U.S. Pat. No. 9,241,836

VIDEO GAME WITH AUTOMATIC COMBINATION OR SELLING OF ACQUIRED ITEMS

AssigneeDeNA Co., Ltd.

Issue DateApril 25, 2014

Illustrative Figure

Abstract

The game program according to the present invention causes a computer to perform a registering process to register in advance in a storage unit attribute information specified by the player, an offering process to offer the game content to the player, a judgment process to compare the attribute information of the game content offered to the specified attribute information, a combining process to combine the game content offered with another game content to create a combined game content, and a recording process to record in the storage unit the combined game content as the game content owned by the player, without recording in the storage unit the game content offered as the game content owned by the player.

Description

DETAILED DESCRIPTION OF THE INVENTION From the description in the detailed description of the invention and the accompanied drawings, at least the following matters will be apparent. In other words, a non-transitory computer-readable storage medium storing a game program for causing a computer including a processor and a memory to execute a game in which a player uses a game content to which attribute information is set, the game program instructing the computer to perform the following processes ofa registering process to register in advance in a storage unit attribute information specified by the player;an offering process to offer the game content to the player;a judgment process to compare the attribute information of the game content offered to the specified attribute information, and judge whether or not the game content offered is to be made the game content owned by the player;a combining process to combine the game content offered with an other game content to create a combined game content when the game content offered is judged not to be made the game content owned by the player; anda recording process to record in the storage unit the combined game content as the game content owned by the player, without recording in the storage unit the game content offered as the game content owned by the player. According to such a game program, since the game content after automatic composition is owned by the player, the time and effort for performing a manipulated input can be saved. Further, the computer-readable storage medium storing a game program, wherein the game program instructs the computer to perform in the registering process,registering in the storage unit in advance an other game content specified by the player; in the combining process,combining the game content offered with the other game content specified, when the ...

DETAILED DESCRIPTION OF THE INVENTION

From the description in the detailed description of the invention and the accompanied drawings, at least the following matters will be apparent.

In other words, a non-transitory computer-readable storage medium storing a game program for causing a computer including a processor and a memory to execute a game in which a player uses a game content to which attribute information is set, the game program instructing the computer to perform the following processes ofa registering process to register in advance in a storage unit attribute information specified by the player;an offering process to offer the game content to the player;a judgment process to compare the attribute information of the game content offered to the specified attribute information, and judge whether or not the game content offered is to be made the game content owned by the player;a combining process to combine the game content offered with an other game content to create a combined game content when the game content offered is judged not to be made the game content owned by the player; anda recording process to record in the storage unit the combined game content as the game content owned by the player, without recording in the storage unit the game content offered as the game content owned by the player.

According to such a game program, since the game content after automatic composition is owned by the player, the time and effort for performing a manipulated input can be saved.

Further, the computer-readable storage medium storing a game program, wherein the game program instructs the computer to perform in the registering process,registering in the storage unit in advance an other game content specified by the player;
in the combining process,combining the game content offered with the other game content specified, when the game content offered is judged not to be made the game content owned by the player;
in the recording process,recording in the storage unit an other combined game content as the game content owned by the player.

According to such a game program, since the other game content after automatic composition is owned by the player, the time and effort for performing a manipulated input can be saved.

Further, the computer-readable storage medium storing a game program, wherein the game program instructs the computer to perform in the combining process,automatically selecting an other game content and combining the game content offered with the selected other game content when the game content offered is judged not to be made the game content owned by the player; and
in the recording process,recording in the storage unit an other combined game content as the game content owned by the player.

According to such a game program, since the other game content is selected automatically and the other game content after automatic composition is owned by the player, the time and effort for performing a manipulated input can be saved.

Further, the computer-readable storage medium storing a game program, wherein the game program instructs the computer to perform,

in the offering process,

offering to the player at one time a plurality of the game contents;
in the judging process,judging whether not each of the plurality of the game contents is to be made the game content owned by the player by comparing each attribute information of the plurality of the game contents offered at one time to the specified attribute information; and
in the combining process,creating a combined game content by combining with an other game content, the game content that is not to be made the game content owned by the player among the plurality of the game contents offered at one time.

According to such a game program, since the other game content after automatic composition is owned by the player even when a plurality of game contents are offered at one time, the time and effort for performing a manipulated input can be saved.

Further, in an information processing device allowing a player to play a game using a game content to which attribute information is set, the information processing device includinga registering unit that registers in advance attribute information specified by the player;an offering unit that offers to the player the game content;a judging unit that judges whether or not the game content offered is to be made the game content owned by the player, by comparing the attribute information of the game content offered to the specified attribute information;a combining unit that combines the game content offered with an other game content to create a combined game content when the game content offered is judged not to be made the game content owned by the player; anda recording unit that records the combined game content as the game content owned by the player without recording the game content offered as the game content owned by the player.

According to such a game program, time and effort for performing a manipulated input can be saved.

Present Embodiment

Configuration of Game System1

FIG. 1is an example of an overall configuration of a game system1according to the present embodiment. The game system1according to the present embodiment provides various types of services related to games to a player over a network2(for example, the Internet). And the game system1includes a server device10and a plurality of player terminals20.

Configuration of Server Device10

FIG. 2is a block diagram of a functional configuration of a server device10according to the present embodiment. The server device10is an information processing device (for example, workstations, personal computers and etc.) used by the system administrator and the like when operating and managing game services, and can deliver game programs operable on the player terminal20and Web pages and the like created in markup languages (HTML etc.) that comply with the standards of the player terminal20, upon reception of various commands (requests) from the player terminal20. The server device10includes a control unit11, a data storage unit12, an input unit13, a display unit14, and a communication unit15.

The control unit11is a unit that transfers data among the units and controls the entire server device10, and is implemented by a central processing unit (CPU) executing a program stored in a certain memory. The control unit11according to the present embodiment includes a registration prearranging unit111, an offering unit112, a judging unit113, a recording unit114, combining unit115, and an image generating unit116.

The registration prearranging unit111is connected to the data storage unit12over the bus and has a function to perform a process for recording, data for prearranging registration, to the data storage unit in response to a command from the control unit11.

The offering unit112has a function to perform a process for offering a game content used in a game to a player. A game content refers to, for example, a game card, a figure and the like that are associated with a character and the like or items and the like such as a tool, ability and the like that can be used in a game.

The judging unit113has a function to perform various process for judging, for example, whether or not a game content offered by the offering unit112is to be owned by a user.

The recording unit114is connected to the data storage unit12over the bus and has a function to perform a process for recording data into the data storage unit12in response to a command from the control unit11.

The combining unit115has a function to perform a process for creating a game content by composing a plurality of game contents.

The image generating unit116has a function to perform a process for generating various image data such as an operation image and a game image for allowing the player to play a game.

The data storage unit12has a read only memory (ROM) and a random access memory (RAM): the ROM is a read-only storage region in which system programs are stored, and the RAM is a rewritable storage region which is used as a work area for computing processes performed by the control unit11. The data storage unit12is realized, for example, by a non-volatile storage device such as a flash memory or a hard disk and the like. The data storage unit12according to the present embodiment stores card information and player information: the card information is information related to a game card as an example of a game content and the player information is information related to the player. These pieces of information will be described later in detail.

The input unit13is a unit with which a system administrator, etc. inputs various types of data (for example, card information and the like), and is realized by, for example, a keyboard a mouse, and the like.

The display unit14is a unit which displays operating screens for the system administrator according to commands from the control unit11, and is realized, for example, by a liquid crystal display (LCD) and the like.

The communication unit15is a unit for performing communication between the player terminals20, and has a function as a reception unit for receiving signals and various data transmitted from the player terminals20, and a function as a transmission unit for transmitting the signals and various data to the player terminals20in accordance with commands from the control unit11. The communication unit15is realized, for example, by a network interface card (NIC) and the like.

Configuration of Player Terminal20

FIG. 3is a block diagram of a functional configuration of a player terminal20. The player terminal20of the present embodiment is an information processing device (for example, a mobile telephone terminal, a smartphone etc.) used by a player when playing a game and can make a request to the server device10to have various information (game programs, Web pages etc.) relating to games delivered. Since the player terminal20has a Web browser function for allowing the player to browse Web pages, the player terminal20can display Web pages (game play images etc.) distributed from the server device10on the screen. The player terminal20includes a terminal control unit21, a terminal storage unit22, a terminal input unit23, a terminal display unit24, and a terminal communication unit25.

The terminal control unit21is a unit that transfers data among the units and controls the entire player terminal20. The terminal control unit21is realized by a central processing unit (CPU) executing a program stored in a certain memory. The terminal control unit21of the present embodiment also functions as an image display control unit for controlling the display state of the game screen displayed on the terminal display unit24.

The terminal storage unit22is connected to the terminal control unit21through a bus. In accordance with commands from the terminal control unit21, processes are performed for the data stored in the terminal storage unit22to be looked up, read, and rewritten. The terminal storage unit22is realized by, for example, a flash memory, a hard disk and the like.

The terminal input unit23is a unit with which the player performs various operations (game operations and the like), and is realized, for example, by an operating button, a touchscreen or the like.

The terminal display unit24is a unit for displaying a game screen (game image, operation image and the like) according to commands from the terminal control unit21, and is realized, for example, by a liquid crystal display (LCD) and the like.

The terminal communication unit25is a unit that functions as a transmission and receiving unit for transmitting and receiving various information from the server device10over the network2. The terminal communication unit25is realized, for example, by a network interface card (NIC) and the like.

Data Structure

FIG. 4illustrates an example of a data structure of card information stored in the data storage unit12of the server device10. This card information includes items (fields) of card ID, character name, character image, rarity, initial attack power, initial defense power and the like. A card ID is identification information for identifying a game card as one example of a game content. A character name is information that indicates the name of the character named to each type of character to be displayed. In the present embodiment, for example, such as “Warrior A” and “Warrior B” are set to warrior characters and such as “Wizard Z” are set to wizard characters. Specifically, game cards having “0” for the third digit from the right of the card ID have set warrior characters. And cards having “5” for the third digit from the right of the card ID have set wizard characters. The character image is image data of the character. Rarity is a parameter that indicates how rare the character is. Four levels of rarity (“common”→“uncommon”→“rare”→“super rare”) are set to the character (game card) in the present embodiment. Specifically, the game card having “1” at the first digit from the right of the card ID is set as “common”. The game card having “2” at the first digit from the right of the card ID is set as “uncommon”. The game card having “3” at the first digit from the right of the card ID is set as “rare”. The game card having “4” at the first digit from the right of the card ID is set as “super rare”. The attack power, defense power and the like of the character are parameters that indicate the skill value set to the character.

FIG. 5shows an example of a table of data configuration of player information stored in the data storage unit12of the server device10. This player information includes items of player ID; friend player ID; virtual currency; play point; owned card information; pictorial book information; and the like. The player ID is identification information for identifying players. The friend player ID is information indicative of other players registered in the player's friend list. Virtual currency is information indicative of the amount of virtual currency owned by the player and is updated such as when the player has consumed the virtual currency. Play point is information indicative of the amount of play points owned by the player and is updated such as when the player has consumed the play points. Owned card information is information indicative of game cards owned by the player (hereinafter also called owned card). Pictorial book information is history information indicative of history of the owned cards that have ever been owned by the player.

FIG. 6illustrates an example of a data structure of owned card information. This owned card information includes items of owned card ID; level of owned card; attack power; defense power; acquisition dates and times; and the like. The owned card ID is identification information for identifying owned cards. The level of the owned card, attack power, defense power are parameters indicative of skill values set for the character corresponding to the owned card. These various parameters are updated in response to such as the outcome of the battle game. The acquisition date and time is information indicative of date and time the owned card was acquired by the player.

FIG. 7illustrates an example of a data structure of pictorial book information. This pictorial book information includes items of card ID; flag information; and the like. The card ID is identification information for identifying owned cards that have ever been owned by the player. In the flag information, “true” is set to the card ID of the game card that has ever been owned and “false” is set to the card ID of the game card that has never been owned.

Game Outline

Here, an outline of the game provided by the game system1of the present embodiment is described. The game system1provides a battle game that is played using game cards (virtual cards used in a virtual space in the game).

Battle Game

In the game system1of the present embodiment, the player can own a plurality of game cards having game characters associated thereto. The player can play a battle game using a game card (character) selected from a plurality of game cards owned by the player. The control unit11determines the enemy character for battling with the character selected by the player and based on the various parameters (attack power, defense power, hit points and life etc.) set to the various characters, determines the outcome of the battle between these characters.

Offering Game Cards

In the game system1of the present embodiment, game cards are offered to the player when the player wins a battle game between an enemy character or when playing a random selection game so-called “Gacha Gacha” (registered trademark).

This random selection game is a game where a game card selected from a plurality of game cards is offered to the player. In this random selection game, an ordinary random selection game and a special random selection game are played. The ordinary random selection game is a game where one game card is offered to the player for one random selection. The special random selection game is a game where a plurality of game cards is offered to the player for one random selection. The player can selectively play the ordinary random selection game and the special random selection game.

The player can increase the number of owned cards owned by the player up to the limit by owning game cards offered (also called offered card) by such as a random selection game in the above manner. And the player can play the aforementioned battle game using the owned card owned by the player. Further, as will be described later, the player can combine game cards using owned cards owned by the player.

Game Card Combination

In the game system1of the present embodiment, the player can create a game card (combine a game card) by organizing a plurality of game cards. Various parameters (e.g., level, attack power, defense power etc.) of the character associated with the character of the combined game card changes with the combination of game cards.

In the present embodiment, a game card is combined by organizing at least one material card with a base card. The values of the parameters such as level, attack power, defense power set to the card before combination increases by organizing the game cards, and the new increased parameter is set to the combined base card. The player will own only the combined base card without owning both the base card and the material card when game cards are combined in such manner.

Further, in the present embodiment, game cards can be automatically combined without a player's manipulated input by prearranged registration of the game cards used for card combination. Thus, time and effort required for performing a manipulated input can be relieved since, when a game card is offered to the player, the offered game card is automatically judged whether or not the offered game card is to be owned by the player and then combined.

Operation of Game System1

FIG. 8illustrates a flow chart explaining an operation example relating to combination of game cards in the game system1.

First, in the player terminal20, when the terminal control unit21receives a manipulated input from the terminal input unit23to start prearranged registration from the player, a command for starting prearranged registration (prearranged registration request) is sent through the terminal communication unit25to the server device10(S101).

Next, when receiving a prearranged registration request sent from the player terminal20, the server device10sends a game image (image data) generated by the image generating unit116through the communication unit15to the player terminal20of the requestor (S102).

Then the player terminal20displays the game screen on the terminal display unit24based on the game image (image data) sent from the server device10(S103).

FIG. 9illustrates an example of a game screen for setting a base card displayed on this terminal display unit24. The game screen50is a game screen for making the player perform a manipulated input relating to the setting of the base card and includes a specify base card button51and a specify base card automatically button52. When the specify base card button51is selected by the player, the game screen changes to that for prearranged registration of the base card specified by the player himself/herself (seeFIG. 10). Further, when the specify base card automatically button52is selected by the player, the game screen changes to that for the player to input the conditions for specification when the base card is automatically specified (seeFIG. 11).

The game screen60shown inFIG. 10includes an owned card area61, a base card area62and a prearrange base card registration button63. When any one game card is selected from the plurality of game cards displayed on the owned card area61by a player's manipulated input, the selected game card is displayed in the base card area62as the base card. And when the prearrange base card registration button63is selected by the player, prearranged registration of the base card displayed in the base card area62is started.

Meanwhile, the game screen70illustrated inFIG. 11displays a prearrange base card registration button71and a plurality of conditions for specification used when abase card is automatically specified, as well. When any one of the check boxes of the conditions for specification is selected by the player's manipulated input, and the prearrange base card registration button71is selected, prearranged registration of the base card automatically specified based on the selected condition for specification is started.

FIG. 12illustrates an example of the game screen for prearranged registration of a material card, displayed on this terminal display unit24. The game screen80is a game screen for prearranged registration of the attribute information specified by the player himself/herself and displays prearrange material card registration button81as well as a plurality of rarities as an example of attribute information set to the material card. Any one of the rarities is specified by the player's manipulated input and prearranged registration of the specified rarity starts when the prearrange material card registration button81is selected.

Returning toFIG. 8, when operation information relating to prearranged registration of the base card and the material card are input by the player in the above manner, this operation information is sent from the player terminal20to the server device10(S104).

Then the server device10performs prearranged registration for the base card and the material card based on operation information received from the player terminal20(S105). Specifically, when the base card is specified by the player in the game screen60shown inFIG. 10, the registration prearranging unit111registers in the data storage unit12in advance the base card specified by the player himself/herself. And when the check box for “specify recommended base card” is selected by the player in the game screen70shown inFIG. 11, or when a prearranged registration is not requested by the player, the registration prearranging unit111refers to the owned card information shown inFIG. 6and registers in the data storage unit12in advance as a base card, a game card specified from the player's owned cards without a player's manipulated input. For example, the game card (the game card with the highest level of attack power, the game card with the highest level of rarity, etc.) most appropriate to the situation of the game is automatically specified as the base card. And when “place priority on attack force” is selected by the player in the game screen70shown inFIG. 11, the registration prearranging unit111refers to the owned card information shown inFIG. 6and registers in advance in the data storage unit12, as a base card a specified game card among the player's owned cards by placing priority on the level of attack power. For example, the game card currently having the largest attack parameter value, the game card having the largest attack parameter value when having the level of the game card increased to maximum, and the like are automatically specified as the base card. And when the rarity of the material card is specified in the game screen80shown inFIG. 12by the player, the registration prearranging unit111registers in advance in the data storage unit12the rarity specified by the player himself/herself.

Here, in the player terminal20, when the terminal control unit21receives a player's manipulated input to start card offering from the terminal input unit23, the terminal control unit21sends a command (card offering request) to start card offering through the terminal communication unit25to the server device10(S106).

Then upon reception of a card offering request sent from the player terminal20, the server device10performs the card offering process for offering a game card to the player (S107). In the present embodiment, game cards are offered to the player by playing battle games or random selection games.

In the case of a battle game, the offering unit112of the server device10performs a game process relating to a battle game and determines the contents and the outcome of the battle. Then based on the contents and the outcome of the battle, the offering unit112refers to the card information shown inFIG. 4and offers the game cards selected from the plurality of game cards to the player.

In the case of a random selection game, the offering unit112performs a game process relating to a random selection game and refers to the card information shown inFIG. 4to offer to the player game cards selected from a plurality of game cards using random numbers. The offering unit112offers one game card for a single random selection in a normal random selection game and offers10game cards for a single random selection in a special random selection game.

Subsequently, when game cards are offered to the player by this card offering process, the server device10judges whether the offered game cards are to be made the player's owned game cards and performs a card combination process for combining game cards based on the judgment result (S108).

FIG. 13is a flow chart illustrating the card combination process.

First, the judging unit113in the server device10compares the rarity of the offered card offered to the player by the card offering process to the rarity specified by the player in prearranged registration to judge whether the offered card is to be made an owned card to be owned by the player (S201).

Note that when a plurality of game cards are offered to the player at one time by the card offering process, the judging unit113compares each of the offered cards to the rarity specified by the player in prearranged registration for judgment.

Specifically, the judgment unit113in the present embodiment judges whether or not the rarity of the offered card and the rarity specified by the player match. When the judgment unit113judges that the rarities match (S201: YES), the process proceeds to the subsequent step S202. On the other hand, when the judgment unit113unit judges that the rarities do not match (S201: NO), the judgment unit113sets the offered card as the player's owned card (S206). At this time, the recording unit114updates the player's owned card information (seeFIG. 6) by adding a record of the offered card as the player's owned card in the data storage unit12.

In step202, when the rarities match (S201: YES), the judging unit113judges whether or not the card ID of the offered card matches the card ID (set “TRUE”) included in the pictorial information (seeFIG. 7). When the card IDs match (S202: YES), the judging unit113proceeds to the subsequent step S203. On the other hand, when the judging unit113judges that the card IDs do not match (S202: NO), the judging unit sets the offered card as the player's owned card (S206). At this time, the recording unit114adds the offered card to the player's owned card information (seeFIG. 6) and updates the record.

In step S203, when the card IDs match (S202: YES), the judging unit113refers to the player information shown inFIG. 5and judges whether or not the player's play points is equal to or greater than a predetermined number of points. When the play points is equal to or greater than the predetermined number of points (S203: YES), the judging unit113consumes a predetermined number of points from the play points owned by the player (automatically updates the player information shown inFIG. 5) and proceeds to the subsequent step S204. On the other hand, when the play points are lacking (S203: NO), the judging unit113sets the offered card as the player's owned card (S206). At this time, the recording unit114adds the offered card to the player's owned card information (seeFIG. 6) and updates the record.

In step S204, when there are enough play points (S203), the judging unit113combines game cards by organizing with the base card the offered card as the material card.

Specifically, when the player himself/herself is specifying the base card in the game screen60shown inFIG. 10, the combining unit115of the server device10reads the base card (the base card specified by the player) registered in the data storage unit12in advance and then organizes an offered card as the material card with the base card. Further, when the “specify recommended base card” is selected by the player in the game screen70shown inFIG. 11, the combining unit115reads the base card (the base card a game card automatically specified without a player's manipulated input) registered in the data storage unit12in advance and then organizes an offered card as the material card with the base card. Further, when each of the specifying conditions other than “specify recommended base card” is selected by the player in the game screen70shown inFIG. 11, the combining unit115reads the base card (the base card automatically specified without a player's manipulated input, based on each of the specifying conditions specified by the player) registered in the data storage unit12in advance, and then organizes an offered card as the material card with the base card.

Note that when a plurality of game cards are offered to the player at one time by the card offering process, a game card is combined by the combining unit115organizing with the base card a plurality of offered cards as the material cards.

When a material card is organized with a base card in this way, the combining unit115refers to the owned card information shown inFIG. 6and acquires the capability parameters such as level, attack power, defense power and the like of the base card, and increases the acquired capability values to update to a new capability parameter. Then the combining unit115sets the base card having the new increased capability parameter as the combined base card.

Subsequently, when the came card is combined in this way, the offered card (material card) is not recorded in the data storage unit12as the player's owned card but the combined base card is recorded in the data storage unit12as the player's owned card (S205). In other words, the recording unit114in the server device10updates the record of the owned card information shown inFIG. 5and resets the combined base card as the player's owned card.

Returning toFIG. 8, when a game card is combined by such card combination process, the server device10sends the game image (image data) generated by the image generating unit116through the communication unit15to the player terminal20being the request source (S109).

Subsequently, the player terminal20displays the game screen on the terminal display unit24based on the game image (image data) sent from the server device10(S110). The player can confirm that the offered card as a material card has been automatically combined with the base card, the offered card has been added as the player's owned card and the like by looking at the game screen displayed on the terminal display unit24.

As explained above, according to the game system1of the present embodiment, a combined game card can be created by automatically organizing with a base card an offered card, as a material card, with the same rarity as the rarity registered in advance, when a game card is offered to the player. For example, as long as the player makes a prearranged registration of a low rarity, a card will be automatically combined with the base card even when the card is an offered card with a low rarity value, so that an operation for discarding or selling the card with a low rarity value is not required. Therefore, time and effort required for manipulated input can be relieved.

Other Embodiments

The aforementioned embodiment is for facilitating the understanding of the present invention and is not intended to limit the interpretation of the present invention. Variations and modifications may be made within the spirit and scope of the present invention and equivalents thereof are included in the present invention. In particular, embodiments described below are included in the present invention.

Card Combination Process

In the aforementioned embodiment, when a special random selection game was performed in the card offering process (S107) shown inFIG. 8and a plurality of game cards were offered to the player at one time, a plurality of offered cards as material cards may be organized with the base card in the card combination process (S108) shown inFIG. 8. At this time, a part of the offer cards among the plurality of offer cards may be used for game card combination, and the remaining offered cards among the plurality of offered cards may be owned by the player. For example, when there are eight material cards in the plurality of offer cards, a material card is organized with a base card (for example six material cards) until the level of the combined base card reaches the maximum value, and the remaining two material cards are made the player's owned card.

Additionally, in the aforementioned embodiment, an example was given to describe a case where judgment processes S201to S203were performed in the card combination process shown inFIG. 13, however, the present invention is not limited to such. For example, the judgment unit113may be made to perform only step S201and omit steps S202and S203. That is, judgment on matching of rarity may only be performed.

Further, in the aforementioned embodiment, description was made giving an example of a case where a material card whose rarity matches the rarity specified by the player himself/herself was combined with the base card, however, the invention is not limited to such and a material card whose rarity does not match the rarity specified by the player himself/herself may be combined with the base card. For example, the player specifies a super rare or a rare for prearranged registration, and when the offered game card is a common card, the common card is combined with a base card since the rarities of the two do not match.

Furthermore, in the aforementioned embodiment, combination is not limited to a case where a single base card is organized with a single material card and two or more material cards may be organized for combination. Additionally, combination where a plurality of material cards of the same type and a plurality of material cards of different types can be organized with a base card. For example, a game card may be combined by organizing three material cards of the same type and two material cards of a different type with a base card (by organizing a total of six game cards).

Card Offering Process

In the aforementioned embodiment, description was given taking a battle game and a random selection game as one example of the card offering process, however, the present invention is not limited to such. For example, a game card may be offered by the player conquering a mission given to the player. Further, a game card may be offered by the player inputting a serial code displayed on a Web page and the like. Furthermore, a game card may be offered by the player logging into the game system1. Still furthermore, a game card may be offered through an event (consuming points in an event, those ranked at the top) provided in the game system1.

Specification of Base Card

In the aforementioned embodiment, description was given taking an example where a base card was set with a game card specified among the owned cards when base cards are automatically specified without the player's operation (for example, when “specify recommended base card” is selected in the game screen70shown inFIG. 11), however, the present invention is not limited to such. For example, a base card may be automatically specified from a plurality of offered game cards when a special random selection game is played in the card offering process (S107) shown inFIG. 8and a plurality of game cards are offered to the player at one time.

Prearranged Registration of Material Cards

In the aforementioned embodiment, description was given taking the game screen shown inFIG. 12as an example of a game screen for prearranged registration of a material card, however, the present invention is not limited to such. For example, the game screen shown inFIG. 14may be used as the game screen for prearranged registration of a material card. The game screen90is a game screen for prearranged registration of attribute information specified by the player himself/herself, and the pull-down menu91and the prearrange material card registration button92is displayed as well as a plurality of rarities is displayed as an example of attribute information set to the material card. The pull-down menu91includes three selection items of “not selected”, “sell”, and “combine”. The player operates the pull-down menu91to specify “combine” for each rarity (“common”, “uncommon”, and “rare”) and thereafter performs prearranged registration for each rarity by selecting the prearrange material card registration button92. In the game screen shown inFIG. 14, “combine” is specified for “uncommon” by the player. In this way, the registration prearranging unit111registers in the data storage unit12in advance “uncommon” specified by the player himself/herself as data used at the time of organizing the material card.

Note that, the registration prearranging unit111can register “common” in the data storage unit12in advance as data used at the time of selling the offered card. When selling the offered card, processes of automatically selling the offered card without a player's operation and offering of a play point to the player based on the value (rarity, initial attack power, initial defense power of the character, etc.) of the offered card are performed. In the game screen shown inFIG. 14, “sell” is specified for “common” by the player so that the offered card is automatically sold when the rarity of the offered card is “common”.

Additionally, in the game screen shown inFIG. 14, “not selected” is specified for “rare” by the player so that the offered card becomes the player's owned card when the rarity of the offered card is “rare”.

Server Device

In the aforementioned embodiment, description was given taking the game system1including one server device10as one example of the server device, however, the invention is not limited to such and the game system1can include a plurality of server devices as one example of the server device. In other words, each server device10may be made to perform various processes in a distributed manner with a plurality of server devices10connected over the network2.

Information Processing Device

In the game system1of the aforementioned embodiment, description was given taking an example where the server device10and the player terminals20cooperate based on a game program and various information processes such as the card offering process and the card combining process were performed. However, the invention is not limited to such and the player terminal20alone or the server device10alone, as the information processing device can be made to execute the aforementioned various information processes based on the game program.

Further, a configuration may be employed where a part of the function as the information processing device is performed by the player terminal20. In this case, the server device10and the player terminal20configures the information processing device.

Note that, the information processing device is a computer that includes a processor and a memory.

Game Program

In the game system1of the aforementioned embodiment, description was given taking an example where various information processes were performed by the server device10and the player terminal20cooperating with each other. However, the present invention includes a game program for performing these processes. In other words, the server device10and the player terminal20as the information processing device can be made to perform the aforementioned processes based on a game program.

Claims

  1. A non-transitory computer-readable storage medium storing a game program for causing a computer including a processor and a memory to execute a game program of a game that offers to a player a game content to which a rarity is set, the game program instructing the computer to perform the following processes of: a selection input process to allow the player to perform a selection input for each of the rarity on whether or not the game content to which the rarity is set is to be made a target of an automatic combination;a prearranged registering process to register in advance in a storage unit, based on the selection input by the player, in association with the rarity, whether or not the game content to which the rarity is set is to be the target of the automatic combination;an offering process to offer the game content to the player after the prearranged registering process;a judging process to judge whether or not the rarity of the game content offered to the player in the offering process and the rarity of the game content registered in advance as the target of the automatic combination in the prearranged registering process match;and an automatic combining process to automatically combine the game content offered and an other game content without the player's operation when judged to match in the judging process.
  1. The computer-readable storage medium according to claim 1 , wherein the game program instructs the computer to perform: in the prearranged registering process, registering in the storage unit in advance an other game content specified by the player;and in the automatic combining process, automatically combining the game content offered with the other game content specified.
  2. The computer-readable storage medium according to claim 1 , wherein the game program instructs the computer to perform: in the automatic combining process, automatically selecting an other game content and automatically combining the game content offered with the other game content selected.
  3. A non-transitory computer-readable storage medium storing a game program for causing a computer including a processor and a memory to execute a game program of a game that offers to a player a game content to which a rarity is set, the game program instructing the computer to perform the following processes of: a selection input process to allow the player to perform a selection input for each of the rarity on whether or not the game content to which the rarity is set is to be made a target of an automatic selling;a prearranged registering process to register in advance in a storage unit, based on the selection input by the player, in association with the rarity, whether or not the game content to which the rarity is set is to be the target of the automatic selling;an offering process to offer the game content to the player after the prearranged registering process;a judging process to judge whether or not the rarity of the game content offered to the player in the offering process and the rarity of the game content registered in advance as the target of the automatic selling in the prearranged registering process match;and an automatic selling process to automatically sell the game content offered without the player's operation when judged to match in the judging process.
  4. The computer-readable storage medium according to claim 4 , wherein the automatic selling process is a process of offering to the player a game point based on a value of the game content offered, without setting the game content offered as the game content owned by the player.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.