Program, information processing system, and information processing method
By updating the parameters corresponding to the game utilization status and selecting and executing activities associated with the game media, the problem of biased frequency of game media is solved, the player's use of various game media is promoted, and the player's love for low-frequency media is enhanced.
Patent Information
- Application Number
- CN202380074540.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-09-27
- Filing Date
- 2023-09-20
- Publication Date
- 2025-06-03
AI Technical Summary
Due to the bias in the frequency of use between game media, the content unlocking and other benefits of game media with low frequency cannot be progressed, and the favorite mechanism of game media with low frequency and the overall game is difficult to operate.
Through a program and information processing system, parameters corresponding to the game utilization status are updated, parameters corresponding to the game utilization status are determined, activities associated with the game medium are selected and executed, and associated parameters are updated, and players are encouraged to use various game mediums.
It provides players with a positive motivation to use various game media to play. By performing activity update parameters, it becomes an opportunity for players to enhance their love for low-frequency game media, so that these media will be used more frequently in subsequent games.
Smart Images

Figure CN120091852A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game. Background Art
[0002] Conventionally, there has been known a game in which a player selects a game medium such as a character, and a parameter indicating the degree of use of the game medium changes based on a game in which the selected game medium is used, and content associated with the game medium can be unlocked based on the parameter indicating the degree of use of the game medium (see Patent Document 1).
[0003] Prior Art Documents
[0004] Patent Documents
[0005] Patent Document 1: Japanese Unexamined Patent Application Publication No. 2022-93716 Summary of the Invention
[0006] Problems to be Solved by the Invention
[0007] In addition, players tend to decide on the game medium to be used in the game by focusing on the performance and characteristics of the game medium. Therefore, there arises a problem that, due to a bias in the usage frequency among game media, the granting of special treatments such as unlocking of content for a game medium with a low usage frequency cannot proceed, and it is difficult to operate a mechanism for enhancing the interest in the parameter indicating the degree of use, the love for the game medium with a low usage frequency, and the game as a whole.
[0008] The present invention has been made in view of the above circumstances, and an object thereof is to provide a program, an information processing system, and an information processing method capable of giving a player a positive motivation to play using various game media.
[0009] Means for Solving the Problems
[0010] (1) The present invention relates to a program that causes a computer to function as the following units: a first parameter update unit that updates a first parameter accumulated corresponding to the usage status of a game; an execution condition determination unit that determines whether the first parameter satisfies an execution condition of an event; a selection acceptance unit that, when the event can be executed, accepts a selection of a game medium that is an object of the event; an event execution unit that executes the event in association with the game medium that is the object of the event on the condition of consuming the first parameter; and a second parameter update unit that updates a second parameter associated with the game medium that is the object of the event based on a result obtained by executing the event.
[0011] (2) Regarding the program of the present invention, it may also be that a computer functions as a content unlocking unit, and the content unlocking unit unlocks the content associated with the game medium that is the object of the activity based on the result obtained by executing the activity.
[0012] (3) Regarding the program of the present invention, it may also be that the first parameter update unit updates the first parameter in association with the login to the game.
[0013] (4) Regarding the program of the present invention, it may also be that the first parameter update unit can reset the first parameter at a reset timing that periodically arrives.
[0014] (5) Regarding the program of the present invention, it may also be that multiple activities can be executed for each game medium. After the selection of the game medium that is the object of the activity, the selection acceptance unit accepts the selection of the activity to be executed, and the activity execution unit executes the activity selected as the execution object.
[0015] (6) Regarding the program of the present invention, it may also be that the selection acceptance unit enables visual confirmation of the activity completion status of each game medium in an input interface that accepts the input of the selection related to the game medium that is the object of the activity.
[0016] (7) The present invention relates to an information processing system, including: a first parameter update unit that updates a first parameter accumulated corresponding to the usage status of a game; an execution condition determination unit that determines whether the first parameter satisfies the execution condition of an activity; a selection acceptance unit that, when the activity can be executed, accepts the selection of a game medium that is the object of the activity; an activity execution unit that executes the activity in association with the game medium that is the object of the activity on the condition of consuming the first parameter; and a second parameter update unit that updates a second parameter associated with the game medium that is the object of the activity based on the result obtained by executing the activity.
[0017] (8) The present invention relates to an information processing method, including the following steps: a first parameter update step of updating a first parameter accumulated corresponding to the usage status of a game; an execution condition determination step of determining whether the first parameter satisfies the execution condition of an activity; a selection acceptance step of accepting the selection of a game medium that is the object of the activity when the activity can be executed; an activity execution step of executing the activity in association with the game medium that is the object of the activity on the condition of consuming the first parameter; and a second parameter update step of updating a second parameter associated with the game medium that is the object of the activity based on the result obtained by executing the activity.
[0018] In the above-described program, information processing system, and information processing method of the present invention, a player is made to select a game medium to be an object of an activity, and a second parameter associated with the game medium to be the object of the activity is updated based on a result obtained by performing the activity associated with the game medium to be the object of the activity. Moreover, in the present invention, in order to perform the activity, it is necessary to consume a first parameter accumulated according to the usage status of the game. Therefore, in the present invention, it is possible to give a player an incentive to play the game to accumulate the first parameter in order to perform the activity. Moreover, by the present invention, the following effect can be expected: by updating the second parameter by performing the activity, this becomes an opportunity for the player to newly enhance the preference for a game medium that has been used less frequently so far, and thus the game medium that has been used less frequently in the past is used in the subsequent use of the game. Thus, by the present invention, it is possible to give a player a positive incentive to play the game using various game media. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] Figure 1 FIG. is a diagram showing the overall configuration of the information processing system.
[0020] Figure 2 FIG. is a functional block diagram of a server related to a cultivation function, a battle function, and a walking activity function among the functions implemented by the information processing system.
[0021] Figure 3 FIG. is a functional block diagram of a player terminal related to a cultivation function, a battle function, and a walking activity function among the functions implemented by the information processing system.
[0022] Figure 4 FIG. is a flowchart showing an example of a process related to the walking activity.
[0023] Figure 5 FIG. is a diagram showing an example of a display screen at the time of login displayed on the player terminal.
[0024] Figure 6 FIG. is a diagram showing an example of a home screen displayed on the player terminal.
[0025] Figure 7 FIG. is a diagram showing an example of a character selection dialog box displayed on the player terminal.
[0026] Figure 8 FIG. is a diagram showing an example of a function guidance dialog box displayed on the player terminal.
[0027] Figure 9 FIG. is a diagram showing an example of a character selection dialog box displayed on the player terminal.
[0028] Figure 10 FIG. is a diagram showing an example of a character selection dialog box displayed on the player terminal.
[0029] Figure 11 This is a diagram showing an example of a character selection dialog box displayed on a player terminal.
[0030] Figure 12 This is a diagram showing an example of a destination selection dialog box displayed on a player terminal.
[0031] Figure 13 This is a diagram showing an example of a reward selection dialog box displayed on a player terminal.
[0032] Figure 14 This is a diagram showing an example of an execution confirmation dialog box displayed on a player terminal.
[0033] Figure 15 This is a diagram showing an example of an animation performance displayed on a player terminal.
[0034] Figure 16 This is a diagram showing an example of a walking result dialog box displayed on a player terminal.
[0035] Figure 17 This is a diagram showing an example of a trainer's note displayed on a player terminal.
[0036] Figure 18 This is a diagram showing an example of a performance dialog box displayed on a player terminal. Detailed Embodiments
[0037] Hereinafter, embodiments of the present invention will be described. In addition, the embodiments described below do not unduly limit the content of the invention described in the claims. Also, not all of the structures described in the embodiments are necessarily essential elements of the present invention.
[0038] 1. Structure of the Information Processing System
[0039] Figure 1 This is a diagram showing the overall structure of the information processing system 10 of the present embodiment. As Figure 1 shown, in the information processing system 10, the server 20 and a plurality of player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, to construct a so-called client-server type communication system. Moreover, each of the plurality of player terminals 40 communicates with the server 20 via the network 30 to send and receive various information. In addition, each of the plurality of player terminals 40 communicates with other player terminals 40 via the network 30 and the server 20 to send and receive various information.
[0040] The server 20 includes a control unit 21 composed of a processor such as a CPU, a storage unit 22 composed of a main storage device such as a ROM and a RAM and an auxiliary storage device such as an HDD and an SSD, and a communication unit 23 composed of a communication module and a communication interface. In the server 20, the control unit 21 executes various processes according to the programs stored in the storage unit 22. In addition, the server 20 receives information from the player terminal 40 through the communication unit 23, and sends information related to the results of the processes executed by the control unit 21 to the player terminal 40.
[0041] The player terminal 40 is a smart phone, a tablet, a personal computer, a portable game console, a stationary game console installed in a store or at home, etc. The player terminal 40 includes a control unit 41 composed of a processor such as a CPU, a storage unit 42 composed of a main storage device such as a ROM and a RAM and an auxiliary storage device such as a flash memory, an HDD, and an SDD, an operation input unit 43 composed of a touch panel, a keyboard, a microphone, etc., a display unit 44 composed of a liquid crystal display, an organic EL display, etc., and a communication unit 45 composed of a communication module and a communication interface. The player terminal 40 also executes various processes according to the programs stored in the storage unit 42. In addition, the player terminal 40 receives information from the server 20 through the communication unit 45, and sends information to the server 20 and other player terminals 40.
[0042] The information processing system 10 of the present embodiment has a function of providing a game through the player terminal 40, where the game is a game of cultivating a character (an example of a game medium) themed on horse racing and making the cultivated character participate in a race to compete with other characters. In particular, the information processing system 10 of the present embodiment has a cultivation function of cultivating a character, a battle function of making the cultivated character battle with other characters in a race, a walking activity function of selecting a destination to go out and taking a walk with the character, etc. Hereinafter, the case of implementing these functions mainly by the player terminal 40 will be described. However, the above functions can also be implemented mainly by the server 20, or can be implemented by sharing between the server 20 and the player terminal 40. In addition, as other examples of game media, electronic data such as weapons, equipment, props, and cards used in the game can also be used.
[0043] Figure 2 It is a functional block diagram showing the main functions of the server 20.
[0044] The server 20 in the information processing system 10 has a function of managing players, characters, etc. using various identification information, and a function of performing operations required for the progress of the game in response to requests from the player terminal 20 and sending the operation results to the player terminal 40. The server data storage unit 50 and the game operation unit 60 cooperate to implement these functions.
[0045] The server data storage unit 50 includes a player management database 51, and the server data storage unit 50 is mainly implemented by the storage unit 22. In this embodiment, a character list, a prop list, a cultivation target list, etc. are stored in the player management database 51 in association with the player ID assigned to each player.
[0046] For example, the character list includes the character individual ID assigned to each cultivated character, the character category ID indicating the category of the character, the status of the character (rarity, evaluation score, track suitability, distance suitability, running method suitability, running style, speed, stamina, strength, perseverance, intelligence, possessed skills, obtained titles), the locked state (locked, not locked), and the cultivation history of the character (cultivation conditions, records of the games participated in during cultivation), etc.
[0047] In this embodiment, the "cultivated character" refers to a character whose state is determined after cultivation through the cultivation function, which is one of the game functions implemented by the information processing system 10 of this embodiment.
[0048] In addition, in this embodiment, there are a "character individual ID" and a "character category ID", and their differences are as follows.
[0049] First of all, the "character individual ID" is the ID assigned when the cultivated character is registered in the character management database 51 after the cultivation of the character is completed in the cultivation function, and is used to identify each cultivated character associated with the player ID.
[0050] In addition, in this embodiment, the method of allowing the player to select the cultivation target from multiple characters is adopted in the cultivation function, and the "character category ID" is the ID assigned to identify the type of the character as the cultivation target.
[0051] In addition, the "locked state" indicates whether the transfer (deletion from the character list) of the cultivated character is prohibited. If it is not locked, transfer is possible; if it is locked, transfer is not possible. As the situation of being locked, there are cases where it is individually specified by the player from the list of cultivated characters, and the cultivated character is currently registered as participating in a game, etc.
[0052] In the cultivation target list, data corresponding to a certain piece of information among unlocked and un - unlocked is stored for the character category ID. In addition, in the cultivation target list, data related to the cumulative amount of the intimacy parameter (an example of the second parameter) is also stored in association with the character category ID. In the present embodiment, a character corresponding to the unlocked information in the cultivation target list becomes a character that can be selected by the player as a cultivation target in the cultivation function. In addition, in the present embodiment, a new character can be unlocked through unlocking items or character acquisition draws, and the number of characters that can be selected by the player as cultivation targets is different. Hereinafter, a character that can be selected as a cultivation target in the cultivation function is sometimes referred to as an unlocked character.
[0053] Specifically, for example, the intimacy parameter is a parameter indicating the usage degree of a character (game medium) common throughout the game. By frequently using the same character in the cultivation function and the battle function, the cumulative degree of the intimacy parameter changes, thereby bringing benefits and special treatments to the player. In the present embodiment, through the intimacy parameter, an effect of enhancing the player's affection for the character and thus increasing the overall utilization frequency of the game can be expected. In addition, the intimacy parameter is managed for each character in association with the character category ID. In addition, for example, the intimacy parameter can also be a parameter indicating the usage degree of a character (game medium) in a specific game function (for example, the battle function) among multiple game functions. If this is the case, the player can grasp the usage degree of a specific character related to a specific game function based on the intimacy parameter, and can more meticulously and effectively give motivation related to the usage of a specific character and the utilization of a specific game function.
[0054] In addition, as information associated with the intimacy parameter, there is an intimacy level for each character. Regarding the intimacy level, the intimacy level rises when the cumulative amount of the intimacy parameter meets the conditions specified for each level. It can also be set that, at the initial stage of the game operation, the intimacy level is set to levels 0 to 10, for example, and the upper limit of the intimacy level is unlocked according to the operation period of the game. When the conditions are met in the cultivation function, the battle function, etc., the intimacy parameter is given to the character used. It can also be set that the increase amount of the intimacy parameter based on the utilization of the game function varies according to the game results (evaluation, ranking, etc.). In addition, when the intimacy level reaches a specified level by gradually accumulating the intimacy parameter, a story related to the character associated with the intimacy level reaching the specified level is unlocked. The intimacy level that becomes the unlocking condition of the story can be the same for each character, or can be different according to the character.
[0055] The item list contains data related to the items, assist points, and in-game currency owned by the player. In the present embodiment, for example, the possession content and quantity of items, the quantity of enhancement points, the quantity of in-game currency, etc. are stored in the player management database 51 as the item list.
[0056] The items in the present embodiment are used, for example, to assist in the cultivation of characters or to change the participation conditions of the game. Items can be obtained according to the results of the game or by consuming in-game currency.
[0057] In addition, assist points are used, for example, to enhance assist items, which are items for assisting in the cultivation of characters. As the assist items are enhanced, characters can be cultivated in a more favorable cultivation environment.
[0058] In addition, the data stored in the player management database 51 includes a friend list. In the present embodiment, other players are registered as friends, and in the cultivation function, characters and assist items can be rented from other players who have been registered as friends and used. The friend registration is as follows: The player ID of another player is input on the friend registration screen displayed on the display unit 44 of the player terminal 40. When there is a player matching the player ID and the player can be registered as a friend, by clicking the registration button provided on the friend registration screen, the player ID of the other player to be registered is added to the friend list. There is an upper limit to the number of friend registrations for each player (for example, 50), and there is also an upper limit to the number of players registered as friends for each player (for example, 100). Therefore, as long as these numbers have not reached the upper limit, new friend registrations can be made.
[0059] The game operation unit 60 performs processes such as performing operations required for the progress of the game in response to a request from the player terminal 20 and sending the operation results to the player terminal 40, and sending data required for the progress of the game to the player terminal 40 in response to a request from the player terminal 20. The game operation unit 60 is mainly implemented by the control unit 41 and the communication unit 45. For example, when a request related to a training instruction is received from the player terminal 20 in the cultivation function, the game operation unit 60 determines the result of whether the training operation is successful or failed, and sends the operation result to the player terminal 40. Additionally, for example, when a request related to participating in a competition is received in the cultivation function, the game operation unit 60 performs a running simulation of a competition by multiple characters including the character being cultivated and non-player characters (NPCs), and sends the result of the running simulation to the player terminal 40. Further, for example, when a request related to participating in a competition is received in the battle function, the game operation unit 60 performs a running simulation of a competition by multiple characters including the cultivated characters grouped by the player and the cultivated characters grouped by the battle opponent, and sends the result of the running simulation to the player terminal 40.
[0060] Figure 3 It is a functional block diagram showing the main functions of the player terminal 40.
[0061] Regarding the player terminal 40 in the information processing system 10 of the present embodiment, as Figure 3 shown, the cultivation function, the battle function, the event function, etc. are implemented in cooperation with the terminal data storage unit 70 and the game execution unit 80.
[0062] The terminal data storage unit 70 stores data for various processes to be performed by the game execution unit 80, and the terminal data storage unit 70 is mainly implemented by the storage unit 42.
[0063] The terminal data storage unit 70 includes a player data storage unit 71, in which data related to a character list, a cultivation target list, a prop list, and a friend list corresponding to the player ID is stored. In the present embodiment, when the application starts and ends or in other necessary situations, synchronization processing related to data (such as a character list, a cultivation target list, a prop list, and a friend list) associated with the player ID is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20, and various game processes are executed using the data stored in the player data storage unit 71. In the present embodiment, when it is necessary to change the character list, the cultivation target list, the prop list, and the friend list during the execution of various game processes, the stored content of the player data storage unit 71 is updated, and the updated stored content is backed up in the player management database 51 of the server 20, thereby synchronizing the stored content of both. In addition, it is also possible to download data (such as a character list, a cultivation target list, a prop list, and a friend list) associated with the player ID from the player management database 51 to the player data storage unit 71 as needed when the application starts, etc.
[0064] In addition, the terminal data storage unit 70 includes a cultivation progress data storage unit 72, in which data (cultivation progress data) required for the progress of the cultivation function of a character that can be selected as a cultivation target in the cultivation function (a character of a character category ID corresponding to the unlocked information in the cultivation target list) is stored. In the present embodiment, for each character, a cultivation target, a game activity, etc. are prepared for the cultivation function, and the cultivation progress data including at least the setting content of the cultivation target and the setting content of the game activity is stored in the cultivation progress data storage unit 72 in association with the character category ID.
[0065] In addition, the terminal data storage unit 70 includes a game control data storage unit 73, in which data for controlling the actions and skill activation performances of a character when watching a game participated by the character in the cultivation function and the battle function, text data and voice data of the game live broadcast, etc. are stored.
[0066] In addition, the terminal data storage unit 70 includes a walking activity data storage unit 74, in which various data for controlling the walking activity function are stored. In the present embodiment, data related to the holding period of the walking activity, management data of walking parameters (an example of the first parameter) associated with the player ID, data for setting the increment of the walking parameters, data related to the background image and the movement of the character for the performance display during the activity execution, data for setting the increment of the intimacy parameter, data for managing the acquisition status of rewards, management data related to the unlocking of content, etc. are stored in the walking activity data storage unit 74.
[0067] The game execution unit 80 performs processing for starting the game when the game start condition is satisfied, processing for executing a game mode selected from a plurality of game modes, processing for advancing the game, processing for causing an activity to occur when the activity occurrence condition is satisfied, processing for calculating the game result, processing for ending the game when the game end condition is satisfied, processing for requesting the server 20 to perform calculations, processing for obtaining the calculation result and the required data from the server 20, and processing for sending the calculation result and data of the player terminal 40 to the server 20, etc. The game execution unit 80 is mainly implemented by the control unit 41 and the communication unit 45. In the present embodiment, the game execution unit 80 includes a cultivation function providing unit 81, a battle function providing unit 82, and a walking activity function providing unit 83.
[0068] The cultivation function providing unit 81 performs processing for providing a cultivation function for cultivating a character. In the present embodiment, the input for cultivating a specific unlocked character is accepted, and the display of the calculation result for the input is performed, etc.
[0069] In the present embodiment, when cultivating an unlocked character for which an input has been accepted in the cultivation function, it is required to select an action to be the object of the turn consumption in each turn. As the action to be the object of the turn consumption, it includes training, participating in a competition, going out, the infirmary, etc. The cultivation function providing unit 81 accepts the selection of the action to be the object of the turn consumption through the cultivation home screen displayed on the display unit 44, and requests the server 20 to perform the calculation of the result for the selected action. In the server 20 that has received the request, the calculation of the result for the selected action is performed and the calculation result is sent to the player terminal 40, and the cultivation function providing unit 81 causes the display screen corresponding to the calculation result received from the server 20 to be displayed on the display unit 44.
[0070] In addition, in the present embodiment, a cultivation goal is set according to the category of the unlocked character to be cultivated, and the cultivation goal sometimes includes a mandatory action that must be selected in a specified round. For example, the cultivation goal includes participating in a specified competition or obtaining a specified finishing order result in a specified competition. In this case, in the round in which a specified competition associated with the cultivation goal is set, participating in the competition becomes a mandatory action, and it is impossible to select an action other than participating in the competition as the object of round consumption. In this way, the cultivation function providing unit 81 performs the following control: in the round in which the selection of the mandatory action is accepted, the selection of an action different from the mandatory action is restricted.
[0071] In addition, when the cultivation of the unlocked character in the cultivation function ends, the cultivation function providing unit 81 performs control to update the intimacy parameter by an increase amount corresponding to the end of one cultivation. For example, the increase amount obtained in the current cultivation is added to the intimacy parameter associated with the ID of the character category for which the cultivation has ended. In addition, it may be set that the increase amount of the intimacy parameter in the cultivation function varies according to the cultivation result (for example, the evaluation score, etc.). In addition, when the intimacy parameter reaches a specified amount, the intimacy level may be updated to the next stage level and a specified performance may be played.
[0072] The battle function providing unit 82 performs processing to provide a battle function that enables the cultivated characters owned by the player to battle with the cultivated characters of other players and non-player characters (NPCs) in a competition.
[0073] In the present embodiment, as the types of competitions that the player can use as the battle function, there are three types: the team arena, the daily competition, and the daily legend competition.
[0074] The team arena is a battle function as follows: for the five distance categories of short distance, mile, middle distance, long distance, and sand, three cultivated characters are selected from the cultivated characters held by the player for each category to form five teams, and these five teams battle with the teams formed by other players in five competitions related to each distance category. The team to which the character that has won the first place in each distance category belongs wins, and by winning 3 out of 5 competitions, the battle opponent is defeated. In the team arena, arena points corresponding to the behavior and finishing order of the character are given in each competition, and the player's ranking is determined based on the total of the arena points in the five competitions, and a reward corresponding to the ranking is given.
[0075] The daily race is the following battle function: There are paid and different difficulty races prepared for the distance categories of miles or middle distances. Select one fully developed character from the fully developed characters held by the player, and make the selected fully developed character participate in the race to battle against non-player characters (NPCs) in the race. In the daily race, the player can obtain rewards corresponding to the arrival order of the fully developed character participating in the race in the race.
[0076] The daily legend race is a battle function where character fragments can be obtained as rewards according to the results of the race. Character fragments are the following items: By consuming a specified number of character fragments, an un-unlocked character can be unlocked as a cultivation target, or the rarity level of an already unlocked character can be increased. In the daily legend race, the conditions of the race are set for each character. Select the character for which you expect to obtain the character fragments, select one fully developed character from the fully developed characters held by the player, and make the selected fully developed character participate in the race. Moreover, in the daily legend race, if the fully developed character that the player makes participate in the race wins the first place in the race, the player can obtain the character fragments of the character corresponding to the race participated in.
[0077] In each of the battle functions of the team arena, daily race, and daily legend race, when the player decides to participate, the battle function providing unit 82 sends a battle result request to the server 20. The server 20 that receives the battle result request from the player terminal 40 performs a running simulation of the race, and the battle function providing unit 82 obtains the result of the running simulation from the server 20. In the player terminal 40 that receives the result of the running simulation from the server 20, the battle function providing unit 82 generates a race image based on the result of the running simulation based on various data stored in the race control data storage unit 73, and displays the generated race image on the display unit 44, so that the player can watch the situation of the race.
[0078] In addition, when a fully developed character held by the player participates in a race in the battle function, the battle function providing unit 82 updates the intimacy parameter of the unlocked character corresponding to the fully developed character that participated in the race with an increase amount corresponding to one participation. In addition, it can also be set that the increase amount of the intimacy parameter based on the use of the battle function varies according to the race result (at least one of the arrival order and win / loss).
[0079] The walking activity function providing unit 83 performs processing to provide the walking activity function, where the walking activity function is as follows: The player selects any unlocked character and can obtain rewards such as items and special treatments such as an increase in the intimacy parameter by performing the walking activity corresponding to the selected unlocked character. In the present embodiment, the walking activity function providing unit 83 includes a first parameter updating unit 84, an execution condition determination unit 85, a selection reception unit 86, an activity execution unit 87, a second parameter updating unit 88, and a content unlocking unit 89.
[0080] The first parameter updating unit 84 performs processing to update the walking parameter accumulated according to the usage status of the game.
[0081] First, the first parameter updating unit 84 updates the walking parameter in association with the login to the game. In the present embodiment, the login of the player is managed with a login management cycle of 5:00 AM to 4:59 AM the next day as one day. The first parameter updating unit 84 updates the walking parameter to the maximum value (for example, 10) at the first login of each day during the period when the walking activity is held.
[0082] In addition, the first parameter updating unit 84 updates the walking parameter in association with the use of the cultivation function and the use of the battle function. In the present embodiment, when the cultivation of the character is completed, when a battle is carried out in the team arena, when a battle is carried out in the daily competition, and when a battle is carried out in the daily legend competition, for each use of the main game function, a predetermined value is accumulated as the walking parameter according to the game function used. That is, the increase amount of the walking parameter based on the use of the main game function varies according to the type of the game function used. In this way, by making the increase amount of the walking parameter different according to the game function used by the player, an opportunity to use various game functions can be given to the player. However, the increase amount of the walking parameter based on the use of each game function may also be the same. In addition, it may be configured that when the walking parameter is at the maximum value, when the opportunity to update the walking parameter comes, the walking parameter is not accumulated beyond the maximum value. By setting the limit in such a way that the walking parameter is not accumulated beyond the maximum value, a large difference among players can be prevented. In addition, for example, the update of the first parameter may be conditional on achieving a specified task related to the main game function such as performing a specific match in the battle function three times (in the example of other games, completing a specific level, defeating enemies a specified number of times, combining and executing these contents). In addition, for example, it may be configured that the first parameter can also be accumulated by using an item. The item may be configured to be obtained by various methods such as recharge / purchase using in-game currency / use of each function.
[0083] The main game functions in this embodiment refer to the game of cultivating a horse-racing themed character (an example of a game medium) provided by the cultivation function providing unit 81, and the game of having the cultivated character participate in a race to battle against other characters (including the cultivated characters of other players and non-player characters (NPCs)) provided by the battle function providing unit 82. Due to the characteristics of the game in question, these are the game functions mainly utilized by players. In addition, as examples of other games, in games related to baseball and football, the games of cultivating players and teams, and the games of using the cultivated players and teams to play matches are equivalent to the main game functions. Also, for example, in a card game, the game of strengthening and evolving cards to cultivate them, and forming a deck using the cultivated cards to engage in battles is equivalent to the main game function. Additionally, for example, in a love game, a series of processes of building a specified relationship through interactions such as dates with a specific opposite sex and providing a simulated experience of romantic relationships is equivalent to the main game function.
[0084] The first parameter update unit 84 resets the walking parameter to the initial value (e.g., 0) at the reset timing that periodically arrives once every 24 hours. In this embodiment, every time one day (5:00 AM to 4:59 AM the next day) synchronized with the login management cycle passes, the walking parameter of each player is reset to the initial value at the specified time (5:00 AM). In addition, regarding the walking parameter as the first parameter, a structure is set where it is updated to the maximum value at the first login, and a structure where it is reset to the initial value according to the login management cycle, but it is not limited to this. It can also be a structure where the first parameter can be accumulated without setting an upper limit and periodic reset. Thus, it is possible to provide players with the element of racing through the game function.
[0085] The execution condition determination unit 85 performs processing to determine whether the walking parameter satisfies the execution conditions for the walking activity. In this embodiment, it is determined whether the execution conditions for the walking activity are established based on whether the walking parameter is the maximum value. In addition, in this embodiment, a limit is also set on the number of times the walking activity can be executed, with a maximum of 2 times per day. By setting a limit on the number of times the walking activity can be executed in this way, it is possible to encourage players to continue logging in while preventing large differences among players.
[0086] When the walking activity can be executed, the selection acceptance unit 86 performs a process of accepting the selection of the character to be the activity target. In the present embodiment, the selection acceptance unit 86 enables visual confirmation of the completion status of the walking activity of each character in the input interface for accepting the selection related to the character to be the activity target. Specifically, a method is adopted in which the display unit 44 displays a character selection dialog box to accept the selection related to the character to be the activity target. The selection acceptance unit 86 displays a list of unlocked characters associated with the player ID in the character selection dialog box, enabling visual confirmation of the completion status of the destination for each character according to the display mode of the destination icon. Additionally, it may be that, on the condition that the intimacy level has reached a specified level, the unlocked characters that can be selected as the character to be the activity target are restricted. For example, when there is an unlocked character whose intimacy level has reached the upper limit, control may be performed such that the unlocked character is not displayed in the input interface for accepting the selection of the character to be the activity target, or such that the unlocked character cannot be selected in the input interface for accepting the selection of the character to be the activity target.
[0087] In addition, in the present embodiment, any destination can be selected from a variety of destinations for each character, and a variety of walking activities with different performance contents can be executed according to the destination. After the selection of the character to be the activity target is made, the selection acceptance unit 86 displays a destination selection dialog box on the display unit 44 and accepts the selection related to the performance content of the walking activity to be the execution target.
[0088] In addition, in the present embodiment, it is possible to obtain a reward associated with the execution of a walking activity. For the execution of one walking activity, the player can select and obtain one type of reward. By being able to obtain a reward based on the execution of a walking activity in this way, it is possible to give the player the motivation to execute the walking activity. In addition, in the present embodiment, it is possible to give the motivation to execute the main game function in order to accumulate walking parameters. Moreover, after the selection of the destination as the execution object of the walking activity, the selection acceptance unit 86 displays a reward selection dialog box on the display unit 44 and accepts the selection of the reward. In addition, in the present embodiment, regarding the rewards that can be obtained during the execution of the walking activity, each reward is managed using a reward ID, and one reward ID can only be obtained once. Therefore, in the walking activity data storage unit 74, reward management data capable of setting an obtained flag is stored in association with the reward ID. When the walking activity is executed, the obtained flag is set for the reward ID selected by the player. Moreover, the selection acceptance unit 86 confirms the setting status of the obtained flag for each reward ID in the reward management data, and by making the display method of the unobtained reward different from the display method of the obtained reward in the reward selection dialog box, it is possible to visually confirm the unobtained reward. In addition, in the present embodiment, the rewards (such as items) obtained in the walking activity are reflected in the item list of the player data storage unit 71 and managed accordingly.
[0089] The activity execution unit 87 performs processing for executing a performance related to the walking activity in association with the character that is the object of the activity. In the present embodiment, as the performance related to the walking activity, the following animation performance is executed: a background image corresponding to the destination and a character image based on the motion data of the character are synthesized to generate a performance image, and the performance image is displayed on the display unit 44. That is, the activity execution unit 87 performs the following processing: executing processing for an animation performance related to the walking activity corresponding to the combination of the character that is the object of the activity and the destination selected as the execution object. In the present embodiment, the animation performance executed through the walking activity is a special performance related to a specific unlocked character, so that the affection for the unlocked character can be further enhanced. In addition, when executing the performance related to the walking activity, the animation performance can also be changed with a certain probability. For a specific description, for example, in the case of a walking activity related to dining, a successful performance of eating all the food and a failed performance of not eating all the food can also be set. And it can also be set that, depending on the situation of executing the successful performance and the failed performance, the rewards that the player can obtain and the degree of increase or decrease of the intimacy parameter change.
[0090] The second parameter update unit 88 updates the intimacy parameter associated with the character that is the object of the activity based on the result obtained by performing the walking activity. In the present embodiment, for the execution of one walking activity, the intimacy parameter associated with the character category ID of the unlocked character that has become the character that is the object of the activity is updated in such a way as to increase by a certain increase amount. In addition, the increase amount of the intimacy parameter may also vary depending on the type of the walking activity performed, that is, the destination selected by the player. Additionally, the increase amount of the intimacy parameter may also be determined according to the combination of the character and the destination.
[0091] The content unlocking unit 89 performs the following processing: based on the result obtained by performing the walking activity, it unlocks the content associated with the character that is the object of the activity. In the present embodiment, content unlocking status data for managing the content unlocking status of the character is stored in the walking activity data storage unit 74. In the content unlocking status data, the performance ID for identifying the animation performance related to the walking activity corresponding to the destination and the unlocked flag indicating the unlocking status of each performance ID are stored in association with the character category ID indicating the category of the character. When the animation performance related to the walking activity is executed, the content unlocking unit 89 confirms whether the performance ID related to the animation performance has been unlocked based on the content unlocking status data. In the case of an animation performance determined to be not unlocked (the unlocked flag is not set), it is unlocked by setting the unlocked flag for the performance ID so that the player can view the animation performance arbitrarily.
[0092] In addition, when the intimacy parameter satisfies a specified condition, the content unlocking unit 89 performs the processing of unlocking the content associated with the character that is the object of the activity. In the present embodiment, a story composed of multiple episodes is prepared for each character. When the intimacy parameter satisfies the unlocking condition of the story, the content unlocking unit 89 performs the processing of unlocking the story step by step so that the story can be viewed. In addition, the content unlocked based on the intimacy parameter is not limited to the story of the character. For example, it includes: unlocking the profile information of the character so that the profile information of the character can be viewed when the intimacy parameter satisfies the unlocking condition; unlocking the character voice so that the character voice can be listened to when the intimacy parameter satisfies the unlocking condition; unlocking the character costume so that the appearance of the character can be changed when the intimacy parameter satisfies the unlocking condition, etc. In addition, the function of unlocking content based on the intimacy parameter may also be a structure independent of the walking activity function providing unit 83. For example, in the game execution unit 80, an intimacy-related content unlocking unit may also be provided separately from the cultivation function providing unit 81, the battle function providing unit 82, and the walking activity function providing unit 83. The intimacy-related content unlocking unit performs the processing of unlocking the content corresponding to the achieved intimacy level in association with the character category ID of the unlocked character on the condition that the intimacy level based on the intimacy parameter reaches a specified level.
[0093] 2. Control method of this embodiment
[0094] Hereinafter, taking the case where the game program of this embodiment is applied to a game application of the player terminal 40 set as a smart phone as an example, the control method of this embodiment will be described. In addition, the specific control process is implemented by the respective main functions of the aforementioned server 20 and player terminal 40. However, it may also be implemented mainly by the function of the server 20, or may be implemented by sharing the functions of the server 20 and the player terminal 40.
[0095] The game program of this embodiment is configured to be able to provide a variety of game functions. In the cultivation function as the main game function, a character to be cultivated is selected from a variety of characters, and its state changes according to the progress of the game. When a specified end condition is satisfied, the state of the character is determined and the cultivation ends. The cultivated character can be used in a battle against a character cultivated by another player or a non-player character (NPC) in the battle function as another main game function.
[0096] In the information processing system 10 to which the game program of this embodiment is applied, a method of cumulatively increasing the intimacy parameter in association with the characters used in each game function by using the cultivation function and the battle function is adopted. Specifically, the intimacy parameters are managed separately and associated with the character category IDs of the unlocked characters. When the cultivation function is used, the intimacy parameter of the unlocked character corresponding to the character to be cultivated is cumulated at the end of the cultivation. When the battle function (match arena, daily match, daily legend match) is used, the intimacy parameter of the unlocked character corresponding to the cultivated character participating in the match is cumulated after the battle ends. In this way, in this embodiment, the intimacy parameter becomes an index indicating the degree of use of the character, is cumulated in association with a variety of game functions, and becomes a common parameter for the unlocked characters held by the player.
[0097] Moreover, in this embodiment, the content prepared for each character can be unlocked according to the progress of the cumulative increase in the intimacy parameter. Specifically, a story consisting of 7 episodes is prepared for each character. Episodes 1 to 4 are unlocked at the beginning without depending on the intimacy parameter, and for each episode after the 5th episode, an unlocking condition corresponding to the intimacy parameter is set. Moreover, when the intimacy parameter satisfies the unlocking condition of the story, the story after the 5th episode is unlocked step by step so that the story can be viewed.
[0098] In this way, in the present embodiment, a method is adopted in which the intimacy parameter associated with the character used can be accumulated by utilizing the cultivation function and the battle function. However, since there is a process of cultivating a character in the cultivation function and using the cultivated character in the battle function, the characters used by the player are likely to be biased. As a result, the following situation occurs: the degree of accumulation of the intimacy parameter is also likely to be biased among the characters, the unlocking of the content of the character liked by the player and the granting of special treatment progress, while for the characters that are held as unlocked characters but have a low usage frequency, the unlocking of the content does not progress. In addition, if only through the main game functions, there is the following problem: the player focuses on the specific results of the cultivation function and the battle function, and the interest and utilization frequency of the intimacy parameter, which is a parameter indicating the usage degree of a specific character, decrease, and it is difficult to operate the mechanism for enhancing the use of many characters (an example of a game medium) and the love for the whole game.
[0099] Therefore, in the present embodiment, the following method is adopted: by consuming the walking parameter accumulated according to the usage status of the game, a walking activity is executed, and the intimacy parameter associated with the character selected by the player can be accumulated. Through this method, an effect of motivating the use of many characters (an example of a game medium) and further enhancing the love for the whole game can be expected. Below, according to Figure 4 the flowchart shown, the process of the process associated with the walking activity will be described.
[0100] First, when the game application is started, a login process is performed (step S101). In the login process, the player terminal 40 requests the server 20 for the account authentication of the player associated with the player ID. When the account authentication based on the player ID is completed in the server 20, a login permission response is obtained from the server 20.
[0101] In the case of the first login during the login management cycle of this time (from 5:00 AM to 4:59 AM the next day; hereinafter referred to as the login management cycle) (when it is "Yes" in step S102), the walking parameter and the number of executable times are updated to the maximum values (step S103). In this embodiment, at 5:00 AM every day synchronized with the login management cycle, the walking parameter is reset to the initial value (for example, 0), and at the first login thereafter, the walking parameter is updated to the maximum value (for example, 10). In addition, for the number of executable times of the walking activity, at 5:00 AM every day synchronized with the login management cycle, the number of executable times is reset to the initial value (for example, 0), and at the first login thereafter, the number of executable times is updated to the maximum value (for example, 2 times). That is, it is possible to make it a situation where the walking activity can be executed immediately after the first login every day. In addition, at the first login during the login management cycle, the walking parameter and the number of executable times can also be updated in a way that overwrites them with their respective maximum values. In this way, in this embodiment, the walking parameter is updated to the maximum value through the first login, thereby prompting the player to log in every day.
[0102] In this embodiment, the home screen is displayed after the login process is completed. However, in the case of the first login during the login management cycle, as Figure 5 shown, the first display for notifying that the walking parameter has been updated to the maximum value is performed. Through the first display, the player can effectively recognize that the walking parameter is the maximum value, and can efficiently promote participation in the walking activity.
[0103] Moreover, on the home screen, as Figure 6 shown, the activity icon 201 is displayed. The activity icon 201 also serves as an input button for opening the character selection dialog box described later. In this embodiment, the cumulative status of the walking parameter can be grasped according to the display mode of the activity icon 201. When the walking parameter is the maximum value, the activity icon 201 is emphasized and displayed. In addition, it can also be that a meter bar is displayed on the home screen to show the cumulative degree of the walking parameter. In this way, in this embodiment, on the home screen, the activity icon 201 enables the cumulative status of the walking parameter to be grasped, and can improve the visibility and operability by also serving as the function of an input button.
[0104] When a click input (move to activity input) is performed on the activity icon 201 while the home screen is being displayed (Yes in step S104), it is checked whether there is interruption data for the walking activity (step S105). In the present embodiment, when the processing related to the ongoing walking activity is interrupted due to process termination (task kill), communication error, etc. during the performance of the presentation related to the walking activity, the processing related to the walking activity can be restored from the interrupted state. The activity restoration processing for the case where there is interruption data will be described later.
[0105] In the case where there is no interruption data for the walking activity (No in step S105), a character selection dialog box is displayed as Figure 7 shown. An executable times display bar 211 and a walking gauge bar 212 are provided in the character selection dialog box. The executable times of the walking activity can be confirmed through the executable times display bar 211, and the cumulative status of the walking parameters can be confirmed through the walking gauge bar 212.
[0106] Then, when the character selection dialog box is displayed, it is checked whether the walking parameters satisfy the execution conditions for the walking activity (step S106). In the present embodiment, when the walking parameters are at the maximum value, it is determined that the execution conditions for the walking activity are satisfied. When the walking parameters are at the maximum value (Yes in step S106), it is checked whether there is a remaining executable times for the walking activity (step S107).
[0107] In the present embodiment, as Figure 7 shown, when the walking parameters are not at the maximum value, a determination button 220 described later is not displayed, so the walking activity cannot be executed. However, a guide button 213 is provided in the character selection dialog box. When a click input is performed on the guide button 213, a function guide dialog box is displayed as Figure 8 shown. This function guide dialog box is used to guide to the cultivation function and battle function that can accumulate walking parameters. In this way, in the present embodiment, the player can immediately grasp the main game functions that can accumulate walking parameters through the function guide dialog box, and can quickly use the selected game function by performing a click input on any of the movement buttons 231 corresponding to the game functions provided in the function guide dialog box. In addition, when a click input is performed on the close button 232 provided in the function guide dialog box, it returns to Figure 7The character selection dialog box. In this embodiment, by setting the control for guiding to the main game functions (cultivation function, battle function) when the walking parameters do not meet the execution conditions of the walking activity, the following effects can be expected: improving the willingness to play the main game functions, giving further fun to the player, and efficiently increasing the intimacy parameter (character common parameter). Furthermore, the love for the unlocked characters can be further enhanced.
[0108] Moreover, when the walking parameter is at the maximum value and there are remaining executable times of the walking activity (in step S106, "yes", and in step S107, "no"), acceptance of selection related to the character as the activity object is permitted, and the character selection acceptance process is executed (step S108).
[0109] In this embodiment, when selection related to the character as the activity object can be accepted, as Figure 9 shown, the selection of the character as the activity object is accepted through the character selection dialog box opened from the activity icon 201 on the home screen. In the character selection dialog box, a list of characters as selection candidates is displayed through the character icons 215. The characters as selection candidates are the characters set with the unlocked flag in the character list associated with the player, that is, the unlocked characters. In the character selection dialog box, below the character icons 215, three types of destinations are displayed in the form of destination icons 216 corresponding to each character icon 215. Specifically, the icons of a fork and a spoon indicate the dining activity, the icon of a house indicates the indoor activity, and the icon of a tree indicates the outdoor activity, but it is not limited thereto. The destination icons 216 visualize the activity completion status of each character, and the destination icons 216 corresponding to the destinations where the walking activity has been completed are colored and displayed, and the destination icons 216 corresponding to the destinations where the walking activity has not been completed are grayed out.
[0110] In addition, in the character selection dialog box, a selection mark 217 is given to the character icon 215 being selected, and by clicking on other character icons 215 for input, a selection mark 217 is given to the newly selected character icon 215 to change the character being selected. Furthermore, in this embodiment, when the character selection dialog box is opened, as the default setting, the character icon 215 of the character with the highest sorting position (the leftmost character displayed at the top) is given the selection mark 217. In this embodiment, hereinafter, the character being selected when the character selection dialog box is opened is referred to as the initially selected character.
[0111] In addition, it can also be set that: when the walking activity has been completed, the selection information of the role that was the activity object last time is retained and this role is set as the initially selected role. Additionally, it can also be set that: the role with the highest ranking among the roles with unfinished activities is set as the initially selected role.
[0112] Furthermore, the sorting object can be changed by clicking and inputting on the sorting object change button 218 provided in the role selection dialog box. Additionally, ascending and descending orders can be switched by clicking and inputting on the sorting rank change button 219 provided in the role selection dialog box. In this embodiment, in addition to "default", "intimacy" can also be selected as the sorting object. When "intimacy" is selected as the sorting object, as Figure 10 shown, the role icons 215 are sorted in the order of the intimacy parameters associated with the unlocked roles. Below the role icons 215, the intimacy gauge 221 is displayed to replace the destination icon 216. The intimacy gauge 221 visualizes the intimacy level (0 to the maximum value) determined by the cumulative amount of the intimacy parameter and the cumulative degree of the intimacy parameter from the current intimacy level to the next intimacy level. Thereby, the player can compare and consider the intimacy gauges 221 of the unlocked roles to perform the walking activity in order to increase the intimacy parameters of specific unlocked roles. Also, in order to improve the visibility and operability related to the selection of the role as the activity object, a filtering function can also be set in the role selection dialog box. For example, it can also be set that, according to the performance unlocking status of the walking activity (all unlocked, there are unlocked ones), the cumulative status of the intimacy parameters (the intimacy parameter is less than the maximum value, the intimacy parameter is the maximum value), etc., only the specified roles are displayed in the role selection dialog box.
[0113] Furthermore, as Figure 9 and Figure 10 shown, when the selection of the role as the activity object can be accepted, a decision button 220 is set in the role selection dialog box. When a click input is performed on the decision button 220, the role corresponding to the role icon 215 with the selection mark 217 assigned to it is set as the role as the activity object, and the destination selection acceptance process for the selection destination is performed (step S109). In addition, when a click input is performed on the cancel button 214 in the state where the role selection dialog box is being displayed, the role selection dialog box is closed and the home screen is returned. Additionally, in this embodiment, when the walking parameter is the maximum value but the number of executable times of the walking activity is 0, as Figure 11 shown, a message for notifying that the executable times for today have been completed is displayed in the role selection dialog box, and a close button 222 is displayed. When a click input is performed on the close button 222, the role selection dialog box is closed and the home screen is returned.
[0114] In the destination selection acceptance process, the selection of a destination is accepted through a destination selection dialog box. As shown in the destination selection dialog box, a map image 240 is displayed, and destination images 241 corresponding to three types of destinations are overlapped and displayed on the map image 240. Any destination can be selected by clicking on an arbitrary destination image 241, and a selection mark 242 is assigned to the destination image 241 corresponding to the selected destination. In addition, the destination image 241 corresponding to the destination where the walking activity has been completed is grayed out and a completion mark 245 is assigned, so that it is possible to grasp that the walking activity has been completed. Figure 12 As shown, a map image 240 is displayed, and destination images 241 corresponding to three types of destinations are overlapped and displayed on the map image 240. Any destination can be selected by clicking on an arbitrary destination image 241, and a selection mark 242 is assigned to the destination image 241 corresponding to the selected destination. In addition, the destination image 241 corresponding to the destination where the walking activity has been completed is grayed out and a completion mark 245 is assigned, so that it is possible to grasp that the walking activity has been completed.
[0115] In addition, a decision button 243 and a cancel button 244 are provided in the destination selection dialog box. When a click input is made on the decision button 243, the destination corresponding to the destination icon 241 to which the selection mark 242 is assigned is set as the execution object of the walking activity, and a reward selection acceptance process for the selection reward is performed (step S110). In addition, when a click input is made on the cancel button 244 in the state where the destination selection dialog box is displayed, the destination selection dialog box is closed and returned to Figure 9 or Figure 10 the role selection dialog box.
[0116] In the reward selection acceptance process, the selection of a reward is accepted through a reward selection dialog box. In the reward selection dialog box, as shown, a list of rewards that can be obtained in the ongoing walking activity is displayed. Any reward can be selected by clicking on a reward button 251, and a selection mark 252 is assigned to the reward button 251 corresponding to the selected reward. In addition, in this embodiment, each reward can only be obtained once. In the reward selection dialog box, for the obtained rewards, the reward button 251 is grayed out. When a normally displayed reward button 251 is selected, the click input on the decision button 253 is enabled. When a grayed-out reward button 251 is selected, the click input on the decision button 253 becomes invalid. In the reward selection dialog box, when the click input on the decision button 253 is invalid, the decision button 253 is grayed out. In addition, when a click input is made on the cancel button 254 in the state where the reward selection dialog box is displayed, the reward selection dialog box is closed and returned to the destination selection dialog box. In addition, regarding the acquisition of rewards, it is also possible to set that the same reward can be obtained multiple times, or no limit can be set on the number of times of obtaining rewards. Figure 13 As shown, a list of rewards that can be obtained in the ongoing walking activity is displayed. Any reward can be selected by clicking on a reward button 251, and a selection mark 252 is assigned to the reward button 251 corresponding to the selected reward. In addition, in this embodiment, each reward can only be obtained once. In the reward selection dialog box, for the obtained rewards, the reward button 251 is grayed out. When a normally displayed reward button 251 is selected, the click input on the decision button 253 is enabled. When a grayed-out reward button 251 is selected, the click input on the decision button 253 becomes invalid. In the reward selection dialog box, when the click input on the decision button 253 is invalid, the decision button 253 is grayed out. In addition, when a click input is made on the cancel button 254 in the state where the reward selection dialog box is displayed, the reward selection dialog box is closed and returned to the destination selection dialog box. In addition, regarding the acquisition of rewards, it is also possible to set that the same reward can be obtained multiple times, or no limit can be set on the number of times of obtaining rewards.
[0117] Then, when a click input is made on the decision button 253 in the case where an obtainable reward is selected while the reward selection dialog box is being displayed, an execution confirmation process is performed (step S111). In the execution confirmation process, as Figure 14 shown, an execution confirmation dialog box is displayed to perform a final confirmation of the execution content of the walking activity.
[0118] In the execution confirmation dialog box, the selection results of the player in the character selection acceptance process, the destination selection acceptance process, and the reward selection acceptance process are reflected, and a display related to the execution content of the walking activity is performed. Specifically, the character corresponding to the character that is the object of the activity is displayed in the selected character display column 261, the destination that is the object of execution of the walking activity is displayed in the selected destination display column 262, and the reward that will be obtained by executing the walking activity is displayed in the selected reward display column 263. In addition, in the present embodiment, by executing the walking activity, the intimacy parameter associated with the unlocked character corresponding to the character that is the object of the activity is also accumulated, and the degree of change in the intimacy parameter before and after executing the walking activity is displayed in the intimacy change display column 264.
[0119] Then, when a click input is made on the confirmation button 265 while the execution confirmation dialog box is being displayed, the execution content of the walking activity is determined, and a consumption process of the walking parameter and the executable number of times of the walking activity is performed (step S112). After that, an animation performance process of synthesizing and displaying the background image and the image of the character moving is performed according to the determined execution content of the walking activity (step S113). In addition, when a click input is made on the cancel button 266 while the execution confirmation dialog box is being displayed, the execution confirmation dialog box is closed and the process returns to the reward selection dialog box.
[0120] In the consumption process of the walking parameter and the executable number of times of the walking activity, the walking parameter is updated to the initial value (for example, 0), and the executable number of times of the walking activity is decreased by 1 time. In addition, for the executable number of times of the walking activity, it is also possible to manage the execution times of the walking activity for each player, and it is determined that all executable times have been consumed when the execution times = the executable number of times.
[0121] In the animation performance process, the background image and the movement of the character are determined according to the combination of the character and the destination selected by the player, and an animation performance of synthesizing and displaying the background image and the image of the character moving is performed. Figure 15An example of an animation performance executed during a walking activity is an animation performance in which a character looks up at the sky under the starry sky. In the present embodiment, performance mode data that sets a combination of a background image corresponding to a destination and the movement of a character for each character is stored in the walking activity data storage unit 74. In the performance execution process, the animation performance is executed with reference to the performance mode data according to the execution content of the walking activity determined in the execution confirmation process.
[0122] In addition, in the present embodiment, in the performance execution process, if a process termination or the like occurs before the execution of the animation performance is completed, interruption data including the player's selection content required for the execution of the animation performance is saved to the walking activity data storage unit 74 in the end process of the application. Moreover, when there is interruption data of the walking activity (Yes in step S105), a resume confirmation dialog box is displayed, and a confirmation of whether to resume the execution of the interrupted walking activity is made. When a confirmation input for resuming the execution of the walking activity is made (Yes in step S115), the animation performance is executed based on the saved interruption data (step S113). In addition, when an input for canceling the resume of the execution of the walking activity is made in the state where the resume confirmation dialog box is displayed (No in step S115), the resume confirmation dialog box is closed and the home screen is returned.
[0123] Then, when the execution of the animation performance based on the performance execution process is completed, the activity end process is executed (step S114). In the activity end process, content unlocking is performed. Specifically, with reference to the content unlocking status data stored in the walking activity data storage unit 74, in the case where an unlocked flag is not set for the animation performance executed through the performance execution process, an unlocked flag is set for the executed animation performance in association with the character that is the object of the activity, thereby unlocking new content. The unlocked animation performance can be viewed in the trainer's notes where various information related to the character can be viewed.
[0124] In addition, in the activity end process, processing related to obtaining rewards and the like is performed. Specifically, the walking reward selected by the player during the execution of the walking activity is added to the item list in the player data storage unit 71, and the intimacy parameter associated with the unlocked character corresponding to the character that is the object of the activity is updated. In addition, when the intimacy level changes due to the update of the intimacy parameter, if there is a story unlocked by achieving the intimacy level, the unlocked flag of the story is set in association with the unlocked character corresponding to the character that is the object of the activity, thereby unlocking new content. The unlocked story can be viewed in the story mode which is another game function.
[0125] In addition, in the activity end process, the execution result of the walking activity is displayed. For example, as Figure 16 shown, a walking result dialog box is displayed to notify the player. In the walking result dialog box, an intimacy reward display column 271 and a walking reward display column 272 are set. In the intimacy reward display column 271, the updated content of the intimacy parameter associated with the character targeted by the activity, which is updated through the execution of the current walking activity, is displayed. In the walking reward display column 272, the content of the walking reward selected by the player in the current walking activity is displayed using icons or the like. Moreover, when a click input is made on the confirmation button 273 set in the walking result dialog box, the walking result dialog box is closed and the player returns to the home screen, and a series of processes ends.
[0126] Next, the viewing of the animation performances unlocked in the walking activity will be described. Figure 17 is a diagram showing an example of a display screen related to the above-mentioned trainer's note. In the trainer's note, various information related to the character targeted for viewing can be viewed. When a click input is made on the performance button 301 in the situation where the trainer's note of the character targeted for viewing is displayed, as Figure 18 shown, a performance dialog box is displayed. In the performance dialog box, using the label 311, the display object can be switched by clicking on the positions corresponding to the items of "gacha", "ability bloom", and "others". The animation performances unlocked in the walking activity are classified into the "others" item. By clicking on the position corresponding to "others" in the label 311, a list of animation performances related to the character targeted for viewing is displayed. In the performance dialog box, performance buttons 312 corresponding to each animation performance are set. The performance buttons 312 of the unlocked animation performances are normally displayed, and the performance buttons 312 of the un-unlocked animation performances are dimmed. In the case where it is desired to view an unlocked animation performance, by making a click input on the performance button 312 corresponding to that animation performance, the animation performance is executed. In addition, when a click input is made on the performance button 312 corresponding to an un-unlocked animation performance, a message indicating that it needs to be unlocked in the walking activity is displayed.
[0127] In the information processing system 10 of the present embodiment described above, the player is made to select a character to be the object of an activity, and based on the result obtained by performing an animation performance related to a walking activity in association with the character to be the object of the activity, the animation performance associated with the character to be the object of the activity is unlocked so that it can be freely viewed. In addition, in the information processing system 10 of the present embodiment, based on the result obtained by performing a walking activity, the intimacy parameter associated with the character to be the object of the activity is also updated, and when the intimacy parameter satisfies the condition related to the increase in the intimacy level, the story associated with the character to be the object of the activity is unlocked so that it can be freely viewed. Moreover, in the information processing system 10 of the present embodiment, in order to perform a walking activity, it is necessary to consume the walking parameters accumulated according to the usage status of the game as a price for logging in based on the start of the application, using the cultivation function and the battle function, etc. Therefore, in the information processing system 10 of the present embodiment, it is possible to give the player the motivation to use the game to accumulate walking parameters in order to perform a walking activity. Moreover, in the information processing system 10 of the present embodiment, the following effect can be expected: The player can come into contact with content such as animation performances and stories unlocked by performing a walking activity, which becomes an opportunity to newly increase the affection for characters that have been used less frequently so far, and thus use characters that have been used less frequently in the past in the subsequent use of the game. Therefore, in the information processing system 10 of the present embodiment, it is possible to give the player a positive motivation to play the game using various characters.
[0128] Specifically, in the information processing system 10 of the present embodiment, the cultivation function and the battle function have a relationality such that the battle function is used as a confirmation means for confirming the results of cultivating a character in the cultivation function. Therefore, the character selected by the player as the object of use is likely to be biased. Therefore, in the present embodiment, in order to improve the bias in the usage frequency between characters, instead of forcibly requiring the use of characters with a low usage frequency in the cultivation function and the battle function, the player's favorite characters are used in the cultivation function and the battle function to accumulate walking parameters, and in the walking activity, a character with a low usage frequency is selected as the character to be the object of the activity. As a result, it is possible to easily accumulate the intimacy parameter for a character that has been used less frequently in the past, and as a result, content can also be unlocked for a character that has been used less frequently in the past. Moreover, by viewing the newly unlocked content, it is possible to increase the affection for characters that have been used less frequently so far, and the motivation to use various characters can be obtained.
[0129] In addition, in the information processing system 10 of the present embodiment, it is set that the walking parameters can be reset at the reset timing that periodically arrives, and the walking parameters are updated to the maximum value at the first login to the game during the login management cycle. Therefore, by simply starting the application and logging in once a day, the walking activity can be executed, so that the player can be given the motivation to continuously play the game.
[0130] In addition, in the present embodiment, a plurality of walking activities with different destinations can be executed for each character. When executing the walking activity, after selecting the character as the activity object, the selection of the destination related to the walking activity as the execution object is accepted, and the animation performance corresponding to the combination of the character and the destination selected by the player is executed. Therefore, even if the same character is selected as the activity object last time and this time, different animation performances can be enjoyed, so that the interest of the player can be aroused, and an opportunity to enhance the love for the character selected as the activity object can be given.
[0131] In addition, in the present embodiment, it is set that in the character selection dialog box, which is an input interface for accepting the selection related to the character as the activity object, the activity completion status of each character can be visually confirmed according to the display mode of the destination icon 216, so that the convenience when selecting the character as the activity object can be improved. In addition, it can also be set that in the character selection dialog box, by long-pressing the character icon 215, a dialog box for viewing the unlocking status of the animation performance associated with the character corresponding to the character icon 215 can be displayed. That is, it can also be set that in the input interface for accepting the selection related to the character as the activity object, a dialog box showing the details of the activity completion status of each character can be opened based on a specified input.
[0132] In addition, in the present embodiment, a game in which parameters indicating the usage degree of a character can be accumulated by cultivating a character with a horse racing theme to unlock content is taken as an example for explanation, but it can also be set that the structures of the various functions of the information processing system 10 are provided in other games. For example, it can be applied to games in which characters participating in competitions are cultivated in sports games such as baseball games and football games, and parameters indicating the usage degree of the characters are accumulated by cultivating the characters to unlock content. In addition, it can also be applied to games in which parameters indicating the usage degree of the game media used can be accumulated by using game media such as characters to unlock content in other types of games, such as idol cultivation games, card battle games, fighting games, action games, battle royale games, role-playing games, etc.
[0133] Description of Reference Numerals
[0134] 10: Information processing system; 20: Server; 40: Player terminal; 21, 41: Control unit; 22, 42: Storage unit; 23, 45: Communication unit; 43: Operation input unit; 44: Display unit; 50: Server data storage unit; 51: Player management database; 60: Game operation unit; 70: Terminal data storage unit; 71: Player data storage unit; 72: Cultivation progress data storage unit; 73: Match control data storage unit; 74: Walking activity data storage unit; 80: Game execution unit; 81: Cultivation function providing unit; 82: Battle function providing unit; 83: Walking activity function providing unit; 84: First parameter updating unit; 85: Execution condition determination unit; 86: Selection acceptance unit; 87: Activity execution unit; 88: Second parameter updating unit; 89: Content unlocking unit.
Claims
1. A program that causes a computer to function as the following components: A first parameter update unit that updates a first parameter accumulated according to the usage status of a game; An execution condition determination unit that determines whether the first parameter satisfies the execution condition of an event; A selection acceptance unit that, when the event can be executed, accepts a selection of a game medium that is the object of the event; An event execution unit that executes the event in association with the game medium that is the object of the event on the condition of consuming the first parameter; And A second parameter update unit that updates a second parameter associated with the game medium that is the object of the event based on the result obtained by executing the event.
2. The program according to claim 1, wherein the program causes the computer to function as a content unlocking unit that unlocks content associated with the game medium that is the object of the event based on the result obtained by executing the event.
3. The program according to claim 1, wherein the first parameter update unit updates the first parameter in association with logging in to the game.
4. The program according to claim 1, wherein the first parameter update unit can reset the first parameter at a reset timing that periodically arrives.
5. The program according to claim 1, wherein multiple events can be executed for each game medium, after a selection of the game medium that is the object of the event is made, the selection acceptance unit accepts a selection of an event that is the execution object, and the event execution unit executes the event selected as the execution object.
6. The program according to claim 5, wherein the selection acceptance unit enables visual confirmation of the event completion status of each game medium in an input interface that accepts a selection related to the game medium that is the object of the event.
7. An information processing system, comprising: A first parameter update unit that updates a first parameter accumulated according to the usage status of a game; An execution condition determination unit that determines whether the first parameter satisfies the execution condition of an event; A selection acceptance unit that, when the event can be executed, accepts a selection of a game medium that is the object of the event; An event execution unit that executes the event in association with the game medium that is the object of the event on the condition of consuming the first parameter; And A second parameter update unit that updates a second parameter associated with the game medium that is the object of the event based on the result obtained by executing the event.
8. An information processing method, comprising the following steps: A first parameter update step of updating a first parameter accumulated according to the usage status of a game; An execution condition determination step of determining whether the first parameter satisfies the execution condition of an event; A selection acceptance step of accepting a selection of a game medium that is the object of the event when the event can be executed; An event execution step of executing the event in association with the game medium that is the object of the event on the condition of consuming the first parameter; And Second parameter update step: Based on the result obtained from executing the activity, update the second parameter associated with the game medium that is the object of the activity.
Citation Information
Patent Citations
Program, information processing device, method, and system
JP2022093716A