Game device, computer program product, and game system

By obtaining and classifying character information in other game devices and displaying related and unrelated characters in different intervals in the game, the problem of the mixed elements of collaboration content is solved, and the maintenance of the worldview and the improvement of user experience is achieved.

CN119746390APending Publication Date: 2025-04-04BANDAI CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510047935.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2024-02-07
Filing Date
2025-01-13
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

In collaborative planning of video games, elements of multiple collaborative content may be mixed together, resulting in the inherent worldview of the content being destroyed and the user experience is poor.

Method used

By obtaining information about characters in other game devices, classifying them, and displaying characters and unrelated characters associated with the specified content in different intervals in the game, ensuring the maintenance of the worldview and the improvement of user experience.

Benefits of technology

It realizes the world view of collaborative content in video games, while improving the fun and user experience of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119746390A_ABST
    Figure CN119746390A_ABST
Patent Text Reader

Abstract

The invention provides a game device, a computer program product and a game system. A game device that executes a game in which a character is presented, the game device being provided with: an acquisition means that acquires character information relating to a character presented in a game executed in another game device, the character information including information of game elements associated with the character; a classification unit that classifies a character corresponding to the character information acquired by the acquisition unit on the basis of a game element associated with the character; and a display control means that causes the character corresponding to the character information to be displayed in a region in the game, the classification means classifying the character corresponding to the character information into a first character associated with a game element related to the prescribed content and a second character not associated with a game element related to the prescribed content. The display control unit causes the first character and the second character to be displayed in different regions in the game.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a game device, a program and a game system, and in particular to an electronic game accompanied by character display. Background Art

[0002] There is a game device that displays a plurality of characters being developed by other users together with the items they are wearing (Patent Document 1).

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent No. 7330407 Summary of the invention

[0006] Problem that the invention aims to solve

[0007] In recent years, various content-cooperation plans (so-called collaborative plans) have been frequently implemented in electronic games. In collaborative plans of electronic games, characters appearing in other contents and props associated with other contents are realized, and users can use not only the elements of the content initially installed in the electronic game, but also the elements of these collaborative contents. From the perspective of expanding the user base, it is preferable to carry out such collaborative plans with various contents as the object multiple times at different times. Thus, users can use or develop characters containing elements of various collaborative contents in their respective game devices.

[0008] Furthermore, when the number of executions of collaborative planning increases, when characters being developed by other users are arranged and displayed in a predetermined area as in Patent Document 1, elements of various collaborative contents may be mixed together. Such a display method may destroy the inherent world view of the content.

[0009] An object of the present invention is to provide a game device, a program, and a game system that provide a highly entertaining electronic game that maintains a worldview of collaborative content.

[0010] Solutions for solving problems

[0011] A game device according to one embodiment of the present invention is a game device for executing a game in which characters appear, comprising: an acquisition unit, which acquires character information related to a character appearing in a game executed in another game device, wherein the character information includes information about a game element associated with the character; a classification unit, which classifies the characters corresponding to the character information acquired by the acquisition unit based on the game element associated with the character; and a display control unit, which causes the characters corresponding to the character information to be displayed in an area in the game, wherein the classification unit classifies the characters corresponding to the character information into a first character associated with a game element related to specified content and a second character not associated with the game element related to specified content, and the display control unit causes the first character and the second character to be displayed in different areas in the game.

[0012] In addition, another embodiment of the present invention is a game device that executes a game in which a character appears, comprising: an acquisition unit that acquires character information related to a character that appears in a game executed in another game device, wherein the character information includes information about a game element associated with the character; and a display control unit that causes a character corresponding to the character information to be displayed in an area in the game, wherein the area in the game includes a first area associated with specified content and a second area not associated with the specified content, and the display control unit controls a first character that is associated with a game element related to the specified content so that the first character is displayed in the first area instead of in the second area, and the display control unit controls a second character that is not associated with a game element related to the specified content so that the second character is displayed in the second area instead of in the first area.

[0013] Effects of the Invention

[0014] According to the present invention, it is possible to provide a highly entertaining electronic game that maintains the worldview of collaborative content. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] Figure 1 It is a diagram illustrating the configuration of a game system according to the embodiment and modified examples of the present invention.

[0016] Figure 2 It is a diagram illustrating the hardware configuration of the game device 100 according to the embodiment and the modified example of the present invention.

[0017] Figure 3 This is a diagram illustrating a hardware configuration of a server 200 according to the embodiment and modified examples of the present invention.

[0018] Figure 4 The diagram illustrates a warning screen when downloading data related to DLC according to the embodiment and modification examples of the present invention.

[0019] Figure 5 It is a diagram for explaining an interactive game according to the embodiment and modification examples of the present invention.

[0020] Figure 6 These are other diagrams for explaining the interactive game according to the embodiment and the modified example of the present invention.

[0021] Figure 7 The diagrams illustrate screens displayed when a function related to DLC is utilized in an interactive game according to the embodiment and modified examples of the present invention.

[0022] Figure 8 This is a flowchart illustrating an interactive game process executed by the game device 100 according to the embodiment and the modified example of the present invention.

[0023] Fig. 9 This is a flowchart illustrating a cooperation menu process executed by the game device 100 according to the embodiment and the modification of the present invention.

[0024] Fig.10 This is a flowchart illustrating a download control process executed by the game device 100 according to the embodiment and the modification of the present invention.

[0025] Fig.11 This is a diagram illustrating the data structure of various information used in the game system according to the embodiment and modified examples of the present invention. DETAILED DESCRIPTION

[0026] [Implementation Method]

[0027] The following embodiments are described in detail with reference to the accompanying drawings. In addition, the following embodiments do not limit the invention involved in the claims. In addition, the combination of features described in the embodiments may not all be necessary for the invention. Two or more of the multiple features described in the embodiments may also be combined arbitrarily. In addition, the same reference number is marked on the same or similar structure, and repeated descriptions are omitted.

[0028] In one embodiment described below, the present invention is applied to a game device that can execute a game for developing a character corresponding to a user (hereinafter referred to as a development game) as an example of a game device. However, the present invention can be applied to any device that can display a character associated with game elements related to various contents in a game.

[0029] The structure of the game system

[0030] Figure 1It is a diagram showing the structure of the game system involved in the embodiment of the present invention. As shown in the figure, in the game system, the game device 100 is configured to be able to communicate with other game devices 100 and server 200 wirelessly. The details will be described later, and the game device 100 is configured to be able to communicate by two communication methods, and in the case of communicating with other game devices 100 and communicating with server 200, the sending and receiving of information are carried out by different communication methods. As shown in the figure, the communication between the game device 100 and the server 200 is carried out via access point (AP) 300 and network 400, which is different from the communication directly carried out between the game devices 100. In the present embodiment, in order to realize the interaction between users present in various regions, it is described by setting the network 400 as a wide area communication network (WAN) such as the Internet, but it can also be set as a LAN in other ways.

[0031] In the present embodiment, the game device 100 is configured in the form of a portable toy, and operates using power supplied from a battery (not shown). Therefore, the transmission and reception of information between the game device 100 and the server 200 via the AP 300 is performed by wireless communication. The game device 100 is configured to have a terminal (not shown) that can be connected to a power source, and the battery can be charged by electrically connecting a commercial power source or the like to the terminal via a feeder cable.

[0032] 〈Hardware structure of gaming device〉

[0033] Next, use Figure 2 The hardware structure of the game device 100 will be described. Figure 2 2 is a block diagram illustrating the hardware configuration of the game device 100 .

[0034] The control unit 101 is a processor such as a CPU, and performs various controls including the operation control of each hardware provided in the game device 100. Specifically, the control unit 101 performs corresponding control by reading a required program stored in, for example, the storage device 102, expanding and executing the program in the memory 103. In addition, the control unit 101 is configured to have a built-in clock and can obtain the current time.

[0035] The storage device 102 is a device capable of storing information permanently, such as a non-volatile memory. In addition to storing programs related to the actions of the game device 100 and the programs of the development game executed in the game device 100, the storage device 102 also stores information on parameters required to implement various controls. In addition, the storage device 102 also functions as a database (character DB 121 and prop DB 122) of various data related to the development game. In addition, the memory 103 is a storage device for temporarily storing data, such as a volatile memory. The memory 103 can be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the actions of various hardware and various controls.

[0036] The character DB 121 is a database that manages information (character information) related to characters that can be developed in the development game as records. In the development game executed in the game device 100 of this embodiment, the user can develop a character that grows through multiple growth stages. The character is configured so that its appearance changes each time the growth stage changes. The character DB 121 manages various information as records for each appearance that the character can adopt in each growth stage. For example, Fig.11 As shown in (a), the character information involved in a record is constituted to include graphic information 1102, growth stage 1103 and growth target information 1104 in association with character ID 1101. The character ID 1101 is used to uniquely identify the character (the appearance), the graphic information 1102 is used to draw the appearance of the character, the growth stage 1103 indicates the growth stage of the character to achieve the appearance, and the growth target information 1104 indicates the appearance that the character can grow from the appearance. The growth target information 1104 can store the information of the corresponding character ID 1101.

[0037] In addition, the character information also includes a content ID 1105 indicating the content corresponding to the character, which will be described in detail later. In the development game, basically, characters related to the content initially specified in the game device 100 (content installed in the game device 100 at the time of shipment, hereinafter referred to as fixed content) appear as development objects, but in addition, characters related to additional content different from the content can also appear. That is, the development game is configured to enable characters related to multiple contents to appear through software upgrades, etc. Content ID 1105 is information that can uniquely identify the content associated with each character from such multiple contents.

[0038] In addition, the item DB 122 is a database that manages information related to items that can be worn on the character in the development game (item information) as records. In the development game executed in the game device 100 of this embodiment, the character being developed can wear items. The props can be, for example, props that can be obtained in the development game, or props that can be obtained by purchasing a specified product as downloadable content (DLC) or the like. As described above, the appearance of the character changes at each growth stage, and as the growth stage progresses, the number of wearable props increases. For example, Fig.11 As shown in (b), the prop information involved in a record of the prop DB 122 is constructed to include graphic information 1112, a wearing part 1113, a wearable stage 1114 and a prop attribute 1115 in association with the prop ID 1111, wherein the prop ID 1111 is used to uniquely identify the prop, the graphic information 1112 is used to draw the appearance of the prop, the wearing part 1113 indicates the part of the character that can wear the prop, the wearable stage 1114 indicates the growth stage that can wear the prop, and the prop attribute 1115 indicates the attribute assigned to the prop.

[0039] In addition, similar to the character information, the item information also includes a content ID 1116 for uniquely identifying the content corresponding to the item. The development game is basically set to allow the use of items related to fixed content, and in addition, it is also set to allow the use of items related to additional content different from the content. The content ID 1116 is information that can uniquely identify the content associated with each item from such a plurality of contents.

[0040] The GPU 104 is a drawing device that performs various drawing processes related to the generation of display screens involved in the game device 100. The GPU 104 includes a GPU memory (not shown), expands various graphics data read from the storage device 102, and performs predetermined operations to generate various images (screens) related to the development game. The screens and images generated by the GPU 104 are presented to the user by being displayed on, for example, a display 110 provided in the game device 100. The display 110 is a device for displaying information provided in the game device 100, such as a liquid crystal display.

[0041] The operation I / F 105 is a user interface for receiving operation inputs provided by the game device 100. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one embodiment, the operation I / F 105 includes, for example, operation members such as buttons provided on the housing of the game device 100, various sensors, and the like. In addition, in an embodiment in which the display 110 is configured to be able to detect touch inputs, the operation I / F 105 includes a touch input detection sensor provided on the display 110.

[0042] Communication I / F 106 is a communication interface between game device 100 and external device. As mentioned above, the game device 100 of the present embodiment carries out wireless information communication with other devices through two communication methods. One communication method is a communication of a self-organizing mode (hereinafter referred to as self-organizing communication) in which information is directly sent and received between devices in the form that one of the game device 100 and other game devices 100 becomes a host and the other party is connected thereto without the condition that the game device 100 is connected to AP 300. Another communication method is a communication of an infrastructure mode (hereinafter referred to as infrastructure communication) in which each game device 100 is connected to the corresponding AP 300 so as to send and receive information between the game device 100 and the server 200 via the AP 300 and the network 400. In addition, in the present embodiment, the two communication methods that the communication I / F 106 can utilize are set as self-organizing communication and infrastructure communication for explanation, but the implementation of the present invention is not limited thereto, and other types of communication may also be included, which is self-evident.

[0043] 〈Server Hardware Structure〉

[0044] Figure 3 2 is a block diagram showing the hardware configuration of the server 200 according to the present embodiment. In the following description, a hardware configuration that realizes the same functions as the game device 100 is prefixed with "server" in order to strictly distinguish it from the configuration of the game device 100.

[0045] The server control unit 201 is a processor such as a CPU, and performs control related to the operation of each hardware of the server 200, user management related to the development game, and the realization of various functions including interactive functions. Specifically, the server control unit 201 reads a required program stored in, for example, the server storage device 202, expands the program in the server memory 203, and executes it to perform corresponding control.

[0046] The server storage device 202 is a device that can store information permanently, such as a non-volatile memory, a HDD, etc. In addition to storing an operating system for operating the server 200 and programs related to matching, the server storage device 202 also stores information on parameters required to implement various controls and various required data. In addition, the server storage device 202 also functions as a database of various data related to users using the game device 100. In addition, the server memory 203 is a storage device for temporarily storing data, such as a volatile memory. The server memory 203 can be used not only as a deployment area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0047] In the server 200 of this embodiment, the server storage device 202 also functions as a user DB 211 which is a database for managing information (user information) related to each user using the game device 100. Details of the information managed in the database will be described later in association with the description of functions using each information.

[0048] The server communication I / F 204 is a communication interface between the server 200 and an external device. Information communication between the server communication I / F 204 and the external device can be performed via a wide area communication network (WAN) such as the Internet, or via a LAN, etc. The information communication performed by the server communication I / F 204 can be performed in any of wired and wireless ways.

[0049] Game Overview

[0050] Below, an overview of a game that provides a game playing experience in the game device 100 of the present embodiment is described. In the present embodiment, the game is assumed to be a development game that provides character development elements, user-character interaction elements, and character interaction elements as interest elements. However, development games are only one form of games in which characters appear, and the implementation of the present invention is not limited to this. As long as it is a game in which a character appears whose actions are controlled according to the operation input performed by the user, the present invention can be applied. Here, action control is not limited to control by direct operation of the character by the user, but also includes the following control: the result of evaluating the operation input performed by the user is that the parameters and environment have changed, so as to indirectly change the actions and movements of the character.

[0051] In the development game, the user can develop the character by inputting operations related to the care of the character. For example, the development game starts from the stage of hatching eggs, and the growth stage is advanced by sequentially inputting operations related to the necessary care, so that the appearance is different to show the growth of the character.

[0052] Here, the character at each growth stage is configured to show the appearance predefined for that growth stage. In other words, in the development game of this embodiment, the appearance that the character can adopt at each growth stage is predefined, and for example, it is set to determine which appearance the character will grow into based on the selected egg and the care status in the growth stage so far. As described above, the appearance of the character is defined as the graphic information 1102 in the character information registered in the character DB 121.

[0053] The character is configured to be able to wear props, and the user can decorate the character's appearance by making the character wear props obtained in the development game. The parts that can wear props increase as the growth stage progresses, and before reaching the specified growth stage, the parts that can wear props are limited to a part. For the wearable parts, for example, the character's head, face, torso, legs, and hands are provided, and it can be configured to be able to wear hat props, glasses props, clothing props, shoes props, accessories (personal items), etc.

[0054] That is, the user can develop a character with an original appearance by wearing the desired props on the character, and thus can play a high degree of freedom development game that is not restricted by the graphic information 1102 specified only by the character information. In other words, the appearance of the character specified by the graphic information 1102 is equivalent to the body of the character at each growth stage, and the user can have the fun of developing a character with a desired appearance by wearing props on the body.

[0055] The operation input related to the character is not limited to the operation input related to the selection of props to be cared for and worn, etc., which directly controls the character. For example, it may also include operation input that indirectly affects the character, such as the decision on the props to be arranged in the character's living space, the selection of gifts to be given, etc.

[0056] In addition, in the development game of this embodiment, in order to make the user recognize the character as a living being, the character, behavior, etc. are configured to change not only according to the growth stage and the transition of the state, but also according to the time period. For example, the control is: from 7:00 a.m. (getting up time) to 7:14 a.m., the character performs the behavior of getting up including yawning in the living room, and from 7:15 a.m. to 7:29 a.m., the character performs the behavior of preparing for the morning including brushing teeth in the bathroom. In addition, for example, the control is: from 15:00 to 15:29 a.m., the character performs the behavior of being hungry and urging to eat snacks in the living room. In addition, the control is: from 30 minutes before the pre-set bedtime (for example, 21:00) to bedtime, the character performs the behavior of sleepiness including yawning in the living room, and from bedtime to 6:59 a.m. the next day, moves to the bedroom to prepare for bed and performs the behavior of going to bed.

[0057] Such a behavior of the character corresponding to the time period also has the effect of adjusting the life rhythm of users such as children, or providing knowledge of raising creatures. In addition, the character in the sleeping state is controlled to not accept the operation input related to the character accepted in a state other than the sleeping state. That is, the character in the sleeping state is controlled so that even if the operation input related to the character is performed, various controls related to the character will not be performed according to the operation input. In this way, users can be prevented from playing the development game excessively.

[0058] 〈Communication Elements〉

[0059] The development game is configured to enable characters developed by other users to appear by communicating with an external device, thereby providing interest elements related to the interaction between characters in the game. Therefore, in the game device 100, information related to the characters being developed by other users is obtained via the communication I / F 106. As described above, the communication I / F 106 can communicate information through two communication methods and can obtain information related to the characters through each communication method. In more detail, the communication I / F 106 obtains information related to the characters being developed in other game devices 100 from other game devices 100 through self-organizing communication. In addition, the communication I / F 106 obtains information related to the characters being developed in any game device 100 that has been connected to the server 200 through infrastructure communication from the server 200.

[0060] In the following, the character being developed in the game device 100 is referred to as a "local character", the character being developed in other game devices 100 whose information is obtained from other game devices 100 in self-organizing communication is referred to as a "friend character", and the character being developed in any game device 100 that is connected to the server 200 and whose information is obtained from the server 200 in infrastructure communication is referred to as an "other user character" to make a strict distinction. That is, the local character is a character whose actions are controlled according to the operation input of the user of the game device 100 in the development game executed by the game device 100. In addition, the friend character is a character whose actions are controlled according to the operation input of the user of the game device 100 in the development game executed by other game devices 100 connected by self-organizing communication. In addition, the other user character is a character whose actions are controlled according to the operation input of the user of the game device 100 in the development game executed by any game device 100 that is connected to the server 200 in communication.

[0061] In the game system of this embodiment, for each user using the game device 100, information related to the character being developed by the user (development status) is included in the user information and managed in the server 200, so that an interest element for the characters to interact with each other can be provided without directly connecting the game devices 100 to each other. That is, by managing the information related to the character being developed by each user in the server 200, when the game device 100 is connected to the server 200 through infrastructure communication, information related to other user characters can be sent to the game device 100. As described above, the user information is managed in the user DB 211 of the server 200, and one record of the user DB 211 maintains various information related to one user.

[0062] For example, Fig.11 As shown in (c) of FIG. 1 , the user information related to one record of the user DB 211 is configured to include, in association with a user ID 1121 for uniquely identifying a user, a user nickname 1122 set by the user for himself in the game, a language setting 1123 set in the game device 100 used by the user, image information 1124 related to the character being developed by the user in the game device 100, and purchase information 1125 indicating the purchase status of the DLC of the user. Here, the user ID 1121 can utilize unique information such as the individual identification number and MAC address of the game device 100 used by the user.

[0063] In addition, the information on the character being developed in each game device 100 managed in the user DB 211 indicates the state of the character being developed in the game device 100 at the time when the information is received. Strictly speaking, the time when the information is used in the server 200, etc. may be different from the character being developed in the game device 100. Therefore, in this embodiment, the information on the character managed in the user DB 211 is expressed as a "mirror" in the sense of the appearance of the character being developed at a certain time point, and is managed as mirror information 1124.

[0064] In this embodiment, the mirror information 1124 is configured to include, for the character being developed, a character ID 1131 indicating the appearance of the character, wear information 1132 indicating the wearing status of the props worn by the character, gender information 1133 indicating the gender of the character, parameters 1134 of the character that can change according to the development status, and introduction information 1135 indicating the introduction of the character specially set by the user. In the example, the introduction information 1135 includes a character nickname 1141 set for the character being developed, a greeting 1142 displayed when the character is displayed on the game device 100 used by other users, and a virtual residence setting 1143 indicating the residence (region) of the character in the game.

[0065] The information included in the introduction information 1135 can be set by combining predetermined sentences (fixed words, fixed sentences) instead of being set by the user himself, from the viewpoint of ensuring the security of communication between users, maintaining public order and morality, or reducing the amount of information to be managed in the server 200. In addition, in the present embodiment, it is assumed that three types of information can be set as the introduction information 1135 for explanation, but the implementation of the present invention is not limited to this, and the introduction information 1135 can be configured to include at least any one of these information, or can be configured to include other information in addition to / instead of them.

[0066] That is, in the game system of this embodiment, the user using each game device 100 is configured to correspond to a character being developed, and this correspondence can be grasped through user information. That is, in the user information, the user identified by the user ID 1121 and a character (mirror) represented by the mirror information 1124 are managed as a state in which a correspondence is established.

[0067] In order to obtain information related to the character being developed by each user through infrastructure communication and reflect it in the user information, each game device 100 is configured to connect to the server 200 through infrastructure communication and upload information related to the local character being developed, for example, when a predetermined time condition is met, such as when a predetermined time is reached or when a predetermined time period is reached. Here, the predetermined time condition can be set to be met regularly, such as once a day. The uploaded information related to the local character is used to update the mirror information 1124 in the user information managed for the user. Therefore, the game device 100 is configured to regularly upload the user ID, language setting and mirror information related to the local character in the information contained in the user information to the server 200. The information uploaded to the server 200 is, for example, maintained in the storage device 102 of the game device 100, and is updated in sequence according to the progress of the development game executed in the game device 100 (development status of the local character).

[0068] In addition, when uploading information related to the local character, each game device 100 obtains information related to other user characters from the server 200 to be used in the interactive game described later. More specifically, when uploading information related to the local character, the game device 100 also sends a request to obtain information related to other user characters to the server 200. When receiving the acquisition request from each game device 100, the server 200 randomly selects a specified number (for example, 10 records) of user information from user information of users other than the user of the game device 100 managed in the user DB 211. Then, the server 200 sends the selected specified number of user information as information related to other user characters to the game device 100.

[0069] When receiving a predetermined number of information on other user characters through infrastructure communication, the control unit 101 registers the information in the other user list. Here, the other user list is a list for managing information for displaying other user characters in an interactive game, and is stored in the storage device 102, for example.

[0070] On the other hand, in the game device 100, the user performs an operation input for communicating with another game device 100 to obtain information about the friend character from the other game device 100. In addition, at this time, the game device 100 also sends information about the local character to the other game device 100 as the communication partner.

[0071] In the game system of this embodiment, it is assumed that information related to other user characters and information related to friend characters are related to Fig.11The same data structure as the user information shown in (c) of FIG. 1 is used for explanation. However, infrastructure communication is not a method in which face-to-face users simultaneously set their respective game devices 100 to a state in which they can communicate to directly send and receive information, as in ad hoc communication. It can be assumed that the user of the game device 100 to which the information is sent is not an acquaintance or a friend. Therefore, it is also possible to configure the information related to other user roles so that part of the user information, such as the user nickname 1122, which is related to the identification of the user, is not included.

[0072] When receiving information about a friend character through ad hoc communication, the control unit 101 registers the information together with the reception date and time in the friend list. Here, the friend list is a list for managing information for displaying friend characters in an interactive game, and is stored in the storage device 102, for example.

[0073] In addition, the list update conditions of the friend list and other user lists are different. In the present embodiment, the friend list is configured to manage information related to the friend roles of up to 8 users who have communicated through ad hoc communication. When information related to the friend role is received through ad hoc communication, the control unit 101 determines whether the information related to the same friend role has been registered in the friend list. For example, the judgment can be made by confirming whether the information with the same user ID has been registered in the friend list based on the user ID contained in the received information. In the case where the information related to the same friend role has been registered, the control unit 101 updates the information related to the same friend role registered in the friend list to the newly received information. Thus, the information of the role (friend role) being cultivated by the user who has previously conducted ad hoc communication can be updated to the latest state. In addition, in the case where the information related to the same friend role is not registered, the control unit 101 registers the newly received information in the friend list. At this time, in the case where the information related to the upper limit of 8 friend roles has been registered in the friend list, the control unit 101 registers it to the friend list by replacing the information that was first registered in the friend list with the newly received information.

[0074] On the other hand, the other user list is configured to manage a predetermined number of information related to other user characters received from the server 200. When a predetermined number of information related to other user characters is received through infrastructure communication, the control unit 101 registers the information in the other user list by replacing all the information currently registered in the other user list with the information. That is, in the game device 100 of this embodiment, the information in the other user list is completely updated every time infrastructure communication is performed. This is because, unlike friend characters, other user characters are not characters associated with acquaintances / friends, etc., and therefore do not need to be maintained for a long time, and can provide users with an interest element of playing games with many users by frequently updating.

[0075] Furthermore, it is assumed that in the initial state of the game device 100 such as at the time of factory shipment, a list of other users in which information of a default character (a character not developed by any user but a pre-set NPC (Non-Player Character)) is registered is stored in the storage device 102 so that interest elements of the interactive game can be provided to all users. Therefore, whenever information such as the AP 300 is registered in the game device 100 and information related to other user characters is acquired through infrastructure communication thereafter, the registered content of the list of other users is updated with the information.

[0076] 《DLC-based expansion》

[0077] In the game device 100 of the present embodiment, it is configured to execute a development game related to fixed content. That is, a user who owns the game device 100 can basically play a development game in which a character of a single fixed content (work) appears. In the development game related to the fixed content, additional functions and additional characters can be added through the distribution of subsequent upgrade data, but these are additional elements related to the fixed content or content related to the fixed content (hereinafter referred to as related content). Here, for the related content, it is set to be content whose right holder is the same as the fixed content, derivative content based on the same work as the fixed content, content that shares at least a part of the world view with the fixed content, etc., and content that has a correlation with the fixed content other than collaboration and will not cause a collapse of the world view or a conflict of rights even if mixed with the fixed content.

[0078] On the other hand, from the perspective of expanding the user base and increasing interest, it is also better to not limit the development game to elements related to a single fixed content, but to include elements related to additional content such as the above-mentioned collaborative content that is different from the fixed content. Therefore, the game device 100 of this embodiment is configured to expand the interest elements of the development game by downloading data related to the additional content. In the following, the additional content that provides the interest elements of the development game different from the fixed content by downloading it into the game device 100 is referred to as downloadable content (DLC).

[0079] In the present embodiment, DLC is set to be different from fixed content and associated content, especially content with different stories and worldviews. By downloading data related to DLC and saving it in the storage device 102 of the game device 100, it is possible to provide a game playing experience of a development game that expands the interest elements, such as the appearance (development) of the character related to the DLC and the use (wearing) of the props related to the DLC in the development game. In the present embodiment, the data related to the DLC includes the graphic information required to display the characters and props related to the DLC. In addition, in the data related to the DLC, in addition to the body data of the character related to the DLC and the display data of the props that can be worn on the character, it can also include the display data of the NPC that appears in association with the DLC, the background, object, performance, mini game (Minigame), text, etc. in the development game to express / display the elements associated with the DLC in the development game. Various information required.

[0080] Here, regarding the information on characters and items related to the DLC, the information (character information, item information) used for reference in the development game may be stored in the character DB 121 and the item DB 122, but at least the graphic information among the information registered in these DBs is configured so that the information is not initially included, and the information is made available by actually storing the data related to the DLC in the storage device 102. In addition, as described above, unique content IDs are allocated to fixed content, related content, and multiple DLCs, respectively, and for characters and items related to the DLC, it is possible to determine which content the element is related to by referring to the corresponding content ID 1105 of the character information and the content ID 1116 of the item information.

[0081] For example, the DLC becomes available by obtaining a confirmation code (e.g., an alphanumeric string) of proof of purchase by the user through a purchase procedure at a predetermined sales site and inputting the confirmation code into the game device 100. At this time, the user ID 1121 of the user and the input confirmation code are sent from the game device 100 to the server 200 together with a confirmation request for DLC opening. The server control unit 201 updates the purchase information 1125 of the user information managed in association with the user ID 1121 in the user DB 211, on the condition that the authenticity of the sent confirmation code can be confirmed. In addition, when the server control unit 201 receives a download request for data related to the DLC from the game device 100, it refers to the purchase information 1125 of the user information related to the user of the game device 100 and performs control to allow the game device 100 to download the data related to the DLC, on the condition that the corresponding DLC ​​purchase is completed.

[0082] From the perspective of expanding the user base, multiple types of DLC can be provided. That is, the user can purchase multiple types of DLC, and by downloading data related to each DLC to the game device 100, the user can play the development game involved in the DLC.

[0083] 〈Replacement of DLC-related data〉

[0084] In addition, the data related to the DLC has a certain amount of information to provide a better gaming experience for the development game in which the DLC participates. In the mode of providing multiple DLCs, it is of course also possible to consider that the user purchases multiple DLCs, but in order for the game device 100 to be able to download and save data related to many DLCs, the storage device 102 needs to have sufficient storage area. On the other hand, increasing the information storage capacity of the storage device 102 may lead to an increase in the manufacturing cost of the game device 100 and an increase in the sales price caused by the increase in cost. In addition, when the game device 100 is Figure 1 In the case of a toy such as the one shown in the figure, the increase in the circuit scale of the storage device 102 may also increase the size of the toy housing. Therefore, the game device 100 of this embodiment is configured so that only data related to one type of DLC can be stored in the storage device 102 at the same time. That is, when data related to any type of DLC is already stored in the storage device 102 of the game device 100, the data is replaced with data related to another type of DLC newly downloaded.

[0085] The DLC to be set as the target of data download (hereinafter referred to as the target DLC) can be selected by the user. The target DLC can be determined based on an operation input of selecting one DLC from a plurality of DLCs in a DLC list screen being provided, for example. When the target DLC is determined, the control unit 101 makes a download request for data related to the target DLC to the server 200 via the communication I / F 106, and downloads data related to the corresponding DLC.

[0086] On the other hand, in the method of storing only data related to one type of DLC in the storage device 102, the following problems may occur due to the change of the target DLC. For example, when the user is developing a character whose body is a character related to the DLC whose data is stored, if the data related to the DLC containing the body data is overwritten by the data related to the newly selected target DLC, the body data can no longer be used, and the character being developed can no longer be displayed in the game setting 100. In addition, for example, when an item related to the DLC whose data is stored is worn by the character being developed, or an object related to the DLC is arranged in the character's room, etc., if the data related to the stored DLC is overwritten by the data related to the newly selected target DLC, the display data of the item or object can no longer be used, and these elements can no longer be displayed.

[0087] In the case of the former example described above, the character being developed cannot be displayed, and the development game cannot be progressed. Therefore, in the game device 100 of this embodiment, when a character related to the DLC whose data is stored is being developed, control is performed so that selection of the target DLC cannot be accepted.

[0088] On the other hand, in the case of the latter example, the display data of the props\objects related to the DLC whose data is stored is deleted and can no longer be used (or displayed), but it will not affect the character being developed, so the development game can progress. In addition, even if the props and objects related to the DLC before replacement become temporarily unusable, these props can be used by downloading the data related to the same DLC again, so it is possible to prepare a means for the user to restore to the state before the DLC was replaced. Therefore, in the game device 100 of this embodiment, when the props and objects related to the DLC whose data is stored are being used, when the target DLC is selected, after a warning indicating that the props and objects being used will be deleted is displayed, the download and replacement of the data related to the target DLC is controlled on the condition that the user has made a final confirmation.

[0089] Here, whether the props or objects being used are props or objects related to the DLC whose data is stored can be displayed by, for example, marking a mark indicating that they are related to the DLC on the confirmation screen of each prop, so that the user who is playing the game can understand this. In such a method, for example, Figure 4 The warning when selecting the target DLC is configured as shown.

[0090] Interactive Games

[0091] The development game of the present embodiment can also continue to develop a character, but for example is configured to include the element that can develop a new generation of characters born by marrying other characters. Through this element, the user can be kept from being bored and maintain high interest in the development game.

[0092] The game device 100 of this embodiment can execute the following communication game: in the case of self-organized communication, the friend character being developed in the game device 100 as the communication partner is displayed and the interaction with the local character is shown. Therefore, the communication game can also be used to make the local character marry the friend character and open up the development elements of a new generation of characters. On the other hand, regarding the interest elements involved in such a communication game, the owner of the other game device 100 as the communication partner needs to be around. In addition, if the characters that become marriage objects are limited to characters developed by acquaintances and friends around, the types of characters that can be born may be limited.

[0093] Therefore, in the game device 100 of the present embodiment, in order to provide interactive elements that include interacting with various characters including marrying other characters, an execution function of an interactive game is provided. The interactive game is configured to enable characters (friend characters, other user characters) whose information is registered in a pre-maintained friend list and other user lists to appear, so that the interactive game can be played even in an offline state. In addition, in order to provide the fun brought by displaying characters with various personalities (characters decorated with various props) and the fun related to the above-mentioned marriage, the friend characters and other user characters displayed in the interactive game are limited to characters that have reached a specified growth stage. Similarly, the interactive game is configured as a game that can be played on the condition that the local character has reached the specified growth stage.

[0094] Interactive games use Figure 5As shown in the figure, in this embodiment, the interactive area is composed of five areas, and is configured to display different areas in sequence by performing operation input related to area movement (area 501→area 502→area 503→area 504→area 505→area 501→...). In the specified area, the characters selected from the friend characters whose information is registered in the friend list and the other user characters whose information is registered in the other user lists are separately arranged in each area. The selected character is configured to be arranged in a certain area and can interact with the local character in the area.

[0095] When the interactive game starts, for example, after the entire area is displayed, a performance of the local character moving to the interactive area is displayed. An entrance door to the interactive area is provided in one area 501 among the five areas, and when the interactive game starts, the area 501 is controlled to be displayed. Figure 6 As shown, the player character 601 is first displayed in area 501 together with the friend characters and other user characters arranged in the area. When the user wants to move the player character 601 to another area, the user can move the player character 601 to the next area in the display order (the next area after area 501 is area 502) and display it by inputting an operation related to area movement.

[0096] In the interactive area, the actions of the friend characters and other user characters configured are not controlled based on the operation input of the user using the game device 100. In the interactive game of this embodiment, the actions performed by the friend characters and other user characters configured in the interactive area include actions accompanied by greeting performances for the local characters. In order to convey to the user the fun of interacting with users from various countries, the display of the greeting performance is different based on the information of the language settings corresponding to the friend characters and other user characters. For example, for other user characters associated with the English language setting, a greeting performance including a dialog box display of "Hi!" is displayed, and for other user characters associated with the French language setting, a greeting performance including a dialog box display of "Salut!" is displayed.

[0097] 〈Selection control of displayed character〉

[0098] The number of roles configured in the interactive area is predetermined. In this embodiment, one friend role is configured and 10 other user roles are configured. Therefore, when executing the interactive game, the control unit 101 selects one piece of information from the information registered in the friend list by lottery, for example, and configures one friend role corresponding to the information in the predetermined area. In addition, when executing the interactive game, the control unit 101 selects all the information (10 records) registered in the other user list, and configures the 10 other user roles corresponding to the information in the predetermined area.

[0099] 〈Collaboration Area〉

[0100] In addition, in the game device 100 of the present embodiment, it is configured so that the interest elements can be expanded by each user downloading data related to the desired DLC to the game device 100. In such a method, it is assumed that the character related to the DLC and the character wearing the props related to the DLC are set as the development object (the local character) of the development game. That is, the image information managed for each user can include elements related to any DLC.

[0101] On the other hand, in a method of providing multiple DLCs in a usable manner, mirror information including elements associated with various contents is stored in the user information of the user DB 211. Therefore, when a predetermined number of information related to other user characters is randomly selected for playing an interactive game and transmitted from the server 200 to the game device 100, a situation where elements of multiple cooperative contents are mixed together may occur as described above. That is, when other user characters having elements associated with different types of DLCs are arranged in the interactive area, a situation where the world view of these DLCs cannot be ensured may occur.

[0102] Therefore, in the game system of this embodiment, in order to avoid the situation where elements related to multiple DLCs are mixed in the interactive game, the display of elements related to DLCs in the interactive game and the transmission of information related to other user characters by the server 200 to each game device 100 are controlled. These controls are described in detail below.

[0103] (Controls to avoid mixing)

[0104] First, the display control in the interactive game is to display other user characters having elements related to the DLC and other user characters not having elements related to the DLC separately in areas that are not displayed at the same time. In the game device 100 of this embodiment, as an area that can be moved to in the interactive game, a cooperation area associated with the DLC whose data is stored is set. The cooperation area is configured to be able to be moved from, for example, Figure 5 The area 505 shown in FIG. 1 is a special area different from the areas 501 to 505 to which the game player can migrate. That is, the cooperation area is an area that can be moved from the area 505 on the condition that data related to any type of DLC is stored in the storage device 102. In the following, in order to strictly distinguish the cooperation area from other interactive areas, the latter will be referred to as a "normal interactive area" as needed.

[0105] The collaboration area is configured, for example, to apply a background image related to the DLC whose data is currently stored in the storage device 102 of the game device 100, and to display only elements related to the DLC in addition to the local character. That is, when an interactive game is executed in the game device 100 that has stored data related to a specific DLC, only other user characters including elements related to the DLC are controlled to be displayed in the collaboration area. In addition, other user characters that do not include elements related to the specific DLC or include elements related to other DLCs are controlled not to be displayed in the collaboration area.

[0106] Here, there is a possibility that the local character may not necessarily include elements related to the DLC whose data is stored, but as described above, in the game device 100 of this embodiment, only display data related to one type of DLC is stored in the storage device 102, so the local character cannot include elements related to other DLCs. Therefore, there is no possibility that elements related to multiple types of DLCs are mixed together, so the local character can be displayed in the cooperation area.

[0107] On the other hand, the normal interactive area is configured, for example, to use a background image related to the fixed content, and to not display any DLC-related elements except the local character. That is, regardless of whether the DLC-related data has been saved, when the interactive game is executed in the game device 100, only other user characters consisting of only elements related to the fixed content or related content are displayed in the normal interactive area. In addition, other user characters including elements related to any DLC are controlled not to be displayed in the normal interactive area.

[0108] As described above, in the game device 100 of this embodiment, control is performed such that, in an interactive game, other user characters consisting only of elements not participating in any DLC are displayed in a normal interactive area, and other user characters having elements related to the DLC whose data is stored are displayed in a collaborative area.

[0109] Next, the server 200 controls the transmission of information related to other user characters according to the storage status of the data related to the DLC in the storage device 102 of the game device 100. In the game system of the present embodiment, in order to set the storage area (storage device 102) of the information related to other user characters in the game device 100 to be fixed, the number of other user characters whose information is transmitted from the server 200 to the game device 100 is set to a certain number (10). In this way, in order to ensure the interaction opportunity between the local character and other user characters in the interactive game, when the server control unit 201 receives a request for obtaining information related to other user characters from the game device 100, it changes the structure of the information related to other user characters to be returned according to whether the game device 100 stores data related to any DLC and, if so, which DLC the data is involved in.

[0110] More specifically, when the control unit 101 sends a request to the server 200 for obtaining information related to other user roles, it also sends information for identifying the DLC whose data is currently stored in the storage device 102. For example, when data related to any DLC is stored in the storage device 102, the information is information (content ID) that can uniquely identify the DLC, and when data related to any DLC is not stored in the storage device 102, the information can be set to indicate that it is not downloaded (not DL information).

[0111] When receiving the un-DL information together with the acquisition request, the server control unit 201 randomly selects 10 records from the user information that does not contain any DLC-related elements in the mirror information 1124 and returns them as information related to other user characters to the game device 100. Here, the so-called mirror information 1124 does not contain any DLC-related elements, which means that the character appearance (body) and wearing props determined by the character ID 1131 and wearing information 1132 of the mirror information are all elements associated with the content ID representing fixed content or related content in the character information managed in the character DB 121 or the prop information managed in the prop DB 122.

[0112] That is, when receiving the un-DL information together with the acquisition request, the server control unit 201 selects all user information of 10 records to be sent as information related to other user roles from the user information having the mirror information 1124 composed of elements only related to the fixed content or related content.

[0113] On the other hand, when the server control unit 201 receives the content ID together with the acquisition request, it randomly selects 8 records from the user information whose mirror information 1124 does not include any DLC-related elements as information related to other user characters to be returned to the game device 100. In addition, the server control unit 201 selects the remaining 2 records of user information whose mirror information 1124 includes elements related to the DLC identified by the received content ID as information related to other user characters.

[0114] That is, when receiving the content ID together with the acquisition request, the server control unit 201 selects 8 records of user information to be sent as information related to other user characters from the user information having the mirror information 1124 composed of only elements related to the fixed content or the related content, and selects 2 records from the user information having the mirror information 1124 composed of elements related to the DLC whose data is stored by the game device 100. In this way, it is possible to display (8) other user characters in the normal interactive area and (2) other user characters in the collaborative area, thereby ensuring the fun of the interactive game in which the user can interact with other user characters in any area.

[0115] In other words, when the server control unit 201 receives the content ID together with the acquisition request, it sends the user information having the mirror information 1124 composed of only elements related to the fixed content, related content, or any type of DLC stored in the game device 100 to which the acquisition request is sent as the information related to the other user characters. In this way, in addition to the mirror that cannot be displayed in the interactive game executed by the game device 100, the information related to the other user characters can be constructed, so that the opportunity to interact with all 10 other user characters in the interactive game can be ensured.

[0116] When the control unit 101 receives information related to other user characters, it registers the information in the other user list as described above. For example, the control unit 101 controls the configuration and display of other user characters in the interactive area based on the information registered in the other user list in response to the instruction to execute the interactive game. As described above, the server 200 dynamically changes the structure of the information related to other user characters based on the information received together with the acquisition request and returns it. Therefore, the control unit 101 performs the following processing when controlling the display related to the interactive game.

[0117] First, the control unit 101 classifies other user characters whose information is registered in the other user list into DLC characters that include elements related to the DLC data stored therein and non-DLC characters that do not include elements related to the DLC data stored therein. That is, when an acquisition request accompanied by non-DL information is sent, all 10 other user characters whose information is registered in the other user list are classified as non-DLC characters. In addition, when an acquisition request accompanied by the content ID of the DLC data stored therein is sent, the other user characters whose information is registered in the other user list are classified into 8 non-DLC characters and 2 DLC characters. This classification can be performed based on the character ID 1131 and the wearing information 1132 of each user information registered in the other user list.

[0118] When the classification of other user characters is completed, the control unit 101 switches the display control of other user characters according to which area of ​​the normal interactive area and the collaborative area the local character is configured in during the interactive game. In the game device 100 of the present embodiment, it is assumed that the local character is configured in the normal interactive area when the interactive game starts. The control unit 101, for example, determines in which area of ​​the normal interactive area the non-DLC character is configured before the interactive game starts. Thus, a gaming experience in which the player can interact with other user characters in the normal interactive area can be provided. While the local character is configured in the normal interactive area, the control unit 101 causes the GPU 104 to generate a game screen including the non-DLC character determined to be configured in the area according to the area where the local character is located.

[0119] The cooperation area is configured so that it can be migrated from area 505 to the cooperation area as described above, provided that data related to the DLC is stored in storage device 102. More specifically, control unit 101 controls the placement of the local player character in the cooperation area in response to selection of an item related to the migration to the cooperation area on a cooperation menu screen that can be displayed when the local player character is placed in area 505.

[0120] exist Figure 7 5 shows a collaborative menu screen 700 that can be displayed in area 505. Collaborative menu screen 700 includes an item 701 for moving to the collaborative area, an item 702 for downloading data related to DLC, an item 703 for inputting a confirmation code of the DLC purchased by the user, and an item 704 for viewing an introduction video of the DLC currently on sale.

[0121] Item 701 is configured to be able to accept operation input under the condition that data related to any type of DLC is stored in the storage device 102. For example, the GPU 104 is controlled so that the display method of item 701 is different depending on whether data related to DLC is stored in the storage device 102, so as to notify the user whether the operation input can be accepted. When data related to DLC is stored in the storage device 102, the GPU 104 generates a game screen in a manner that grays out item 701, and even if an operation input is made to item 701, the control unit 101 does not execute the corresponding processing, or performs control to invalidate the operation input.

[0122] When an operation input to item 701 is accepted while data related to the DLC is stored, the control unit 101 causes the GPU 104 to generate a game screen related to the collaboration area. The collaboration area can be composed of multiple areas that can be migrated to in sequence, for example, in the same way as a normal interactive area. In one example, two DLC characters are configured in one area of ​​the collaboration area (e.g., "entrance"), and default characters (NPCs) set for the DLC with data stored are configured in other areas. For other areas, for example, it can include a "store" that sells props related to the DLC with data stored based on payment of in-game currency, a "game area" that provides a game experience of mini-games unique to the DLC, and a "square" where performances unique to the DLC such as a parade can be watched. In other words, the NPCs configured in each other area are not only active elements for displaying the worldview of the DLC with data stored, but also play the role of store clerks, game area waiters, etc. Therefore, while the local player character is arranged in the cooperation zone, the control unit 101 causes the GPU 104 to generate a game screen including the DLC character or NPC determined to be arranged in the area according to the area where the local player character is located.

[0123] In this way, the control unit 101 can control the DLC character to be displayed in the collaboration area instead of the normal interaction area. In addition, the control unit 101 can control the non-DLC character to be displayed in the normal interaction area instead of the collaboration area.

[0124] In addition, in the present embodiment, the following method is described: when data related to any DLC is stored in the storage device 102, the information related to other user characters received from the server 200 includes information about two DLC characters, and display control related to the collaboration zone is performed based on this information. However, in a period shortly after the sale of a specific DLC, for example, there may not be a sufficient number of user information including elements related to the DLC in the mirror information 1124. In this case, the server control unit 201 only needs to make the user information including elements related to the DLC less than the prescribed number (two records) and instead add user information that does not include elements related to any DLC, so as to form 10 records of information related to other user characters and send them to the game device 100. When receiving this information, the control unit 101 only needs to control so that when displaying the DLC characters in the collaboration zone, an NPC (hereinafter referred to as a substitute NPC) composed of elements (bodies and props) related to the DLC is arranged in the collaboration zone as the insufficient number of DLC characters. Here, the substitute NPCs arranged in the cooperation zone as DLC characters are fixed characters set separately from the NPCs with fixed roles arranged in the above-mentioned shops, game zones, etc. For such substitute NPCs, multiple types are set in advance, and the information for displaying them is included in the data related to the DLC, and when it is necessary to arrange them in the cooperation zone, for example, they can be selected from them by lottery or the like.

[0125] In addition, when an operation input is made to item 702 in the collaboration menu screen 700 and data related to the newly selected DLC is saved (replaced) in the storage device 102, the control unit 101 reclassifies the other user roles whose information is registered in the other user list. Through this classification, even if the other user role including an element related to the DLC before replacement in the other user list is included in the other user list, the other user role can be set to a state where it is not classified as either a DLC role or a non-DLC role.

[0126] In the present embodiment, the following situation is used for explanation: when the data related to the DLC is replaced, the other user roles registered in the other user list at that time point are reclassified to avoid mixing the elements related to multiple DLCs in the collaboration area, but the implementation of the present invention is not limited to this. For example, in order to obtain information related to other user roles related to the newly selected DLC according to the replacement of the data related to the DLC, the control unit 101 can also make an information acquisition request together with the content ID of the DLC. In this way, even if the information of the other user list is updated and then migrated to the collaboration area, the interaction opportunity with the DLC roles related to other users can be ensured.

[0127] Automatic Updates

[0128] In order to improve the fun of the interactive game that can interact with a variety of characters, it is necessary to update the user information managed by the server 200 for each user, and provide the updated information related to the character to each game device 100. Therefore, in the game system of this embodiment, the infrastructure communication between the game device 100 and the server 200 is configured to be executed without the user's operation input related to the communication start request. That is, the game device 100 has the following "automatic update" function: even if there is no operation input by the user, the infrastructure communication is performed with the server 200 to send and receive information when a specific time condition is met.

[0129] In the game device 100 of the present embodiment, the game device 100 configured to have an automatic update function communicates information with the server 200 at a frequency of basically once a day. In more detail, the game device 100 is configured to perform automatic updates under the condition that it is in a predetermined time period and the state of the machine character is in a sleeping state. The predetermined time period for automatic updates (hereinafter referred to as the update time period) can be set to arrive in a cycle of one day, such as 21:00 to 6:59 am the next day. This is because it is not easy for the user to operate the game device 100 during this time period, and it is not easy for various information to change. As described above, when the machine character is in a sleeping state, the game device 100 is controlled not to accept the operation input related to the machine character. Therefore, by configuring to use this opportunity for automatic update, it is possible to avoid the situation where the state and parameters of the machine character are changed due to the user's operation input, resulting in the inability to manage the latest information in the server 200. In addition, it is possible to avoid the situation where the user's ongoing operation input is interrupted and the update operation cannot be properly performed when the game device 100 uses the information received from the server 200 to update the information and the main body is updated.

[0130] Here, the state in which the local character has gone to bed (bed state) refers to, for example, a state in which the current time has reached the bedtime set by the user and the setting to the bedtime state has been completed after the performance related to bedtime preparation and the performance related to bedtime. In other words, when the user can recognize that the local character has gone to bed based on the image of the local character displayed on the display 110, and the game device 100 has changed to a state in which operation input related to the local character is not accepted, the local character is considered to be in a state of going to bed and managed.

[0131] Therefore, even if the update time period has arrived and the state of the local character has not changed to the sleeping state, the control unit 101 does not execute the automatic update function, but waits until the condition for executing the automatic update function is met. In the example of this embodiment, the control unit 101 waits for the execution of the automatic update function until the state of the local character is completely changed to the sleeping state.

[0132] When the automatic update function is executed, the control unit 101 controls the game device 100 to be able to communicate with the server 200 via the communication I / F 106. Since the communication between the game device 100 and the server 200 is performed by infrastructure communication, this function is assumed to be based on the setting of information of the AP 300 to communicate.

[0133] In the automatic update function, the following information is sent and received.

[0134] The information related to the local character is transmitted from the game device 100 to the server 200. The information related to the local character is configured to include the user ID, language setting, and mirror information related to the local character maintained in the game device 100 as described above. The information related to the local character is mainly transmitted to update the mirror information of the local character.

[0135] Information about other user characters that are display candidates to be displayed in the interactive game is transmitted from the server 200 to the game device 100. Whenever information is transmitted and received with the game device 100, the server control unit 201 selects a predetermined number of mirror information to constitute the transmitted information. The information about other user characters is constituted to include the user ID of the user who has developed each other user character as described above, the language setting, and the mirror information about the other user character.

[0136] In addition, the update data of the firmware of the main body of the game device 100 is also sent from the server 200 to the game device 100. The function addition and fault correction of the game device 100 are partially performed by updating the main body firmware. In addition, the additional content data (new event data, new download content (DLC) data) of the game content (development game) executed in the game device 100 is sent from the server 200 to the game device 100, so that the data referenced in the process of executing the development game in the game device 100 is changed, and the function is added. Here, the new DLC data can include data for sales and data for drawing of the newly added content. Therefore, these additional content data are also sent from the server 200 to the game device 100. In addition, various new information from the game system operation side, such as notification information that does not directly play a role in the processing of the development game, is also sent from the server 200 to the game device 100.

[0137] Therefore, according to the automatic update function, the game device 100 sends information related to the local character, receives main body update data of the game device 100, receives new information, receives additional content data, and receives information on characters corresponding to other game devices during the communication connection with the server 200.

[0138] In addition, it is not necessary to send and receive all of this information during a communication connection related to automatic updating. For example, when the appearance of the local character in the game device 100 has not changed, it is not necessary to update the mirror information of the local character, so it is not necessary to send the information related to the local character. In addition, the main body update data, additional content data, and new information are also the same. In the case of not having information that should be sent to the server 200 side (not having newly updated information) or although there is information that should be sent to the server 200 side, the game device 100 has received the information, it is not necessary to receive. In other words, in the automatic update function, it is only necessary to send and receive at least one of the above-mentioned information. In this way, the data communication volume performed by the game device 100 can be reduced, thereby suppressing battery consumption.

[0139] Interactive Game Processing

[0140] Next, regarding the interactive game processing executed in the game device 100 of the present embodiment, the following is described using Figure 8 The specific processing is explained with reference to a flowchart. The processing corresponding to the flowchart can be realized by, for example, the control unit 101 reading a corresponding processing program stored in the storage device 102, expanding the processing program in the memory 103, and executing the processing program. In addition, it is assumed that, for example, the interactive game processing is started when an operation input related to the start of the interactive game is detected in the game device 100 for explanation. In addition, during the execution of the interactive game processing, it is assumed that the GPU 104 generates corresponding screens related to the interactive game in sequence under the control of the control unit 101, and the control unit 101 controls so that the screens are displayed on the display 110.

[0141] In S801 , the control unit 101 classifies other user roles whose information is registered in the other user list into DLC roles and non-DLC roles.

[0142] In S802 , the control unit 101 determines the area in the interactive game to which each of the other user characters classified in S801 is to be placed.

[0143] In S803, the control unit 101 determines whether the area where the player character is arranged is a normal interactive area or a collaborative area. If the control unit 101 determines that the area where the player character is arranged is a normal interactive area, the process moves to S804, and if it determines that it is a collaborative area, the process moves to S810.

[0144] In S804, the control unit 101 displays a game screen including the non-DLC character and the player character determined to be placed in the area where the player character is to be placed.

[0145] In S805, the control unit 101 determines whether the area where the local character is configured is an area that can be migrated to the collaboration area. If the control unit 101 determines that the area where the local character is configured is an area that can be migrated to the collaboration area, the processing is transferred to S806, and if the control unit 101 determines that the area where the local character is configured is an area that can be migrated to the collaboration area, the processing is transferred to S808.

[0146] In S806, the control unit 101 determines whether an instruction to display the cooperation menu screen 700 has been issued. If the control unit 101 determines that an instruction to display the cooperation menu screen 700 has been issued, the process proceeds to S807, and if the control unit 101 determines that an instruction to display the cooperation menu screen 700 has not been issued, the process proceeds to S808.

[0147] In S807 , the control unit 101 executes a coordinated menu process related to the coordinated menu screen 700 .

[0148] 〈Collaboration menu processing〉

[0149] Here, further reference Fig. 9 The collaborative menu processing performed in this step is explained with reference to the flowchart of FIG.

[0150] In S901, the control unit 101 determines whether an operation input for selecting the item 701 for moving to the collaboration area has been performed. If the control unit 101 determines that an operation input for selecting the item 701 has been performed, the process moves to S902, and if the control unit 101 determines that an operation input for selecting the item 701 has not been performed, the process moves to S904.

[0151] In S902, the control unit 101 determines whether data related to any DLC is stored in the storage device 102. If the control unit 101 determines that data related to any DLC is stored in the storage device 102, the processing is transferred to S903, the area where the local character is arranged is changed to the entrance of the cooperation area, the cooperation menu processing is completed, and the processing is transferred to S803 of the interactive game processing. In addition, if the control unit 101 determines that data related to any DLC is not stored in the storage device 102, the processing returns to S901.

[0152] If it is determined in S901 that no operation input is made to select item 701, control unit 101 determines in S904 whether an operation input is made to select item 702 for downloading data related to DLC. If control unit 101 determines that an operation input is made to select item 702, it transfers the process to S905, and if it is determined that no operation input is made to select item 702, it transfers the process to S906.

[0153] In S905, the control unit 101 executes a download control process related to downloading of data related to the DLC.

[0154] (Download control processing)

[0155] For more information about the download control process performed in this step, refer to Fig.10 The flowchart is described below.

[0156] In S1001, the control unit 101 determines whether the local character is a character using a body related to the DLC data stored. If the local character is a character using a body related to the DLC data stored, the control unit 101 transfers the process to S1002, and displays on the display 110 that the DLC cannot be replaced because the character related to the currently downloaded DLC is being developed, and completes the download control process. That is, the control unit 101 controls not to accept the selection of the target DLC for which the data is newly downloaded. In addition, if the local character is not a character using a body related to the DLC data stored, the control unit 101 transfers the process to S1003.

[0157] In S1003, the control unit 101 receives the selection of a target DLC to be downloaded. When the target DLC is selected, a list of DLCs that the user has purchased (has opened) is displayed on the display 110. When the control unit 101 receives the selection of the target DLC, it transfers the process to S1004.

[0158] In S1004, the control unit 101 determines whether data related to any type of DLC is currently stored in the storage device 102. If the control unit 101 determines that data related to any type of DLC is stored in the storage device 102, the process moves to S1005, and if the control unit 101 determines that data related to any type of DLC is not stored, the process moves to S1008.

[0159] In S1005, the control unit 101 determines whether the player character is wearing an item related to the DLC data stored. If the control unit 101 determines that the player character is wearing an item related to the DLC data stored, the process moves to S1006, and if the control unit 101 determines that the player character is not wearing an item related to the DLC data stored, the process moves to S1007.

[0160] In S1006, the control unit 101 displays a warning indicating that among the items worn by the player's own character, the items related to the DLC whose data is stored will be deleted due to the replacement of the data related to the DLC.

[0161] In S1007, the control unit 101 displays a confirmation screen related to the replacement of the data related to the DLC, and determines whether the user has made an operation input related to consent. The confirmation screen is a screen for obtaining the user's confirmation on the replacement of the data from the DLC currently storing the data to the newly selected target DLC, and the user can make an operation input related to consent or an operation input related to refusal on the screen. If the control unit 101 determines that an operation input related to consent has been made on the confirmation screen, the process is transferred to S1008, and if it determines that an operation input related to refusal has been made, the download control process is completed.

[0162] In S1008, the control unit 101 sends a download request for data related to the target DLC to the server 200 via the communication I / F 106, and when the download of the data is completed, it is saved as data related to the new DLC in the storage device 102. After that, the control unit 101 completes the download control process and transfers the process to S801 of the interactive game process.

[0163] As described above, when the download control process in S905 is completed, the control unit 101 completes the cooperation menu process and shifts the process to S808 of the interactive game process.

[0164] If it is determined in S904 that no operation input is made to select item 702, the control unit 101 determines in S906 whether an operation input is made to select item 703 for inputting a confirmation code of the DLC. If it is determined that an operation input is made to select item 703, the control unit 101 shifts the processing to S907, and if it is determined that no operation input is made to select item 703, the control unit 101 shifts the processing to S908.

[0165] In S907, the control unit 101 displays the input screen of the confirmation code of the DLC and receives the input of the confirmation code by the user. In addition, the control unit 101 sends the input information together with the confirmation request to the server 200 according to the operation input indicating that the input of the confirmation code has been completed. When the server control unit 201 receives the confirmation request, it performs the processing related to the authentication of the confirmation code. When the processing related to the authentication is completed, the information of the authentication result is sent from the server 200 to the game device 100, and the control unit 101 displays the corresponding authentication result and completes the collaborative menu processing.

[0166] On the other hand, if it is determined in S906 that no operation input is made to select item 703, control unit 101 determines in S908 whether an operation input is made to select item 704 for viewing an introduction video of a DLC currently on sale. If control unit 101 determines that an operation input is made to select item 704, it shifts the process to S909, and if it is determined that no operation input is made to select item 704, it shifts the process to S911.

[0167] In S909, the control unit 101 accepts the selection of the DLC for playing the introduction video. When the selection is made, a list of DLCs currently on sale is displayed on the display 110. At this time, DLCs that the user has already purchased (already opened) can also be removed from the list. When the control unit 101 accepts the selection of the DLC for playing the introduction video, the process is transferred to S910.

[0168] In S910 , the control unit 101 plays an introduction video related to the DLC selected in S909 and displays it on the display 110 . When the playback of the introduction video ends, the present coordinated menu processing is completed.

[0169] In addition, when it is determined in S908 that no operation input is made to select item 704, control unit 101 determines in S911 whether an operation input related to the end of display of collaboration menu screen 700 is made. When it is determined that an operation input related to the end of display of collaboration menu screen 700 is made, control unit 101 completes the collaboration menu process, and when it is determined that no operation input related to the end of display of collaboration menu screen 700 is made, returns the process to S901.

[0170] In this way, when the cooperation menu process related to S807 is completed, the control unit 101 shifts the process to S808 of the interactive game process.

[0171] In S808, the control unit 101 determines whether an operation input related to the normal area movement in the interactive area has been performed. If the control unit 101 determines that an operation input related to the normal area movement in the interactive area has been performed, the process is transferred to S809, and if the control unit 101 determines that an operation input related to the normal area movement in the interactive area has not been performed, the process is returned to S803.

[0172] In S809, the control unit 101 changes the area where the player's own character is arranged to a different area in the normal interactive area, and returns the process to S803.

[0173] On the other hand, when it is determined in S803 that the area where the player's character is arranged is a collaboration zone, the control unit 101 displays a game screen including the DLC character and the player's character determined to be arranged in the area for the player's character in S810.

[0174] In S811, the control unit 101 determines whether an operation input related to area movement in the collaboration area has been performed. If the control unit 101 determines that an operation input related to area movement in the collaboration area has been performed, the process is transferred to S812, and if the operation input related to area movement in the collaboration area has not been performed, the process is transferred to S813.

[0175] In S812, the control unit 101 changes the area where the local player character is arranged to a different area in the collaboration zone, and returns the process to S803.

[0176] In addition, when it is determined in S811 that no operation input related to the movement of the area in the collaboration area has been made, the control unit 101 determines in S813 whether an operation input related to the movement to the normal interactive area has been made. That is, the control unit 101 determines whether an operation input indicating that the local character has left the collaboration area has been made. When the control unit 101 determines that an operation input related to the movement to the normal interactive area has been made, the processing is transferred to S814, and when it is determined that no operation input related to the movement to the normal interactive area has been made, the processing is returned to S803.

[0177] In S814, the control unit 101 changes the area where the player's character is arranged to the normal interactive area, and returns the process to S803. Here, the area where the player's character is arranged after moving from the collaborative area can be set to, for example, the area 501 where the player's character is initially arranged when the interactive game starts.

[0178] As described above, according to the game device of this embodiment, it is possible to provide a highly entertaining electronic game that maintains the world view of the collaborative content.

[0179] [Modification 1]

[0180] In the above-mentioned embodiment, the process of classifying other user characters whose information is registered in the other user list is performed in S801 of the interactive game process, but the implementation of the present invention is not limited to this. It is self-evident that the classification of DLC characters and non-DLC characters does not need to be a concept clearly established by executing the classification process, but can be indirectly established simply by different processes applied in the display control of the game screen.

[0181] [Modification 2]

[0182] In the above-mentioned embodiment, the storage device 102 is configured to store data related to only one type of DLC, but the present invention is not limited thereto. For example, the storage device 102 may be configured to store data related to two or more types of DLC, and the collaboration area associated with one type of DLC in which the data is stored may be configured to be movable in the interactive game.

[0183] In this method, the DLC displayed as the collaboration area can be selected based on other parameters set in the game device 100, such as user settings, the download order of the corresponding data, or dates. In this case, the control unit 101 can obtain information about other user characters that can be displayed in the collaboration area by sending a request for obtaining information related to other user characters including the content ID of the DLC displayed as the collaboration area to the server 200.

[0184] Furthermore, as described above, it is not preferable to not limit the types of DLCs that can store data in the storage device 102 from the viewpoint of increasing the circuit scale of the storage device 102. Therefore, an upper limit is set for the number of DLCs that can store data in the storage device 102. In this case, when a request is made to download data related to other DLCs while data related to the upper limit number of types of DLCs are stored in the storage device 102, the data related to the other DLCs may be stored instead of the data related to any of the stored DLCs.

[0185] [Variation 3]

[0186] In the above-mentioned embodiment and modification, a method of controlling the DLC configured to download data from the server 200 so as not to mix elements associated with other contents is described, but the implementation of the present invention is not limited to this. That is, the content to avoid mixing elements can be content different from the fixed content, and is not limited by the acquisition path of data related to the content.

[0187] [Variation 4]

[0188] In the above-mentioned embodiments and variations, a method of setting a collaboration area in an interactive game and displaying DLC ​​characters and non-DLC characters separately in the collaboration area and the normal interactive area is described, but the implementation of the present invention is not limited to this. It can be easily understood that the present invention only needs to control so that characters associated with game elements related to specified content and characters not associated with the game elements are not displayed in the same area in the game, and is not limited to display control for areas with specific uses such as collaboration areas.

[0189] [Variation 5]

[0190] In the above-mentioned embodiments and variations, the server 200 is assumed to manage user information, send information related to other user characters, check the authenticity of confirmation codes related to DLC, and send data related to DLC, but the implementation of the present invention is not limited to this. These functions can be functions performed in any device that can communicate information with the game device 100, and can also be implemented by multiple devices.

[0191] [Variation 6]

[0192] In the above-mentioned embodiments and variations, the game device 100 executes the development game related to the fixed content, and the server 200 manages the mirror information related to the fixed content, but the implementation of the present invention is not limited to this. For example, the game device 100 may be configured to be able to replace the content used to execute the game, and the server 200 manages the information of the local character that appears in the game as the mirror information regardless of which content-related game is being executed in the game device 100 that is connected to the communication. That is, the server 200 is configured to manage the mirror information for a plurality of contents that can be executed in the game device 100, and when a request for obtaining information related to other user characters is made from the game device 100, the user information including the mirror information being managed is sent as the information related to the other user characters.

[0193] In such a method, the following problem may occur: when the server control unit 201 randomly selects the user information being managed and sends it as information related to other user characters, the elements related to different contents as described above are mixed and displayed. In other words, in this method, the mirror information managed by the server 200 is not associated with at least one content (fixed content) as in the above-mentioned embodiment and modification, so it is necessary to configure the information related to other user characters returned in response to the acquisition request from the game device 100 so that the elements related to different contents are not mixed in the game device 100.

[0194] Therefore, in the present variation in which the content itself of the game executed in the game device 100 is replaced, the control unit 101 sends the acquisition request together with the content ID for specifying the content being executed in the game to the server 200. In addition, when receiving the acquisition request, the server control unit 201 extracts the user information that contains the element related to the content ID in the mirror information 1124 from the user information being managed, and forms information related to other user characters to return. Thus, even in a mode in which data related to fixed content and different types of content such as DLC are not stored in the game device 100, the game device 100 can acquire information related to other user characters limited to the content being executed in the game without generating a screen display in which elements related to different types of content are mixed.

[0195] [Summary of Implementation Methods]

[0196] The above-mentioned embodiments disclose at least the following game devices, programs, and game systems.

[0197] (1) A game device for executing a game in which a character appears, the game device comprising:

[0198] an acquisition unit that acquires character information related to a character appearing in the game executed in another game device, wherein the character information includes information of a game element associated with the character;

[0199] a classification unit that classifies the character corresponding to the character information acquired by the acquisition unit based on a game element associated with the character; and

[0200] a display control unit that causes a character corresponding to the character information to be displayed in an area in the game,

[0201] wherein the classification unit classifies the character corresponding to the character information into a first character associated with a game element related to a specified content and a second character not associated with a game element related to the specified content,

[0202] The display control unit causes the first character and the second character to be displayed in different areas in the game.

[0203] (2) The gaming device according to (1), wherein:

[0204] The display control unit displays the first character in a first area associated with the predetermined content, and displays the second character in a second area not associated with the predetermined content.

[0205] (3) A game device for executing a game in which a character appears, the game device comprising:

[0206] an acquisition unit that acquires character information related to a character appearing in the game executed in another game device, wherein the character information includes information of a game element associated with the character; and

[0207] a display control unit that causes a character corresponding to the character information to be displayed in an area in the game,

[0208] The areas in the game include a first area associated with a specified content and a second area not associated with the specified content.

[0209] The display control unit controls a first character associated with a game element related to the predetermined content so that the first character is displayed in the first area but not in the second area.

[0210] The display control unit controls a second character to which a game element related to the predetermined content is not associated so that the second character is displayed in the second area instead of in the first area.

[0211] (4) A gaming device according to (2) or (3), wherein:

[0212] The first area and the second area are areas in the game that are not displayed at the same time.

[0213] (5) The gaming device according to any one of (2) to (4), wherein:

[0214] The device further comprises a storage unit for storing element data for displaying game elements related to the predetermined content.

[0215] The acquisition unit acquires a prescribed amount of the character information for use in displaying an area in the game,

[0216] The acquisition unit acquires the prescribed number of the character information including the first character information related to the first character, on the condition that the element data is stored in the storage unit.

[0217] (6) The gaming device according to (5), wherein:

[0218] The storage unit is configured to store the element data related to one or more types of content.

[0219] The acquisition unit acquires, as the first character information, the character information on the character associated with the game element related to the content in a state where the element data is stored in the storage unit.

[0220] (7) The gaming device according to (6), further comprising:

[0221] an accepting unit that accepts a designation of contents to be stored in the storing unit for the element data; and

[0222] a downloading unit for downloading the element data related to the content upon receiving the designation of the content in which the element data is to be stored,

[0223] When the element data related to the upper limit number of types of contents are already stored, the storage unit stores the downloaded element data in place of the element data related to any of the stored contents in response to the element data being downloaded by the download unit.

[0224] (8) The gaming device according to (7), wherein:

[0225] The element data includes display data of a fixed character related to the corresponding content.

[0226] When the predetermined number of pieces of the character information do not include the predetermined number of pieces of the first character information, the display control unit displays the fixed character in the first area.

[0227] (9) The gaming device according to (7) or (8), wherein:

[0228] The upper limit number of types of content of the element data that can be stored in the storage unit is 1,

[0229] The game is a game in which characters using predetermined element data appear.

[0230] The game device further includes a determination unit that determines body data used for a character that appears in the game executed by the game device.

[0231] The element data includes body data of a character related to the corresponding content.

[0232] When the character appearing in the game is a character using body data included in the element data stored in the storage unit, the receiving unit does not receive a designation of the content of the element data to be stored.

[0233] (10) A gaming device according to any one of (7) to (9), wherein:

[0234] The upper limit number of types of content of the element data that can be stored in the storage unit is 1,

[0235] The game is a game in which props can be associated with the characters that appear.

[0236] The game device further includes a determination unit that determines an item associated with a character that appears in the game executed by the game device.

[0237] The element data includes display data of items related to the corresponding content.

[0238] When an item associated with a character appearing in the game is an item whose display data is included in the element data stored in the storage unit, and when a designation of new content of the element data to be stored is received, the display control unit displays a warning indicating that the item associated with the character appearing in the game will be deleted.

[0239] (11) A gaming device according to any one of (5) to (10), wherein:

[0240] The display control unit displays the first character in the first area on the condition that the element data related to the game element associated with the first character is stored in the storage unit.

[0241] (12) A gaming device according to any one of (1) to (11), wherein:

[0242] The prescribed content is additional content.

[0243] (13) A gaming device according to any one of (1) to (12), wherein:

[0244] The prescribed content is content different from content initially prescribed in the game.

[0245] (14) A gaming device according to any one of (1) to (13), wherein:

[0246] The second character is a character associated with only a game element related to a content initially specified in the game or a game element related to a content associated with a content initially specified in the game.

[0247] (15) A program for causing a computer executing a game in which a character appears to execute the following processing:

[0248] Acquisition processing, acquiring character information related to a character appearing in the game executed on another computer, wherein the character information includes information of game elements associated with the character;

[0249] a classification process of classifying the character corresponding to the character information acquired in the acquisition process based on a game element associated with the character; and

[0250] Display control processing, causing the character corresponding to the character information to be displayed in the area in the game,

[0251] wherein, in the classification process, the character corresponding to the character information is classified into a first character associated with a game element related to a specified content and a second character not associated with a game element related to the specified content,

[0252] In the display control process, the first character and the second character are displayed in different areas in the game.

[0253] (16) A program for causing a computer executing a game in which a character appears to execute the following processing:

[0254] Acquisition processing of acquiring character information related to a character appearing in the game executed on another computer, wherein the character information includes information of a game element associated with the character; and

[0255] Display control processing, causing the character corresponding to the character information to be displayed in the area in the game,

[0256] The areas in the game include a first area associated with a specified content and a second area not associated with the specified content.

[0257] In the display control process, a first character associated with the game element related to the predetermined content is controlled so that the first character is displayed in the first area but not in the second area.

[0258] In the display control process, a second character to which the game element related to the predetermined content is not associated is controlled so as to be displayed in the second area instead of the first area.

[0259] (17) A game system comprising a game device for executing a game in which a character appears and a server communicating with the game device, wherein:

[0260] The gaming device comprises:

[0261] an acquisition unit that acquires, from the server, character information related to a character that appears in the game executed in another game device, wherein the character information includes information on game elements associated with the character;

[0262] a classification unit that classifies the character corresponding to the character information acquired by the acquisition unit based on a game element associated with the character; and

[0263] a display control unit that causes a character corresponding to the character information to be displayed in an area in the game,

[0264] The server has:

[0265] a storage unit that receives, from the game device, the character information related to the character that appears in the game executed in the game device, and stores the character information; and

[0266] a sending unit that sends the character information stored in the storage unit for the other game device different from the game device to the game device according to the acquisition request from the game device,

[0267] The classification unit classifies the character corresponding to the character information into a first character associated with a game element related to predetermined content and a second character not associated with the game element related to the predetermined content,

[0268] The display control unit causes the first character and the second character to be displayed in different areas in the game.

[0269] (18) A game system comprising a game device for executing a game in which a character appears and a server communicating with the game device, wherein:

[0270] The gaming device comprises:

[0271] an acquisition unit that acquires, from the server, character information related to a character appearing in the game executed in another game device, wherein the character information includes information on a game element associated with the character; and

[0272] a display control unit that causes a character corresponding to the character information to be displayed in an area in the game,

[0273] The server has:

[0274] a storage unit that receives, from the game device, the character information related to the character that appears in the game executed in the game device, and stores the character information; and

[0275] a sending unit that sends the character information stored in the storage unit for the other game device different from the game device to the game device according to the acquisition request from the game device,

[0276] The area in the game includes a first area associated with a prescribed content and a second area not associated with the prescribed content,

[0277] The display control unit controls a first character associated with a game element related to the predetermined content so that the first character is displayed in the first area but not in the second area.

[0278] The display control unit controls a second character to which a game element related to the predetermined content is not associated so that the second character is displayed in the second area instead of in the first area.

[0279] (19) A game system according to (17) or (18), wherein:

[0280] The game device further includes a storage unit that stores element data for displaying game elements related to the predetermined content.

[0281] The acquisition unit acquires a prescribed amount of the character information for use in displaying an area in the game,

[0282] The storage unit is configured to store the element data related to one or more types of content.

[0283] When acquiring the prescribed number of the character information, the acquiring unit sends to the server content information of a content for determining a state in which the element data is stored in the storing unit,

[0284] The transmitting unit transmits the character information associated with the game element related to the one type of content determined based on the content information in a manner included in the prescribed number of the character information.

[0285] [Other embodiments]

[0286] The invention is not limited to the above-described embodiments, and various modifications and changes can be made within the scope of the gist of the invention.

[0287] Description of Reference Numerals

[0288] 100: Game device; 101: Control unit; 102: Storage device; 103: Memory; 104: GPU; 105: Operation I / F; 106: Communication I / F; 110: Display; 121: Character DB; 122: Item DB; 200: Server; 201: Server control unit; 202: Server storage device; 203: Server memory; 204: Server communication I / F; 211: User DB; 300: AP; 400: Network.

Claims

1. A game device for executing a game in which a character appears, the game device comprising: an acquisition unit, which acquires character information related to a character appearing in the game executed in another game device, wherein The character information includes information about game elements associated with the character; a classification unit that classifies the character corresponding to the character information acquired by the acquisition unit based on a game element associated with the character; as well as a display control unit that causes a character corresponding to the character information to be displayed in an area in the game, wherein the classification unit classifies the character corresponding to the character information into a first character associated with a game element related to a specified content and a second character not associated with a game element related to the specified content, The display control unit causes the first character and the second character to be displayed in different areas in the game.

2. The game device according to claim 1, wherein: The display control unit displays the first character in a first area associated with the predetermined content, and displays the second character in a second area not associated with the predetermined content.

3. A game device for executing a game in which a character appears, the game device comprising: an acquisition unit, which acquires character information related to a character appearing in the game executed in another game device, wherein The character information includes information about game elements associated with the character; as well as a display control unit that causes a character corresponding to the character information to be displayed in an area in the game, The areas in the game include a first area associated with a specified content and a second area not associated with the specified content. The display control unit controls a first character associated with a game element related to the predetermined content so that the first character is displayed in the first area but not in the second area. The display control unit controls a second character to which a game element related to the predetermined content is not associated so that the second character is displayed in the second area instead of in the first area.

4. The game device according to claim 2 or 3, wherein: The first area and the second area are areas in the game that are not displayed at the same time.

5. The game device according to claim 2 or 3, wherein: The device further comprises a storage unit for storing element data for displaying game elements related to the predetermined content. The acquisition unit acquires a prescribed amount of the character information for use in displaying an area in the game, The acquisition unit acquires the prescribed number of the character information including the first character information related to the first character, on the condition that the element data is stored in the storage unit.

6. The game device according to claim 5, wherein: The storage unit is configured to store the element data related to one or more types of content. The acquisition unit acquires, as the first character information, the character information on the character associated with the game element related to the content in a state where the element data is stored in the storage unit.

7. The game device according to claim 6, further comprising: an accepting unit that accepts a designation of contents to be stored in the storing unit for the element data; and a downloading unit for downloading the element data related to the content upon receiving the designation of the content in which the element data is to be stored, When the element data related to the upper limit number of types of contents are already stored, the storage unit stores the downloaded element data in place of the element data related to any of the stored contents in response to the element data being downloaded by the download unit.

8. The game device according to claim 7, wherein: The element data includes display data of a fixed character related to the corresponding content. When the predetermined number of pieces of the character information do not include the predetermined number of pieces of the first character information, the display control unit displays the fixed character in the first area.

9. The game device according to claim 7, wherein: The upper limit number of types of content of the element data that can be stored in the storage unit is 1, The game is a game in which characters using predetermined element data appear. The game device further includes a determination unit that determines body data used for a character that appears in the game executed by the game device. The element data includes body data of a character related to the corresponding content. When the character appearing in the game is a character using body data included in the element data stored in the storage unit, the receiving unit does not receive a designation of the content of the element data to be stored.

10. The game device according to claim 7, wherein: The upper limit number of types of content of the element data that can be stored in the storage unit is 1, The game is a game in which props can be associated with the characters that appear. The game device further includes a determination unit that determines an item associated with a character that appears in the game executed by the game device. The element data includes display data of items related to the corresponding content. When an item associated with a character appearing in the game is an item whose display data is included in the element data stored in the storage unit, and when a designation of new content of the element data to be stored is received, the display control unit displays a warning indicating that the item associated with the character appearing in the game will be deleted.

11. The game device according to claim 5, wherein: The display control unit displays the first character in the first area on the condition that the element data related to the game element associated with the first character is stored in the storage unit.

12. The game device according to claim 1 or 3, wherein: The prescribed content is additional content.

13. The game device according to claim 1 or 3, wherein: The prescribed content is content different from content initially prescribed in the game.

14. The game device according to claim 1 or 3, wherein: The second character is a character associated with only a game element related to a content initially specified in the game or a game element related to a content associated with a content initially specified in the game.

15. A computer program product, comprising a program for causing a computer executing a game in which a character appears to execute the following processing: Acquisition processing, acquiring character information related to the character appearing in the game executed in other computers, wherein The character information includes information about game elements associated with the character; a classification process of classifying the characters corresponding to the character information acquired in the acquisition process based on game elements associated with the characters; as well as Display control processing, causing the character corresponding to the character information to be displayed in the area in the game, wherein, in the classification process, the character corresponding to the character information is classified into a first character associated with a game element related to a specified content and a second character not associated with a game element related to the specified content, In the display control process, the first character and the second character are displayed in different areas in the game.

16. A computer program product, comprising a program for causing a computer executing a game in which a character appears to execute the following processing: Acquisition processing, acquiring character information related to the character appearing in the game executed in other computers, wherein The character information includes information about game elements associated with the character; as well as Display control processing, causing the character corresponding to the character information to be displayed in the area in the game, The areas in the game include a first area associated with a specified content and a second area not associated with the specified content. In the display control process, a first character associated with a game element related to the specified content is controlled so that the first character is displayed in the first area but not in the second area. In the display control process, a second character not associated with a game element related to the specified content is controlled so that the second character is displayed in the second area instead of the first area.

17. A game system comprising a game device for executing a game in which a character appears and a server communicating with the game device, wherein: The gaming device comprises: an acquisition unit that acquires, from the server, character information related to a character that appears in the game executed in another game device, wherein the character information includes information on game elements associated with the character; a classification unit that classifies the character corresponding to the character information acquired by the acquisition unit based on a game element associated with the character; and a display control unit that causes a character corresponding to the character information to be displayed in an area in the game, The server has: a storage unit that receives, from the game device, the character information related to the character that appears in the game executed in the game device, and stores the character information; and a sending unit that sends the character information stored in the storage unit for the other game device different from the game device to the game device according to the acquisition request from the game device, The classification unit classifies the character corresponding to the character information into a first character associated with a game element related to predetermined content and a second character not associated with the game element related to the predetermined content, The display control unit causes the first character and the second character to be displayed in different areas in the game.

18. A game system comprising a game device for executing a game in which a character appears and a server communicating with the game device, wherein: The gaming device comprises: an acquisition unit that acquires, from the server, character information related to a character appearing in the game executed in another game device, wherein the character information includes information on a game element associated with the character; and a display control unit that causes a character corresponding to the character information to be displayed in an area in the game, The server has: a storage unit that receives, from the game device, the character information related to the character that appears in the game executed in the game device, and stores the character information; and a sending unit that sends the character information stored in the storage unit for the other game device different from the game device to the game device according to the acquisition request from the game device, The area in the game includes a first area associated with a prescribed content and a second area not associated with the prescribed content, The display control unit controls a first character associated with a game element related to the specified content so that the first character is displayed in the first area but not in the second area, and the display control unit controls a second character not associated with a game element related to the specified content so that the second character is displayed in the second area instead of the first area.

19. The gaming system according to claim 17 or 18, wherein: The game device further includes a storage unit that stores element data for displaying game elements related to the predetermined content. The acquisition unit acquires a prescribed amount of the character information for use in displaying an area in the game, The storage unit is configured to store the element data related to one or more types of content. When acquiring the prescribed number of the character information, the acquiring unit sends to the server content information of a content for determining a state in which the element data is stored in the storing unit, The transmitting unit transmits the character information associated with the game element related to the one type of content determined based on the content information in a manner included in the prescribed number of the character information.