74 is found in the search in Decision Processing (5), the search is performed on the list of supporter summon stones set for all remaining attributes, starting with "Fire".
[0114] Decision Process (7) If no result is found in the search in Decision Process (6), the decision processes from Decision Process (3) to Decision Process (6) are repeated for the summon stone set in setting slot 74 of "Setting 2".
[0115] Decision Process (8) If no result is found in the search in Decision Process (7), the decision processes from Decision Process (3) to Decision Process (6) are repeated for the summon stone set in setting slot 74 of "Setting 3".
[0116] In the above decision processes (1) to (8), if a supporter summon stone is automatically determined, the display of the supporter selection screen (Figure 12A) is omitted, and the registration formation screen (Figure 12B) is displayed based on the automatically determined supporter summon stone.
[0117] On the other hand, if a supporter summon stone is not automatically determined in the above determination processes (1) to (8), the supporter selection screen (Figure 12A) is displayed, and the player's tap on the selection tab 112 is accepted. In this embodiment, the supporter summon stone list information used to determine the supporter summon stone in the automatic supporter summon stone selection function and the supporter summon stone list information referenced to display the supporter selection screen (Figure 12A) have the same content. However, the supporter summon stone list information used to determine the supporter summon stone in the automatic supporter summon stone selection function and the supporter summon stone list information referenced to display the supporter selection screen may have different content.
[0118] When the automatic supporter summon stone selection function is enabled, the supporter summon stone can be automatically determined as described above. For example, when performing multiple battles consecutively, the player does not need to select a supporter summon stone each time. This greatly improves the convenience for the player.
[0119] Furthermore, if the player manually selects a supporter summon stone without using the automatic supporter summon stone selection function, the player terminal 1 needs to communicate with the server 1000 to obtain the supporter summon stone list information (Figure 11B) associated with the player ID in order to display the supporter selection screen (Figure 12A). Also, if the player manually selects a supporter summon stone without using the automatic supporter summon stone selection function, the player terminal 1 needs to communicate with the server 1000 to send information to identify the supporter summon stone corresponding to the selection tab 112 selected by the player's input. On the other hand, when using the automatic supporter summon stone selection function of this embodiment, it is possible to omit the display of the supporter selection screen (Figure 12A), thereby reducing the amount of data communication between the player terminal 1 and the server 1000 regarding the selection of a supporter summon stone.
[0120] Furthermore, it becomes possible to prioritize and continuously use the supporter summon stones of other players set as friends in order to fill the summon stone slot 74. This also reduces the risk of imposing usage restrictions on all supporter summon stones of other players set as friends.
[0121] Furthermore, by prioritizing the search from attribute tabs that make it easier to find summon stones set in setting slot 74, it is possible to reduce the processing load of the search.
[0122] Furthermore, if the automatic supporter summon stone selection function is enabled, and the registered party display unit 120 is tapped to display the formation screen (Figure 4), and then the user transitions back to the registered formation screen from this formation screen, the automatic selection process described above may be executed again. In this case, for example, if the supporter summon stone list information (Figure 11B) has been updated, the automatic selection process will be executed again, which may change the summon stone selected by the automatic supporter summon stone selection function.
[0123] Figure 13 shows an example of a battle screen. As shown in Figure 13, the upper half of the battle screen displays allied characters 151a and enemy characters 151b. At the start of the battle, the main members of the party are displayed as allied characters 151a. Figure 13 also illustrates the case where there is one enemy character 151b.
[0124] Each enemy character 151b and each ally character 151a has a parameter value (for example, an HP value) related to life (or stamina) (specifically, HP (Hit Points)). When the HP value of enemy character 151b decreases and reaches a predetermined limit (for example, 0), enemy character 151b disappears (is removed from the screen).
[0125] When all enemy characters 151b on the battle screen are eliminated, the battle is won and the quest is cleared. Upon clearing the quest, the player receives a reward. Additionally, if any of the allied characters 151a reach a predetermined limit (for example, 0), that character becomes incapacitated. Incapacitated characters are removed from the battle screen, and if there are substitute members, those substitute members appear on the battle screen.
[0126] Furthermore, the determination of whether enemy character 151b survives or disappears is not limited to its HP value, but may also be based on, for example, an HP percentage (parameter percentage) that represents the ratio of the remaining HP value to the maximum HP value. The HP percentage represents the ratio of the remaining HP and may be expressed as a percentage. For example, the HP percentage of enemy character 151b may decrease, and when the HP percentage reaches a percentage corresponding to a limit value (for example, 0%), the enemy character 151b may disappear.
[0127] Furthermore, the parameters related to the enemy character 151b's life are not limited to HP; for example, they could be the damage taken by the enemy character 151b. In this case, the determination of whether the enemy character 151b survives or disappears may be based on the total damage taken, which is calculated by accumulating the damage taken. For example, if the total damage taken by the enemy character 151b increases and reaches a predetermined limit (for example, a value corresponding to the maximum HP), the enemy character 151b may disappear.
[0128] Furthermore, the determination of whether enemy character 151b survives or disappears may be made based on the total damage taken ratio, which represents the ratio of the total damage taken to the maximum HP. The total damage taken ratio may be expressed as a percentage. For example, if the total damage taken ratio of enemy character 151b increases and reaches a ratio corresponding to a limit value (e.g., 100%), the enemy character 151b may disappear.
[0129] As shown in Figure 13, the battle screen displays a normal attack tab 152 labeled "Attack". The normal attack tab 152 is located, for example, below the screen of an ally character 151a. The normal attack tab 152 accepts input indicating the player's action (for example, an attack).
[0130] Battles are basically turn-based. When the normal attack tab 152 is operated, allied character 151a attacks enemy character 151b, and then enemy character 151b takes an action, completing one turn. When allied character 151a attacks enemy character 151b, enemy character 151b's HP value changes based on that attack.
[0131] When enemy character 151b attacks ally character 151a, ally character 151a's HP value changes based on that attack. After that, no turn passes until the normal attack tab 152 is operated again, and during that time enemy character 151b does not perform any actions.
[0132] Additionally, the lower half of the battle screen displays an ability selection tab 153a, a summon stone selection tab 153b, and a recovery tab 153c labeled "Recovery." The ability selection tab 153a is displayed for each ally character 151a shown in the upper half of the screen. Once the ability selection tab 153a is operated and the type of ability to be activated is determined, the ally character 151a activates the selected ability.
[0133] While the details of the abilities are omitted here, when an ability is activated, the special effects of the activated ability are applied to either enemy character 151b or ally character 151a. Each ability has a set number of turns until it can be activated again after its initial activation.
[0134] When the summon stone selection tab 153b is operated, the type of summon stone to be used can be selected. Once the summon stone to be used is decided, the summon action is executed. In the summon action, the summon character, which is a character associated with the decided summon stone, is summoned, and the summon character attacks the enemy character 151b. Note that the summon action can only be performed once per turn.
[0135] When the recovery tab 153c is operated and the type of recovery item to be used is determined, the HP value of the allied character 151a is restored by the determined recovery item.
[0136] Note that activating abilities, using summon stones, or using healing items does not end a turn. Each turn ends when an attack is performed by operating the Normal Attack tab 152. In other words, players can activate abilities, use summon stones, or use healing items before operating the Normal Attack tab 152. This allows players to perform normal attacks, activate abilities, use summon stones, and use healing items in a single turn.
[0137] As shown in Figure 13, the HP gauge 155 of the enemy character 151b is displayed at the top of the battle screen. The HP gauge 155 is an image that shows the percentage of HP of the enemy character 151b. The HP gauge 155 is displayed as a bar that extends horizontally across the screen. The HP gauge 155 is displayed in a predetermined color. The predetermined color is, for example, red, but it can be set to any color. The left edge of the screen of the HP gauge 155 corresponds to the HP percentage corresponding to the limit value (for example, 0%). In Figure 13, the HP gauge 155 is displayed when the HP percentage is 100%. As the HP percentage decreases, the right edge of the screen of the HP gauge 155 moves to the left side of the screen, and the length of the HP gauge 155 is shortened. By displaying the HP gauge 155 on the battle screen, the player can easily recognize the HP status of the enemy character 151b.
[0138] The actions of enemy character 151b are broadly divided into normal actions and special actions. All actions other than special actions are considered normal actions. Special actions have characteristics such as being more powerful, having a wider attack range, or performing more attacks than normal actions.
[0139] Special actions are managed in association with the parameter values (e.g., HP value) or parameter percentages (percentages based on the maximum parameter value; e.g., HP percentage) of the enemy character 151b. Special actions are executed based on the fulfillment of specific conditions. These specific conditions may include, for example, the operation of the normal attack tab 152 and the enemy character 151b's parameter values or parameter percentages reaching a predetermined specific value.
[0140] Then, during the repetition of one turn in the battle game, if the HP of enemy character 151b reaches 0, the battle game's termination condition is met, and the battle game ends with the player's victory.
[0141] The following describes the processing performed by the player terminal 1 and server 1000 to realize the above game, as well as the functional units that carry out each of these processes. Note that the following description will focus specifically on the processing related to the automatic selection of supporter summon stones, and other processes will be omitted from the explanation.
[0142] (Functional parts of player terminal 1) Figure 14 is a functional block diagram of player terminal 1. The storage device 12 of player terminal 1 is provided with a program storage area 12a and a data storage area 12b. When the game starts or the browser is launched, the CPU 10 stores a program (module) that controls the browser in the program storage area 12a.
[0143] The program that controls the browser includes the game execution control program 200. Note that the programs listed in Figure 14 are just examples; many other programs are also included in the browser control program.
[0144] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. The CPU 10 then operates each program stored in the program storage area 12a, thereby causing the player terminal 1 (computer) to function as a terminal control unit 1A. In other words, the player terminal 1 is an information processing device equipped with a terminal control unit 1A that performs processing of various information processing programs. The terminal control unit 1A includes a game execution control unit 200a.
[0145] Specifically, the CPU 10 runs the game execution control program 200, causing the computer to function as a game execution control unit 200a.
[0146] The data storage area 12b is equipped with a game information storage unit 201 and a player information storage unit 202 as storage units for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 12b is equipped with many other storage units.
[0147] The game information storage unit 201 stores various information related to the game's progress, such as the game's progress status, for each battle.
[0148] The player information storage unit 202 stores various information about the player, such as the player ID.
[0149] The game execution control unit 200a controls the overall progress of the game. For example, the game execution control unit 200a controls the automatic selection function for supporter summon stones. The game execution control unit 200a also works in cooperation with the server 1000 to execute and control battles according to the player's actions or the progress of the game. For example, the game execution control unit 200a displays an image on the display 26 based on information received from the server 1000. In other words, the game execution control unit 200a executes the type of battle selected by the player.
[0150] (Functional Unit of Server 1000) Figure 15 is a functional block diagram of Server 1000. The storage device 1012 of Server 1000 is provided with a program storage area 1012a and a data storage area 1012b. The program storage area 1012a stores the game execution control program 1200. Note that the programs listed in Figure 15 are just examples, and many other programs are stored in the program storage area 1012a.
[0151] The CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. The CPU 1010 then operates each program stored in the program storage area 1012a, thereby causing the server 1000 (computer) to function as a server control unit 1000A. In other words, the server 1000 is an information processing device equipped with a server control unit 1000A that performs processing of various information processing programs. The server control unit 1000A includes a game execution control unit 1200a.
[0152] Specifically, the CPU 1010 runs the game execution control program 1200, causing the computer to function as a game execution control unit 1200a.
[0153] The data storage area 1012b is equipped with a game information storage unit 1201 and a player information storage unit 1202 as storage units for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 1012b is equipped with many other storage units.
[0154] The game information storage unit 1201 stores various information related to the game's progress, such as the game's progress status, for each battle.
[0155] The player information storage unit 1202 stores various types of information about each player (player ID).
[0156] The game execution control unit 1200a controls the progress of the entire game. For example, the game execution control unit 1200a updates the game information for the entire game based on the reception of various information indicating the player's input operations to the player terminal 1. Also, when the game information for the entire game is updated, the game execution control unit 1200a causes the player terminal 1 to receive the updated game information.
[0157] Furthermore, the game execution control unit 1200a works in cooperation with the game execution control unit 200a of the player terminal 1 to execute and control the battle.
[0158] (Communication processing between player terminal 1 and server 1000) The following describes the communication processing between player terminal 1 and server 1000, specifically the processing related to the battle described above.
[0159] Figure 16 is a sequence diagram illustrating the processing in player terminal 1 and server 1000. In the following explanation, the processing in player terminal 1 is referred to as step Pn (where n is an arbitrary integer), and the processing in server 1000 is referred to as step Sn (where n is an arbitrary integer).
[0160] As shown in Figure 16, the game execution control unit 200a of the player terminal 1 executes the supporter summon stone setting process (step P1). Specifically, in the supporter summon stone setting process, the game execution control unit 200a accepts an operation to set or change a summon stone to be set as a supporter summon stone from among the summon stones owned by the player on a menu screen (not shown). When an operation to set or change a summon stone to be set as a supporter summon stone is input, the game execution control unit 200a updates the supporter summon stone information (Figure 5). The game execution control unit 200a also sends the updated supporter summon stone information to the server 1000. When the server 1000 receives the supporter summon stone information, it stores the received supporter summon stone information in the player information storage unit 1202, linked to the player's player ID. In other words, it can be said that the owned game medium (summon stone) linked to the player's player ID is stored as a loaned game medium (supporter summon stone) linked to the player's player ID.
[0161] Furthermore, the game execution control unit 200a of the player terminal 1 executes a friend setting process (step P2). Specifically, in the friend setting process, the game execution control unit 200a accepts an operation on a menu screen (not shown) to register the player as a friend with another player.
[0162] Then, when an operation is input to register a friend between the player and another player, the game execution control unit 200a updates the friend information (Figure 11A). The game execution control unit 200a also sends the updated friend information to the server 1000.
[0163] Furthermore, when server 1000 receives friend information, it stores the received friend information in player information storage unit 1202, linking it to the player's player ID. In other words, friend information, including the player IDs of other players, is managed in conjunction with the player's player ID.
[0164] Furthermore, the game execution control unit 200a of the player terminal 1 executes the party formation reservation process (step P3). Specifically, in the party formation reservation process, the game execution control unit 200a receives the player's input (first input) on the formation screen (Figure 4) to form a party to be used in battle. That is, the player's first input is received to select a game formation medium (registered party) from the game medium (characters, weapons, summon stones) that the player possesses. The game execution control unit 200a also receives the player's input (second input) on the supporter summon stone automatic selection screen (Figure 6) to determine whether or not to use the supporter summon stone automatic selection, and to select the summon stones to be set in each setting slot 74.
[0165] Setting summon stones in each of the 74 setting slots can be said to be specifying the conditions (reserved formation conditions) for forming a supporter summon stone team. Furthermore, it can be said that a second input from the player is accepted to specify these reserved formation conditions.
[0166] The game execution control unit 200a generates reservation formation information, which includes information for identifying registered parties and information for identifying summon stones set in each setting slot 74 (summon stone ID), and stores it in the player information storage unit 202. The game execution control unit 200a also transmits the reservation formation information to the server 1000. When the game execution control unit 1200a of the server 1000 receives the reservation formation information, it stores the received reservation formation information in the player information storage unit 1202, linked to the player's player ID. In other words, the game execution control units 200a and 1200a store reservation formation information, which includes the game medium and reservation formation conditions, linked to the player ID.
[0167] Furthermore, when a predetermined timing is reached, the game execution control unit 1200a of the server 1000 executes a supporter summon stone list information setting process (step S1) to set supporter summon stone list information and store it linked to the player's player ID. Specifically, in the supporter summon stone list information setting process, the game execution control unit 1200a refers to friend information (Figure 11A) and selects six players as supporters by lottery from other players who are friends with the player. The game execution control unit 1200a also selects four players as supporters by lottery from other players who are not friends with the player. Then, based on the supporter summon stone information (Figure 5) linked to the player IDs of the other players selected as supporters, the game execution control unit 1200a generates supporter summon stone list information (Figure 11B) and stores it in the player information storage unit 1202 linked to the player's player ID. Here, the supporter summon stones set in the supporter summon stone list information will be set as search targets in the supporter summon stone automatic selection function. In other words, based on predetermined conditions, the loaned game media (supporter summon stones) associated with each player ID of multiple other players will be determined as search targets. In this embodiment, the supporter summon stone list information will be transmitted to the player terminal 1 in step S2-4, which will be described later. Specifically, the supporter summon stone list information will be transmitted to the player terminal 1 at the time the supporter selection screen (Figure 12A) is displayed on the player terminal 1.
[0168] Furthermore, the game execution control unit 200a of the player terminal 1 receives an operation on the quest selection tab 33 of the quest list screen (Figure 3). When the quest selection tab 33 is operated, it sends battle selection information, which includes information that can identify the type of battle selected, to the server 1000 (step P4). The battle selection information includes the player ID, battle identification information that identifies the type of battle, and so on.
[0169] When the server 1000 receives battle selection information from the player terminal 1, it performs server-side pre-battle processing (step S2). The game execution control unit 200a of the player terminal 1 also performs terminal-side pre-battle processing (step P5).
[0170] Figure 17 is a flowchart illustrating the server-side pre-battle processing (step S2). The game execution control unit 1200a of server 1000 determines whether the automatic supporter summon stone selection function is enabled for the player ID included in the battle selection information (step S2-1). If the automatic supporter summon stone selection function is enabled (YES in step S2-1), the game execution control unit 1200a proceeds to step S2-2. If the automatic supporter summon stone selection function is disabled (NO in step S2-1), the game execution control unit 1200a proceeds to step S2-4.
[0171] The game execution control unit 1200a executes an automatic selection process that sequentially performs the judgment processes (1) to (8) described above (step S2-2). That is, the game execution control unit 1200a searches for supporter summon stones that satisfy the settings set in setting slot 74, starting with the summon stones set in setting slot 74, which have a relatively higher priority. If the game execution control unit 1200a finds a supporter summon stone that satisfies the settings set in setting slot 74, it decides to use the supporter summon stone with the highest limit break stage among them.
[0172] If the automatic selection process determines a supporter summon stone (YES in step S2-3), the game execution control unit 1200a proceeds to step S2-6. If the automatic selection process does not determine a supporter summon stone (NO in step S2-3), the game execution control unit 1200a proceeds to step S2-4.
[0173] The game execution control unit 1200a refers to the supporter summon stone list information (Figure 11B) and executes a supporter selection screen information generation process (step S2-4) to generate supporter selection screen information that displays the supporter selection screen (Figure 12A). Here, the game execution control unit 1200a causes the player terminal 1 to receive the generated supporter selection screen information. The supporter selection screen information includes the supporter summon stone list information (Figure 11B) set in step S1 above.
[0174] The game execution control unit 1200a then waits until it receives selection operation information from the player terminal 1 based on the player's tap of the selection tab 112 (Figure 12A) (step S2-5). If it receives selection operation information (YES in step S2-5), the game execution control unit 1200a proceeds to step S2-6.
[0175] The game execution control unit 1200a executes a registered formation screen information generation process (step S2-6) to generate registered formation screen information that displays the registered formation screen (Figure 12B) based on the supporter summon stone determined based on the automatic selection process (step S2-2) or the player's manual input (step S2-5), and the registered party set in advance by the player on the formation screen. Here, the game execution control unit 1200a causes the player terminal 1 to receive the generated registered formation screen information. The registered formation screen information includes information for identifying the supporter summon stone determined based on the automatic selection process (step S2-2) or the player's manual input (step S2-5), and the registered party set in advance by the player on the formation screen.
[0176] If a supporter summon stone is determined in the automatic selection process (step S2-2), the process in step S2-4 will not be executed, and the process in step S2-6 will be executed instead. Therefore, in this case, the supporter summon stone list information (Figure 11B) will not be sent from the server 1000 to the player terminal 1.
[0177] Figure 18 is a flowchart illustrating the pre-battle processing on the terminal side (step P5). The game execution control unit 200a of the player terminal 1 determines whether or not it has received supporter selection screen information from the server 1000 (step P5-1). If supporter selection screen information has not been received (NO in step P5-1), the game execution control unit 200a moves to step P5-5.
[0178] If supporter selection screen information is received (YES in step P5-1), the game execution control unit 200a displays the supporter selection screen (Figure 12A) based on the received supporter selection screen information (step P5-2). The game execution control unit 200a also accepts a tap on the selection tab 112 by the player (step P5-3). In other words, the supporter selection screen is displayed when the automatic supporter summon stone selection function is set to disabled, and when the automatic supporter summon stone selection function is set to enabled but no supporter summon stone is automatically selected. To put it another way, if there are no loaner game media (supporter summon stones) that satisfy the conditions for forming a supporter summon stone (reservation formation conditions) set in each setting slot 74, the game execution control unit 200a accepts a tap on the selection tab 112 (third input) on the supporter selection screen (Figure 12A) by the player.
[0179] Then, if the player taps the selection tab 112 (YES in step P5-3), the game execution control unit 200a sends selection operation information to the server 1000 (step P5-4). The selection operation information includes the player's player ID and information to identify the supporter summon stone corresponding to the tapped selection tab 112.
[0180] Furthermore, the game execution control unit 200a determines whether or not it has received registration configuration screen information from the server 1000 (step P5-5). If it has not received registration configuration screen information (NO in step P5-5), the game execution control unit 200a moves the process to step P5-1.
[0181] If registration configuration screen information is received (YES in step P5-5), the game execution control unit 200a displays the registration configuration screen (Figure 12B) based on the received registration configuration screen information (step P5-6).
[0182] Returning to Figure 16, when the game execution control unit 200a of the player terminal 1 receives an operation (battle start operation) from the decision operation unit 126 on the registration formation screen (Figure 12B), it sends battle start request information to the server 1000 (step P6). The battle start request information includes the player ID, formation information showing the party formation details, and battle identification information identifying the type of battle.
[0183] When the game execution control unit 1200a of the server 1000 receives battle start request information, it executes a start setting process to perform various start settings related to the battle (step S3). For example, the game execution control unit 1200a sets the enemy character 151b in the battle identified by the battle identification information of the battle start request information, sets the initial HP value of the enemy character 151b, and sets the special actions of the enemy character 151b.
[0184] Next, the game execution control unit 1200a executes a battle screen information generation process to generate battle screen information for displaying the battle screen (step S4). Here, the game execution control unit 1200a causes the player terminal 1 to receive the generated battle screen information.
[0185] The game execution control unit 200a of the player terminal 1 performs a battle screen display process to display the battle screen on the display 26 based on the received battle screen information (step P7). Subsequently, the game execution control unit 200a of the player terminal 1 performs a terminal-side battle execution process on the battle screen to execute the battle by communicating with the server 1000 based on the player's input operations (step P8).
[0186] Furthermore, the game execution control unit 1200a of the server 1000 performs server-side battle execution processing to execute a battle based on the operation information received from the player terminal 1 (step S5).
[0187] Then, when the battle termination conditions are met, the game execution control unit 1200a of server 1000 performs a battle game termination process to end the battle (step S6). At this time, the game execution control unit 1200a receives battle game termination information to the player terminal 1. The game execution control unit 1200a also updates the player information based on the game result information of the completed battle. The game execution control unit 200a of player terminal 1 performs a battle game termination process to end the battle based on the received battle game termination information (step P9).
[0188] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.
[0189] In the above embodiment, the case where the player terminal 1 is a smartphone was described as an example. However, the player terminal 1 is not limited to a smartphone; it may be any computer, such as a personal computer.
[0190] Furthermore, the game content in the above embodiment is merely an example. Also, the game genre to which the above technical matters can be applied is not particularly limited. For example, the above technical matters can be applied to any game genre, such as RPGs, action games, puzzle games, simulation games, and sports games.
[0191] In any case, the information processing system S (game device G) may consist of one or more computers, and the computers may perform the following processes.
[0192] (Processing performed by the computer) A process to store owned game media linked to the player's player ID (in the above embodiment, a summon stone as an example) as loaned game media linked to the player's player ID (in the above embodiment, a supporter summon stone as an example) (in the above embodiment, step P1 as an example). A process to receive a first input from the player to select a game media to be formed from owned game media linked to the player's player ID (in the above embodiment, a character, weapon, summon stone as an example) (in the above embodiment, step P3 as an example). A process to receive a second input from the player to specify reservation formation conditions (in the above embodiment, a type and status of summon stones set in each setting slot 74 as an example) (in the above embodiment, step P3 as an example). A process to store reservation formation information, including the game media to be formed and the reservation formation conditions, linked to the player's player ID (in the above embodiment, step P3 as an example). A process to receive a game selection operation from the player to select the type of game (in the above embodiment, step P4 as an example). Based on predetermined conditions, the process determines that the target is the rental game media associated with each player ID of multiple other players (in the above embodiment, as an example, the supporter summon stones that are set as search targets by being set in the supporter summon stone list information) (in the above embodiment, as an example, step S1). From the rental game media determined to be the target, the process executes a process to identify rental game media that satisfy the reservation configuration conditions included in the reservation configuration information (in the above embodiment, as an example, step S2-2). If rental game media that satisfy the reservation configuration conditions included in the reservation configuration information are identified (in the above embodiment, as an example, YES in step S2-3), the process executes a game of the type selected by the game selection operation based on the identified rental game media and the configured game media (in the above embodiment, as an example, steps S2-6, P5-5, P5-6, P6-P8, S3-S5).If there are no rental game media that satisfy the reservation configuration conditions included in the reservation configuration information (for example, NO in step S2-3 in the above embodiment), a process is performed to accept a third input from the player to select one of the rental game media associated with each player ID of multiple other players (for example, tapping the selection tab 112 in the above embodiment) (for example, steps S2-4, S2-5, P5-1 to P5-3 in the above embodiment). A process is performed to execute a game of the type selected by the game selection operation based on the rental game media selected based on the third input and the configured game media (for example, steps S2-5, S2-6, P5-5, P5-6, P6 to P8, S3 to S5 in the above embodiment).
[0193] The reservation scheduling conditions may include a game media ID for identifying the rental game media. The process that performs the specific processing may identify the rental game media that matches the game media ID included in the reservation scheduling conditions from the rental game media that have been determined as the target (in the above embodiment, step S2-2 is an example).
[0194] The rental game media may be associated with parameter values (in the above embodiment, for example, rarity (number of stars) and level). The reservation arrangement conditions may include the values of the parameter values. The process that executes the specific process may identify rental game media from the rental game media determined as targets that are associated with parameter values equal to or greater than the values included in the reservation arrangement conditions (in the above embodiment, for example, step S2-2).
[0195] The rental game media may be associated with attribute types. The reservation arrangement conditions may include attribute types. The process that performs the specific processing may identify the rental game media that matches the attribute types included in the reservation arrangement conditions from the rental game media that have been determined as the target (in the above embodiment, step S2-2 is an example).
[0196] The information processing program may cause the computer to perform a process (in the above embodiment, step P2 as an example) to manage friend information, including the player IDs of other players, linked to the player ID of the player. The process of determining which rental game media to target, which are linked to the player IDs of multiple other players, may determine the target based at least on the friend information linked to the player ID of the player.
[0197] It may be possible to set multiple reservation scheduling conditions with associated priorities (in the above embodiment, as an example, the setting frame 74 labeled "Setting 1" has the highest priority, followed by the setting frame 74 labeled "Setting 2" with the next highest priority, and the setting frame 74 labeled "Setting 3" with the lowest priority). Specific processes may be executed in order from the reservation scheduling conditions with relatively higher priorities (in the above embodiment, as an example, step S2-2).
[0198] In the above embodiment, the information processing system S (game device G), which is a client-server system, performs each of the above information processing tasks. However, the functions of the server 1000 in the above embodiment may be provided by the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided by the server 1000. In other words, each of the above processing tasks may be performed by either the player terminal 1 or the server 1000. Specifically, for example, in the above embodiment, the case in which each of the processes in step S2 (server-side pre-battle start processing) is executed by the server 1000 is shown, but each of the processes in step S2 (server-side pre-battle start processing) may also be executed by the player terminal 1. By doing so, it is possible to improve the ease of use for the player in the pre-battle start processing (steps S2, P5).
[0199] Furthermore, the program in the above embodiment may be stored in a computer-readable non-temporary storage medium and provided as a storage medium. It may also be provided as a game terminal device or information processing system including this storage medium. Moreover, the above embodiment may also be an information processing method that implements each function and the steps shown in the flowchart.
[0200] 1 Player terminal 1000 Server G Game device S Information processing system
Claims
1. A process to store owned game media associated with a player's player ID as rental game media associated with the player's player ID; a process to receive a first input from the player to select a game media to be assembled from the owned game media associated with the player's player ID; a process to receive a second input from the player to specify reservation assembly conditions; a process to store reservation assembly information, including the game media to be assembled and the reservation assembly conditions, associated with the player's player ID; a process to receive a game selection operation from the player to select a game type; a process to determine the rental game media associated with each of the player IDs of multiple other players based on predetermined conditions; and a process to perform a identification process to identify the rental game media that satisfies the reservation assembly conditions included in the reservation assembly information from the rental game media determined to be the target. An information processing program that causes a computer to perform the following: when a rental game medium that satisfies the reservation arrangement conditions included in the reservation arrangement information is identified, the process of executing the type of game selected by the game selection operation based on the identified rental game medium and the arranged game medium; when there is no rental game medium that satisfies the reservation arrangement conditions included in the reservation arrangement information, the process of receiving a third input from the player to select one of the rental game mediums associated with each player ID of multiple other players; and the process of executing the type of game selected by the game selection operation based on the rental game medium selected based on the third input and the arranged game medium.
2. The information processing program according to claim 1, wherein the reservation configuration conditions include a game media ID for identifying the rental game media, and the process for executing the identification process identifies the rental game media from the rental game media determined as the target that matches the game media ID included in the reservation configuration conditions.
3. The information processing program according to claim 1 or 2, wherein a parameter value is associated with the rental game media, the reservation arrangement conditions include the value of the parameter value, and the process for executing the specific process identifies from the rental game media determined as the target a rental game media to which a parameter value equal to or greater than the value included in the reservation arrangement conditions is associated.
4. The information processing program according to claim 1 or 2, wherein the rental game media is associated with an attribute type, the reservation arrangement conditions include the attribute type, and the process for executing the specific processing identifies the rental game media from the rental game media determined as the target that matches the attribute type included in the reservation arrangement conditions.
5. An information processing program according to claim 1 or 2, wherein the computer performs a process of managing friend information, including the player IDs of other players, linked to the player ID of the player, and the process of determining the rental game media linked to the player IDs of multiple other players as the target is performed by determining the target at least based on the friend information linked to the player ID of the player.
6. An information processing program according to claim 1 or 2, wherein a plurality of reservation scheduling conditions associated with priority can be set, and the specific processing is executed in order from the reservation scheduling conditions associated with the relatively higher priority.
7. An information processing method performed by one or more computers, wherein the computer includes: a process of storing owned game media associated with a player's player ID as rental game media associated with the player's player ID; a process of receiving a first input from the player to select a game media set from the owned game media associated with the player's player ID; a process of receiving a second input from the player to specify reservation set conditions; a process of storing reservation set information, including the game media set and the reservation set conditions, associated with the player's player ID; a process of receiving a game selection operation from the player to select a type of game; a process of determining the rental game media associated with each of the player IDs of multiple other players as targets based on predetermined conditions; and a process of executing a identification process to identify the rental game media that satisfies the reservation set conditions included in the reservation set information from the rental game media determined as targets. An information processing method that performs the following steps: when a rental game medium that satisfies the reservation arrangement conditions included in the reservation arrangement information is identified, a process to execute the type of game selected by the game selection operation based on the identified rental game medium and the arranged game medium; when there is no rental game medium that satisfies the reservation arrangement conditions included in the reservation arrangement information, a process to receive a third input from the player to select one of the rental game mediums associated with each player ID of multiple other players; and a process to execute the type of game selected by the game selection operation based on the rental game medium selected based on the third input and the arranged game medium.
8. An information processing system comprising one or more computers, wherein the computers include: a process of storing owned game media associated with a player's player ID as rental game media associated with the player's player ID; a process of receiving a first input from the player to select a game media set from the owned game media associated with the player's player ID; a process of receiving a second input from the player to specify reservation set conditions; a process of storing reservation set information, including the game media set and the reservation set conditions, associated with the player's player ID; a process of receiving a game selection operation from the player to select a game type; a process of determining the rental game media associated with each of the player IDs of multiple other players based on predetermined conditions; and a process of executing a identification process to identify the rental game media that satisfies the reservation set conditions included in the reservation set information from the rental game media determined to be the target. An information processing system that performs the following: when a rental game medium that satisfies the reservation arrangement conditions included in the reservation arrangement information is identified, it performs the process of executing the type of game selected by the game selection operation based on the identified rental game medium and the arranged game medium; when there is no rental game medium that satisfies the reservation arrangement conditions included in the reservation arrangement information, it performs the process of receiving a third input from the player to select one of the rental game mediums associated with each player ID of multiple other players; and when there is no rental game medium that satisfies the reservation arrangement conditions included in the reservation arrangement information, it performs the process of executing the type of game selected by the game selection operation based on the rental game medium selected based on the third input and the arranged game medium.
9. A system comprising one or more computers, the computer includes: a process of storing owned game media associated with a player's player ID as rental game media associated with the player's player ID; a process of receiving a first input from the player to select a game media set from the owned game media associated with the player's player ID; a process of receiving a second input from the player to specify reservation setup conditions; a process of storing reservation setup information, including the game media set and the reservation setup conditions, associated with the player's player ID; a process of receiving a game selection operation from the player to select a game type; a process of determining the rental game media associated with each of the player IDs of multiple other players based on predetermined conditions; and a process of executing a identification process to identify the rental game media that satisfies the reservation setup conditions included in the reservation setup information from the rental game media determined to be the target. A game device that performs the following: when a rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information is identified, it performs the process of executing the type of game selected by the game selection operation based on the identified rental game medium and the configured game medium; when there is no rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information, it performs the process of receiving a third input from the player to select one of the rental game mediums associated with each player ID of multiple other players; and when there is no rental game medium that satisfies the reservation configuration conditions included in the reservation configuration information, it performs the process of executing the type of game selected by the game selection operation based on the rental game medium selected based on the third input and the configured game medium.