WO2024080296A1 - 情報処理プログラム、情報処理方法およびゲーム装置 - Google Patents

情報処理プログラム、情報処理方法およびゲーム装置 Download PDF

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Publication number
WO2024080296A1
WO2024080296A1 PCT/JP2023/036842 JP2023036842W WO2024080296A1 WO 2024080296 A1 WO2024080296 A1 WO 2024080296A1 JP 2023036842 W JP2023036842 W JP 2023036842W WO 2024080296 A1 WO2024080296 A1 WO 2024080296A1
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Prior art keywords
screen
player
displayed
equipment
display
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Ceased
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PCT/JP2023/036842
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English (en)
French (fr)
Japanese (ja)
Inventor
悟 岡田
真之 永田
宏平 籾山
誠也 中島
直樹 西川
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Cygames Inc
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Cygames Inc
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Priority to CN202380072285.7A priority Critical patent/CN120018891A/zh
Publication of WO2024080296A1 publication Critical patent/WO2024080296A1/ja
Priority to US19/096,230 priority patent/US20250232634A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes

Definitions

  • the present invention relates to an information processing program, an information processing method, and a game device.
  • Patent Document 1 a game genre known as a "leave-alone game” has been proposed in which the game progresses automatically after the player gives an instruction to play the game, and the result of the automatic progress is notified to the user after a predetermined period of time has passed.
  • the present invention aims to provide an information processing program, an information processing method, and an information processing system that can improve convenience for players and increase their motivation to play.
  • an information processing program includes: A process of executing a specific content for which a start condition is satisfied among a plurality of specific contents for which an elapsed time is set as an end condition for clearing the game, without requiring a player's operation or starting the game, and the specific content for which a start condition is satisfied; a process of granting a reward, which is determined in advance for each specific content, to a player based on the establishment of the end condition for the specific content; displaying a specific screen that allows a player to identify a type of the specific content for which a predetermined reward can be obtained as the reward and that allows the player to identify at least one of the start condition and the end condition set for the type of the specific content;
  • the computer is made to carry out the above steps.
  • a process of permitting start of execution of the specific content based on an operation of a first operation unit by a player on a start screen on which a first operation unit for starting execution of the specific content is displayed; a process of displaying a second operation unit for starting execution of the specific content on the specific screen; a process of permitting the start of execution of the specific content without displaying the start screen based on an operation of the second operation unit by a player; may further be performed by a computer.
  • an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, A process of executing a specific content for which a start condition is satisfied among a plurality of specific contents for which an elapsed time is set as an end condition for clearing the game, without requiring a player's operation or starting the game, and the specific content for which a start condition is satisfied; a process of granting a reward, which is determined in advance for each specific content, to a player based on the establishment of the end condition for the specific content; displaying a specific screen that allows a player to identify a type of the specific content for which a predetermined reward can be obtained as the reward and that allows the player to identify at least one of the start condition and the end condition set for the type of the specific content; Carry out the following.
  • a game device includes: One or more computers; The computer, A process of executing a specific content for which a start condition is satisfied among a plurality of specific contents for which an elapsed time is set as an end condition for clearing the game, without requiring a player's operation or starting the game, and the specific content for which a start condition is satisfied; a process of granting a reward to a player that is determined in advance for each specific content based on the establishment of the end condition for the specific content; a process of displaying a specific screen that allows a player to identify a type of the specific content for which a predetermined reward can be obtained as the reward, and allows the player to identify at least one of the start condition and the end condition set for the type of the specific content; Carry out the following.
  • the present invention makes it possible to increase players' motivation to play.
  • FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system.
  • Fig. 2A is a diagram illustrating the hardware configuration of a player terminal
  • Fig. 2B is a diagram illustrating the hardware configuration of a server.
  • Fig. 3A is a diagram illustrating an example of a home screen
  • Fig. 3B is a diagram illustrating an example of an ally character confirmation screen.
  • Fig. 4A is a diagram illustrating an example of a story screen
  • Fig. 4B is a diagram illustrating an example of a quest screen.
  • Fig. 5A is a diagram illustrating an example of a main quest screen
  • Fig. 5B is a diagram illustrating an example of a main quest selection screen
  • Fig. 5A is a diagram illustrating an example of a main quest selection screen
  • Fig. 5A is a diagram illustrating an example of a main quest selection screen
  • Fig. 5A is a diagram illustrating an example of a main quest selection
  • FIG. 5C is a diagram illustrating an example of a party selection screen.
  • Fig. 6A is a diagram illustrating an example of a battle game screen
  • Fig. 6B is a diagram illustrating an example of a first result screen
  • Fig. 6C is a diagram illustrating an example of a second result screen.
  • Fig. 7A is a diagram illustrating an example of an expedition top screen
  • Fig. 7B is a diagram illustrating an example of a dispatch destination selection screen.
  • Fig. 8A is a diagram illustrating an example of a menu screen
  • Fig. 8B is a first diagram illustrating an example of a notification setting screen
  • Fig. 8C is a second diagram illustrating an example of the notification setting screen.
  • Fig. 8A is a diagram illustrating an example of a menu screen
  • Fig. 8B is a first diagram illustrating an example of a notification setting screen
  • Fig. 8C is a second diagram illustrating an example of the notification setting screen.
  • FIG. 9A is a diagram illustrating an example of an expedition completion notification
  • Fig. 9B is a first diagram illustrating an example of a priority setting screen
  • Fig. 9C is a second diagram illustrating an example of the priority setting screen.
  • Fig. 10A is a first diagram illustrating an example of a first priority change screen
  • Fig. 10B is a first diagram illustrating an example of a second priority change screen.
  • Fig. 11A is a second diagram illustrating an example of the second priority change screen
  • Fig. 11B is a second diagram illustrating an example of the first priority change screen.
  • Fig. 12A is a first diagram illustrating an example of an automatic formation setting screen
  • Fig. 12B is a second diagram illustrating an example of an automatic formation setting screen.
  • Fig. 12A is a first diagram illustrating an example of an automatic formation setting screen
  • Fig. 12B is a second diagram illustrating an example of an automatic formation setting screen.
  • Fig. 12A is a first
  • FIG. 13A is a first diagram for explaining an example of the composition screen
  • Fig. 13B is a second diagram for explaining an example of the composition screen
  • Fig. 13C is a third diagram for explaining an example of the composition screen.
  • Fig. 14A is a diagram illustrating an example of an organization screen when the first automatic organization function is used.
  • Fig. 14B is a diagram illustrating an example of an organization screen when the second automatic organization function is used.
  • Fig. 15A is a fourth diagram for explaining an example of the formation screen
  • Fig. 15B is a first diagram for explaining an example of the time saving screen
  • Fig. 15C is a fifth diagram for explaining an example of the formation screen.
  • Fig. 16A is a diagram illustrating an example of a confirmation screen
  • Fig. 16A is a diagram illustrating an example of a confirmation screen
  • FIG. 16B is a diagram illustrating an example of an expedition start presentation screen
  • Fig. 16C is a first diagram illustrating an example of a time reduction presentation screen
  • Fig. 17A is a diagram illustrating an example of a dispatch destination selection screen during an expedition game
  • Fig. 17B is a diagram illustrating an example of a time reduction screen during an expedition game
  • Fig. 18A is a diagram illustrating an example of a confirmation screen for confirming to a player that the shortcut function is to be used during the execution of an expedition game
  • Fig. 18B is a diagram illustrating an example of a dispatch destination selection screen that is displayed when the shortcut function is used during the execution of an expedition game.
  • FIG. 19A and 19B are diagrams illustrating an example of a withdrawal confirmation screen and an expedition withdrawal screen, respectively.
  • Fig. 20A is a diagram illustrating an example of a dispatch destination selection screen when an expedition is completed
  • Fig. 20B is a diagram illustrating an example of an expedition completion screen.
  • FIG. 21 is a diagram illustrating an example of the re-dispatch screen.
  • Fig. 22A is a diagram illustrating an example of an expedition top screen when an expedition is completed
  • Fig. 22B is a diagram illustrating an example of a batch expedition completion screen.
  • FIG. 23 is a diagram illustrating an example of the re-dispatch screen.
  • Fig. 24A is a first diagram illustrating an example of the collective expedition screen.
  • Fig. 24A is a first diagram illustrating an example of the collective expedition screen.
  • FIG. 24B is a second diagram illustrating an example of the collective expedition screen.
  • FIG. 25 is a diagram illustrating an example of the collective expedition confirmation screen.
  • Fig. 26A is a diagram illustrating an example of an expedition party list screen
  • Fig. 26B is a diagram illustrating an example of a round addition completion screen.
  • Fig. 27A is a first diagram showing an example of an ally character detail screen
  • Fig. 27B is a second diagram showing an example of an ally character detail screen.
  • FIG. 28 is a diagram for explaining the categories of EX equipment.
  • Fig. 29A is a diagram showing an example of an automatic EX equipment setting screen
  • Fig. 29B is a diagram showing an example of a priority status screen.
  • Fig. 29A is a diagram showing an example of an automatic EX equipment setting screen
  • Fig. 29B is a diagram showing an example of a priority status screen.
  • Fig. 29A is a diagram showing an example of an automatic EX equipment setting screen
  • FIG. 30A is a diagram showing an example of an automatic EX equipment confirmation screen
  • Fig. 30B is a diagram showing an example of an EX equipment replacement details screen
  • Fig. 31A is a diagram showing an example of an EX equipment change screen
  • Fig. 31B is a diagram showing an example of an EX equipment reset confirmation screen
  • Fig. 31C is a diagram showing an example of an EX equipment replacement confirmation screen
  • Fig. 32A is a diagram showing an example of an EX equipment upper limit release screen
  • Fig. 32B is a diagram explaining the strengthening and upper limit release of EX equipment
  • Fig. 32C is a diagram showing an example of an item details screen
  • Fig. 33A is a diagram showing an example of an EX equipment upper limit release confirmation screen
  • Fig. 33A is a diagram showing an example of an EX equipment upper limit release confirmation screen
  • Fig. 33A is a diagram showing an example of an EX equipment upper limit release confirmation screen
  • Fig. 33A is a diagram showing
  • FIG. 33B is a diagram showing an example of an equipment strengthening item return screen.
  • Fig. 34A is a diagram showing an example of an EX equipment strengthening screen
  • Fig. 34B is a diagram showing an example of a used strengthening point setting screen
  • Fig. 34C is a diagram showing an example of an EX equipment strengthening confirmation screen.
  • FIG. 35 is a diagram showing an example of the automatic reinforcement setting screen.
  • Fig. 36A is a first diagram showing an example of an item list screen
  • Fig. 36B is a second diagram showing an example of an item list screen.
  • Fig. 37A is a diagram showing an example of a disassembly confirmation screen
  • Fig. 37B is a diagram showing an example of a disassembly result screen.
  • FIG. 37 is a diagram showing an example of the automatic disassembly setting screen.
  • Fig. 39A is a diagram showing an example of an acquisition location screen.
  • Fig. 39B is a diagram showing an example of an expedition departure screen.
  • Fig. 39C is a diagram showing an example of an expedition result screen.
  • Fig. 39D is a diagram showing an example of an expedition confirmation screen.
  • Fig. 39C is a diagram showing an example of a result screen.
  • FIG. 40 is a diagram showing an example of the automatic disassembly setting screen.
  • FIG. 41 is a diagram for explaining the memory configuration and computer functions of a player terminal.
  • FIG. 42 is a diagram for explaining the memory configuration of the server and its functions as a computer.
  • FIG. 43 is a flowchart explaining the EX equipment management process in the player terminal.
  • FIG. 44 is a flowchart explaining the EX equipment acquisition location processing in the player terminal.
  • (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S.
  • the information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
  • the player terminal 1 and the server 1000 function as the game device G.
  • the player terminal 1 and the server 1000 are each assigned the role of controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
  • the player terminal 1 can establish communication with the server 1000 via the communication network N.
  • the player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
  • the server 1000 is connected for communication with multiple player terminals 1.
  • the server 1000 accumulates various information for each player playing the game. Based on operations input from the player terminals 1, the server 1000 also performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1.
  • the communication base station Na is connected to the communication network N and transmits and receives information wirelessly to and from the player terminal 1.
  • the communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
  • Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1.
  • Fig. 2B is a diagram for explaining the hardware configuration of the server 1000.
  • the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 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.
  • CPU Central Processing Unit
  • the server 1000 includes a CPU 1010, a memory 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.
  • the configurations and functions of the CPU 1010, memory 1012, bus 1014, input/output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as the CPU 10, memory 12, bus 14, input/output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the following describes the hardware configuration of the player terminal 1, and a description of the server 1000 is omitted.
  • the CPU 10 runs the programs stored in the memory 12 and controls the progress of the game.
  • the memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required to control the progress of the game.
  • the memory 12 is connected to the CPU 10 via a bus 14.
  • An input/output interface 16 is connected to the bus 14.
  • a memory unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input/output interface 16.
  • the storage unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory), and stores various programs and data.
  • DRAM Dynamic Random Access Memory
  • the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
  • the communication unit 20 is wirelessly connected to the communication base station Na, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N.
  • the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
  • the input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc., through which the player's operations are input (which accepts operations).
  • the input unit 22 may also be a dedicated controller provided in the player terminal 1, or connected (externally) to the player terminal 1.
  • the input unit 22 may be composed of an acceleration sensor that detects the tilt or movement of the player terminal 1, or a microphone that detects the voice of the player.
  • the input unit 22 broadly includes devices that can input the player's intentions in an identifiable manner.
  • the output unit 24 includes a display device and a speaker.
  • the output unit 24 may be a device that is connected (externally attached) to the player terminal 1.
  • the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
  • Game Contents Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example.
  • a so-called battle game is provided in which one or more ally characters are organized and made to fight against enemy characters.
  • this embodiment also provides a game of the so-called idle game genre (called an "expedition game” in this embodiment) in which one or more organized ally characters are dispatched.
  • multiple ally characters are provided to the player by the game operator. For example, the player can own multiple ally characters obtained by a lottery called gacha or distributed by the operator.
  • a player can select one or more of the ally characters they own and organize a party. The player can then play the battle game using the party they organized.
  • the objective of the battle game is for the ally characters organized into the party to defeat (clear) enemy characters and earn rewards.
  • the player can play multiple types of battle games, each with different enemy characters and difficulty levels.
  • the player can select one or more of the ally characters he owns to organize a party.
  • the player can play the expedition game using the organized party.
  • an "expedition" is carried out in which the ally characters organized into the party are dispatched for a preset required time. Then, when the required time has elapsed, the expedition game is completed (cleared) and the player can earn rewards.
  • the player in order to start the expedition game, the player must operate the player and start the game.
  • an expedition game (specific content) that has been started does not require the player to operate or start the game to progress, and has the game nature of progressing over time.
  • the objective of the expedition game is to dispatch friendly characters organized into a party for a preset required time and earn rewards.
  • multiple types of expedition games can be played.
  • the difficulty level varies based on the required time, party strength conditions, etc.
  • FIG. 3A is a diagram showing an example of a home screen 40.
  • FIG. 3B is a diagram showing an example of an ally character confirmation screen 50.
  • FIG. 4A is a diagram showing an example of a story screen 60.
  • FIG. 4B is a diagram showing an example of a quest screen 70.
  • the home screen 40 shown in FIG. 3A is the screen that is first displayed after the player taps the display 26 on the title screen (not shown) (i.e., after the game starts). As shown in FIG. 3A, on the home screen 40, a menu bar 41 is displayed at the bottom of the display 26. The menu bar 41 is displayed at the bottom of the display 26 on normal screens other than the title screen (not shown).
  • the menu bar 41 has a number of operation sections that can be operated (tapped) by the player.
  • the menu bar 41 has a home screen selection operation section 41a marked “HOME”, an ally character confirmation screen selection operation section 41b marked “CHARACTER”, a story screen selection operation section 41c marked “STORY”, a quest screen selection operation section 41d marked “QUEST”, a gacha screen selection operation section 41e marked “GACHA”, a menu screen selection operation section 41f marked “MENU”.
  • the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.
  • the home screen selection operation unit 41a When the home screen selection operation unit 41a is tapped, the home screen 40 shown in FIG. 3A is displayed on the display 26.
  • the ally character confirmation screen selection operation unit 41b When the ally character confirmation screen selection operation unit 41b is tapped, the ally character confirmation screen 50 shown in FIG. 3B is displayed on the display 26.
  • the story screen selection operation unit 41c When the story screen selection operation unit 41c is tapped, the story screen 60 shown in FIG. 4A is displayed on the display 26.
  • the quest screen selection operation unit 41d When the quest screen selection operation unit 41d is tapped, the quest screen 70 shown in FIG. 4C is displayed on the display 26.
  • a gacha screen (not shown) is displayed on the display 26.
  • a menu screen (not shown) is displayed on the display 26.Note that, although a detailed explanation is omitted, on the gacha screen, a gacha lottery can be held in which an ally character can be acquired by lottery.Furthermore, on the menu screen, game settings and various information can be confirmed.
  • a header display area 42 is provided at the top of the home screen 40. At least a portion of the player information associated with the player ID is displayed in the header display area 42. For example, the header display area 42 displays level information 42a indicating the player level, and a stamina display bar 42b indicating the player's stamina. In addition, as shown in FIG. 3A, the player's stamina is displayed numerically at the bottom of the stamina display bar 42b.
  • the player information includes a player ID, ally character identification information (hereafter referred to as ally character ID) for identifying ally characters owned by the player, level information 42a, stamina information displayed on stamina display bar 42b, story progress information described below, battle game completion information, in-game currency information indicating the amount of in-game currency possessed by the player, item information indicating the type and amount of items possessed by the player, expedition game information indicating the progress of the expedition game, various play information set for each expedition game, and expedition game setting information indicating the various items that can be acquired.
  • Stamina is a parameter necessary for a player to play a battle game.
  • multiple types of battle games are provided, and each battle game is set with a stamina consumption value required for play and a maximum number of times it can be played in a day.
  • the player When playing a battle game for which a stamina consumption value required for play is set, the player will consume stamina to play the battle game. Therefore, if the player does not have enough stamina, he or she will not be able to play the battle game.
  • stamina is set for the player level. As the player level rises, the upper limit for stamina becomes higher. Stamina recovers by a certain value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit.
  • the stamina display bar 42b displays the current remaining amount of stamina in relation to the upper limit for stamina, allowing the player to visually grasp it.
  • the stamina value displayed at the bottom of the stamina display bar 42b displays the upper limit for stamina, "277", in the denominator and the player's current stamina, "260", in the numerator.
  • the player is able to play the expedition game without consuming the above-mentioned stamina. That is, for example, even if stamina is depleted by playing a battle game, it is possible to execute the expedition game. However, it may be necessary to consume stamina in order to play the expedition game.
  • the ally character confirmation screen selection operation section 41b of the menu bar 41 is tapped, the ally character confirmation screen 50 shown in FIG. 3B is displayed on the display 26.
  • images of all ally characters corresponding to the ally character IDs associated with the player ID are displayed.
  • all ally characters owned by the player are displayed on the ally character confirmation screen 50.
  • Each ally character is assigned a different ally character ID.
  • the ally character ID of the acquired ally character is associated with the player's player ID.
  • Allied characters are stored with a corresponding number of stars (rank), experience points, and level.
  • Experience points increase when a character wins a battle game (described below) or when a specific item is used.
  • a character's level is set in accordance with the experience points, and increases each time the experience points reach a specific value.
  • Each allied character has a level cap set, and levels can only increase up to the cap.
  • ally characters are assigned base values for their combat power, such as life points, attack power, and defense power, based on their stars (rank) and level.
  • the base values assigned to an ally character increase as the number of stars (rank) increases and as the level increases.
  • ally character confirmation screen 50 you can equip (set) an ally character with equipment such as weapons, armor, and accessories.
  • equipment such as weapons, armor, and accessories.
  • Each piece of equipment has an added value set for its attack power, defense power, and so on.
  • the added value of each piece of equipment is added to the above-mentioned base value, thereby increasing the fighting power of the ally character.
  • Information about these weapons, armor, accessories, and other equipment is also associated with the ally character ID and is configured as part of the player information.
  • equipment is broadly divided into normal equipment and EX equipment.
  • Normal equipment can be acquired as a reward when completing a battle game or an expedition game, which will be described later.
  • EX equipment can be acquired as a reward when completing an expedition game, which will be described later.
  • EX equipment cannot be acquired as a reward when completing a battle game, which will be described later.
  • EX equipment is harder to acquire and more rare than normal equipment.
  • the above-mentioned additional value set for EX equipment is set to be relatively larger than the above-mentioned additional value set for normal equipment.
  • EX equipment is equipment that is relatively more advantageous to the player than normal equipment.
  • EX equipment is more difficult to obtain than normal equipment, and is relatively advantageous to the player. This stimulates the player's desire to play the expedition game, in which the player can obtain EX equipment to give them an advantage in the battle game.
  • players may be able to acquire regular equipment and EX equipment as distributions from the management side or as rewards at various events.
  • players may be able to acquire regular equipment and EX equipment through a lottery known as gacha.
  • gacha the probability of winning EX equipment in a given gacha may be set to be lower than the probability of winning regular equipment in a given gacha.
  • more details on EX equipment will be provided later.
  • special items are provided for increasing the stars (rank) of ally characters.
  • the player can increase the stars (rank) of the ally character by consuming a special item that corresponds to the ally character whose stars (rank) he/she wants to increase.
  • the player can also obtain special items as rewards when completing a battle game or an expedition game, which will be described later.
  • a story screen 60 shown in FIG. 4A is displayed on the display 26.
  • the story screen 60 displays the menu bar 41, the header display area 42, a main story selection operation section 61, and a character story selection operation section 62.
  • main story screen (not shown) is displayed on the display 26.
  • the main story screen displays multiple main stories that are unlocked according to the progress of a "main quest" (described below).
  • main quest a "main quest"
  • main quest a main quest that is unlocked as the player progresses through a main quest
  • the player can view the unlocked main story from the main story screen (not shown).
  • the intimacy level of an ally character increases when the player wins a battle game (described below) or when a specific item is used. Each time the intimacy level reaches a specific value, the intimacy rank increases. Note that an upper limit for the intimacy rank is set for each ally character, and the rank increases only up to that upper limit. When the intimacy level of an ally character increases to the upper limit, all character stories for that ally character are unlocked. Then, when a new character story is unlocked, the player can view the unlocked character story from a character story screen (not shown).
  • a quest screen 70 shown in FIG. 4B is displayed on the display 26.
  • the quest screen 70 displays the menu bar 41, the header display area 42, and a plurality of game type selection operation sections 71 which indicate the types of games provided.
  • five types of games are provided, and five game type selection operation sections 71 are displayed.
  • the game type selection operation section 71 includes a main quest selection operation section 71a marked “Main Quest,” a guild battle selection operation section 71b marked “Guild Battle,” a 1V1 battle selection operation section 71c marked “1V1 Battle,” a 3V3 battle selection operation section 71d marked “3V3 Battle,” and an expedition selection operation section 71e marked “Expedition.”
  • a main quest screen 72 (FIG. 5A), described later, is displayed on the display 26.
  • a guild battle screen (not shown) is displayed on the display 26.
  • a 1V1 battle screen (not shown) is displayed on the display 26.
  • a 3V3 battle screen (not shown) is displayed on the display 26.
  • an expedition top screen 90 (FIG. 7A), described later, is displayed on the display 26.
  • Some types of games have release conditions. Examples of release conditions include the player's level being equal to or above a certain value, completing other specified games, etc. Each game type includes multiple games (levels or rounds). Each of these games also has release conditions. When the release conditions are met, the game release information included in the player information is updated.
  • the player terminal 1 it is determined whether or not a game is released based on the game release information, and only the game type selection operation unit 71 of a game that satisfies the release conditions will accept the player's operation. Therefore, the player can only play games that satisfy the release conditions.
  • FIG. 5A is a diagram illustrating an example of a main quest screen 72.
  • FIG. 5B is a diagram illustrating an example of a main quest selection screen 74.
  • FIG. 5C is a diagram illustrating an example of a party selection screen 77.
  • the main quest screen 72 displays a menu bar 41, a header display area 42, and a main quest operation section 73 for selecting multiple battle games (levels) that belong to the main quest.
  • the main quest operation unit 73 also displays the completion information for each battle game.
  • the completion information is indicated by, for example, three stars.
  • stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned, if there is one ally character whose life points are 0, two stars are earned, and if there are two or more ally characters whose life points are 0, one star is earned.
  • the main quest is unlocked when the previous battle game is completed.
  • the battle game "1-4" is unlocked because the battle games up to "1-3" have been completed, but the battle games after that (from "1-5" onwards, not shown) are not unlocked.
  • main quest operation section 73 for a battle game "1-4,” for example, is operated on the main quest screen 72, a main quest selection screen 74 shown in FIG. 5B is displayed on the display 26.
  • the main quest selection screen 74 displays enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game.
  • the main quest selection screen 74 also displays the amount of stamina consumed when challenging a battle game by consuming stamina. Here, it shows that the current stamina of 260 will change to 252 after stamina is consumed.
  • the main quest selection screen 74 also displays a challenge operation section 75 marked "Challenge” for challenging the battle game, and a cancel operation section 76 marked “Cancel” for canceling the process corresponding to the currently displayed screen.
  • the cancel operation unit 76 When the cancel operation unit 76 is operated, the main quest screen 72 shown in FIG. 5A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.
  • a party selection screen 77 shown in FIG. 5C is displayed on the display 26. All ally characters owned by the player are displayed on the party selection screen 77. In addition, a selected ally character display area 78 that displays the selected ally character is displayed at the bottom of the party selection screen 77.
  • the party selection screen 77 also displays an EX equipment operation section 77x marked “EX Equipment,” a cancel operation section 76, and a battle start operation section 79 marked “Start Battle.”
  • an ally character ID to be used in the battle game is selected from among multiple ally character IDs associated with the player ID.
  • a party is organized by the player selecting multiple ally characters. Note that the same ally character cannot be set more than once when forming a party.
  • the player can use the automatic equipment function described below to set the EX equipment to be equipped for each of all ally characters displayed in the selected ally character display area 78.
  • the manual equipment function it may also be possible to use the manual equipment function to set the EX equipment for each ally character.
  • FIG. 6A is a diagram illustrating an example of a battle game screen 80.
  • FIG. 6B is a diagram illustrating an example of a first result screen 83.
  • FIG. 6C is a diagram illustrating an example of a second result screen 85.
  • the battle game screen 80 is displayed as shown in FIG. 6A.
  • ally characters and enemy characters are displayed on the display 26. Ally characters operate under computer control, and can inflict damage on enemy characters and receive damage from enemy characters. Enemy characters also operate under computer control, and can inflict damage on ally characters and receive damage from ally characters.
  • damage points When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When all enemy characters' life points reach 0, the player wins (clears the game), and when all ally characters' life points reach 0 (lose), the player loses.
  • an ally character display area 81 is provided at the bottom of the battle game screen 80.
  • life points 81a and a special move gauge 81b for each ally character are displayed.
  • the special move gauge 81b increases when an ally character receives damage from an enemy character or inflicts damage on an enemy character. Then, when the special move gauge 81b reaches a predetermined maximum value, that ally character can use a special move.
  • a special move inflicts more damage points on an enemy character than a normal attack, recovers the life points of an ally character, or gives a special effect to an enemy character.
  • an auto-selection operation unit 82 is displayed on the battle game screen 80, and the player can switch between the auto-activation state and the manual activation state by operating the auto-selection operation unit 82.
  • the auto-selection operation unit 82 is operated in the manual activation state, the state becomes an auto-activation state in which the special move is used automatically.
  • the auto-selection operation unit 82 when the auto-selection operation unit 82 is operated in the auto-activation state, the state becomes a manual activation state in which the special move is used manually. Even in the auto-activation state, if the player operates an ally character when the special move gauge 81b has reached its maximum value and the special move has not been used under computer control, the special move can be used.
  • FIG. 6B shows, as an example, the first result screen 83 when an ally character wins.
  • the first result screen 83 displays at least a portion of the game result information of the battle game.
  • the first result screen 83 also displays a next operation section 84 marked "Next.”
  • the next operation unit 84 When the next operation unit 84 is operated, the second result screen 85 shown in FIG. 6C is displayed on the display 26.
  • the second result screen 85 displays at least a portion of the game result information of the battle game.
  • the second result screen 85 also displays a Next operation unit 86 marked "Next.”
  • the Next operation unit 86 When the Next operation unit 86 is operated, the display on the display 26 switches from the battle screen to the normal screen. In other words, the first result screen 83 and the second result screen 85 are part of the battle screen.
  • the Next operation unit 86 when the Next operation unit 86 is operated, the main quest screen 72 shown in FIG. 5A is displayed on the display 26.
  • the game result information includes the friendly character ID (party) of friendly characters, the enemy character ID of enemy characters, remaining status information of friendly characters and enemy characters at the end of the battle (whether or not life points are 0 at the end of the battle game), damage points inflicted (total value), player operation information (manual activation state or auto activation state), battle log ID, battle game type information (main quest, guild battle, etc.), information associated with each type of battle game (clearance information, battle game hierarchy, etc.), item information granted, etc.
  • the auto-activation state is in effect from the start to the end of the battle game and the special move has not been used manually by the player, the auto-activation state will be in effect; otherwise, the manual activation state will be in effect.
  • a unique battle log ID is assigned to each battle game. The information associated with each type of battle game is different for each type of battle game.
  • the expedition game according to this embodiment has the following game characteristics.
  • the player selects at least one of the dispatch destinations provided in advance.
  • the player also selects one or more of the ally characters he owns to organize a party.
  • the player then dispatches the organized party to the selected dispatch destination.
  • the expedition game is completed and the player is able to earn rewards.
  • Fig. 7A is a diagram illustrating an example of the expedition top screen 90.
  • the expedition game has multiple levels, each of which has multiple dispatch destinations. Specifically, four levels are provided as the multiple levels: "Level A”, “Level B”, “Level C”, and “Level D”. However, the number of levels is not limited to this.
  • multiple expedition hierarchical level selection operation units 91 corresponding to multiple levels are displayed in the center of the expedition top screen 90. Specifically, as shown in FIG. 7A, four operation units are displayed: a first expedition hierarchical level selection operation unit 91a marked “Level A,” a second expedition hierarchical level selection operation unit 91b marked “Level B,” a third expedition hierarchical level selection operation unit 91c marked “Level C,” and a fourth expedition hierarchical level selection operation unit 91d marked "Level D.”
  • a menu screen selection operation section 92 for displaying a menu screen 110 (FIG. 8A) described below is displayed.
  • a collective expedition selection operation section 93 is displayed for displaying the collective expedition screen 290 ( Figure 24A), which will be described later.
  • an expeditionary party selection operation section 94 is displayed for displaying the expeditionary party list screen 320 (Fig. 26A), which will be described later.
  • the expeditionary party list screen 320 (Fig. 26A) displays a list of parties organized for expedition games for which rewards have not yet been received, or for expedition games that are currently being played. Also, on the expeditionary party list screen 320 (Fig. 26A), the results of the expedition games corresponding to each dispatch destination can be confirmed, i.e., rewards can be received.
  • a batch expedition completion operation section 95 is displayed for displaying a batch expedition completion screen 270 (FIG. 22B) described below.
  • a corresponding dispatch destination selection screen 100 (Fig. 7B) is displayed on the display 26.
  • Fig. 7B is a diagram illustrating an example of the dispatch destination selection screen 100. Note that Fig. 7B shows the dispatch destination selection screen 100 that is displayed on the display 26 when the player operates the first expedition hierarchical selection operation section 91a on the expedition top screen 90 (Fig. 7A).
  • dispatch destinations are provided as dispatch destinations belonging to "Layer A”: "Dispatch Destination A-1,” “Dispatch Destination A-2,” “Dispatch Destination A-3,” and “Dispatch Destination A-4.”
  • dispatch destinations are provided for each of "Layer B" to "Layer D.”
  • the number of dispatch destinations belonging to each layer is not limited to this, and the number of dispatch destinations belonging to each layer may be the same or different.
  • multiple dispatch destination selection operation units 101 corresponding to multiple dispatch destinations are displayed in the center of the dispatch destination selection screen 100. Specifically, as shown in FIG. 7B, four operation units are displayed: a first dispatch destination selection operation unit 101a marked "Dispatch destination A-1,” a second dispatch destination selection operation unit 101b marked “Dispatch destination A-2,” a third dispatch destination selection operation unit 101c marked “Dispatch destination A-3,” and a fourth dispatch destination selection operation unit 101d marked "Dispatch destination A-4.”
  • the difficulty level is set in advance for each destination in the expedition game.
  • three play conditions are set in advance for each destination: required strength, maximum number of people, and required time.
  • the required strength indicates the minimum strength of the party, that is, the total strength of each of the friendly characters organized into the party. In other words, if the party's strength is equal to or greater than the required strength, the party can be dispatched to the destination. On the other hand, if the party's strength is less than the required strength, the party cannot be dispatched to the destination. In other words, the higher the required strength, the higher the difficulty.
  • the required time indicates the time required to complete when a party is dispatched to the destination.
  • the higher the combat power of the party dispatched to the destination the shorter the required time.
  • the conditions for shortening the required time are not limited to the above.
  • the time may be shortened by the number of party participants or the level of allied characters other than combat power. These may also be set on the automatic formation setting screen 160 (FIG. 12A) described below.
  • the setting of organization information is requested, which includes one or more game media (ally characters), and in which a predetermined parameter (combat strength) calculated based on the game media (ally characters) satisfies a minimum condition, and organization information (party organization) is set based on the player's operation for specific content (expedition game) in which the degree of advantage increases (required time is shortened) the more the predetermined parameter (combat strength) exceeds the minimum condition. Also, it is possible to shorten the time required to complete the progress of the specific content (expedition game) depending on the degree to which the predetermined parameter (party combat strength) exceeds the minimum condition (required combat strength).
  • the maximum number of people indicates the maximum number of friendly characters that can be organized into a party to be dispatched to the destination. The lower the maximum number of people, the higher the difficulty level.
  • the minimum number of friendly characters that can be organized into a party to be dispatched to the destination may also be set as a play condition.
  • the play conditions are set as follows: required time 1 hour 30 minutes, maximum number of units 5, and required strength 800,000.
  • the play conditions are set as follows: required time 1 hour 45 minutes, maximum number of units 6, and required strength 900,000.
  • the play conditions are set as follows: required time 1 hour 40 minutes, maximum number of units 2, and required strength 700,000.
  • the play conditions are set as follows: required time 4 hours, maximum number of units 12, and required strength 950,000.
  • a composition screen 170 (FIG. 13A) described below for forming a party to be dispatched to the corresponding type of dispatch destination is displayed on the display 26.
  • a cancel operation section 102 marked "Cancel” is displayed at the bottom of the dispatch destination selection screen 100.
  • the display of the dispatch destination selection screen 100 ends, and the expedition top screen 90 (FIG. 7A) is displayed on the display 26.
  • Fig. 8A is a diagram illustrating an example of the menu screen 110.
  • a notification setting operation section 111 labeled "Notification Settings” is displayed on the menu screen 110.
  • a notification setting screen 120 (FIG. 8B), which will be described later, is displayed on the display 26.
  • a priority setting operation section 112 labeled "priority setting” is displayed on the menu screen 110.
  • a priority setting screen 130 (FIG. 9B), which will be described later, is displayed on the display 26.
  • an automatic formation setting operation section 113 labeled "Automatic formation setting” is displayed on the menu screen 110.
  • an automatic formation setting screen 160 (FIG. 12A), which will be described later, is displayed on the display 26.
  • an automatic disassembly setting operation section 114 labeled "automatic disassembly setting” is displayed on the menu screen 110.
  • an automatic disassembly setting screen (FIG. 40) for configuring settings related to the automatic disassembly function described below is displayed on the display 26.
  • a close operation section 115 labeled "Close” is displayed on the menu screen 110.
  • the display of the menu screen 110 ends, and the expedition top screen 90 (FIG. 7A) is displayed on the display 26.
  • FIG. 8B is a first diagram illustrating an example of the notification setting screen 120.
  • FIG. 8C is a second diagram illustrating an example of the notification setting screen 120.
  • FIG. 9A is a diagram illustrating an example of an expedition completion notification.
  • This embodiment is provided with a repeat dispatch function, which will be described in more detail later.
  • the repeat dispatch function the player can freely specify the number of times the organized party is dispatched to the destination (hereinafter referred to as the number of dispatches).
  • the number of dispatches for an expedition game (specific content), the player can set the number of times selected from a predetermined number of times, 1 time or 2 or more times, as the number of times to be executed. This makes it possible to improve convenience for the player.
  • a limit may be set on the number of times that can be set. For example, a limit may be set such that the execution of one type of expedition game is limited to 10 times per day.
  • the repeat dispatch function allows the number of times to be specified as the number of times to be executed within the range that does not exceed this upper limit.
  • the player can receive a notification indicating that the expedition game has been completed (hereinafter referred to as an expedition completion notification).
  • an expedition completion notification a notification indicating that the expedition game has been completed.
  • a message M stating "Expedition completed” is displayed at the top of the home screen 40.
  • the text displayed in the expedition completion notification is not limited to this.
  • the screen on which the message M is displayed is not limited to the home screen 40. In other words, while the game application is running, the message M is displayed at the top of the display 26 regardless of the type of screen being displayed.
  • the player can arbitrarily set the timing for the execution of the expedition completion notification. In other words, it is possible to set the timing for the execution of the notification indicating that the progress of the expedition game (specific content) has ended based on the player's operation.
  • the player can set the completion of one expedition game as the trigger for the expedition completion notification (hereinafter referred to as the first execution trigger), regardless of the specified number of dispatches.
  • the player can set the completion of all expedition games for the specified number of dispatches as the trigger for the expedition completion notification (hereinafter referred to as the second execution trigger).
  • the execution trigger can be set to the end of the progress of all expedition games (specific content) the set number of times. Also, when the second execution trigger is set and the specified number of dispatches is one, an expedition completion notification (notification) is executed based on the end of the progress of one expedition game (specific content). Also, when the second execution trigger is set and the specified number of dispatches is multiple times (e.g., three times), an expedition completion notification (notification) is executed based on the end of the progress of multiple expedition games (specific content) (e.g., three times).
  • an expedition completion notification (notification) is not executed based on the end of the progress of expedition games (specific content) less than the specified number of dispatches (e.g., one or two times).
  • a first execution trigger selection section 121 corresponding to the first execution trigger, and a second execution trigger selection section 122 corresponding to the second execution trigger are displayed in the center of the notification setting screen 120.
  • the first execution trigger selection section 121 is highlighted as shown in FIG. 8B.
  • the second execution trigger selection section 122 is highlighted as shown in FIG. 8C.
  • a black circle is displayed as a highlight in the first execution trigger selection section 121 or the second execution trigger selection section 122 in response to the player's operation.
  • the content of the highlight is not limited to this.
  • a check mark may be displayed as a highlight in the first execution trigger selection section 121 or the second execution trigger selection section 122 in response to the player's operation.
  • a setting operation section 123 marked “Settings” is displayed at the bottom of the notification setting screen 120.
  • the first execution trigger selection section 121 is highlighted ( Figure 8B)
  • the player operates the setting operation section 123 the first execution trigger is set as the execution trigger for the expedition completion notification.
  • the second execution trigger selection section 122 is highlighted ( Figure 8C), and the player operates the setting operation section 123, the second execution trigger is set as the execution trigger for the expedition completion notification.
  • a cancel operation section 124 marked “Cancel” is displayed at the bottom of the notification settings screen 120.
  • the display of the notification settings screen 120 ends, and the menu screen 110 (Fig. 8A) is displayed on the display 26.
  • FIG. 9A shows a case where message M is displayed when home screen 40 is displayed on display 26, message M may be displayed only when an execution trigger set by the player occurs while the game application is running.
  • an expedition top screen 90 (FIG. 7A), a dispatch destination selection screen 100 (FIG. 7B), a menu screen 110 (FIG. 8A), a notification setting screen 120 (FIG. 8B), a priority setting screen 130 (FIG. 9B), a first priority change screen 140 (FIG. 10A), a second priority change screen 150 (FIG. 10B), an automatic formation setting screen 160 (FIG. 12A), a formation screen 170 (FIG. 13A), ), time saving screen 180 (FIG. 15B), confirmation screen 190 (FIG. 16A), expedition start presentation screen 200 (FIG. 16B), time saving presentation screen 210 (FIG. 16C), confirmation screen 220 (FIG. 18A), withdrawal confirmation screen 230 (FIG.
  • Message M may also be displayed when an execution trigger set by the player occurs while the game application is not running, and when the game application is launched for the first time after the execution trigger set by the player occurs.
  • message M may be displayed when an execution trigger set by the player occurs. In this case, message M may be displayed in a specified notification area on the display 26 of the player terminal 1.
  • FIG. 9B is a first diagram illustrating an example of the priority setting screen 130.
  • FIG. 9C is a second diagram illustrating an example of the priority setting screen 130.
  • a special item can be acquired as a reward when an expedition game is completed.
  • a special item corresponding to an ally character set as a special item drop target that can acquire a special item, among the ally characters organized in a party dispatched to the completed expedition game, can be acquired with a predetermined probability.
  • a player can acquire normal items that can also be acquired when completing the above-mentioned battle game.
  • a player can acquire EX equipment with a certain probability, which cannot be acquired when completing the above-mentioned battle game. The player can equip (set) the EX equipment to a desired ally character. This can stimulate the player's desire to play the expedition game.
  • icon images showing EX equipment that can be acquired at the dispatch destination may be displayed in correspondence with the dispatch destination selection operation unit 101. This allows the player to visually grasp the EX equipment that can be acquired, improving convenience.
  • the player can organize into a party the maximum number of ally characters (e.g., five characters) set for each dispatch destination. Of the ally characters organized into the party, a certain number of ally characters (three characters in this embodiment) can then be set as targets for special item drops.
  • ally characters e.g., five characters
  • the player cannot acquire a special item corresponding to an ally character that is not set as a special item drop target among the ally characters organized in a party dispatched to a completed expedition game.
  • the probability of acquiring a special item corresponding to an ally character that is not set as a special item drop target may be set lower than the probability of acquiring a special item corresponding to an ally character that is set as a special item drop target.
  • this embodiment is provided with an automatic party organization function that automatically organizes a party to be dispatched to a destination.
  • the player can set the type of one or more ally characters (hereinafter referred to as priority targets) that will be given priority as targets for special item drops, and their priority (order of priority).
  • a list display section 131 is displayed in the center of the priority setting screen 130. All ally characters owned by the player are displayed in the list display section 131. The player can set desired ally characters (up to 15 in this embodiment) as priority targets by operating the ally characters displayed in the list display section 131.
  • FIGS. 9B and 9C show a case where the level of each of the ally characters displayed in the list display section 131 is displayed. However, it is also possible to display the combat power of each of the ally characters displayed in the list display section 131.
  • a priority target display section 132 for displaying a list of ally characters that have been set as priority targets is displayed at the bottom of the priority setting screen 130.
  • the operated ally character is highlighted as shown in Figure 9C.
  • FIG. 9C shows a case where the ally character controlled by the player is grayed out as a highlighting display.
  • the content of the highlighting display is not limited to this.
  • the ally character controlled by the player may be highlighted by thickening the border around it.
  • the ally characters are displayed left-justified in the priority object display section 132.
  • the ally character displayed on the left side of the priority object display section 132 is set to have the highest priority
  • the ally character displayed on the right side of the priority object display section 132 is set to have the lowest priority.
  • a reset operation section 133 marked "Reset” is displayed in the center of the priority setting screen 130.
  • the player operates the reset operation section 133 the ally character set as the priority target is reset, and the ally character is highlighted in the list display section 131 shown in Figure 9C, and the ally character displayed in the priority target display section 132 is hidden.
  • a setting operation section 135 marked “Set” and a cancel operation section 136 marked “Cancel” are displayed in the lower right corner of the priority setting screen 130.
  • the priority of the ally character is set based on the content displayed on the priority setting screen 130 immediately before the operation.
  • the display of the priority setting screen 130 ends, and the menu screen 110 ( Figure 8A) is displayed on the display 26.
  • a priority change operation section 134 labeled "priority change” is displayed in the center of the priority setting screen 130.
  • a first priority change screen 140 ( Figure 10A), which will be described later, is displayed on the display 26.
  • the player can change the priority of the prioritized ally characters by performing a specific operation on the first priority change screen 140 (Fig. 10A) and the second priority change screen 150 (Fig. 10B, Fig. 11A) described below.
  • the priority of the prioritized ally characters can be changed by swapping the priorities of two ally characters selected by the player from among the prioritized ally characters (hereinafter referred to as the change-to ally character and change-to ally character).
  • FIG. 10A is a first diagram illustrating an example of the first priority change screen 140.
  • FIG. 10B is a first diagram illustrating an example of the second priority change screen 150.
  • FIG. 11A is a second diagram illustrating an example of the second priority change screen 150.
  • FIG. 11B is a second diagram illustrating an example of the first priority change screen 140.
  • a priority target display section 141 is displayed in the center of the first priority change screen 140.
  • the priority target display section 141 displays a list of ally characters set as priority targets, i.e., ally characters displayed in the priority target display section 132, in descending order of priority.
  • each ally character set as a priority target is given an identification indicator 141a that makes it possible to identify the priority.
  • FIG. 10A shows a case in which a number ("1" to "15") according to the priority is given as the identification indicator 141a. In other words, the higher the priority, the smaller the number value displayed.
  • the content of the identification indicator 141a is not limited to this. For example, a symbol according to the priority may be displayed.
  • a close operation section 142 marked "close” is displayed on the first priority change screen 140.
  • the close operation section 142 When the player operates the close operation section 142, the first priority change screen 140 becomes hidden, and the priority setting screen 130 is displayed on the display 26.
  • an explanatory message stating "Please select the character whose priority you wish to change" is displayed to prompt the player to perform an operation to select the ally character whose priority will be changed.
  • the operated ally character is set as the original ally character.
  • the display on the display 26 switches to the second priority change screen 150 shown in FIG. 10B.
  • the priority target display section 141 continues to be displayed on the second priority change screen 150.
  • the original ally character is highlighted in the priority target display section 141 of the second priority change screen 150.
  • FIG. 10B shows a case where the original ally character is highlighted by thickening the border around it.
  • the content of the highlight is not limited to this.
  • the display size of the original ally character may be increased as a highlight.
  • an explanatory message stating "Please select the destination character” is displayed to prompt the player to perform an operation to select the destination ally character for which the priority will be changed.
  • the operated ally character is set as the destination ally character. Also, on the display 26, the display of the second priority change screen 150 is updated as shown in FIG. 11A.
  • Figure 9C shows a case where the maximum number of ally characters that can be set (15) are set as priority targets, it is also possible to set ally characters that are less than the maximum number that can be set (15) (e.g., 3) as priority targets. Also, in this embodiment, it is not necessary to set ally characters as priority targets. In other words, the player can choose not to set any ally characters as priority targets.
  • both the source ally character and the destination ally character are highlighted so that they can be easily identified.
  • FIG. 11A shows a case in which the source ally character is highlighted with a thick border and the destination ally character is highlighted with a thick border and dotted lines.
  • the content of the highlighting is not limited to this.
  • the display size of the source ally character and the destination ally character may be increased as a highlighting.
  • a setting operation section 151 marked “Settings” is displayed at the bottom of the second priority change screen 150.
  • the setting operation section 151 is displayed in an inoperable state.
  • the setting operation section 151 is displayed in an operable state.
  • a cancel operation section 152 marked "Cancel" is displayed at the bottom of the second priority change screen 150.
  • the cancel operation section 152 When the player operates the cancel operation section 152, the second priority change screen 150 becomes hidden, and the first priority change screen 140 is displayed on the display 26.
  • the player when the player operates the setting operation unit 151, the priority of the ally character set as the source ally character and the ally character set as the destination ally character are swapped.
  • the display switches to a first priority change screen 140 shown in FIG. 11B, and the player is notified that the priority of the ally character set as the source ally character and the ally character set as the destination ally character have been swapped.
  • the difficulty level is preset for the expedition game.
  • the difficulty level is preset for each dispatch destination based on three conditions: required force, maximum number of people, and required time.
  • the player must distribute friendly characters with relatively high combat power among many parties, and organize the combat power of each party so that it meets the minimum required combat power. In this case, it is not possible to expect a significant reduction in the time required at each destination, but it will be possible to dispatch parties to many destinations at the same time.
  • the player will concentrate friendly characters with relatively high combat power in a small number of parties. This causes the combat power of each party to far exceed the required combat power. In this case, the number of dispatch destinations to which characters are dispatched simultaneously is narrowed down, but the time required at each dispatch destination can be shortened.
  • Fig. 12A is a first diagram illustrating an example of the automatic formation setting screen 160.
  • Fig. 12B is a second diagram illustrating an example of the automatic formation setting screen 160.
  • an automatic organization function is provided that automatically organizes friendly characters to be dispatched to a destination selected by the player.
  • a first automatic organization function and a second automatic organization function are provided as the automatic organization function.
  • the first automatic organization function is a function that automatically organizes friendly characters by prioritizing the party's strength to meet the minimum required strength. By using the first automatic organization function, the player can dispatch parties to a relatively large number of destinations at the same time.
  • the second automatic organization function is a function that automatically organizes friendly characters, prioritizing maximizing the party's fighting power. By using the second automatic organization function, the player can shorten the time required at the dispatch destination.
  • the player can set whether to use the first automatic formation function or the second automatic formation function as the automatic formation function.
  • a first automatic formation function selection section 161 corresponding to the first automatic formation function and a second automatic formation function selection section 162 corresponding to the second automatic formation function are displayed in the center of the automatic formation setting screen 160.
  • the first automatic formation function selection section 161 is highlighted as shown in FIG. 12A.
  • the second automatic formation function selection section 162 is highlighted as shown in FIG. 12B.
  • a black circle is displayed as a highlight in the first automatic formation function selection section 161 or the second automatic formation function selection section 162 depending on the player's operation.
  • the content of the highlight is not limited to this.
  • a check mark may be displayed in the first automatic scheduling function selection section 161 or the second automatic scheduling function selection section 162 in response to an operation by the player.
  • a setting operation section 163 marked “Settings” is displayed at the bottom of the automatic formation setting screen 160.
  • the first automatic formation function selection section 161 is highlighted ( Figure 12A)
  • the second automatic formation function selection section 162 is highlighted ( Figure 12B)
  • the player operates the setting operation section 163 the second automatic formation function is set as the automatic formation function.
  • the display of the automatic formation setting screen 160 ends, and the menu screen 110 ( Figure 8A) is displayed on the display 26.
  • a composition screen 170 (Fig. 13A) for forming a party to be dispatched to the corresponding type of dispatch destination is displayed on the display 26.
  • FIG. 13A is a first diagram illustrating an example of the organization screen 170.
  • FIG. 13B is a second diagram illustrating an example of the organization screen 170. Note that FIG. 13B illustrates a case where the strength of the party organized by the player is the same as the required strength.
  • FIG. 13C is a third diagram illustrating an example of the organization screen 170. Note that FIG. 13C illustrates a case where the strength of the party organized by the player exceeds the required strength.
  • the following describes a case where the first dispatch destination selection operation unit 101a corresponding to "dispatch destination A-1" is operated and the formation screen 170 is displayed.
  • the play conditions for "dispatch destination A-1" are set as a required time of 1 hour and 30 minutes, a maximum number of 5 units, and a required force of 800,000.
  • the organization screen 170 displays a list display section 171 that displays a list of ally characters that can be organized into a party.
  • the player can organize desired ally characters into a party by operating the ally characters displayed in the list display section 171.
  • FIG. 13A shows a case where the level of each of the ally characters displayed in the list display section 171 is displayed. However, it is also possible to display the combat power of each of the ally characters displayed in the list display section 171.
  • a non-formationable character As mentioned above, in this embodiment, it is not possible to organize the same ally character in multiple dispatch destinations. Therefore, if there is an ally character (hereafter referred to as a non-formationable character) that is already organized in a party that has been dispatched to another dispatch destination, a non-formationable display 171x is attached to that non-formationable character. In other words, the non-formationable display 171x makes it possible to notify the player of the non-formationable character.
  • a non-formationable character hereafter referred to as a non-formationable character
  • the formation screen 170 displays a drop target display section 172a and a non-drop target display section 172b.
  • the drop target display section 172a displays ally characters that have been formed as special item drop targets that can acquire special items.
  • the non-drop target display section 172b displays ally characters that have been formed as other than special item drop targets that can acquire special items.
  • Figs. 13B and 13C show a case where the ally character operated by the player is grayed out as a form of highlighting.
  • the content of the highlighting is not limited to this.
  • the ally character operated by the player may be highlighted by thickening the border around it.
  • the ally characters are displayed left-justified in the drop target display area 172a and non-drop target display area 172b.
  • the highlighted ally characters in the list display section 171 are provided with identification indicators 171a that allow the order in which they were operated to be identified.
  • Figures 13B and 13C show a case in which the identification indicators 171a are provided with numbers ("1" to "15") that correspond to the order in which they were operated. In other words, the earlier the order in which the operation was performed, the smaller the number value that is displayed.
  • the content of the identification indicators 171a is not limited to this. For example, a symbol that corresponds to the order in which the operation was performed may be displayed.
  • the player can remove an ally character from the party being organized by again operating the highlighted ally character in the list display section 171.
  • the organization screen 170 also displays a required strength display section 173a.
  • the required strength display section 173a the required strength set for the dispatch destination (here, "dispatch destination A-1") is displayed in the denominator, and the strength of the party being organized is displayed in the numerator.
  • the strength of the party organized by the player, 800,000 is displayed in the numerator of the required strength display section 173a
  • the required strength of 800,000 is displayed in the denominator of the required strength display section 173a.
  • the strength of the party organized by the player 1.2 million
  • the required strength of 800,000 is displayed in the denominator of the required strength display section 173a.
  • the formation screen 170 also displays a required time display section 173b.
  • the required time display section 173b displays the required time set for the dispatch destination (here, "dispatch destination A-1"). Specifically, for example, in the case of FIG. 13B, the required time of 1 hour and 30 minutes is displayed in the required time display section 173b. Note that if the required time is shortened in accordance with the fighting strength of the formed party, as shown in FIG. 13C, the shortened required time (for example, 1 hour) and the time shortened from the required time before shortening (for example, -30 minutes) are displayed in the required time display section 173b.
  • the organization screen 170 also displays a maximum number of people display section 173c.
  • the maximum number of people display section 173c the maximum number of people set for the dispatch destination (here, "dispatch destination A-1") is displayed in the denominator, and the number of people in the party being organized is displayed in the numerator.
  • "0" which is the number of ally characters organized by the player
  • "5" the maximum number of people
  • the player organizes five ally characters as shown in FIG. 13B and FIG.
  • an automatic formation function is provided that automatically organizes a party to be dispatched to a destination.
  • an automatic formation operation section 174 for using the automatic formation function is displayed on the formation screen 170.
  • the automatic formation function first automatic formation function or second automatic formation function
  • the automatic formation function of the type set by the player on the automatic formation setting screen 160 (FIGS. 12A and 12B) described above is used, and a party is automatically organized.
  • FIG. 14A is a diagram illustrating an example of the formation screen 170 when the first automatic formation function is used.
  • the first automatic formation function is used, as shown in FIG. 14A, of the ally characters set as priority targets by the player, three ally characters with the highest priority are formed into a party with priority, and are displayed in the drop target display area 172a. Note that if there is a party that has already been dispatched to another dispatch destination, of the ally characters set as priority targets, three ally characters with the highest priority, excluding characters that cannot be formed, are formed into a party with priority.
  • ally characters that are not set as priority targets are organized and displayed in the non-drop target display area 172b so that the party's strength meets the minimum required strength. If there is a party that has already been dispatched to another dispatch destination, ally characters excluding priority targets and characters that cannot be organized are organized into the party so that the party's strength meets the minimum required strength.
  • a party is formed consisting of three ally characters displayed in the drop target display area 172a and one ally character displayed in the non-drop target display area 172b.
  • the first automatic organization function when the first automatic organization function is used, three allied characters with high priority, excluding characters that cannot be organized, are first organized into a party with priority. Then, if the combined strength of these three allied characters reaches the required strength, only these three allied characters will be organized into the party organized by the first automatic organization function.
  • ally characters that are not set as priority targets are organized into the party. Specifically, among the ally characters that are not set as priority targets and that can be organized, the ally characters with the greatest strength are organized in order until the party's strength reaches the required strength.
  • the total number of ally characters organized into a party in which the first automatic organization function has been used will be an indefinite value (a value between three and the maximum number of people).
  • allied characters with high priority excluding characters that cannot be organized
  • the party's strength meets the required strength.
  • the result of organizing allied characters with high priority, excluding characters that cannot be organized, in order is that the required strength is reached with one or two characters, then only these one or two allied characters may be organized into the party.
  • FIG. 14B is a diagram illustrating an example of the formation screen 170 when the second automatic formation function is used.
  • the second automatic formation function is used, as shown in FIG. 14B, of the ally characters set by the player as priority targets, three ally characters with the highest priority are formed into a party with priority, and are displayed in the drop target display area 172a. Note that if there is a party that has already been dispatched to another dispatch destination, of the ally characters set as priority targets, three ally characters with the highest priority, excluding characters that cannot be formed, are formed into a party with priority.
  • ally characters that are not set as priority targets are organized and displayed in the non-drop target display area 172b, with a priority given to making the party's combat power as high as possible. Note that if there is a party that has already been dispatched to another dispatch destination, ally characters excluding priority targets and characters that cannot be organized are organized into the party, with a priority given to making the party's combat power exceed the required combat power.
  • a party is formed consisting of three ally characters displayed in the drop target display area 172a and two ally characters displayed in the non-drop target display area 172b.
  • ally characters with high priority excluding characters that cannot be organized
  • ally characters that are not set as priority targets are organized into a party.
  • ally characters with high combat power are organized up to the maximum number that can be organized. In other words, the maximum number of ally characters will be organized into a party organized by the second automatic organization function.
  • priority ally characters are not set, when the first automatic organization function is used, ally characters are organized so that the party's combat power meets the minimum required combat power. Specifically, for example, among the ally characters that can be organized, ally characters with the greatest combat power may be organized in order until the party's combat power meets the required combat power. In this case, the total number of ally characters organized into the party will be an indefinite value. In other words, if the party's combat power reaches the required combat power at the stage where the three ally characters with the greatest combat power among the ally characters that can be organized are organized, then only these three ally characters will be organized into the party organized by the first automatic organization function.
  • ally characters are organized to prioritize maximizing the party's fighting power. Specifically, for example, of all ally characters that can be organized, ally characters with the greatest fighting power are organized up to the maximum number that can be organized. In other words, the maximum number of ally characters will be organized into a party organized by the second automatic organization function.
  • FIG. 15A is a fourth diagram illustrating an example of the organization screen 170. As shown in FIG. 15A, the organization screen 170 displays a repeat dispatch count display section 175, a repeat dispatch count increase operation section 175a, and a repeat dispatch count decrease operation section 175b.
  • the number of dispatches currently being set is displayed in the repeat dispatch count display section 175.
  • the repeat dispatch count increase operation section 175a the number of dispatches is increased by one, and the display in the repeat dispatch count display section 175 is updated.
  • the repeat dispatch count decrease operation section 175b the number of dispatches is decreased by one, and the display in the repeat dispatch count display section 175 is updated. Note that in this embodiment, the minimum number of dispatches displayed in the repeat dispatch count display section 175 is one.
  • the required time displayed in the required time display section 173b is updated according to the set number of dispatches, as shown in FIG. 15A. For example, if the required time for one dispatch is 1 hour and 30 minutes, when the number of dispatches is set to four times, the required time is updated to 6 hours and displayed, as shown in FIG. 15A.
  • the time required for one dispatch in an expedition game is set to be relatively long compared to the time required for one battle game. Therefore, in this embodiment, in addition to shortening the required time by increasing the party's fighting power, a time-saving function is also provided to shorten the required time in an expedition game. In other words, in this embodiment, it is possible to simultaneously use both shortening the required time by increasing the party's fighting power and using the time-saving function.
  • a time-saving operation section 176 is displayed on the formation screen 170.
  • a time-saving screen 180 which will be described later, is displayed on the display 26.
  • FIG. 15B is a first diagram illustrating an example of a time-saving screen 180.
  • the time-saving function is a first time-saving function that uses a predetermined item (time-saving ticket) owned by the player to shorten the required time. Specifically, the player can shorten the required time by one hour by consuming one time-saving ticket.
  • a limit may be set on the number of time-saving tickets that can be consumed within a preset period. For example, up to 99 time-saving tickets may be consumed per day. In this case, it is possible to shorten the required time by up to 99 hours by consuming time-saving tickets per day.
  • the time saving screen 180 displays a time saving count display section 181, a time saving count increase operation section 181a, and a time saving count decrease operation section 181b related to the first time saving function.
  • the number of time-saving tickets used is displayed in the time-saving count display section 181.
  • the time-saving count increase operation section 181a the number of time-saving tickets used increases by one, and the display in the time-saving count display section 181 is updated.
  • the time-saving count decrease operation section 181b the number of time-saving tickets used decreases by one, and the display in the time-saving count display section 181 is updated. Note that in this embodiment, the minimum number of time-saving tickets used that is displayed in the time-saving count display section 181 is 0.
  • the time-saving function is a second time-saving function that uses a specified in-game currency (jewels) owned by the player to shorten the required time.
  • the player can shorten the required time by one hour by spending a specified number of jewels once.
  • the number of jewels required to shorten one hour is not a fixed value, and may be variable. For example, the number of jewels required may increase the more times the game is played, such as 80 jewels the first time, 100 jewels the second time, and 120 jewels the third time.
  • a limit may be placed on the number of times that a certain number of jewels can be consumed to shorten the required time within a preset period. For example, it may be possible to consume a certain number of jewels to shorten the required time up to 99 times per day. In this case, by consuming jewels per day, it is possible to shorten the required time by up to a maximum of 99 hours.
  • the time saving screen 180 displays a time saving count display section 182, a time saving count increase operation section 182a, and a time saving count decrease operation section 182b related to the second time saving function.
  • the number of times a predetermined number of jewels have been consumed is displayed in the number of times shortened display section 182.
  • the number of times shortened increase operation section 182a the number of times the predetermined number of jewels have been consumed increases by one, and the display in the number of times shortened display section 182 is updated.
  • the player operates the number of times shortened decrease operation section 182b the number of times the predetermined number of jewels have been consumed decreases by one, and the display in the number of times shortened display section 182 is updated. Note that in this embodiment, the number of times the predetermined number of jewels have been consumed, displayed in the number of times shortened display section 182, is 0.
  • the time reduction screen 180 also displays a required time display section 183. As shown in FIG. 15B, when the player inputs that he or she will consume two time reduction tickets and a specified number of jewels twice, the required time display section 183 displays the required time before reduction (e.g., 6 hours), the required time after reduction (e.g., 2 hours), and the time reduced from the required time before reduction (e.g., -4 hours).
  • the time-saving screen 180 displays a setting operation section 184 marked “Settings” and a cancel operation section 185 marked “Cancel.”
  • the player operates the cancel operation unit 185 of the time-saving screen 180
  • the content displayed on the time-saving screen 180 immediately before the operation is discarded.
  • the display of the time-saving screen 180 ends, and the formation screen 170 (FIG. 15A) immediately before the time-saving operation unit 176 was operated is displayed on the display 26.
  • the time-saving function is set with the content displayed on the time-saving screen 180 immediately before the operation.
  • the display of the time-saving screen 180 ends, and the formation screen 170 (FIG. 15C) is displayed on the display 26.
  • FIG. 15C is a fifth diagram illustrating an example of the formation screen 170.
  • FIG. 15C shows the formation screen 170 that is displayed on the display 26 when the player operates the setting operation section 184 of the time reduction screen 180 shown in FIG. 15B.
  • the required time display section 173b of the formation screen 170 displays the required time before reduction (e.g., 6 hours), the required time after reduction (e.g., 2 hours), and the time reduced from the required time before reduction (e.g., -4 hours) according to the content of the time reduction function set as described above.
  • the organization screen 170 displays a dispatch operation section 177 marked "Dispatch” and a cancel operation section 178 marked “Cancel.”
  • the dispatch operation unit 177 is displayed in an inoperable state on the organization screen 170, as shown in FIG. 13A.
  • the dispatch operation unit 177 is displayed in an operable state on the organization screen 170, as shown in FIG. 13B, FIG. 13C, FIG. 14A, FIG. 14B, FIG. 15A, and FIG. 15C.
  • a confirmation screen 190 (FIG. 16A) is displayed on the display 26.
  • the confirmation screen 190 (FIG. 16A) is not displayed on the display 26, and an expedition start presentation screen 200 (FIG. 16B), which will be described later, is displayed on the display 26 for a predetermined period of time, and the start of the expedition game is announced.
  • FIG. 16A is a diagram illustrating an example of a confirmation screen 190. As shown in FIG. 16A, the confirmation screen 190 notifies the player that time-saving tickets or jewels will be consumed by using the time-saving function.
  • the required time for one dispatch to "Dispatch Destination A-1" is 1 hour and 30 minutes, and since the number of dispatches is set to 4, the total required time is displayed as 6 hours. It also displays that the expedition time has been reduced by 4 hours by using the time-saving function. If the expedition game is started under these conditions, the first two dispatches will be completed immediately due to the time-saving function. The third dispatch will then be reduced by 1 hour, leaving 30 minutes of the required time remaining. The fourth dispatch will not be reduced in time, leaving 1 hour and 30 minutes of the required time. In other words, when the time-saving function is used, the time will be reduced for the dispatches that are repeatedly executed, starting with the one with the least number of dispatches.
  • confirmation screen 190 displays OK operation section 191 marked “OK” and cancel operation section 192 marked “Cancel.”
  • the display of confirmation screen 190 ends, and the formation screen 170 (FIG. 15C) immediately before the dispatch operation section 177 was operated is displayed on display 26.
  • the expedition game begins. Then, the expedition start presentation screen 200 (FIG. 16B), which will be described later, is displayed on the display 26 for a predetermined period of time, and the start of the expedition game is announced.
  • FIG. 16B is a diagram illustrating an example of an expedition start presentation screen 200.
  • a predetermined presentation image is displayed for a predetermined time (e.g., 3 seconds) to inform the player that the expedition game has started.
  • the ally characters to be dispatched on the expedition are displayed. Specifically, for example, all ally characters organized into a party, or a predetermined number of ally characters among the ally characters organized into a party, are displayed on the expedition start presentation screen 200.
  • the display of the expedition start presentation screen 200 on the display 26 ends. Then, if the time-saving function is set to be used for the started expedition game, the time-saving presentation screen 210 shown in FIG. 16C, which will be described later, is displayed on the display 26 for a predetermined time. Note that if the time-saving function is not set to be used for the started expedition game, the dispatch destination selection screen 100 shown in FIG. 17A, which will be described later, is displayed on the display 26.
  • FIG. 16C is a diagram illustrating an example of a time-saving effect screen 210. As shown in FIG. 16C, on the time-saving effect screen 210, a predetermined effect image is displayed for a predetermined time (e.g., 3 seconds) to inform the player that the time-saving function has been used for the started away game.
  • a predetermined time e.g. 3 seconds
  • the display of the time-saving presentation screen 210 on the display 26 ends. Then, the dispatch destination selection screen 100 shown in FIG. 17A, which will be described later, is displayed on the display 26.
  • a predetermined time e.g. 3 seconds
  • FIG. 17A is a diagram illustrating an example of a dispatch destination selection screen 100 while an expedition game is being played.
  • FIG. 17B is a diagram illustrating an example of a time-saving screen 180 while an expedition game is being played.
  • an expedition display 103 is displayed below a dispatch destination selection operation section 101 that corresponds to the dispatch destination during the expedition game.
  • a representative character 100a is displayed in the dispatch destination selection operation section 101 corresponding to the dispatch destination during the execution of the expedition game.
  • the D ally character is displayed as the representative character 100a on the organization screen 170.
  • the ally character with the highest combat power among the organized ally characters may be displayed as the representative character 100a.
  • FIG. 17A shows a case where a party has been dispatched to "dispatch destination A-1" and an expedition game is being played.
  • an expedition in progress display 103 is displayed at the bottom of the first dispatch destination selection operation unit 101a.
  • the expedition display 103 displays the time remaining until the expedition game "Dispatch Destination A-1" is completed.
  • the remaining time is displayed as 2 hours.
  • the expedition display 103 displays a time-saving operation section 104 marked "Time Saving” and a withdraw operation section 105 marked "Withdraw”.
  • the player can use the time-saving function to shorten the remaining time required when dispatching a party to a dispatch destination.
  • the time-saving function can also be used after the expedition game has started to be executed.
  • a time-saving screen 180 (FIG. 17B) is displayed on the display 26.
  • the time-saving screen 180 in FIG. 17B has the same function as the time-saving screen 180 in FIG. 15B described above.
  • the time saving screen 180 displays a time saving count display section 181, a time saving count increase operation section 181a, and a time saving count decrease operation section 181b relating to the first time saving function, which uses a time saving ticket owned by the player to shorten the remaining time required for the expedition game after execution has started.
  • the number of time-saving tickets used is displayed in the time-saving count display section 181.
  • the time-saving count increase operation section 181a the number of time-saving tickets used increases by one, and the display in the time-saving count display section 181 is updated.
  • the time-saving count decrease operation section 181b the number of time-saving tickets used decreases by one, and the display in the time-saving count display section 181 is updated.
  • the time saving screen 180 displays a time saving count display section 182, a time saving count increase operation section 182a, and a time saving count decrease operation section 182b, which relate to a second time saving function that uses jewels owned by the player to shorten the remaining time required for the expedition game after execution has started.
  • the number of times a specified number of jewels have been consumed is displayed in the number of times shortened display section 182.
  • the number of times shortened increase operation section 182a the number of times a specified number of jewels have been consumed increases by one, and the display in the number of times shortened display section 182 is updated.
  • the player operates the number of times shortened decrease operation section 182b the number of times a specified number of jewels have been consumed decreases by one, and the display in the number of times shortened display section 182 is updated.
  • the time reduction screen 180 also displays a required time display section 183. As shown in FIG. 17B, when the player inputs that one time reduction ticket will be consumed and that the specified number of jewels will not be consumed, the required time display section 183 displays the remaining required time before reduction (e.g., 2 hours), the remaining required time after reduction (e.g., 1 hour), and the time reduced from the remaining required time before reduction (e.g., -1 hour).
  • the required time display section 183 displays the remaining required time before reduction (e.g., 2 hours), the remaining required time after reduction (e.g., 1 hour), and the time reduced from the remaining required time before reduction (e.g., -1 hour).
  • the time saving screen 180 displays a time saving operation section 184a marked “SHORTEN” and a cancel operation section 185 marked “CANCEL.”
  • the player operates the cancel operation unit 185 on the time-saving screen 180
  • the content displayed on the time-saving screen 180 immediately before the operation is discarded.
  • the display of the time-saving screen 180 ends, and the dispatch destination selection screen 100 (FIG. 17A) is displayed on the display 26.
  • FIG. 18A is a diagram illustrating an example of the confirmation screen 220 to confirm to the player that he or she will use the time-saving function during the execution of the expedition game.
  • the confirmation screen 220 notifies the player that using the time-saving function will consume time-saving tickets or jewels.
  • the confirmation screen 220 displays a shortcut operation section 221 marked "SHORTCUT” and a cancel operation section 222 marked “CANCEL”.
  • the display of the confirmation screen 190 ends, and the time shortening screen 180 (FIG. 17B) immediately before the shortcut operation section 184a was operated is displayed on the display 26.
  • the shortcut function is used, and the time-saving effect screen 210 shown in FIG. 16C described above is displayed on the display 26 for a predetermined time.
  • the display of the time-saving effect screen 210 on the display 26 ends.
  • the dispatch destination selection screen 100 shown in FIG. 18B described later is displayed on the display 26.
  • FIG. 18B is a diagram illustrating an example of the destination selection screen 100 that is displayed when the shortcut function is used while an expedition game is being played.
  • the expedition display 103 on the destination selection screen 100 displays the remaining time until the expedition game "Destination A-1" is completed, for which an expedition game is being played.
  • the remaining time is shortened by one hour using the shortcut function, and the remaining time is displayed as one hour.
  • a withdrawal function is provided that allows the player to withdraw the party from the ongoing expedition game and cancel the ongoing expedition game. By using the withdrawal function, it becomes possible for the player to dispatch the specific ally character that he or she desires to another dispatch destination.
  • the expedition display 103 on the dispatch destination selection screen 100 displays a retreat operation section 105 marked "Retreat.”
  • a retreat confirmation screen 230 (FIG. 19A) is displayed on the display 26 to confirm to the player that he or she wishes to use the retreat function.
  • FIG. 19A is a diagram illustrating an example of a withdrawal confirmation screen 230.
  • the withdrawal confirmation screen 230 informs the player that if the withdrawal function is used, rewards for incomplete expedition games will not be obtained, the remaining time required will be reset, and time-saving tickets and jewels used to shorten the time will not be returned. Note that if the repeat dispatch function is used and multiple dispatches to the dispatch destination are set, when the withdrawal function is used, the player will be able to receive rewards for the expedition games that have already been completed out of the multiple dispatches.
  • the withdrawal confirmation screen 230 displays a cancel operation section 231 marked "Cancel” and an OK operation section 232 marked “OK.”
  • the withdrawal function is not used and the display of the withdrawal confirmation screen 230 ends.
  • the dispatch destination selection screen 100 (FIG. 18B) is displayed again on the display 26.
  • the retreat function is used. Also, when the player operates the OK operation unit 232, the expedition retreat screen 240 (FIG. 19B) is displayed on the display 26.
  • FIG. 19B is a diagram illustrating an example of the expedition withdrawal screen 240.
  • the expedition withdrawal screen 240 notifies the player that a withdrawal has been made from the type of dispatch destination that corresponds to the withdrawal operation unit 105 (FIG. 18B) operated by the player.
  • the player is notified that a withdrawal has been made from "dispatch destination A-1.”
  • a close operation section 241 marked “Close” is displayed on the expedition withdrawal screen 240.
  • the display of the expedition withdrawal screen 240 ends, and the dispatch destination selection screen 100 (FIG. 7B) is displayed on the display 26.
  • the expedition in progress display 103 (FIG. 17A) corresponding to the dispatch destination from which the withdrawal has been made is not displayed.
  • Figure 20A is a diagram illustrating an example of the dispatch destination selection screen 100 when the expedition is completed.
  • Figure 20A shows the case where "Dispatch destination A-1" has been completed.
  • an expedition completion display 106 is displayed below the dispatch destination selection operation section 101 corresponding to the completed dispatch destination. Also, as shown in FIG. 20A, the expedition completion display 106 displays a result confirmation operation section 107 marked "Confirm Results.” When the player operates the result confirmation operation section 107, an expedition completion screen 250 (FIG. 20B) is displayed on the display 26.
  • FIG. 20B is a diagram illustrating an example of an expedition completion screen 250.
  • the expedition completion screen 250 displays a list of rewards acquired at the dispatch destination of the type corresponding to the result confirmation operation unit 107 (FIG. 20A) operated by the player.
  • the expedition completion screen 250 displays the player can complete receipt of the rewards acquired at the dispatch destination.
  • FIG. 20B shows a case where the rewards acquired upon completion of "dispatch destination A-1" are displayed in a list.
  • the expedition completion screen 250 displays a non-re-dispatch operation section 251 marked "Do not re-dispatch,” and a re-dispatch operation section 252 marked “Re-dispatch.”
  • the display of the expedition completion screen 250 ends, and the dispatch destination selection screen 100 (FIG. 7B) is displayed on the display 26.
  • the expedition completion display 106 (FIG. 20A) is no longer displayed.
  • a re-dispatch screen 260 ( Figure 21) for re-dispatch of the same party composition to the same dispatch destination is displayed on the display 26.
  • FIG. 21 is a diagram illustrating an example of a re-dispatch screen 260.
  • a dispatch destination display section 261 is displayed on the re-dispatch screen 260.
  • the dispatch destination display section 261 displays the type of dispatch destination (here, "Dispatch destination A-1") and the play conditions (required strength, maximum number of people, required time) corresponding to the type of dispatch destination.
  • a party display section 262 is displayed in a dispatch destination display section 261.
  • ally characters of the same composition as the party previously dispatched to the dispatch destination are displayed.
  • the party display section 262 may display at least a portion of all ally characters that make up the party.
  • the repeat dispatch function can be used on the re-dispatch screen 260.
  • this embodiment shows a case where the repeat dispatch function can be used on the re-dispatch screen 260, but the time-saving function cannot be used.
  • this is not limited to this, and both the repeat dispatch function and the time-saving function may be used on the re-dispatch screen 260.
  • the dispatch destination display section 261 displays a repeat dispatch count display section 264, a repeat dispatch count increase operation section 264a, and a repeat dispatch count decrease operation section 264b.
  • the number of dispatches currently being set is displayed in the repeat dispatch count display section 264.
  • the repeat dispatch count increase operation section 264a the number of dispatches is increased by one, and the display in the repeat dispatch count display section 264 is updated.
  • the repeat dispatch count decrease operation section 264b the number of dispatches is decreased by one, and the display in the repeat dispatch count display section 264 is updated. Note that in this embodiment, the minimum number of dispatches displayed in the repeat dispatch count display section 264 is one.
  • the re-dispatch screen 260 displays a cancel operation section 265 marked "Cancel” and a dispatch operation section 266 marked “Dispatch.”
  • the player operates the cancel operation section 265 the content displayed on the re-dispatch screen 260 immediately before the operation is discarded.
  • the display of the re-dispatch screen 260 ends, and the expedition completion screen 250 (FIG. 20B) immediately before the re-dispatch operation section 252 (FIG. 20B) is operated is displayed on the display 26.
  • expedition game begins.
  • the above-mentioned expedition start presentation screen 200 (FIG. 16B) is then displayed on the display 26 for a predetermined time, and the start of the expedition game is announced.
  • the display of the expedition start presentation screen 200 (FIG. 16B) on the display 26 ends, and the dispatch destination selection screen 100 (FIG. 17A) is displayed on the display 26.
  • FIG. 22A is a diagram illustrating an example of the expedition top screen 90 when an expedition is completed. As shown in FIG. 22A, if there is an expedition game for which rewards have not been received or an expedition game that is currently being executed, the representative character 100a is displayed in the expedition hierarchical level selection operation section 91 that corresponds to the hierarchical level to which the dispatch destination belongs.
  • FIG. 22A shows the case where "Dispatch Destination A-1" and "Dispatch Destination A-2" have been completed.
  • a collective expedition completion screen 270 (FIG. 22B) is displayed on the display 26.
  • the expedition PT selection operation unit 94 or the collective expedition completion operation unit 95 may display an identification display indicating that there is one or more expedition games for which rewards have not been received.
  • the identification display may be a number indicating the number of expedition games for which rewards have not been received.
  • the identification display may be a symbol indicating that there are expedition games for which rewards have not been received.
  • a collective expedition completion screen 270 (Fig. 22B) is displayed on the display 26.
  • Fig. 22B is a diagram illustrating an example of the collective expedition completion screen 270.
  • the collective expedition completion screen 270 displays a list of rewards earned at all dispatch destinations where the required time has elapsed and the expedition game has been completed, and where rewards have not yet been received.
  • FIG. 22B shows a case where the rewards acquired upon completion of "Dispatch destination A-1" and "Dispatch destination A-2" are displayed in a list.
  • the collective expedition completion screen 270 displays a non-re-dispatch operation section 271 marked "Do not re-dispatch,” and a re-dispatch operation section 272 marked “Re-dispatch.”
  • the display of the expedition completion screen 250 ends, and the expedition top screen 90 (FIG. 7A) is displayed on the display 26.
  • the representative character 100a (FIG. 22A) is hidden because the player has received the rewards acquired by completing "Dispatch Destinations A-1" and "A-2.”
  • a re-dispatch screen 280 ( Figure 23) for re-dispatch of the same party composition to the same dispatch destination is displayed on the display 26.
  • FIG. 23 is a diagram illustrating an example of a re-dispatch screen 280.
  • the re-dispatch screen 280 displays a dispatch destination display section 281 for each type of dispatch destination.
  • the dispatch destination display section 281 displays the type of dispatch destination and the play conditions (required strength, maximum number of people, required time) corresponding to the type of dispatch destination.
  • the dispatch destination display section 281 displays a party display section 282.
  • the party display section 282 displays the ally characters that are in the same composition as the party that was dispatched to the dispatch destination last time. Note that the party display section 282 may display at least a portion of all the ally characters that make up the party.
  • a check box 283 is displayed in the dispatch destination display section 281.
  • the player can switch between whether or not to re-dispatch the player to the dispatch destination of the type corresponding to the check box 283.
  • the repeat dispatch function can be used on the re-dispatch screen 280.
  • this embodiment shows a case where the repeat dispatch function can be used on the re-dispatch screen 280, but the time-saving function cannot be used.
  • this is not limited to this, and both the repeat dispatch function and the time-saving function may be used on the re-dispatch screen 280.
  • the dispatch destination display section 281 displays a repeat dispatch count display section 284, a repeat dispatch count increase operation section 284a, and a repeat dispatch count decrease operation section 284b.
  • the number of dispatches currently being set is displayed in the repeat dispatch count display section 284.
  • the repeat dispatch count increase operation section 284a the number of dispatches is increased by one, and the display in the repeat dispatch count display section 284 is updated.
  • the repeat dispatch count decrease operation section 284b the number of dispatches is decreased by one, and the display in the repeat dispatch count display section 284 is updated. Note that in this embodiment, the minimum number of dispatches displayed in the repeat dispatch count display section 284 is one.
  • the re-dispatch screen 280 displays a cancel operation section 285 marked "Cancel,” and a dispatch operation section 286 marked “Dispatch.”
  • the content displayed on the re-dispatch screen 280 immediately prior to the operation is discarded.
  • the display of the re-dispatch screen 280 ends, and the batch expedition completion screen 270 (FIG. 22B), which was displayed immediately prior to the operation of the re-dispatch operation section 272 (FIG. 22B), is displayed on the display 26.
  • the expedition game begins. Then, the above-mentioned expedition start presentation screen 200 (FIG. 16B) is displayed on the display 26 for a predetermined time, and the start of the expedition game is announced. When the predetermined time has elapsed, the display of the expedition start presentation screen 200 (FIG. 16B) on the display 26 ends, and the expedition top screen 90 (FIG. 22A) is displayed on the display 26.
  • a collective expedition function is provided as a function for making it easy to dispatch a party to each of a plurality of dispatch destinations.
  • a collective expedition selection operation section 93 is displayed at the top of the expedition top screen 90 (Fig. 7A).
  • a collective expedition screen 290 (Fig. 24A) for using the collective expedition function is displayed on the display 26.
  • FIG. 24A is a first diagram illustrating an example of the collective expedition screen 290.
  • FIG. 24B is a second diagram illustrating an example of the collective expedition screen 290.
  • one or more dispatch destination display sections 291 corresponding to the type of dispatch destination are displayed in the center of the collective expedition screen 290.
  • dispatch destination display sections 291 corresponding to all types of dispatch destinations are displayed on the collective expedition screen 290.
  • the player can organize the parties to be dispatched to each dispatch destination. Also displayed in the dispatch destination display section 291 are a manual organization operation section 292 marked “manual organization” and an automatic organization operation section 293 marked “automatic organization.”
  • a organization screen for collective expeditions (not shown) is displayed on the display 26.
  • the organization screen for collective expeditions it is possible to set the organization of the parties based on the player's operation.
  • the display content and functions of the organization screen for collective expeditions can be the same as those of the organization screen 170.
  • the automatic formation function (first automatic formation function or second automatic formation function) of the type set by the player on the automatic formation setting screen 160 (FIGS. 12A and 12B) described above is used, and a party is automatically formed.
  • the dispatch destination display section 291 also has a special drop item target display section 294.
  • a party is organized in the manner described above, ally characters that are set as special item drop targets capable of acquiring special items are displayed in the special drop item target display section 294, as shown in FIG. 24B.
  • the repeat dispatch function can be used on the collective expedition screen 290.
  • the dispatch destination display section 291 displays a repeat dispatch count display section 295, a repeat dispatch count increase operation section 295a, and a repeat dispatch count decrease operation section 295b.
  • the number of dispatches currently being set is displayed in the repeat dispatch count display section 295.
  • the repeat dispatch count increase operation section 295a the number of dispatches is increased by one, and the display in the repeat dispatch count display section 295 is updated.
  • the repeat dispatch count decrease operation section 295b the number of dispatches is decreased by one, and the display in the repeat dispatch count display section 295 is updated. Note that in this embodiment, the minimum number of dispatches displayed in the repeat dispatch count display section 295 is one.
  • the time-saving function can be used on the collective expedition screen 290.
  • the dispatch destination display section 291 displays a time-saving operation section 296 labeled "Time Saving.”
  • time-saving screen for collective expeditions (not shown) is displayed on the display 26.
  • the time-saving screen for collective expeditions (not shown) allows detailed settings of the time-saving function to be made based on the player's operation.
  • the display contents and functions of the time-saving screen for collective expeditions can be the same as those of the time-saving screen 180.
  • a clear operation section 297 marked “clear” is displayed in the dispatch destination display section 291.
  • the composition contents of the dispatch destination of the type corresponding to the operated clear operation section 297 are discarded. Also, the ally character that was displayed in the special drop item target display section 294 is hidden.
  • the collective expedition screen 290 displays a clear formation operation section 298 labeled "clear formation.”
  • the formation details of all dispatch destinations displayed on the collective expedition screen 290 are discarded.
  • the ally characters displayed in the special drop item target display section 294 are hidden.
  • the dispatch destination display section 291 displays a check box 299.
  • the player can switch between whether or not to dispatch to the dispatch destination of the type corresponding to the check box 299.
  • the collective expedition screen 290 displays an all-check uncheck operation section 300 labeled "uncheck all.”
  • the checks in all check boxes 299 displayed on the collective expedition screen 290 are unchecked.
  • the collective expedition screen 290 displays a priority setting operation section 301 labeled "priority setting.”
  • priority setting operation section 301 labeled "priority setting.”
  • the above-mentioned priority setting screen 130 (FIG. 9B) is displayed on the display 26.
  • the display of the priority setting screen 130 ends, and the collective expedition screen 290 is displayed on the display 26.
  • the collective expedition screen 290 displays a first narrowing display operation section 302 for narrowing down the dispatch destination display section 291 displayed on the collective expedition screen 290.
  • the destinations can be narrowed down according to the type of destination.
  • the destinations can be narrowed down according to the hierarchy to which the destination belongs.
  • the destinations can be divided into a normal destination that the player can select at any time, and a first special destination and a second special destination that can be selected only when a preset appearance condition is met, as described above.
  • the first special destination is eligible for appearance when a preset item is used, allowing the player to dispatch a party.
  • the second special destination a lottery is held when the expedition game is completed and a reward is received, and if the lottery is won, the appearance condition is met and the player can dispatch a party.
  • the display can be switched between a display of only normal destinations, a display of only first special destinations, and a display of only second special destinations.
  • the collective expedition screen 290 displays a second narrowing display operation section 303 for narrowing down the dispatch destination display section 291 displayed on the collective expedition screen 290.
  • the player can switch between a narrowed-down display that shows only dispatch destinations for which a check has been entered in the check box 299, and a display of all types of dispatch destinations regardless of whether or not the check box 299 is checked.
  • a search tab 304 is displayed on the collective expedition screen 290. Furthermore, the search tab 304 displays a search operation section 304a marked "Search," and three item selection fields 304b. When the player operates one of the item selection fields 304b, an item selection screen (not shown) is displayed on the display 26. On the item selection screen (not shown), the player can select up to three desired items (EX equipment or normal items).
  • the dispatch destination display unit 291 of the dispatch destination that is the target of the campaign may be displayed on the dispatch destination display unit 291 of the dispatch destination that is the target of the campaign.
  • the content of the campaign is not particularly limited. For example, it may be a campaign that increases the required time that is shortened when the party exceeds the required force, or a campaign that increases the reward given to the player when the expedition game is completed. For example, when multiple types of campaigns are being implemented at the same time, multiple icons corresponding to each campaign may be displayed on the dispatch destination display unit 291.
  • the campaign may be applied to the expedition game.
  • the campaign may not be applied to the expedition game.
  • the item selected by the player is displayed in the item selection field 304b.
  • the dispatch destination display units 291 corresponding to the dispatch destinations where the item displayed in the item selection field 304b can be obtained are displayed in a list on the expedition screen 290.
  • the content displayed on the collective expedition screen 290 is saved in association with a preset.
  • a preset switching operation unit 305 is displayed at the top of the collective expedition screen 290.
  • a total of nine presets are prepared.
  • the collective expedition screen 290 with the content saved in association with the operated preset is displayed on the display 26. This makes it possible to improve convenience for the player.
  • a cancel operation section 306 marked “Cancel” is displayed on the collective expedition screen 290.
  • the display of the collective expedition screen 290 ends, and the expedition top screen 90 (FIG. 7A) is displayed on the display 26.
  • the collective expedition screen 290 displays a collective expedition operation section 307 marked "Collective expedition.”
  • the collective expedition operation section 307 is displayed in an inoperable state.
  • the combat strength of the party organized in the dispatch destination display section 291 with a check box 299 checked falls below the required combat strength set for the corresponding dispatch destination, the collective expedition operation section 307 is displayed in an inoperable state.
  • the collective expedition operation section 307 is displayed in an operable state, as shown in FIG. 24B. Then, when the operable collective expedition operation section 307 is operated by the player, the collective expedition confirmation screen 310 (FIG. 25) is displayed on the display 26.
  • FIG. 25 is a diagram illustrating an example of a collective expedition confirmation screen 310. If the use of the time-saving function is set on the collective expedition screen 290, the collective expedition confirmation screen 310 notifies the player that time-saving tickets and jewels will be consumed. The collective expedition confirmation screen 310 also notifies the player of the various settings for each dispatch destination for which a check has been entered in the check box 299 on the collective expedition screen 290. Note that if the use of the time-saving function is not set on the collective expedition screen 290, time-saving tickets and jewels will not be consumed, and only the various settings for each dispatch destination for which a check has been entered in the check box 299 on the collective expedition screen 290 will be notified.
  • a cancel operation section 311 marked “Cancel” is displayed on the collective expedition confirmation screen 310.
  • the display of the collective expedition confirmation screen 310 ends, and the collective expedition screen 290 (FIG. 24B), which is displayed immediately before the collective expedition confirmation screen 310 is displayed, is displayed on the display 26.
  • the collective expedition confirmation screen 310 displays a collective expedition operation section 312 marked "Collective Expedition".
  • the expedition game starts.
  • the expedition start performance screen 200 (FIG. 16B) is displayed on the display 26 for a predetermined time, and the start of the expedition game is announced.
  • the expedition start performance screen 200 displays the ally characters to be dispatched on the expedition. Specifically, for example, all ally characters organized in a party, or a predetermined number of ally characters among the ally characters organized in a party, are displayed on the expedition start performance screen 200.
  • the collective expedition function when used to dispatch a party to each of five dispatch destinations, some or all of the ally characters belonging to each of the five parties will be displayed on the expedition start performance screen 200.
  • the more dispatch destinations selected in the collective expedition function the greater the number of predetermined characters displayed on the expedition start performance screen 200.
  • the time-saving effect screen 210 is displayed on the display 26 for a predetermined time. If the time-saving function is not set to be used for the started expedition game, the expedition top screen 90 (FIG. 22A) is displayed on the display 26. After the predetermined time has elapsed, the display of the time-saving effect screen 210 on the display 26 ends. Then, the expedition top screen 90 (FIG. 22A) is displayed on the display 26.
  • the player can find out the destinations where the desired item can be obtained simply by selecting the desired item and operating the search operation unit 304a.
  • the player can simply organize a party, select the number of dispatches, and check the check box 299 to start an expedition game for the selected number of dispatches all at once for the one or more destinations checked. This makes it easier to collect items and saves the player a lot of work.
  • the expedition party selection operation section 94 on the expedition top screen 90 (FIGS. 7A and 22A)
  • the expedition party list screen 320 (FIG. 26A) is displayed on the display 26.
  • FIG. 26A is a diagram illustrating an example of the expedition party list screen 320. Note that FIG. 26A shows a case where there is two hours remaining until the expedition game "Dispatch Destination A-1" is completed, and "Dispatch Destination A-2" has been completed.
  • the expedition party list screen 320 displays a dispatch destination display section 321.
  • the dispatch destination display section 321 displays the type of dispatch destination (here, "Dispatch Destination A-1" or "Dispatch Destination A-2"), whether or not an expedition game is being played, and the remaining time required for the expedition game after it has started. Specifically, the dispatch destination display section 321 corresponding to "Dispatch Destination A-1" displays that an expedition game is being played (on expedition) and that there are two hours remaining until completion. Additionally, the dispatch destination display section 321 corresponding to "Dispatch Destination A-2" displays that the expedition game has been completed (expedition completed).
  • the dispatch destination display section 321 displays a party display section 322.
  • the party display section 322 displays ally characters with the same composition as the party previously dispatched to the dispatch destination. Note that the party display section 322 may display at least a portion of all ally characters that make up the party.
  • a retreat operation section 323 labeled "Retreat” is displayed in the dispatch destination display section 321.
  • the function when the retreat operation section 323 is operated by the player is the same as when the retreat operation section 105 (FIG. 18B) described above is operated, so a description thereof will be omitted.
  • a time-saving operation section 324 labeled "Time Saving” is displayed in the dispatch destination display section 321.
  • the function when the time-saving operation section 324 is operated by the player is the same as when the time-saving operation section 104 (FIG. 17A) described above is operated, so a description thereof will be omitted.
  • a result confirmation operation section 325 labeled "Confirm Result” is displayed in the dispatch destination display section 321.
  • the function when the result confirmation operation section 325 is operated by the player is the same as when the result confirmation operation section 107 (FIG. 20A) described above is operated, so a description thereof will be omitted.
  • the withdrawal operation unit 323 and the time-saving operation unit 324 are displayed only on the dispatch destination display unit 321 corresponding to the expedition game ("dispatch destination A-1") that is being executed (on expedition).
  • the withdrawal operation unit 323 and the time-saving operation unit 324 are not displayed on the dispatch destination display unit 321 corresponding to the expedition game ("dispatch destination A-2") that has been completed (expedition completed). This makes it possible to reduce the risk of unnecessary operation units being displayed, which could result in a poor appearance.
  • an additional dispatch function is provided.
  • the additional dispatch function is a function that adds (adds) the number of dispatches to the number of dispatches set at the beginning of the execution of the expedition game after the start of the expedition game and before the completion of the expedition game. This makes it possible to start the expedition game without operating any of the dispatch destination selection operation units 101 on the dispatch destination selection screen 100 (FIG. 7B) as described above to select the type of expedition game or organize a party, thereby improving the convenience of the player.
  • the additional dispatch function can be used on the expedition party list screen 320.
  • the additional dispatch count display section 326, the additional dispatch count increase operation section 326a, and the additional dispatch count decrease operation section 326b are displayed in the dispatch destination display section 321 corresponding to an expedition game ("dispatch destination A-1") that is being executed (on expedition).
  • the additional dispatch count display section 326, the additional dispatch count increase operation section 326a, and the additional dispatch count decrease operation section 326b are not displayed in the dispatch destination display section 321 corresponding to an expedition game ("dispatch destination A-2") that has been completed (expedition completed).
  • the number of dispatches to be added is displayed in the additional dispatch count display section 326.
  • the additional dispatch count increase operation section 326a the number of dispatches to be added is increased by one, and the display in the additional dispatch count display section 326 is updated.
  • the player operates the additional dispatch count decrease operation section 326b the number of dispatches to be added is decreased by one, and the display in the additional dispatch count display section 326 is updated. Note that in this embodiment, the minimum number of dispatches displayed in the additional dispatch count display section 326 is one.
  • the dispatch destination display section 321 of the expeditionary party list screen 320 displays an add tour operation section 327 marked "Add tour” and a close operation section 328 marked “Close.”
  • the close operation unit 328 When the player operates the close operation unit 328, the content displayed on the expeditionary party list screen 320 immediately before the operation is discarded. In addition, the display of the expeditionary party list screen 320 ends, and the expedition top screen 90 (Fig. 7A, Fig. 22A) immediately before the expeditionary party selection operation unit 94 (Fig. 7A, Fig. 22A) was operated is displayed on the display 26.
  • the number of dispatches is added (added) to the expedition game being executed.
  • a round addition completion screen 330 (FIG. 26B) is displayed on the display 26 to notify that the number of dispatches has been added (added).
  • a limit is set such that the execution of one type of expedition game is up to 10 times per day, it is possible to add (add) the number of dispatches up to a number that does not exceed this upper limit.
  • FIG. 26B is a diagram showing an example of a lap addition completion screen 330.
  • the lap addition completion screen 330 displays a message stating "The number of laps has been added," to notify that the number of dispatches has been added (added).
  • the lap addition completion screen 330 displays the type of dispatch destination to which the number of dispatches has been added (added), the number of dispatches that has been added (added), and the remaining time required after the number of dispatches has been added (added).
  • the orbit addition completion screen 330 displays an OK operation section 331 marked "OK.”
  • the display of the orbit addition completion screen 330 on the display 26 ends.
  • the expedition party list screen 320 is displayed on the display 26.
  • FIG. 27A is a first diagram showing an example of the ally character details screen 340.
  • FIG. 27B is a second diagram showing an example of the ally character details screen 340.
  • an enhancement item selection operation section 341 is displayed on the ally character detail screen 340.
  • the enhancement item selection operation section 341 has a plurality of operation sections that can be operated by the player.
  • the enhancement item selection operation section 341 has a normal equipment selection operation section 341a, a level enhancement selection operation section 341b, a skill enhancement selection operation section 341c, a star enhancement selection operation section 341d, and an EX equipment selection operation section 341e.
  • the selected operation section is highlighted.
  • FIG. 27A shows the case where the EX equipment selection operation section 341e is operated.
  • the ally character detail screen 340 displays a detail display section 342.
  • a first operation section 342a labeled "Other than guild battle” and a second operation section 342b labeled "Guild battle” are displayed.
  • EX equipment EX equipment in the first setting slot
  • EX equipment EX equipment in the second setting slot
  • EX equipment EX equipment in the second setting slot
  • EX equipment EX equipment in the first setting slot
  • the various parameters of the ally character are not changed (strengthened) based on the EX equipment set in the second setting slot, but are changed (strengthened) based on the EX equipment set in the first setting slot.
  • FIG. 27A shows the case where the first operation unit 342a is operated. That is, in the guild battle battle game, the various parameters of the ally character are not changed (strengthened) based on the EX equipment set in the first setting frame, but are changed (strengthened) based on the various EX equipment set in the second setting frame.
  • FIG. 28 is a diagram explaining the categories of EX equipment.
  • EX equipment is broadly divided into three major categories: “Weapons,” “Armor,” and “Accessories.” Furthermore, as shown in FIG. 28, each major category has multiple smaller categories of EX equipment.
  • “Weapons” includes EX Equipment, which is divided into a total of 10 sub-categories: “One-handed sword,” “Two-handed sword,” “Dagger,” “Spear,” “Axe,” “Bow,” “Fist,” “Shield,” “Book,” and “Staff.”
  • Armor includes EX Equipment, which is divided into four sub-categories: “Clothes,” “Armor,” “White Robe,” and “Black Robe.”
  • EX Equipment which is divided into five sub-categories: “Rings,” “Bracelets,” “Necklaces,” “Orbs,” and “Earrings.”
  • Each of the above sub-categories contains multiple types of EX equipment with different rarities and various statuses, i.e., different types of EX equipment.
  • Different types of EX equipment refer to equipment with different ID information associated with it.
  • the EX equipment contained in each sub-category is classified as either normal EX equipment or special EX equipment. In other words, normal EX equipment and special EX equipment are different types and have different associated ID information.
  • the ally character details screen 340 displays an image of the ally character, and a first display frame 343a corresponding to "weapon,” a second display frame 343b corresponding to "armor,” and a third display frame 343c corresponding to "accessories" are displayed around the ally character image.
  • FIG. 27A shows a case where an ally character is equipped with "EX Sword 1," a one-handed sword, as EX equipment for the "weapon.”
  • EX Sword 1 a one-handed sword
  • FIG. 27A an icon image showing the EX equipment for the equipped "weapon” is displayed in the first display frame 343a.
  • FIG. 27A also shows a case where an ally character is not equipped with EX equipment such as "armor” and "accessories.”
  • EX equipment such as "armor” and "accessories.”
  • the second display frame 343b and the third display frame 343c show a "+" mark indicating that the EX equipment is not equipped.
  • FIG. 27A also shows a case where the first display frame 343a is being operated by the player.
  • the details display section 342 displays various information and various operation sections related to the EX equipment in the first display frame 343a.
  • the details display section 342 displays information such as the name of the EX equipment in the first display frame 343a that is being equipped, and the various status and skill details set for that EX equipment.
  • the detailed display section 342 displays, as operation sections, an acquisition location operation section 345a marked “acquisition location,” an item operation section 345b marked “item,” an enhancement operation section 345c marked “enhance,” an upper limit release operation section 345d marked “upper limit release,” and an equipment change operation section 345e marked “equipment change.”
  • an acquisition location screen 540 (FIG. 39A) described below is displayed on the display 26.
  • the acquisition location screen 540 (FIG. 39A) displays the type of expedition game in which the EX equipment displayed in the details display section 342 can be obtained.
  • an item list screen 500 (FIG. 36A) described below is displayed on the display 26.
  • the item list screen 500 (FIG. 36A) makes it possible to disassemble (sell) EX equipment based on the player's operation.
  • an EX equipment strengthening screen 460 (FIG. 34A) described below is displayed on the display 26. Details will be described later, but on the EX equipment strengthening screen 460 (FIG. 34A), it is possible to strengthen the EX equipment within a predetermined upper limit range by consuming predetermined items based on the player's operation.
  • an EX equipment upper limit release screen 420 (FIG. 32A) described below is displayed on the display 26. Details will be described later, but on the EX equipment upper limit release screen 420 (FIG. 32A), it is possible to gradually release the upper limit when strengthening the EX equipment by consuming specified items based on the player's operation.
  • an EX equipment change screen 390 (FIG. 31A) described below is displayed on the display 26. Details will be described later, but on the EX equipment change screen 390 (FIG. 31A), it is possible to manually set the EX equipment to be equipped based on the player's operation (manual equipment function).
  • a skill details operation section 346 is displayed as an operation section in the details display section 342.
  • a skill details screen (not shown) is displayed on the display 26.
  • the player can check more detailed information about the skills (abilities) set for the equipped EX equipment displayed in the details display section 342.
  • an automatic equipment operation section 347 labeled "automatic equipment” is displayed on the ally character detail screen 340.
  • an automatic EX equipment setting screen 350 (FIG. 29A), which will be described later, pops up on the display 26. The details will be described later, but the automatic EX equipment setting screen 350 (FIG. 29A) makes it possible to configure settings for using the automatic equipment function that automatically equips EX equipment.
  • FIG. 27B shows a case where the player is operating the second display frame 343b. No EX equipment is equipped in the second display frame 343b.
  • the details display section 342 displays a message stating "EX equipment (armor) is not equipped.” Also, in this case, the details display section 342 displays only the first operation section 342a, the second operation section 342b, the equipment change operation section 345e, and the acquisition method operation section 345f as operation sections, and the other operation sections (acquisition location operation section 345a, item operation section 345b, strengthening operation section 345c, upper limit release operation section 345d, and skill details operation section 346) are not displayed.
  • a later-described acquisition method screen pops up on the display 26.
  • each EX equipment is classified as either normal EX equipment or special EX equipment.
  • EX equipment classified as normal EX equipment can only be equipped in battle games other than guild battles. In other words, normal EX equipment can be set in the first setting slot mentioned above.
  • EX equipment classified as special EX equipment can be equipped in both battle games other than guild battles and battle games that include guild battles.
  • special EX equipment can be set in the first and second setting slots described above.
  • EX equipment classified as normal EX equipment is set to have relatively larger added values for attack power, defense power, etc. than EX equipment classified as special EX equipment.
  • EX equipment classified as normal EX equipment is equipment that is relatively more advantageous to the player than EX equipment classified as special EX equipment. Therefore, players will usually equip EX equipment classified as normal EX equipment for battle games other than guild battles, and EX equipment classified as special EX equipment for battle games that include guild battles.
  • a use restriction state is set for the special EX equipment for a predetermined period of time.
  • the special EX equipment for which a use restriction state is set it is restricted from being equipped to another ally character and used in the guild battle battle game until the use restriction state is released.
  • FIG. 29A is a diagram showing an example of the automatic EX equipment setting screen 350.
  • the EX equipment setting screen 350 displays a priority status selection operation section 351 for setting the status of the EX equipment that is prioritized when using the automatic equipment function that automatically equips EX equipment.
  • a priority status screen 360 (Fig. 29B) is popped up on the display 26.
  • Fig. 29B is a diagram showing an example of the priority status screen 360.
  • the priority status screen 360 allows the player to select the status item of the EX equipment that is to be prioritized when using the automatic equipment function.
  • the status items of the EX equipment that are prioritized when using the automatic equipment function include "Rarity”, which prioritizes EX equipment with a high rarity, "With Skills”, which prioritizes equipment with many skills set to the EX equipment, "Physical Attack Power”, which prioritizes equipment with a high physical attack power value set to the EX equipment, “Magic Attack Power”, which prioritizes equipment with a high magical attack power value set to the EX equipment, “Physical Defense Power”, which prioritizes equipment with a high physical defense value set to the EX equipment, “Magic Defense Power”, which prioritizes equipment with a high magic defense power value set to the EX equipment, "HP”, which prioritizes equipment with a high HP value set to the EX equipment, "Physical Critical”, which prioritizes equipment with a high physical critical value set to the EX equipment, and “Magic Critical”, which prioritizes equipment with a high magical critical value set to the EX equipment.
  • a cancel operation section 361 marked “Cancel” and an OK operation section 362 marked “OK” are displayed on the priority status screen 360.
  • the content displayed on the priority status screen 360 immediately before the operation is discarded.
  • the display of the priority status screen 360 ends, and the Automatic EX Equipment Setting screen 350 (FIG. 29A) shown immediately before the priority status selection operation section 351 (FIG. 29A) was operated is displayed on the display 26.
  • the OK operation section 362 the content displayed on the priority status screen 360 immediately before the operation is set as the status item of the prioritized EX equipment.
  • the automatic EX equipment setting screen 350 displays priority status selection operation units 351a, 351b, and 351c for individually setting items to be prioritized for each category when using the automatic equipment function.
  • the priority status selection operation unit 351a is operated by the player
  • the priority status screen 360 is displayed on the display 26, and the item to be prioritized when automatically equipping "weapon" EX equipment can be individually set.
  • the priority status selection operation unit 351b is operated by the player
  • the priority status screen 360 is displayed on the display 26, and the item to be prioritized when automatically equipping "armor” EX equipment can be individually set.
  • the priority status selection operation unit 351a is operated by the player, the priority status screen 360 is displayed on the display 26, and the item to be prioritized when automatically equipping "accessory" EX equipment can be individually set.
  • the priority status selection operation units 351a, 351b, and 351c are displayed in a grayed-out state. This notifies the player that the settings displayed in the priority status selection operation unit 351 are valid.
  • the priority status selection operation unit 351 is displayed in a grayed-out state. This notifies the player that the settings displayed in the priority status selection operation units 351a, 351b, and 351c are valid.
  • the automatic EX equipment setting screen 350 displays a selection section 352 marked "Select EX equipment equipped by other characters.”
  • the automatic equipment function is used with the selection section 352 selected, it is determined that the ally character will be equipped with the EX equipment with the highest value in the set priority status item from among the EX equipment that can be equipped, including EX equipment equipped by other ally characters.
  • the automatic equipment function is used with the selection section 352 not selected, it is determined that the ally character will be equipped with the EX equipment with the highest value in the set priority status item from among the EX equipment that can be equipped, excluding EX equipment equipped by other ally characters.
  • a cancel operation section 353 marked “Cancel” and an OK operation section 354 marked “OK” are displayed on the Automatic EX Equipment setting screen 350.
  • the player operates the cancel operation section 353 the content displayed on the Automatic EX Equipment setting screen 350 immediately before the operation is discarded. Furthermore, the Automatic EX Equipment setting screen 350 becomes hidden, and the screen displayed on the display 26 immediately before the Automatic EX Equipment setting screen 350 was displayed is displayed.
  • the EX equipment to be equipped to the ally character is extracted based on the content displayed on the Automatic EX Equipment Setting screen 350 immediately before the operation. Then, based on the extraction result, the Automatic EX Equipment Confirmation screen 370 is popped up on the display 26.
  • FIG. 30A is a diagram showing an example of an Automatic EX Equipment Confirmation Screen 370. As shown in FIG. 30A, on the Automatic EX Equipment Confirmation Screen 370, the EX Equipment to be equipped to the ally characters extracted as described above is displayed by category.
  • the Automatic EX Equipment confirmation screen 370 also displays information such as the various status and skill details set for each piece of EX equipment.
  • a skill details operation section 371 is displayed on the Automatic EX Equipment confirmation screen 370.
  • a skill details screen (not shown) is displayed on the display 26.
  • the player can check more detailed information about the skills (abilities) set for each EX equipment displayed on the Automatic EX Equipment confirmation screen 370.
  • an EX equipment replacement details operation section 372 is displayed on the automatic EX equipment confirmation screen 370.
  • an EX equipment replacement details screen 380 is displayed as a pop-up on the display 26.
  • the Automatic EX Equipment setting screen 350 (FIG. 29A) also pops up on the display 26.
  • the OK operation section 354 on the Automatic EX Equipment setting screen 350 is operated by the player, EX Equipment to be equipped for each of the ally characters displayed in the selected ally character display area 78 is extracted.
  • the Automatic EX Equipment confirmation screen 370 pops up on the display 26.
  • the EX Equipment to be equipped for the extracted ally characters is displayed by category for each of the ally characters displayed in the selected ally character display area 78.
  • FIG. 30B is a diagram showing an example of an EX equipment replacement details screen 380.
  • the EX equipment replacement details screen 380 displays information such as the various status and skill settings for the EX equipment currently equipped and the EX equipment to be equipped. This allows the player to compare and consider the various status and skill settings for the EX equipment currently equipped and the EX equipment to be equipped.
  • a close operation section 381 marked "close” is displayed on the EX equipment replacement details screen 380.
  • the display of the EX equipment replacement details screen 380 ends, and the automatic EX equipment confirmation screen 370 is displayed on the display 26.
  • the Auto EX Equipment confirmation screen 370 displays a cancel operation section 373 marked “Cancel” and an OK operation section 374 marked “OK.”
  • the display of the Auto EX Equipment confirmation screen 370 ends, and the priority status screen 360 is displayed on the display 26.
  • the automatic equipment function is used based on the content displayed on the EX equipment confirmation screen 370 immediately before the operation, and the EX equipment is equipped to the ally character. Then, an ally character detail screen 340 (FIG. 27A) for the ally character in a state equipped with the EX equipment, which has been changed based on the use of this automatic equipment function, is displayed on the display 26.
  • the burden on the player is reduced compared to when using the manual equipment function in which the player decides the type of EX equipment to be equipped. In other words, the number of times the player must perform various operations when setting EX equipment is reduced compared to when the manual equipment function is used. This makes it possible to improve convenience for the player.
  • FIG. 31A is a diagram showing an example of the EX equipment change screen 390. As shown in Fig. 31A, on the EX equipment change screen 390, it is possible to manually set the EX equipment to be equipped based on the player's operation.
  • the EX equipment change screen 390 displays a first display frame 391a corresponding to "weapon,” a second display frame 391b corresponding to "armor,” and a third display frame 391c corresponding to "accessory.”
  • FIG. 31A shows a case where an ally character is equipped with "EX Sword 1," a one-handed sword, as EX equipment for the "weapon.”
  • EX Sword 1 a one-handed sword
  • FIG. 31A an icon image showing the EX equipment for the equipped "weapon” is displayed in the first display frame 391a.
  • FIG. 31A also shows a case where the first display frame 391a is being operated by the player.
  • a detailed display section 393 corresponding to the display frame being operated is displayed.
  • the detailed display section 393 displays a list of icons 394 indicating EX equipment that can be equipped to ally characters, from among the EX equipment in the category corresponding to the display frame being operated.
  • the icon 394 corresponding to the EX equipment currently equipped to an ally character displays the message "Equipped.”
  • a message stating "In Use” is displayed on icon 394 corresponding to EX Equipment equipped to another ally character.
  • a notification image showing the other ally character who is equipped with that EX Equipment is additionally displayed on icon 394 corresponding to EX Equipment equipped to another ally character.
  • the operated EX equipment is provisionally selected as the EX equipment to be equipped.
  • the EX equipment change screen 390 displays information such as the various status and skill settings for the EX equipment currently being equipped and the EX equipment to be equipped. This allows the player to compare and consider the various status and skill settings for the EX equipment currently being equipped and the EX equipment to be equipped.
  • a skill details operation section 395 is displayed on the EX equipment change screen 390.
  • a skill details screen (not shown) is displayed on the display 26.
  • the player can check more detailed information about the skills (abilities) that have been set for each of the EX equipment currently being equipped and the EX equipment to be equipped that are displayed on the EX equipment change screen 390.
  • the player can make a tentative selection of the "Armor” EX Equipment that they plan to equip by operating the second display frame 391b, which corresponds to "Armor”. Also, the player can make a tentative selection of the "Accessory” EX Equipment that they plan to equip by operating the third display frame 391c, which corresponds to "Accessory”.
  • the EX equipment change screen 390 displays a close operation section 396 marked “Close” and an equipment operation section 397 marked “Equip.”
  • FIG. 31B is a diagram showing an example of the EX equipment reset confirmation screen 400.
  • the EX equipment reset confirmation screen 400 displays a confirmation message stating "Return without changing EX equipment. Are you sure?".
  • the EX equipment reset confirmation screen 400 displays a cancel operation section 401 marked "Cancel” and an OK operation section 402 marked “OK.”
  • FIG. 31A is a diagram showing an example of the EX replacement confirmation screen 410. As shown in FIG. 31C, the EX replacement confirmation screen 410 displays a confirmation message stating "EX equipment will be replaced. Are you sure?"
  • the EX exchange confirmation screen 410 displays the contents of the EX equipment to be exchanged, the ally character with which the EX equipment will be exchanged, and information about other ally characters.
  • the EX replacement confirmation screen 410 displays a cancel operation section 411 marked “Cancel” and an OK operation section 412 marked “OK.”
  • the ally character is equipped with EX equipment based on the content displayed on the EX equipment change screen 390 immediately before the equipment operation section 397 on the EX equipment change screen 390 is operated.
  • Fig. 32A is a diagram showing an example of the EX equipment upper limit release screen 420. As shown in Fig. 32A, the EX equipment upper limit release screen 420 allows the player to gradually release the upper limit for strengthening EX equipment by consuming specified items based on their operation.
  • FIG. 32B is a diagram for explaining the strengthening and upper limit release of EX equipment.
  • the player can perform upper limit release and strengthening for each EX equipment.
  • the number of times (stages) that an EX equipment can be strengthened is limited to the same number as the rarity of the EX equipment, that is, the number of stars. Specifically, if the rarity of the EX equipment is 3 stars, the number of times (stages) that it can be strengthened is limited to 3 times. Similarly, if the rarity of the EX equipment is 4 stars, the number of times (stages) that it can be strengthened is limited to 4 times, and if the rarity of the EX equipment is 5 stars, the number of times (stages) that it can be strengthened is limited to 5 times.
  • the status of limit break and strengthening is displayed for each EX equipment so that it is possible to distinguish them.
  • the status of limit break is indicated by the number of stars
  • the status of strengthening is indicated by the number of colored stars.
  • the initial rarity of the EX equipment is 3 stars, and it has not yet been cap-breaked or enhanced, three colorless stars will be displayed.
  • the total number of stars displayed is three, indicating that the rarity of the EX equipment is 3 stars.
  • the number of colored stars is zero, indicating that the EX equipment has not yet been enhanced.
  • the cap has been broken once and enhanced twice, two colored stars and two colorless stars will be displayed.
  • the total number of stars displayed is four, which indicates that the EX Equipment is four-star rarity.
  • the two colored stars indicate that the EX Equipment has been enhanced twice.
  • the limit has been broken twice and the equipment has been enhanced three times
  • three colored stars and two colorless stars will be displayed.
  • the total number of stars displayed is five, indicating that the EX Equipment is five-star rarity.
  • the three colored stars indicate that the EX Equipment has been enhanced three times.
  • cap breaking has been performed twice and enhancement has been performed five times
  • five colored stars will be displayed.
  • the total number of stars displayed is five, which indicates that the EX Equipment in question is a five-star rarity.
  • the number of colored stars is five, which indicates that the EX Equipment in question has been enhanced five times.
  • the color of the star indicating the initial rarity and the color of the star indicating the increased rarity due to the upper limit release may be different colors so that the player can distinguish them.
  • one upper limit break can be performed by consuming the same type of EX equipment as the EX equipment to be used for the upper limit break, as well as a specific amount of in-game currency.
  • the points required to perform the cap break are displayed so that it is easy to understand the amount of materials (same type of EX equipment) required to perform the cap break.
  • 1 point is required to perform the cap break of EX equipment with a rarity of 3 stars
  • 2 points are required to perform the cap break of EX equipment with a rarity of 4 stars.
  • EX equipment with a rarity of 3 stars is displayed as 1 point
  • EX equipment with a rarity of 4 stars is displayed as 2 points
  • EX equipment with a rarity of 5 stars is displayed as 8 points.
  • a single cap break can be performed for a specific EX equipment with a rarity of 3 stars by consuming one piece of the same type of EX equipment with a rarity of 3 stars or higher and a specific amount of in-game currency (mana). Note that if the same type of EX equipment with a rarity of 4 stars or higher is consumed, more than two points will be consumed for a cap break that requires one point, so the item (EX equipment) corresponding to the surplus points will be returned.
  • the EX equipment upper limit release screen 420 displays a list display section 421 that displays a list of icons 421a indicating EX equipment of the same type as the EX equipment to be subjected to upper limit release.
  • the EX equipment limit break screen 420 also displays the required number of limit break points (here, 1 point), which indicates the amount of materials (same type of EX equipment) required to break the limit.
  • the EX equipment corresponding to the operated icon 421a is provisionally selected as the material for breaking the limit.
  • the EX equipment limit release screen 420 also displays the amount of in-game currency required to release the limit, and the amount of in-game currency the player possesses.
  • an item details screen 430 shown in FIG. 32C pops up on the display 26.
  • the item details screen displays detailed information about the various statuses of the EX equipment, and a list of ally characters that can equip the EX equipment.
  • the display of the item details screen 430 ends, and the EX equipment limit release screen 420 is displayed on the display 26.
  • the EX equipment limit release confirmation screen 440 shown in FIG. 33A pops up.
  • the limit release is not performed and the display of the EX equipment limit release screen 420 ends.
  • FIG. 33A is a diagram showing the EX equipment limit release confirmation screen 440.
  • the EX equipment limit release confirmation screen 440 notifies the player of the EX equipment corresponding to the icon 421a selected (provisionally selected) by the player on the EX equipment limit release screen 420 (FIG. 32A) as a consumable item. Also, if an item is to be returned, the returned item (EX equipment) is notified. As described above, for example, if two or more points are consumed for limit release that requires one point, the EX equipment corresponding to the surplus points will be returned.
  • the upper limit release is executed. Also, when the player operates the OK operation section 441 on the EX equipment upper limit release confirmation screen 440, the display of the EX equipment upper limit release confirmation screen 440 ends. If there are return items, the equipment strengthening item return screen 450 shown in FIG. 33B pops up on the display 26. On the other hand, if there are no return items, the equipment strengthening item return screen 450 is not displayed, and the EX equipment upper limit release screen 420 is displayed again on the display 26. At this time, a message is displayed on the EX equipment upper limit release screen 420 to inform the player that the upper limit release has been executed.
  • the EX equipment upper limit release is executed once, it is also possible to execute multiple upper limit releases at once.
  • FIG. 33B is a diagram showing an example of the equipment enhancing item return screen 450.
  • the equipment enhancing item return screen 450 displays a list of returned items.
  • the display of the equipment enhancing item return screen 450 ends, and the EX equipment upper limit release screen 420 is displayed again on the display 26.
  • a message is displayed on the EX equipment upper limit release screen 420 to inform the player that the upper limit has been released.
  • FIG. 34A is a diagram showing an example of the EX equipment strengthening screen 460.
  • the EX equipment strengthening screen 460 it is possible to strengthen the EX equipment within a predetermined upper limit range by consuming a predetermined item based on the player's operation.
  • mana in-game currency
  • the fighting power of the ally character in the battle game can be further increased.
  • the EX equipment by strengthening the EX equipment, it is possible to increase the value of the above-mentioned added value for the attack power, defense power, etc.
  • Enhancement points are a type of in-game currency that can be obtained when dismantling (selling) EX equipment, which will be described later. It is also possible to enhance EX equipment by consuming EX equipment owned by the player instead of enhancement points. When consuming EX equipment owned by the player instead of enhancement points, enhancement points are set based on a conversion rate according to the rarity and enhancement status of the EX equipment consumed. Note that in this embodiment, it is also possible to enhance EX equipment by combining the consumption of enhancement points and the consumption of EX equipment.
  • FIG. 34A shows a case where a specified piece of EX equipment with a rarity of 3 stars and that has not yet been enhanced is enhanced.
  • the EX equipment can be enhanced once by spending 280 enhancement points. Note that, for example, if more than 280 enhancement points are consumed for a single enhancement that requires 280 enhancement points, return items such as enhancement points or a specified in-game currency will be returned in accordance with the surplus points.
  • weapon coins are a type of in-game currency that can be obtained when dismantling (selling) EX equipment, which will be described later. For example, a player can spend weapon coins they have to purchase a specific EX equipment classified as a "weapon.”
  • Armor coins are a type of in-game currency that can be obtained when dismantling (selling) EX equipment, which will be described later. For example, a player can purchase a specific EX equipment classified as "armor” by spending armor coins that they have.
  • Accessory coins are a type of in-game currency that can be obtained when dismantling (selling) EX equipment, which will be described later. For example, a player can spend accessory coins they have to purchase a specific EX equipment classified as "accessory”.
  • the EX equipment strengthening screen 460 displays a list display section 461.
  • the list display section 461 displays a first icon 461a for setting the number of strengthening points to be consumed for strengthening the EX equipment, and a number of second icons 461b indicating EX equipment that can be consumed instead of strengthening points.
  • the EX equipment strengthening screen 460 also displays the required amount of strengthening points (280 points in this example) required for one strengthening.
  • the strengthening point usage setting screen 470 shown in FIG. 34B pops up on the display 26.
  • the EX equipment corresponding to the operated second icon 461b is provisionally selected as a material for strengthening.
  • FIG. 34B is a diagram showing an example of a used enhancement point setting screen 470.
  • the used enhancement point setting screen 470 displays the required amount of enhancement points (280 points in this example) required to perform one enhancement, and the total amount of enhancement points owned by the player.
  • the use enhancement point setting screen 470 displays a use enhancement point display section 471, a use enhancement point increase operation section 471a, a use enhancement point decrease operation section 471b, a reset operation section 471c, and a MAX operation section 471d.
  • the enhancement points used display section 471 displays the enhancement points to be used that are being set.
  • the enhancement points to be used increase operation section 471a the enhancement points to be used that are being set are increased by 1, and the display in the enhancement points used display section 471 is updated.
  • the enhancement points used decrease operation section 471b the enhancement points to be used that are being set are decreased by 1, and the display in the enhancement points used display section 471 is updated.
  • the reset operation section 471c the enhancement points to be used that are being set are reset to 0, and the display in the enhancement points used display section 471 is updated.
  • the enhancement points to be used that are being set are updated to the required amount of enhancement points required for one enhancement (here, 280 points), and the display in the enhancement points used display section 471 is updated.
  • a cancel operation section 472 marked “Cancel” and an OK operation section 473 marked “OK” are displayed on the use enhancement point setting screen 470.
  • the content displayed on the use enhancement point setting screen 470 immediately before the operation is discarded.
  • the display of the use enhancement point setting screen 470 ends, and the EX equipment enhancement screen 460 (FIG. 34A) immediately before the first icon 461a (FIG. 34A) is operated is displayed on the display 26.
  • the player when the player operates the OK operation unit 473, it is provisionally selected to use the number of enhancement points displayed in the used enhancement point display unit 471 immediately before the operation. Then, the display of the used enhancement point setting screen 470 ends, the EX equipment enhancement screen 460 ( Figure 34A) is displayed on the display 26, and the number of points displayed in the first icon 461a ( Figure 34A) is updated to the number of enhancement points displayed in the used enhancement point display unit 471.
  • the EX equipment strengthening confirmation screen 480 shown in FIG. 34C is popped up on the display 26.
  • the player operates the cancel operation section 463 of the EX equipment strengthening screen 460 the EX equipment is not strengthened and the display of the EX equipment strengthening screen 460 ends.
  • FIG. 34C is a diagram showing the EX equipment strengthening confirmation screen 480.
  • the EX equipment strengthening confirmation screen 480 notifies the player of the strengthening points or EX equipment to be consumed that has been selected (provisionally selected) by the player on the EX equipment strengthening screen 460 (FIG. 34A) as a consumable item.
  • the returned item is notified.
  • a case is shown in which 1 strengthening point and 100 weapon coins are returned.
  • the EX equipment strengthening confirmation screen 480 When the player operates the OK operation section 482 on the EX equipment strengthening confirmation screen 480, the EX equipment is strengthened and the display of the EX equipment strengthening confirmation screen 480 ends. If there are return items, a return screen (not shown) is displayed on the display 26. On the other hand, if there are no return items, the return screen is not displayed, and the EX equipment strengthening screen 460 is displayed again on the display 26. At this time, a message is displayed on the EX equipment strengthening screen 460 to inform the player that one strengthening has been performed on the EX equipment. Note that, although the above describes a case where one strengthening is performed on the EX equipment, it is also possible to perform multiple strengthenings at once.
  • an automatic strengthening function is provided that automatically sets the strengthening points to be spent in strengthening the EX equipment and the EX equipment.
  • the automatic strengthening function can be used by the player operating the automatic strengthening operation section 464 of the EX equipment strengthening screen 460. In other words, when the player taps the automatic strengthening operation section 464, the EX equipment strengthening confirmation screen 480 is immediately displayed on the display 26. This makes it possible to improve the convenience for the player.
  • the automatic strengthening function by providing the automatic strengthening function, the number of times the player needs to perform various operations is reduced when using the automatic strengthening function compared to when the player manually sets the strengthening points to be spent in strengthening the EX equipment and the contents of the EX equipment. This makes it possible to improve the convenience for the player.
  • the automatic strengthening function can be set.
  • the automatic strengthening setting operation section 465 of the EX equipment strengthening screen 460 is operated by the player, the automatic strengthening setting screen 490 shown in FIG. 35 is popped up on the display 26.
  • FIG. 35 is a diagram showing an example of the automatic strengthening setting screen 490. As shown in FIG. 35, the automatic strengthening setting screen 490 allows the user to select whether to prioritize spending strengthening points to strengthen EX equipment, or to prioritize spending EX equipment.
  • consumable EX equipment when EX equipment is consumed to enhance EX equipment, consumable EX equipment can be set.
  • the player can set the rarity of consumable EX equipment, the type of consumable EX equipment, the major category of consumable EX equipment, and the minor category of consumable EX equipment as desired. This makes it possible to prevent EX equipment from being consumed against the player's will in order to enhance EX equipment. For example, it is possible to avoid a situation in which high-rarity EX equipment that the player does not want to consume is consumed without the player's consent. This allows the player to use the automatic enhancement function proactively with peace of mind, which makes it possible to reduce the number of times the player performs various operations and improves convenience for the player.
  • the player operates the OK operation section 492 on the automatic strengthening setting screen 490
  • the content displayed on the automatic strengthening setting screen 490 immediately before the operation is stored as the automatic strengthening setting.
  • the display of the automatic strengthening setting screen 490 ends, and the EX equipment strengthening screen 460 (FIG. 34A) is displayed on the display 26.
  • FIG. 36A is a first diagram showing an example of the item list screen 500. As shown in FIG. 36A, on the item list screen 500, it is possible to disassemble (sell) EX equipment based on the player's operation.
  • a list display item selection operation section 501 is displayed on the item list screen 500.
  • the list display item selection operation section 501 is provided with a number of operation sections that can be operated by the player.
  • the list display item selection operation section 501 is provided with an item selection operation section 501a, a normal equipment selection operation section 501b, an EX equipment selection operation section 501c, and a special item selection operation section 501d.
  • the selected operation section is highlighted.
  • FIG. 36A shows the case where the EX equipment selection operation section 501c is selected.
  • the item list screen 500 can also be displayed when a specific operation unit is operated on a menu screen (not shown) that is displayed by tapping the menu screen selection operation unit 41f.
  • a specific operation unit is operated on a menu screen (not shown)
  • the player needs to select the EX equipment that he or she wants to disassemble.
  • the item list screen 500 is displayed with the icon 502a corresponding to the EX equipment displayed in the detail display unit 342 selected immediately before the item operation unit 345b of the ally character detail screen 340 (FIG. 27A) is operated.
  • a list display section 502 is displayed on the item list screen 500.
  • Icons 502a corresponding to EX equipment owned by the player are displayed on the list display section 502.
  • the item list screen 500 it is possible to select the EX equipment to be disassembled by tapping on any one of the icons 502a. Then, information such as various statuses relating to the EX equipment corresponding to the selected icon 502a is displayed on the item list screen 500.
  • a disassembly confirmation screen 510 pops up on the display 26.
  • FIG. 36B is a second diagram showing an example of the item list screen 500a.
  • a list display section 502 is displayed on the item list screen 500a.
  • Icons 502a corresponding to EX equipment owned by the player are displayed on the list display section 502.
  • FIG. 36B on the item list screen 500, it is possible to select the EX equipment to be disassembled by tapping any one or more icons 502a. Then, information on various items that the player can obtain when disassembling the EX equipment corresponding to the selected icon 502a is displayed on the item list screen 500a.
  • the disassembly confirmation screen 510 (FIG. 37A) described below is displayed on the display 26.
  • FIG. 37A is a diagram showing an example of a disassembly confirmation screen 510.
  • the disassembly confirmation screen 510 notifies the player that the EX equipment corresponding to the icon 502a selected (provisionally selected) by the player on the item list screen 500 or item list screen 500a is a consumable item to be disassembled.
  • the return items that the player will acquire as a result of the disassembly are notified.
  • the EX equipment is disassembled and the display of the disassembly confirmation screen 510 ends. Then, the disassembly result screen 520 shown in FIG. 37B pops up on the display 26.
  • the display of the disassembly confirmation screen 510 ends, and the screen that was displayed immediately before the disassembly confirmation screen 510 was displayed (the item list screen 500 or the item list screen 500a) is displayed on the display 26.
  • FIG. 37B is a diagram showing an example of the disassembly result screen 520.
  • the disassembly result screen 520 displays a list of return items. Furthermore, when the player operates the OK operation section 521 on the disassembly result screen 520, the display of the disassembly result screen 520 ends, and the item list screen 500 is displayed again on the display 26.
  • the item list screen 500a displays an automatic disassembly operation section 505b.
  • an automatic disassembly function is provided that automatically selects the EX equipment to be disassembled from the above-mentioned EX equipment.
  • the automatic disassembly function is enabled by the player operating the automatic disassembly operation section 505b on the item list screen 500a. That is, when the player taps the automatic disassembly operation section 505b, the icon 502a corresponding to the EX equipment to be disassembled is automatically selected as shown in FIG. 36B.
  • the disassembly confirmation screen 510 is displayed on the display 26 in the same manner as described above.
  • the automatic disassembly function is provided, so that the number of times the player performs various operations is reduced when the automatic disassembly function is used compared to when the player manually sets the EX equipment to be disassembled. This makes it possible to improve the convenience of the player.
  • the automatic disassembly function can be set.
  • the automatic disassembly setting operation section 505c on the item list screen 500a is operated by the player, the automatic disassembly setting screen 530 shown in FIG. 38 is popped up on the display 26.
  • FIG. 38 is a diagram showing an example of the automatic dismantling setting screen 530.
  • the automatic dismantling setting screen 530 allows the player to set the EX equipment to be dismantled.
  • the player can set the desired setting from among the rarity of the EX equipment to be dismantled, the type of EX equipment to be dismantled, the large category of EX equipment to be dismantled, and the small category of EX equipment to be dismantled. This makes it possible to prevent EX equipment contrary to the player's intention from being set as the target for dismantling when dismantling EX equipment.
  • the player operates the cancel operation unit 531 on the automatic disassembly setting screen 530
  • the content displayed on the automatic disassembly setting screen 530 immediately before the operation is discarded.
  • the display of the automatic disassembly setting screen 530 ends, and the item list screen 500a is displayed on the display 26.
  • the content displayed on the automatic disassembly setting screen 530 immediately before the operation is stored as the automatic disassembly setting. Furthermore, the display of the automatic disassembly setting screen 530 ends, and the item list screen 500a is displayed on the display 26.
  • Fig. 39A is a diagram showing an example of the acquisition location screen 540.
  • the acquisition location screen 540 displays the type of expedition game in which the EX equipment displayed in the details display section 342 can be obtained.
  • the acquisition location screen 540 identifiably displays the type of expedition game in which the EX equipment displayed in the details display section 342 (FIG. 27A) can be obtained.
  • FIG. 39A shows a case in which "Dispatch destination A-1" and "Dispatch destination A-2" are displayed.
  • the acquisition location screen 540 displays the start conditions required to start execution and the end conditions required to end execution for each displayed expedition game. Note that the required fighting power corresponds to the start condition (minimum condition), and the required time corresponds to the end condition.
  • a formation operation section 541 marked "Formation" is displayed on the acquisition location screen 540, for an expedition game in which an expedition game is not currently being executed.
  • the formation operation section 541 is operated, the above-mentioned formation screen 170 (FIG. 13A) is displayed on the display 26, and the formation of the party to be dispatched to the dispatch destination can be performed in the same manner as described above.
  • the formation screen 170 (FIG. 13A) is popped up on the display 26 without displaying the dispatch destination selection screen 100 (FIG. 7B) and operating the first dispatch destination selection operation section 101a to the fourth dispatch destination selection operation section 101d.
  • the dispatch destination selection screen 100 (FIG. 7B) is not displayed, i.e., the screen does not transition to the dispatch destination selection screen 100 (FIG. 7B), so naturally, the loading of data to display the dispatch destination selection screen 100 (FIG. 7B) is not performed. This makes it possible to prevent an increase in the processing load.
  • the formation screen 170 (Fig. 13A) is displayed via the operation of the formation operation section 541 on the acquisition location screen 540
  • the expedition start presentation screen 200 (Fig. 16B) is not displayed, and instead the expedition departure screen 550 shown in Fig. 39B is displayed as a pop-up on the display 26, informing the player that the expedition game has begun. This makes it possible to reduce the risk of the player feeling annoyed.
  • the display of the expedition departure screen 550 ends, and the acquisition location screen 540 is displayed on the display 26.
  • a confirmation operation section 542 marked "Confirm” is displayed for an expedition game that is being executed or has been completed.
  • an expedition result screen 560 shown in FIG. 39C is popped up on the display 26.
  • an expedition confirmation screen 570 shown in FIG. 39D is popped up on the display 26.
  • the close operation section 543 on the acquisition location screen 540 is operated by the player, the ally character details screen 340 (FIG. 27A) is displayed on the display 26.
  • FIG. 39C is a diagram showing an example of an expedition result screen 560.
  • FIG. 39D is a diagram showing an example of an expedition confirmation screen 570.
  • the expedition result screen 560 notifies the player that the expedition game has been completed.
  • the expedition confirmation screen 570 notifies the player that the expedition game is currently being executed. Then, when the player operates the result confirmation operation section 561 of the expedition result screen 560 or the confirmation operation section 571 of the expedition confirmation screen 570, the expedition party list screen 320 (FIG. 26A) is displayed on the display 26.
  • the acquisition location screen 540 is displayed on the display 26.
  • an ally character is not yet equipped with EX Equipment (here, "armor” EX equipment) on the ally character detail screen 340 (Fig. 27B)
  • EX Equipment here, "armor” EX equipment
  • an acquisition method screen (not shown) will pop up on the display 26 as described above.
  • small-category EX Equipment here, "clothing” EX equipment
  • other displays and functions on the acquisition method screen are the same as those on the acquisition location screen 540 (Fig. 39A), and therefore will not be described here.
  • the automatic disassembly setting operation section 114 on the menu screen 110 (FIG. 8A) is operated by the player, the automatic disassembly setting screen 580 shown in FIG. 40 is popped up on the display 26.
  • the player can disassemble EX equipment owned by the player and acquire strengthening points and various coins.
  • the automatic disassembly function by using the automatic disassembly function, the player can disassemble efficiently.
  • an automatic disassembly function is provided that automatically disassembles EX equipment acquired as a reward for the expedition game before the player receives the acquired EX equipment. This reduces the effort required of the player, as disassembly has already been performed at the stage of receiving the reward for the expedition game.
  • FIG. 40 is a diagram showing an example of an automatic disassembly setting screen 580.
  • the automatic disassembly setting screen 580 allows the player to set the EX equipment to be the target of the automatic disassembly function.
  • the player can set the desired setting from among the rarity of the EX equipment to be set as the target of the automatic disassembly function, the type of EX equipment to be set as the target of the automatic disassembly function, the large category of EX equipment to be set as the target of the automatic disassembly function, and the small category of EX equipment to be set as the target of the automatic disassembly function.
  • the player operates the cancel operation unit 581 on the automatic disassembly setting screen 580
  • the content displayed on the automatic disassembly setting screen 580 immediately before the operation is discarded.
  • the display of the automatic disassembly setting screen 580 is terminated, and the menu screen 110 (FIG. 8A) is displayed on the display 26.
  • Control Processing in Player Terminal 1 and Server 1000 41 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its functions as a computer.
  • the program storage area 12a stores a setting management program 902, an individual dispatch management program 904, a re-dispatch management program 906, a collective expedition management program 908, a round addition management program 910, an EX equipment management program 912, a withdrawal management program 914, a post-expedition time reduction management program 916, and an expedition completion management program 918.
  • the above programs stored in the program storage area 12a are just examples, and many other programs are provided in the program storage area 12a.
  • the data memory area 12b is provided with an information storage unit 950 that stores various information for the expedition game. Note that the above storage unit provided in the data memory area 12b is just one example, and many other storage units are provided in the data memory area 12b.
  • the CPU 10 runs each program stored in the program memory area 12a and updates the data in each storage unit in the data memory area 12b.
  • the CPU 10 runs each program stored in the program memory area 12a, causing the player terminal 1 (computer) to function as a terminal-side control unit 1A.
  • the terminal-side control unit 1A includes a setting management unit 902a, an individual dispatch management unit 904a, a re-dispatch management unit 906a, a collective expedition management unit 908a, a loop addition management unit 910a, an EX equipment management unit 912a, a withdrawal management unit 914a, a post-expedition time reduction management unit 916a, and an expedition completion management unit 918a.
  • the CPU 10 runs the setting management program 902 and causes the computer to function as a setting management unit 902a.
  • the setting management unit 902a executes processing to perform various settings based on the player's operations. Specifically, the following processing is executed.
  • the setting management section 902a When the player operates the setting operation section 123 of the notification setting screen 120 (FIG. 8B), the setting management section 902a performs a process of storing the execution trigger for the expedition completion notification set by the player as setting information in the information storage section 950.
  • the setting management unit 902a performs a process of storing the contents of the priority setting set by the player as setting information in the information storage unit 950.
  • the setting management section 902a performs a process of storing setting information in the information storage section 950 indicating whether the first automatic formation function or the second automatic formation function has been set as the automatic formation function.
  • the setting management section 902a performs a process of storing the contents of the automatic reinforcement setting set by the player as setting information in the information storage section 950.
  • the setting management section 902a performs a process of storing the contents of the automatic disassembly setting set by the player in the information storage section 950 as setting information.
  • the setting management section 902a performs a process of storing the automatic disassembly setting contents set by the player in the information storage section 950 as setting information.
  • the CPU 10 also runs an individual dispatch management program 904, causing the computer to function as an individual dispatch management section 904a.
  • the individual dispatch management section 904a performs processing to allow the player to select a desired dispatch destination on the dispatch destination selection screen 100 (FIG. 7B), dispatch a party to that dispatch destination, and start execution of the expedition game (permit execution of the expedition game). Specifically, the following processing is performed.
  • the individual dispatch management unit 904a When the automatic scheduling operation unit 174 is operated (tapped) on the scheduling screen 170 (FIG. 13A), the individual dispatch management unit 904a performs a process to check the setting information related to the automatic scheduling function stored in the information storage unit 950.
  • the individual dispatch management unit 904a also performs a process of automatically forming a party using the type of automatic formation function set by the player (first automatic formation function or second automatic formation function) based on the confirmed setting information related to the automatic formation function.
  • the individual dispatch management unit 904a first performs a process of forming a party with priority on three allied characters with high priority, excluding characters that cannot be formed.
  • the individual dispatch management unit 904a performs processing to end the party formation.
  • the individual dispatch management unit 904a further performs a process of organizing ally characters that are not set as priority targets into a party.
  • the individual dispatch management unit 904a performs a process of organizing ally characters with the greatest combat power among ally characters that are not set as priority targets and can be organized, in order, until the party's combat power meets the required combat power.
  • the individual dispatch management unit 904a performs a process of forming a party with priority on three allied characters with high priority, excluding characters that cannot be formed.
  • the individual dispatch management unit 904a performs a process of organizing ally characters with high combat power that are not set as priority targets and that can be organized, up to the maximum number that can be organized.
  • the individual dispatch management unit 904a performs a process of organizing ally characters with the greatest combat power among those that can be organized, in order, until the party's combat power meets the required combat power.
  • the individual dispatch management unit 904a performs a process of organizing ally characters with the greatest combat power among all ally characters that can be organized, up to the maximum number that can be organized.
  • the individual dispatch management unit 904a also performs processing to derive the fighting power of the organized party according to the manual party organization performed by the player or the party organization automatically organized using the automatic organization function.
  • the individual dispatch management unit 904a also performs a process to derive the required time to be shortened based on the derived fighting power of the party.
  • the higher the fighting power of the organized party the greater the value of the required time to be shortened.
  • the individual dispatch management section 904a performs a process of deriving the required time based on the number of dispatches displayed on the repeat dispatch count display section 175.
  • the required time for one dispatch is 1 hour and 30 minutes
  • the individual dispatch management section 904a derives 6 hours as the required time when the number of dispatches is set to 4.
  • the individual dispatch management unit 904a performs a process of deriving the required time based on the number of reductions displayed in the number of reductions display unit 181 or the number of reductions display unit 182.
  • the required time is 6 hours and the total number of reductions displayed in the number of reductions display unit 181 and the number of reductions display unit 182 is 4, the individual dispatch management unit 904a derives that the time is reduced by 4 hours, resulting in the required time being 2 hours.
  • the individual dispatch management unit 904a performs a process of storing the content displayed on the time-saving screen 180 in the information storage unit 950 as time-saving information related to the time-saving function.
  • the time-saving information includes the number of time-saving tickets consumed and the number of times a predetermined number of jewels has been consumed.
  • the individual dispatch management unit 904a performs a process to check whether or not the time-saving function is being used, i.e., whether or not time-saving information related to the time-saving function is stored.
  • the dispatch operation unit 177 of the formation screen 170 becomes operable when the party's strength exceeds the required strength. In other words, when the party's strength exceeds the required strength and the start of the expedition game is permitted, the dispatch operation unit 177 becomes operable.
  • the individual dispatch management unit 904a performs processing to display a confirmation screen 190 on the display 26.
  • the individual dispatch management unit 904a performs a process of sending expedition start information to the server 1000.
  • the individual dispatch management unit 904a performs a process of sending expedition start information to the server 1000.
  • the expedition start information includes, for example, dispatch destination information regarding the dispatch destination, repetition count information regarding the number of repetitions, party composition information regarding the types of friendly characters organized into the party, whether or not to use the time-saving function, and time-saving information if the time-saving function is set to be used.
  • the individual dispatch management unit 904a transmits expedition start information to the server 1000, it performs processing to display the expedition start performance screen 200 (FIG. 16B) on the display 26 for a predetermined time.
  • the individual dispatch management unit 904a performs processing to display the time-saving performance screen 210 (FIG. 16C) on the display 26 for a predetermined time after terminating the display of the expedition start performance screen 200. Thereafter, the individual dispatch management unit 904a performs processing to display the dispatch destination selection screen 100 (FIG. 17A) on the display 26.
  • the CPU 10 also runs the re-dispatch management program 906, causing the computer to function as a re-dispatch management unit 906a.
  • the re-dispatch management unit 906a performs processing on the re-dispatch screen 260 (FIG. 21) or the re-dispatch screen 280 (FIG. 23) to re-dispatch a party with the same composition to the same dispatch destination for a completed (cleared) expedition game. Specifically, the following processing is executed.
  • the re-dispatch management section 906a When an operation (tap) is performed on the repeat dispatch count increase operation section 264a, the repeat dispatch count decrease operation section 264b of the re-dispatch screen 260, the repeat dispatch count increase operation section 284a of the re-dispatch screen 280, or the repeat dispatch count decrease operation section 284b, the re-dispatch management section 906a performs a process of deriving the required time based on the number of dispatches displayed on the repeat dispatch count display section 264 of the re-dispatch screen 260 or the repeat dispatch count display section 284 of the re-dispatch screen 280.
  • the re-dispatch management section 906a performs processing to send expedition start information to the server 1000.
  • the re-dispatch management unit 906a transmits expedition start information to the server 1000, it performs a process of displaying the expedition start performance screen 200 (FIG. 16B) on the display 26 for a predetermined period of time.
  • the CPU 10 also runs an expedition management program 908, causing the computer to function as an expedition management unit 908a.
  • the collective expedition management unit 908a performs processing for using the collective expedition function. Specifically, the following processing is executed:
  • the collective expedition management section 908a performs a process to check the setting information related to the automatic formation function stored in the information storage section 950.
  • the collective expedition management unit 908a also performs a process to automatically organize a party using the type of automatic organization function set by the player (first automatic organization function or second automatic organization function) based on the confirmed setting information related to the automatic organization function.
  • the collective expedition management unit 908a also performs processing to send expedition start information to the server 1000 when the collective expedition operation unit 307 on the collective expedition screen 290 is operated (tapped).
  • the expedition start information includes, for example, dispatch destination information for each dispatch destination, repetition count information for the number of repetitions for each dispatch destination, party composition information for the types of ally characters organized in the party for each dispatch destination, whether or not to use the time-saving function for each dispatch destination, and time-saving information when the use of the time-saving function is set for each dispatch destination.
  • the collective expedition management unit 908a transmits expedition start information to the server 1000, it performs a process of displaying the expedition start performance screen 200 (FIG. 16B) on the display 26 for a predetermined time.
  • the collective expedition management unit 908a performs a process of displaying the time-saving performance screen 210 (FIG. 16C) on the display 26 for a predetermined time after terminating the display of the expedition start performance screen 200.
  • the collective expedition management unit 908a performs a process of displaying the expedition top screen 90 (FIG. 7A) on the display 26.
  • the CPU 10 also runs the orbit addition management program 910, causing the computer to function as an orbit addition management unit 910a.
  • the orbit addition management unit 910a performs processing to use the additional dispatch function. Specifically, the following processing is executed.
  • the add-trip management unit 910a When the player operates the add-trip operation unit 327 on the expedition party list screen 320 (FIG. 26), the add-trip management unit 910a performs a process of sending expedition start information to the server 1000.
  • the expedition start information includes, for example, dispatch destination information regarding the dispatch destination, addition count information regarding the number of dispatches to be added, party composition information regarding the types of ally characters organized into the party, whether or not to use the time-saving function, and time-saving information if the time-saving function is set to be used.
  • the CPU 10 also runs the EX equipment management program 912, causing the computer to function as an EX equipment management unit 912a.
  • the EX equipment management unit 912a performs EX equipment management processing to manage various functions related to EX equipment.
  • Figure 43 is a flowchart explaining the EX equipment management processing in the player terminal 1. Note that the order of each process executed in the EX equipment management unit 912a described below may be in any order, and may be interchangeable with the order described below. Alternatively, some of the processes executed in the EX equipment management unit 912a described below may not be executed.
  • the EX equipment management unit 912a executes an EX equipment automatic equipment process (P1-1).
  • EX equipment automatic equipment process the following process is executed.
  • the EX equipment management unit 912a executes a process to extract EX equipment to be equipped to an ally character based on the content displayed on the automatic EX equipment setting screen 350 immediately before the operation.
  • the EX equipment management unit 912a refers to the player information (EX equipment identification information) stored in the information storage unit 950, and checks the EX equipment possessed by the player and the various parameters set for each EX equipment.
  • the EX equipment management unit 912a checks the type of EX equipment that can be equipped to the ally character that is the target of automatic equipment. The EX equipment management unit 912a then extracts the EX equipment to be equipped to the ally character based on each of the confirmed information and the priority status set by the player.Then, the EX equipment management unit 912a performs processing to display the automatic EX equipment confirmation screen 370 (FIG. 30A) on the display 26 based on the extraction results.
  • the EX Equipment Management Unit 912a executes a process to equip the ally character with EX Equipment based on the content displayed on the Automatic EX Equipment Confirmation Screen 370 immediately before the operation. Specifically, it updates the player information stored in the information storage unit 950.
  • the player information includes ally character identification information indicating the type of ally character, and EX equipment identification information indicating the type of EX Equipment to be equipped to the ally character.
  • the EX equipment management unit 912a executes the EX equipment change process (P1-2).
  • the EX equipment change process the following process is executed.
  • the EX equipment management unit 912a executes a process to equip the ally character with EX equipment based on the content displayed on the EX equipment change screen 390 immediately before the equipment operation unit 397 was operated. Specifically, the player information stored in the information storage unit 950 is updated.
  • the EX equipment management unit 912a executes a process to display the EX exchange confirmation screen 410 (FIG. 31C) on the display 26.
  • the EX equipment management unit 912a executes a process to equip the ally character with EX equipment based on the content displayed on the EX equipment change screen 390 immediately before the equipment operation unit 397 is operated. Specifically, it updates the player information stored in the information storage unit 950.
  • the EX equipment management unit 912a executes the EX equipment upper limit release process (P1-3). In the EX equipment upper limit release process, the following process is executed. When the player operates the upper limit release operation unit 424 on the EX equipment upper limit release screen 420 (FIG. 32A), the EX equipment management unit 912a executes a process to derive the presence or absence of a return item.
  • the EX equipment management unit 912a executes a process to derive the content of the return item, i.e., the type and quantity of EX equipment to be returned, based on the points required for the upper limit release, the points to be consumed and the difference, and the EX equipment provisionally selected on the EX equipment upper limit release screen 420.
  • the EX equipment management unit 912a performs processing to display the EX equipment upper limit release confirmation screen 440 ( Figure 33A) on the display 26 based on the above derived results.
  • the EX equipment management unit 912a When the OK operation unit 441 on the EX equipment upper limit release confirmation screen 440 is operated by the player, the EX equipment management unit 912a performs a process to release the upper limit by spending a predetermined amount of in-game currency (mana) and the EX equipment provisionally selected on the EX equipment upper limit release screen 420. In addition, if there is a return item, the EX equipment management unit 912a performs a process to grant the return item to the player. Specifically, it updates the EX equipment identification information and in-game currency information included in the player information stored in the information storage unit 950.
  • the EX equipment management unit 912a executes the EX equipment strengthening process (P1-4). In the EX equipment upper limit release process, the following process is executed.
  • the EX equipment management unit 912a executes a process to derive the presence or absence of a return item. Then, if a return item is present, the EX equipment management unit 912a executes a process to derive the content of the return item, i.e., the amount of strengthening points and various coins to be returned, based on the points required for strengthening, the difference between the points to be consumed, and the EX equipment provisionally selected on the EX equipment strengthening screen 460.
  • the EX equipment management section 912a performs processing to determine the amount of strengthening points to be consumed and the content of the EX equipment to be consumed based on the setting information related to the automatic strengthening setting stored in the information storage section 950.
  • the EX equipment management section 912a refers to the player information (EX equipment identification information and in-game currency information) stored in the information storage section 950, and checks the EX equipment possessed by the player, various parameters set for each EX equipment, and the amount of in-game currency possessed by the player.
  • the EX equipment management section 912a determines the amount of strengthening points to be consumed and the content of the EX equipment to be consumed based on each of the confirmed information and the content of the automatic strengthening setting set by the player. In addition, if there is a return item, the EX equipment management section 912a performs processing to derive the content of the return item, that is, the amount of strengthening points and various coins to be returned.
  • the EX equipment management unit 912a performs processing to display the EX equipment strengthening confirmation screen 480 (FIG. 34C) on the display 26 based on the above derived results.
  • the EX equipment management unit 912a When the OK operation unit 482 on the EX equipment strengthening confirmation screen 480 is operated by the player, the EX equipment management unit 912a performs a process of executing the strengthening by spending a predetermined amount of in-game currency (mana), the EX equipment provisionally selected on the EX equipment strengthening screen 460, and strengthening points. In addition, if there is a return item, the EX equipment management unit 912a performs a process of granting the return item to the player. Specifically, it updates the EX equipment identification information and in-game currency information included in the player information stored in the information storage unit 950.
  • the EX equipment management unit 912a executes the EX equipment disassembly process (P1-5). In the EX equipment disassembly process, the following process is executed.
  • the EX equipment management unit 912a executes a process to derive the amount of return items (enhancement points and various coins) to be returned to the player based on the EX equipment corresponding to the selected icon 502a.
  • the EX equipment management section 912a performs a process of automatically selecting the EX equipment to be dismantled based on the setting information related to the automatic dismantling setting stored in the information storage section 950.
  • the EX equipment management section 912a refers to the player information (EX equipment identification information) stored in the information storage section 950, and checks the EX equipment possessed by the player and the various parameters set for each piece of EX equipment. Then, the EX equipment management section 912a determines the EX equipment to be dismantled based on each of the confirmed information and the contents of the automatic dismantling setting set by the player.
  • the EX equipment management section 912a executes a process to derive the amount of return items (enhancement points and various coins) to be returned to the player based on the EX equipment corresponding to the selected icon 502a.
  • the EX equipment management unit 912a performs processing to display the disassembly confirmation screen 510 ( Figure 37A) on the display 26 based on the above derived results.
  • the EX equipment management unit 912a When the OK operation unit 511 on the disassembly confirmation screen 510 is operated by the player, the EX equipment management unit 912a performs a process to disassemble the EX equipment. In addition, the EX equipment management unit 912a performs a process to grant a return item to the player. Specifically, it updates the EX equipment identification information and in-game currency information included in the player information stored in the information storage unit 950.
  • FIG. 44 is a flowchart explaining the EX equipment acquisition location process (P2) in the player terminal. In the EX equipment acquisition location process, the following processing is executed.
  • the EX equipment management section 912a When the player operates the acquisition location operation section 345a on the ally character detail screen 340 (Fig. 27A), the EX equipment management section 912a performs a process to extract the type of expedition game in which the EX equipment displayed in the detail display section 342 can be obtained (P2-1). Specifically, the EX equipment management section 912a refers to the player information (expedition game setting information) stored in the information storage section 950, and checks the information of the EX equipment that is set to be obtainable in each expedition game. Then, based on each of these confirmed pieces of information and the EX equipment displayed in the detail display section 342, the EX equipment management section 912a extracts the type of expedition game in which the EX equipment displayed in the detail display section 342 can be obtained.
  • the EX equipment management section 912a refers to the player information (expedition game setting information) stored in the information storage section 950, and checks the information of the EX equipment that is set to be obtainable in each expedition game. Then, based
  • the EX equipment management unit 912a also performs a process to acquire the start conditions necessary to start execution and the end conditions necessary to end execution for each of the extracted types of expedition games (P2-2). Specifically, the EX equipment management unit 912a references the player information (expedition game setting information) stored in the information storage unit 950 to acquire the play conditions of required strength, maximum number of players, and required time.
  • the EX equipment management unit 912a also performs a process to check the execution status of each of the extracted types of expedition games (P2-3). Specifically, the EX equipment management unit 912a acquires expedition game information including the execution status of the expedition games from the server, and checks the progress status of each expedition game by referring to the acquired expedition game information.
  • the EX equipment management unit 912a performs a process to display the acquisition location screen 540 on the display 26 based on the information obtained as described above (P2-4).
  • the EX equipment management section 912a displays the formation screen 170 (Fig. 13A) on the display 26 and executes processing for forming a party to be dispatched to the dispatch destination (P2-6).
  • the EX equipment management section 912a displays the formation screen 170 (Fig. 13A) on the display 26 without displaying the dispatch destination selection screen 100 (Fig. 7B). This makes it possible to improve convenience for the player.
  • the EX equipment management unit 912a performs processing to display the expedition departure screen 550 (Fig. 39B) on the display 26 without displaying the expedition start presentation screen 200 (Fig. 16B) (P2-7).
  • the dispatch operation unit 177 on the formation screen 170 becomes operable when the party's fighting power exceeds the required fighting power. In other words, when the party's fighting power exceeds the required fighting power and the start of the expedition game is permitted, the dispatch operation unit 177 becomes operable.
  • the EX equipment management unit 912a also performs a process of sending expedition start information to the server 1000 (P2-8).
  • the expedition start information includes, for example, dispatch destination information regarding the dispatch destination, additional number information regarding the number of dispatches to be added, party composition information regarding the types of ally characters organized into the party, whether or not to use the time-saving function, and time-saving information if the time-saving function is set to be used.
  • the EX equipment management section 912a performs a process of acquiring expedition game information including the execution status of the expedition game from the server, and displaying the expedition result screen 560 (FIG. 39C) or the expedition confirmation screen 570 (FIG. 39D) on the display 26 based on the acquired expedition game information (P2-10). Specifically, if the expedition game has been completed, the EX equipment management section 912a performs a process of displaying the expedition result screen 560 on the display 26, and if the expedition game is being executed, the EX equipment management section 912a performs a process of displaying the expedition confirmation screen 570 on the display 26.
  • the CPU 10 also runs the withdrawal management program 914, causing the computer to function as a withdrawal management unit 914a.
  • the withdrawal management unit 914a performs processing for using the withdrawal function. Specifically, the following processing is executed.
  • the withdrawal management unit 914a performs a process of sending withdrawal information to the server 1000 when the OK operation unit 232 on the withdrawal confirmation screen 230 is operated (tapped).
  • the withdrawal information includes, for example, destination information regarding the destination of the target to be withdrawn.
  • the withdrawal management unit 914a transmits the withdrawal information to the server 1000, it performs a process to display the expedition withdrawal screen 240 on the display 26.
  • the CPU 10 also runs the after-expedition start time reduction management program 916, causing the computer to function as an after-expedition start time reduction management unit 916a.
  • the after-expedition start time reduction management unit 916a performs processing to use the time reduction function after the expedition game starts to be executed. Specifically, the following processing is performed.
  • the time reduction management unit 916a performs a process to derive the required time based on the number of reductions displayed in the number of reductions display unit 181 or the number of reductions display unit 182 when an operation (tap) is performed on the number of reductions increase operation unit 181a, the number of reductions decrease operation unit 181b, the number of reductions increase operation unit 182a, or the number of reductions decrease operation unit 182b on the time reduction screen 180 (FIG. 17B).
  • the after-expedition-start time-saving management section 916a performs a process of sending after-expedition-start time-saving information to the server 1000.
  • the after-expedition-start time-saving information includes, for example, dispatch destination information regarding the dispatch destination, the number of time-saving tickets consumed, and time-saving information including the number of times a predetermined number of jewels has been consumed.
  • the CPU 10 also runs an expedition completion management program 918, causing the computer to function as an expedition completion management unit 918a.
  • the expedition completion management unit 918a performs processing to acquire rewards for an expedition game that has been completed (cleared) when the required time has elapsed. Specifically, the following processing is executed.
  • the expedition completion management unit 918a acquires new expedition completion information set in the server 1000, it performs a process of storing the acquired expedition completion information in the information storage unit 950.
  • the expedition completion management unit 918a also performs processing to check the setting information stored in the information storage unit 950 regarding the timing for executing the expedition completion notification.
  • the expedition completion management unit 918a determines that it is time to notify based on the confirmed setting information regarding the timing for executing the expedition completion notification, it performs a process of displaying a message M ( Figure 9A) at the top of the display 26 as an expedition completion notification.
  • the expedition completion management unit 918a performs a process of sending reward request information to the server 1000 when the result confirmation operation unit 107 on the dispatch destination selection screen 100 (FIG. 20A) is operated (tapped).
  • the reward request information includes dispatch destination information regarding the dispatch destination corresponding to the result confirmation operation unit 107, organization information set for that dispatch destination, etc.
  • the expedition completion management unit 918a performs a process of sending reward request information to the server 1000 when the collective expedition completion operation unit 95 on the expedition top screen 90 (FIG. 22A) is operated (tapped).
  • the reward request information includes dispatch destination information regarding each dispatch destination for which reward receipt has not been completed, organization information set for each dispatch destination, etc.
  • expedition completion management unit 918a acquires new reward determination information set in the server 1000, it stores the acquired reward determination information in the information storage unit 950 and performs processing to acquire the reward.
  • the expedition completion management unit 918a also performs processing to determine which EX equipment is to be decomposed from among the EX equipment included in the acquired rewards, based on setting information related to the automatic decomposition settings stored in the information storage unit 950.
  • the expedition completion management unit 918a performs processing to execute the decomposition of the determined EX equipment to be decomposed. Specifically, it updates the EX equipment identification information and in-game currency information included in the player information stored in the information storage unit 950.
  • the expedition completion management unit 918a also performs a process of displaying a list of the acquired rewards and the return items acquired as a result of the above-mentioned disassembly on the expedition completion screen 250 or the bulk expedition completion screen 270.
  • the expedition completion management section 918a performs processing to display the re-dispatch screen 260 ( Figure 21) or the re-dispatch screen 280 ( Figure 23) on the display 26 based on the dispatch destination information included in the expedition completion information.
  • FIG. 42 is a diagram explaining the configuration of the memory 1012 in the server 1000 and its functions as a computer.
  • the program memory area 1012a stores an expedition game progress management program 1920 and a reward management program 1922. Note that the above programs stored in the program memory area 1012a are examples, and many other programs are also provided in the program memory area 1012a.
  • the data memory area 1012b includes an information memory unit 1550 that stores various information for the expedition game. Note that the above memory unit provided in the data memory area 1012b is just an example, and the data memory area 1012b includes many other memory units.
  • the CPU 1010 runs each program stored in the program memory area 1012a and updates the data in each storage unit in the data memory area 1012b.
  • the CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 (computer) to function as a server-side control unit 1000A.
  • the server-side control unit 1000A includes an expedition game progress management unit 1920a and a reward management unit 1922a.
  • the CPU 1010 runs an expedition game progress management program 1920, causing the computer to function as an expedition game progress management unit 1920a.
  • the expedition game progress management unit 1920a performs processing to manage the progress of the expedition game. Specifically, the following processing is executed.
  • expedition game progress management unit 1920a receives expedition start information from the player terminal 1, it performs processing to derive the required time corresponding to each dispatch destination specified by the received expedition start information and set the expedition timer.
  • the expedition game progress management unit 1920a derives the required time for the dispatch destination based on the party strength set for the dispatch destination and the required strength set for the dispatch destination.
  • the expedition game progress management unit 1920a performs processing to set an expedition timer for each of the multiple specified dispatch destinations.
  • the expedition game progress management unit 1920a performs processing to associate the repetition count information with the dispatch destination and store it in the information storage unit 1550 of the server 1000.
  • the expedition game progress management unit 1920a subtracts the number of repetitions set in the repetition number information each time an expedition game for the dispatch destination ends.
  • the expedition game progress management unit 1920a performs processing to shorten the timer value of the expedition timer corresponding to the dispatch destination based on the time-saving information included in the expedition start information. In addition, when a time-saving ticket is used, the expedition game progress management unit 1920a performs processing to consume the number of time-saving tickets used.
  • the expedition game progress management unit 1920a receives expedition start time reduction information from the player terminal 1, it performs processing to reduce the timer value of the expedition timer corresponding to the dispatch destination specified based on the dispatch destination information included in the received expedition start time reduction information, based on the time reduction information included in the expedition start time reduction information.
  • the expedition game progress management unit 1920a performs a process of setting expedition completion information corresponding to the expedition game whose end condition has been met so that it can be acquired by the player terminal 1.
  • the expedition completion information includes destination information regarding the destination of the expedition game that has been completed (cleared) when the end conditions have been met, final expedition information indicating whether or not this is the last expedition game of the specified number of repetitions if multiple repetitions have been specified for that destination, and party composition information regarding the type of ally character organized in the party dispatched to that destination.
  • the expedition game progress management unit 1920a performs processing to start the progress of the expedition game for that dispatch destination. In addition, the expedition game progress management unit 1920a performs processing to subtract the number of repetitions set in the repetition count information as the progress of the expedition game for that dispatch destination begins.
  • the expedition game progress management unit 1920a receives withdrawal information from the player terminal 1, it performs processing to discard the expedition timer corresponding to the dispatch destination specified by the dispatch destination information included in the withdrawal information. This causes the expedition game being executed to be stopped.
  • the CPU 1010 also runs a reward management program 1922, causing the computer to function as a reward management unit 1922a.
  • the reward management unit 1922a performs processing to determine the content of the reward to be given to the player upon completion (clearance) of the expedition game. Specifically, the following processing is executed.
  • the reward management unit 1922a When the reward management unit 1922a receives reward request information from the player terminal 1, it performs a process to check the formation information included in the received reward request information.
  • the reward management unit 1922a performs a process to check the ally characters that are set as targets for special item drops based on the confirmed formation information.
  • the reward management unit 1922a performs a process of determining by lottery whether or not a special item corresponding to each of the ally characters that are set as the special item drop targets confirmed as described above will be awarded, based on a predetermined lottery table that has been set in advance.
  • the reward management unit 1922a determines whether or not to award EX equipment by lottery based on a predetermined lottery table that has been set up in advance.
  • the reward management unit 1922a performs a process to determine by lottery whether or not to grant regular items other than special items and EX equipment, based on a predetermined lottery table that has been set in advance.
  • the reward management unit 1922a When the above-mentioned lottery processes are completed for all dispatch destinations (processing targets) specified by the dispatch destination information included in the received reward request information, the reward management unit 1922a performs a process of setting reward determination information including at least the execution results of each lottery process so that it can be acquired by the player terminal 1.
  • the information processing program may be one that causes a computer (in the embodiment, either or both of the player terminal 1 and the server 1000) to carry out the following processing.
  • a process for executing a specific content in an embodiment, as an example, a process executed by the expedition game progress management unit 1920a) among a plurality of specific contents (in an embodiment, as an example, an expedition game) for which an elapsed time is set as an ending condition for clearing the game, without requiring player operation or game startup to progress in the game, for which a start condition (in an embodiment, as an example, a required fighting force) is met.
  • a process in an embodiment, as an example, a process executed by the reward management unit 1922a of granting a predetermined reward to a player for each specific content based on the fulfillment of a completion condition for the specific content (in an embodiment, as an example, the passage of a required time).
  • a process of permitting the start of execution of specific content based on the operation of the first operation unit by the player on a start screen (in an embodiment, as an example, the dispatch destination selection screen 100 (FIG. 7B)) displaying a first operation unit for starting the execution of specific content (in an embodiment, as an example, a process executed by the individual dispatch management unit 904a).
  • a process (in an embodiment, as an example, P2) of displaying a second operation section (in an embodiment, as an example, the organization operation section 541 of the acquisition location screen 540) for starting the execution of a specific content on a specific screen (in an embodiment, as an example, the acquisition location screen 540).
  • a process of permitting the start of execution of specific content without displaying a start screen based on an operation of the second operation unit by the player (in the embodiment, P2 as an example).
  • the higher the strength of the party dispatched to the destination the shorter the required time, thereby increasing the player's advantage, but this is not limited to this.
  • the reward acquired by the player may be increased.
  • the reward acquired by the player may be increased according to the degree to which the strength of the party dispatched to the destination exceeds the required strength.
  • both the shortening of the required time according to the party's strength and the increase of the reward may be implemented. Alternatively, either the shortening of the required time according to the party's strength or the increase of the reward may be implemented.
  • an upper limit may be set on the number of parties that can be dispatched to a destination at the same time. For example, if the total number of parties corresponding to expedition games for which rewards have not yet been received and the number of parties corresponding to expedition games in progress reaches a preset upper limit, it may be impossible to dispatch new parties. In this case, it may be possible to dispatch new parties by using the withdrawal function or completing the receipt of rewards.
  • the time required for the expedition game can be shortened by consuming a time-saving ticket, but the time-saving ticket may also be used for the battle game.
  • the player may be able to set whether or not to use a time-saving ticket and the number of tickets to be used on the main quest selection screen 74 (Fig. 5B).
  • one battle game is omitted (skipped).
  • the display of the party selection screen 77 (Fig. 5C), the battle game screen 80 (Fig. 6A), and the first result screen 83 (Fig. 6B) may be omitted (shortened), and the second result screen 85 (Fig. 6C) may be displayed on the display 26.
  • the game application may, for example, use a notification mechanism (e.g., Notification API) provided by the smartphone's operating system (OS) to send a push notification and display a message M stating "Expedition completed" on the smartphone's notification screen.
  • a notification mechanism e.g., Notification API
  • OS operating system
  • the player can arbitrarily set the execution trigger for the push notification. That is, the player can arbitrarily set the execution trigger for the push notification to either the completion of one expedition game (first execution trigger) regardless of the specified number of dispatches, or the completion of all expedition games of the specified number of dispatches (second execution trigger).
  • the acquisition location operation section 345a is displayed on the ally character details screen 340 ( Figure 27A) in correspondence with the icon, but the acquisition location operation section 345a may also be displayed on screens other than the ally character details screen 340.
  • the screens on which the acquisition location operation section 345a is displayed may be, for example, the automatic EX equipment confirmation screen 370 (FIG. 30A), the EX equipment replacement details screen 380 (FIG. 30B), the EX equipment change screen 390 (FIG. 31A), the EX replacement confirmation screen 410 (FIG. 31C), the EX equipment upper limit release screen 420 (FIG.
  • the acquisition location operation section 345a may be displayed so as to correspond to the icon image indicating the EX equipment displayed on each of these screens.
  • the acquisition location screen 540 will display the type of expedition game in which the EX equipment of the icon image displayed corresponding to the acquisition location operation section 345a on the screen where the operated acquisition location operation section 345a was operated can be acquired.
  • the item list screen 500 may display an enhancement operation section 345c, an upper limit release operation section 345d, and an equipment change operation section 345e, allowing the player to enhance EX equipment, release the upper limit, and equip an ally character.
  • an ally character selection screen pops up on the display 26, displaying a list of ally characters that can equip the selected EX equipment.
  • an EX equipment change screen 390 pops up on the display 26.
  • a first operation unit 342a (FIG. 27A) and a second operation unit 342b (FIG. 27A) may be displayed on the EX equipment change screen 390 (FIG. 31A).
  • the setting (change) of EX equipment (EX equipment in the first setting slot) that will be effective in battle games other than guild battles can be performed.
  • the second operation unit 342b is operated on the EX equipment change screen 390, the setting (change) of EX equipment (EX equipment in the second setting slot) that will be effective in battle games of guild battles can be performed.
  • equipped icons may be superimposed on the icon of the ally character.
  • the equipped icons are intended to make it possible to identify whether or not EX equipment is equipped, and, if so, the category (major category or minor category) of the equipped EX equipment.
  • an equipped icon indicating "weapon”, an equipped icon indicating “armor”, and an equipped icon indicating “accessory” may be superimposed on the icon of an ally character that is equipped with all of the EX equipment of "weapon”, “armor”, and "accessory”.
  • an icon that identifies an ongoing campaign may be displayed on the expedition party list screen 320 (Fig. 26A). Also, in the dispatch destination display section 321 (Fig. 26A) that displays "on expedition" when an expedition game is being executed, a tour details operation section (not shown) may be displayed. When this tour details operation section is operated, for example, if five expeditions have been executed, the scheduled end times of each of the first through fifth tour games are displayed. Furthermore, an icon that identifies whether or not a campaign is being applied to each of the first through fifth tour games may be displayed.
  • an example of a game is provided in which an expedition game is provided in which the player dispatches organized ally characters to a destination of their choice, but the specific content of the game and the game genre are not limited to the above embodiment.
  • the game genre can be any game genre, such as a roll playing game, shooting game, puzzle game, rhythm game, etc.
  • a specific quest in the Roll Playing Game in which a battle game with a specific enemy character is played corresponds to the above-mentioned expedition game.
  • a minimum condition (minimum party strength) is set for taking on the specific quest, and the more the player's party strength exceeds the minimum strength, the higher the player's advantage in the specific quest will be.
  • Specific methods for increasing the advantage may include powering up friendly characters, weakening enemy characters, or increasing the reward when a quest is cleared.
  • the information processing program for executing the processes in the above embodiment and various modified examples may be stored in a non-transitory computer-readable storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above embodiment and various modified examples may be information processing methods that realize the functions and steps shown in the flowcharts.

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