Program, information processing system, and information processing method

JP2024048401A5Pending Publication Date: 2025-12-26CYGAMES INC
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Patent Information

Application Number
JP2023208383
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-11
Publication Date
2025-12-26

AI Technical Summary

Technical Problem

Players tend to favor certain game media over others, leading to an imbalance in usage frequency, which makes it difficult to provide benefits for less frequently used media and reduces interest in parameters indicating usage, thereby weakening attachment to the game as a whole.

Method used

A system that updates parameters based on game usage, allowing players to execute events that require consuming accumulated parameters, which in turn update secondary parameters linked to the game media, enabling content release and enhancing attachment to less frequently used media.

Benefits of technology

This system motivates players to use a variety of game media by providing positive incentives, such as content release and parameter updates, thereby increasing overall engagement and attachment to the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program, an information processing system, and an information processing method capable of giving a positive motivation to play a game by using various game media to a player.SOLUTION: A walk parameter is accumulated according to a utilization situation of a game, and selection of an object character of an event is received when the walk parameter satisfies an execution condition of the event and the event is executable. An event is executed in association with an object character of the event on condition of consumption of a walk parameter, and an affection-degree parameter associated with an object character of the event is updated on the basis of a result obtained by executing the event.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a program for a game, an information processing system, and an information processing method. [Background technology]

[0002] There are known games in which a player selects game media such as a character, and a parameter indicating the degree of usage of the game media varies based on the player's execution of a game using the selected game media, and content linked to that game media can be unlocked based on the parameter indicating the degree of usage of the game media (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-93716 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, players tend to decide which game media to use in a game based on the game media's performance and features. This leads to a bias in the frequency of use among game media, which makes it difficult to grant rewards such as unlocking content for game media that are used less frequently, and reduces interest in and frequency of use of parameters that indicate the degree of use, making it difficult to create a mechanism for strengthening attachment to game media or the game as a whole.

[0005] The present invention has been made in consideration of the above circumstances, and its object is to provide a program, an information processing system, and an information processing method that can give players a positive motivation to play games using various game media. [Means for solving the problem]

[0006] (1) The present invention relates to a program that causes a computer to function as a first parameter update unit that updates a first parameter accumulated according to game usage, an execution condition determination unit that determines whether the first parameter satisfies an execution condition of an event, a selection receiving unit that receives a selection of a game medium that is the target of the event if the event is executable, an event execution unit that executes the event in association with the game medium that is the target of the event on the condition that the first parameter is consumed, and a second parameter update unit that updates a second parameter linked to the game medium that is the target of the event based on the result of executing the event.

[0007] (2) The program of the present invention may cause a computer to function as a content release unit that releases content associated with the game content that is the subject of the event, based on the result of executing the event.

[0008] (3) In the program of the present invention, the first parameter update unit may update the first parameter in association with logging in to the game.

[0009] (4) In the program of the present invention, the first parameter update unit may be capable of resetting the first parameter at a reset timing that occurs periodically.

[0010] (5) In the program of the present invention, multiple types of events can be executed for each game medium, and the selection receiving unit may receive a selection of an event to be executed after a game medium to be the target of the event has been selected, and the event execution unit may execute the event selected as the event to be executed.

[0011] (6) In the program of the present invention, the selection receiving unit may make the event completion status for each game medium visible in an input interface that receives a selection related to the game medium that is the target of the event.

[0012] (7) The present invention relates to an information processing system including a first parameter updating unit that updates a first parameter accumulated according to game usage, an execution condition determination unit that determines whether the first parameter satisfies an execution condition of an event, a selection receiving unit that receives a selection of a game medium that is the target of an event when the event is executable, an event execution unit that executes the event in association with the game medium that is the target of the event on the condition that the first parameter is consumed, and a second parameter updating unit that updates a second parameter linked to the game medium that is the target of the event based on a result of executing the event.

[0013] (8) The present invention relates to an information processing method including a first parameter updating step of updating a first parameter accumulated according to game usage status; an execution condition determination step of determining whether the first parameter satisfies an execution condition of an event; a selection receiving step of receiving a selection of a game medium that is the target of the event if the event is executable; an event execution step of executing the event in association with the game medium that is the target of the event on the condition that the first parameter is consumed; and a second parameter updating step of updating a second parameter linked to the game medium that is the target of the event based on a result of executing the event.

[0014] In the above-mentioned program, information processing system, and information processing method of the present invention, the player is made to select a game medium that is the target of an event, and the second parameter associated with the game medium that is the target of the event is updated based on the result of executing the event in association with the game medium that is the target of the event. In the present invention, in order to execute the event, it is necessary to consume the first parameter that is accumulated according to the usage status of the game. Therefore, in the present invention, it is possible to motivate the player to play the game in order to accumulate the first parameter for executing the event. In the present invention, the second parameter is updated through the execution of the event, which is expected to cause the player to newly strengthen his / her attachment to the game medium that has not been used frequently until now, and to use the game medium that has not been used frequently in future game usage. Therefore, in the present invention, it is possible to give the player a positive motivation to play games using various game media. [Brief description of the drawings]

[0015] [Figure 1] FIG. 1 is a diagram showing an overall configuration of an information processing system. [Diagram 2] A functional block diagram of a server related to a training function, a battle function, and a walking event function among the functions realized by the information processing system. [Diagram 3] 1 is a functional block diagram of a player terminal related to a training function, a battle function, and a walking event function among the functions realized by the information processing system. [Figure 4] 13 is a flowchart illustrating an example of a process related to a walking event. [Diagram 5] FIG. 13 is a diagram showing an example of a display screen displayed on a player terminal at login time. [Figure 6] FIG. 13 is a diagram showing an example of a home screen displayed on the player terminal. [Figure 7] FIG. 13 is a diagram showing an example of a character selection dialogue displayed on a player terminal. [Figure 8]FIG. 13 is a diagram showing an example of a function guidance dialogue displayed on a player terminal. [Figure 9] FIG. 13 is a diagram showing an example of a character selection dialogue displayed on a player terminal. [Figure 10] FIG. 13 is a diagram showing an example of a character selection dialogue displayed on a player terminal. [Figure 11] FIG. 13 is a diagram showing an example of a character selection dialogue displayed on a player terminal. [Figure 12] FIG. 13 is a diagram showing an example of a destination selection dialogue displayed on a player terminal. [Figure 13] FIG. 13 is a diagram showing an example of a reward selection dialogue displayed on a player terminal. [Figure 14] FIG. 13 is a diagram showing an example of an execution confirmation dialog displayed on the player terminal. [Figure 15] FIG. 13 is a diagram showing an example of an animation effect displayed on a player terminal. [Figure 16] FIG. 13 is a diagram showing an example of a walk result dialog displayed on the player terminal. [Figure 17] FIG. 13 is a diagram showing an example of a trainer note displayed on a player terminal. [Figure 18] FIG. 13 is a diagram showing an example of a presentation dialog displayed on a player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] Hereinafter, an embodiment of the present invention will be described. Note that the embodiment described below does not unduly limit the contents of the invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.

[0017] 1. Information Processing System Configuration Fig. 1 is a diagram showing the overall configuration of an information processing system 10 of this embodiment. As shown in Fig. 1, in the information processing system 10, a 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, and a so-called client-server communication system is constructed. Each of the plurality of player terminals 40 communicates with the server 20 via the network 30 to transmit and receive various information. Each of the plurality of player terminals 40 also communicates with the other player terminals 40 via the network 30 and the server 20 to transmit and receive various information.

[0018] The server 20 includes a control unit 21 consisting of a processor such as a CPU, a storage unit 22 consisting of a main storage device such as a ROM or RAM and an auxiliary storage device such as a HDD or SSD, and a communication unit 23 consisting of a communication module and a communication interface. In the server 20, the control unit 21 executes various processes in accordance with the programs stored in the storage unit 22. The server 20 also receives information from the player terminal 40 via the communication unit 23, and transmits information relating to the results of the processes executed by the control unit 21 to the player terminal 40.

[0019] The player terminal 40 is a smartphone, a tablet, a personal computer, a portable game machine, a stationary game machine installed in a store or at home, etc. The player terminal 40 includes a control unit 41 consisting of a processor such as a CPU, a storage unit 42 consisting of a main storage device such as a ROM or RAM, and an auxiliary storage device such as a flash memory, a HDD, or a SDD, an operation / input unit 43 consisting of a touch panel, a keyboard, a microphone, etc., a display unit 44 consisting of a liquid crystal display, an organic EL display, etc., and a communication unit 45 consisting 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. The player terminal 40 also receives information from the server 20 through the communication unit 45 and transmits information to the server 20 or to other player terminals 40.

[0020] The information processing system 10 of this embodiment has a function of providing, through the player terminal 40, a game in which a character (one example of a game medium) based on a racehorse is raised and the raised character is made to race against other characters. In particular, the information processing system 10 of this embodiment has a raising function for raising a character, a competition function for racing the raised character against other characters in a race, a walking event function for selecting a destination for the character and for taking a walk, and the like. In the following, a case in which these functions are realized mainly by the player terminal 40 will be described. However, the functions described above may be realized mainly by the server 20, or may be realized by sharing between the server 20 and the player terminal 40. Other examples of the game medium may be electronic data used in the game, such as weapons, equipment, items, and cards.

[0021] FIG. 2 is a functional block diagram showing the main functions of the server 20.

[0022] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminal 20, and the function of transmitting the calculation results to the player terminal 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.

[0023] The server data storage unit 50 includes a player management database 51, and is mainly realized by the storage unit 22. In this embodiment, a character list, an item list, a development target list, and the like are stored in the player management database 51 in association with a player ID assigned to each player.

[0024] The character list includes, for example, an individual character ID assigned to each trained character, a character type ID indicating the character's type, the character's status (rarity, evaluation points, course suitability, distance suitability, running style, speed, stamina, power, guts, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, performance in races run during training).

[0025] In this embodiment, a "character that has been trained" means a character that has been trained using a training function, which is one of the game functions described later and is realized by the information processing system 10 of this embodiment, and whose training has ended and whose status has been determined.

[0026] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.

[0027] First, the "character individual ID" is an ID that is assigned when character training is completed in the training function and the trained character is registered in the character management database 51, and is used to identify each trained character linked to the player ID.

[0028] In addition, in this embodiment, the training function is designed so that the player can select the character to be trained from a number of different types of characters, and the "character type ID" is an ID given to identify the type of character to be trained.

[0029] The "locked state" indicates whether or not the transfer of a trained character (deletion from the character list) is prohibited; if unlocked, the character can be transferred, and if locked, the character cannot be transferred. Examples of situations in which a character is locked include when the player selects a character individually from a list of trained characters, or when a trained character is registered to run in a race.

[0030] The training target list stores data in which information on either released or not released is associated with a character type ID. The training target list also stores data on the accumulated amount of an intimacy parameter (an example of a second parameter) linked to the character type ID. In this embodiment, a character associated with information on released in the training target list is a character that the player can select as a training target in the training function. In this embodiment, it is possible to release new characters by using a release item or a character acquisition lottery, and the number of characters that can be selected as a training target varies depending on the player. Hereinafter, a character that can be selected as a training target in the training function may be referred to as a released character.

[0031] Specifically, for example, the intimacy parameter is a parameter that indicates the degree of use of a character (game medium) common to the entire game. By using the same character in the training function and the battle function, the degree of accumulation of the intimacy parameter changes, making it possible to generate benefits and privileges for the player. In this embodiment, the intimacy parameter is expected to have the effect of strengthening the player's attachment to the character and increasing the frequency of use of the entire game. In addition, the intimacy parameter is linked to the character type ID and managed for each character. In addition, for example, the intimacy parameter may be a parameter that indicates the degree of use of the character (game medium) in a specific game function (e.g., a battle function) among multiple types of game functions. In this way, the player can grasp the degree of use of a specific character in a specific game function by the intimacy parameter, and motivation for the use of a specific character and the use of a specific game function can be given more finely and effectively.

[0032] As information related to the intimacy parameter, there is an intimacy rank for each character, and the intimacy rank increases when the accumulation amount of the intimacy parameter achieves a condition set for each rank. The intimacy rank may be set, for example, from rank 0 to rank 10 at the beginning of the operation of the game, and the upper limit of the intimacy rank may be released according to the operation period of the game. The intimacy parameter is given to the character used when the condition is achieved in the training function, the battle function, etc. The increase amount of the intimacy parameter based on the use of the game function may be changed according to the game result (evaluation, ranking, etc.). When the intimacy rank reaches a predetermined rank by accumulating the intimacy parameter, a story, which is a content linked to the character whose intimacy rank has reached the predetermined rank, is released. The intimacy rank, which is the release condition of the story, may be the same for each character, or may be different depending on the character.

[0033] The item list includes data on items, support points, and in-game currency owned by the player. In this embodiment, for example, the contents and amount of items owned, the amount of reinforcement points owned, the amount of in-game currency owned, and the like are stored in the player management database 51 as the item list.

[0034] In this embodiment, items are used, for example, to support character development or to change the starting conditions of a race, and can be obtained based on the results of a race or by consuming in-game currency.

[0035] Furthermore, the support points are used, for example, to strengthen support items that support character development, and the more the support items are strengthened, the more advantageous the character development environment becomes.

[0036] Data stored in the player management database 51 includes a friend list. In this embodiment, other players can be registered as friends, and characters and support items can be rented and used from the other players registered as friends in the training function. To register a friend, the player ID of another player is input on the friend registration screen displayed on the display unit 44 of the player terminal 40. If a player corresponding to the player ID exists and the player can be registered as a friend, the player ID of the other player to be registered is added to the friend list by tapping a registration button provided on the friend registration screen. There is an upper limit (e.g., 50) on the number of friend registrations for each player, and there is also an upper limit (e.g., 100) on the number of friends registered for each player, so that if neither limit has been reached, a new friend can be registered.

[0037] The game calculation unit 60 performs a process of performing a calculation required for the progress of the game in response to a request from the player terminal 20, transmitting the calculation result to the player terminal 40, and transmitting data required for the progress of the game to the player terminal 40 in response to a request from the player terminal 20, and is mainly realized by the control unit 41 and the communication unit 45. For example, when a request for a training instruction is received from the player terminal 20 in the training function, the game calculation unit 60 calculates whether the training is successful or unsuccessful, and transmits the calculation result to the player terminal 40. Also, for example, when a request for participation in a race is received in the training function, the game calculation unit 60 performs a running simulation of a race by multiple characters including a character to be trained and a non-player character (NPC), and transmits the result of the running simulation to the player terminal 40. Also, for example, when a request for participation in a race is received in the battle function, the game calculation unit 60 performs a running simulation of a race by multiple characters including a trained character organized by the player and a trained character organized by the opponent, and transmits the result of the running simulation to the player terminal 40.

[0038] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.

[0039] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment has a terminal data storage unit 70 and a game execution unit 80 working together to realize a training function, a battle function, an event function, and the like.

[0040] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is realized mainly by the storage unit 42.

[0041] The terminal data storage unit 70 includes a player data storage unit 71, which stores data related to a character list, a development target list, an item list, and a friend list corresponding to a player ID. In this embodiment, when an application is started or ended, or in other necessary situations, a synchronization process is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data linked to the player ID (such as the character list, the development target list, the item list, and the friend list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when it becomes necessary to change the character list, the development target list, the item list, or the friend list in association with the execution of various game processes, the stored contents of the player data storage unit 71 are updated and the updated stored contents are backed up in the player management database 51 of the server 20, and the stored contents of both are synchronized. Data linked to a player ID, such as a character list, a training target list, an item list, and a friend list, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when an application is started.

[0042] The terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progress of the training function of characters selectable as training targets in the training function (characters with character type IDs associated with released information in the training target list). In this embodiment, training goals, game events, and the like are prepared for each character in relation to the training function, and training progress data including at least the setting contents of the training goals and the setting contents of the game events is stored in the training progress data storage unit 72 in association with the character type ID.

[0043] The terminal data storage unit 70 also includes a race control data storage unit 73, which stores data for controlling the movements of characters and the performance of skill activation when watching a race in which a character participates in the training function or battle function, as well as text data and audio data for the live race commentary.

[0044] The terminal data storage unit 70 also includes a walk event data storage unit 74, which stores various data for controlling the walk event function. In this embodiment, the walk event data storage unit 74 stores data related to the duration of the walk event, management data for walk parameters (an example of a first parameter) linked to a player ID, data for setting the amount of increase in the walk parameters, data related to background images and character motions for effect display during event execution, data for setting the amount of increase in the intimacy parameter, data for managing the reward acquisition status, management data related to the release of content, and the like.

[0045] The game execution unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from a plurality of game modes, progressing the game, generating an event when an event generation condition is satisfied, calculating a game result, ending the game when a game end condition is satisfied, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the control unit 41 and the communication unit 45. In this embodiment, the game execution unit 80 includes a training function providing unit 81, a battle function providing unit 82, and a walking event function providing unit 83.

[0046] The training function providing unit 81 performs processing to provide a training function for training a character. In this embodiment, it accepts input regarding the training of a specific released character, and performs operations such as displaying the results of calculations in response to the input.

[0047] In this embodiment, when training a released character for which input has been accepted in the training function, it is required to select an action that is subject to turn consumption for each turn. Actions that are subject to turn consumption include training, participating in a race, going out, and going to the infirmary. The training function providing unit 81 accepts the selection of an action that is subject to turn consumption via a training home screen displayed on the display unit 44, and requests the server 20 to calculate the result of the selected action. The server 20 that has received the request calculates the result of the selected action and transmits the calculation result to the player terminal 40, and the training function providing unit 81 causes the display unit 44 to display a display screen corresponding to the calculation result received from the server 20.

[0048] In this embodiment, a training goal is set according to the type of released character to be trained, and there may be a required action that must be selected in a specific turn in the training goal. For example, the training goal may be to enter a specific race, or to achieve a specific finishing position in a specific race. In this case, in a turn in which a specific race associated with the training goal is set, participating in the race is a required action, and actions that consume turns other than participating in the race cannot be selected. In this way, the training function providing unit 81 performs control to restrict the selection of actions other than the required action in a turn in which the selection of a required action is accepted.

[0049] Furthermore, when the training of a released character is completed in the training function, the training function providing unit 81 performs control to update the intimacy parameter with an increment corresponding to the completion of one training. For example, the increment acquired in the current training is added to the intimacy parameter linked to the character type ID for which training has been completed. Note that the increment of the intimacy parameter in the training function may be changed according to the training result (e.g., evaluation points, etc.). Furthermore, when the intimacy parameter reaches a predetermined amount, the intimacy rank may be updated to the next rank and a predetermined effect may be played.

[0050] The battle function providing unit 82 performs processing to provide a battle function that allows a player's trained character to compete in a race against other players' trained characters or non-player characters (NPCs).

[0051] In this embodiment, there are three types of races that a player can use as a battle function: team arena, daily race, and daily legend race.

[0052] The team arena is a battle function in which players select three characters from their own training pool for each of the five distance categories (sprint, mile, middle, long, and dirt) to form five teams, and compete against teams formed by other players in five races related to each distance category. The team with the character that comes first in each distance category wins, and a player who wins three of the five races will defeat their opponent. In the team arena, arena points are awarded in each race according to the character's behavior and finishing order, and the player's ranking is determined by the total arena points in the five races, and rewards are awarded according to the ranking.

[0053] Daily races are available in mile or medium distance categories with different rewards and difficulty levels, and are a competition function in which the player selects one of the characters they have trained and races against non-player characters (NPCs). In daily races, players can earn rewards based on the finishing position of their trained characters in the race.

[0054] The Daily Legend Race is a battle function that allows players to acquire character pieces as rewards depending on the results of the race. Character pieces are items that allow players to release unreleased characters for training or increase the rarity of released characters by consuming a certain number of character pieces. In the Daily Legend Race, race conditions are set for each character, and the player selects the character for which he or she wishes to acquire character pieces, selects one of the characters that the player has trained, and enters the selected trained character in the race. In the Daily Legend Race, if the trained character that the player has entered wins first place in the race, the player can acquire character pieces for the character that corresponds to the race that the player entered.

[0055] When the player decides to participate in each of the competition functions of the team stadium, the daily race, and the daily legend race, the competition function providing unit 82 transmits a competition result request to the server 20. In the server 20 that receives the competition result request from the player terminal 40, a running simulation of the race is executed, and the competition function providing unit 82 acquires the results of the running simulation from the server 20. In the player terminal 40 that receives the results of the running simulation from the server 20, the competition function providing unit 82 generates a race image based on the results 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, allowing the player to watch the race.

[0056] In addition, when the battle function providing unit 82 uses the battle function to enter a trained character owned by the player in a race, it updates the intimacy parameter of the released character corresponding to the trained character that has entered the race by an increment corresponding to one race. The increment of the intimacy parameter based on the use of the battle function may be changed according to the race result (at least one of the finishing order and winning or losing).

[0057] The walking event function providing unit 83 performs processing to provide a walking event function that allows the player to select any released character and execute a walking event corresponding to the selected released character, thereby obtaining rewards such as items and benefits such as an increase in the intimacy parameter. In this embodiment, the walking event function providing unit 83 includes a first parameter updating unit 84, an execution condition determining unit 85, a selection receiving unit 86, an event executing unit 87, a second parameter updating unit 88, and a content releasing unit 89.

[0058] The first parameter update unit 84 performs a process of updating the walking parameters that are accumulated according to the usage status of the game.

[0059] First, the first parameter update unit 84 updates the walk parameter in association with the login to the game. In this embodiment, the player's login is managed in a login management cycle in which 5:00AM to 4:59AM the following day is defined as one day, and the first parameter update unit 84 updates the walk parameter to a maximum value (e.g., 10) at the first login of each day during the period in which the walk event is held.

[0060] The first parameter update unit 84 also updates the walk parameters in association with the use of the training function and the use of the battle function. In this embodiment, when the character training is completed, when a battle is played in the team arena, when a battle is played in the daily race, and when a battle is played in the daily legend race, a predetermined value is accumulated as the walk parameter for each use of the main game function according to the game function used. That is, the increase in the walk parameter due to the use of the main game function differs depending on the type of game function used. In this way, the increase in the walk parameter differs depending on the game function used by the player, so that the player can be given an opportunity to use various game functions. However, the increase in the walk parameter due to the use of each game function may be the same. Note that when the walk parameter is at its maximum value, when a walk parameter update opportunity occurs, the walk parameter is configured not to exceed the maximum value. By setting a limit so that the walk parameter does not exceed the maximum value, it is possible to prevent a large difference from occurring between players. Also, for example, the first parameter may be updated on the condition that a specific mission related to the main game function is accomplished, such as completing a specific race in the battle function three times (in other game examples, clearing a specific stage or defeating enemies a specific number of times or in a specific combination). Also, for example, the first parameter may be accumulated by using an item. The item may be acquired in various ways, such as by charging, purchasing with in-game currency, or using each function.

[0061] The main game functions in this embodiment refer to a game provided by the training function providing unit 81 to train a character (one example of a game medium) based on a racehorse motif, and a game provided by the battle function providing unit 82 to make the trained character compete in a race against other characters (including trained characters of other players and non-player characters (NPCs)). Due to the characteristics of the target game, these are game functions that are mainly used by players. As examples of other games, games related to baseball and soccer include games in which players train players and teams, and games in which the trained players and teams are used to play matches. For example, in a card game, a game in which cards are trained by strengthening and evolving them, and a deck is formed using the trained cards to play matches corresponds to the main game function. For example, in a love game, a series of flows in which a player builds a specific relationship through interactions such as dating with a specific member of the opposite sex, and provides a simulated experience of romantic relationships corresponds to the main game function.

[0062] The first parameter update unit 84 resets the walk parameter to an initial value (for example, 0) at a reset timing that occurs periodically once every 24 hours. In this embodiment, the walk parameter of each player is reset to the initial value at a predetermined time (5:00AM) every day (5:00AM to 4:59AM the next day) that is synchronized with the login management cycle. Note that, regarding the walk parameter as the first parameter, a configuration is provided in which the walk parameter is updated to a maximum value at the first login, or is reset to an initial value at the login management cycle, but this is not limited thereto, and the first parameter may be stored without setting an upper limit or resetting at a cycle. This provides the player with an element of playing the game function.

[0063] The execution condition determination unit 85 performs a process of determining whether or not the walk parameters satisfy the execution conditions of the walk event. In this embodiment, the fulfillment of the execution conditions of the walk event is determined depending on whether or not the walk parameters are at their maximum value. In this embodiment, a limit is also set on the number of times the walk event can be executed, up to twice per day. By setting a limit on the number of times the walk event can be executed in this way, it is possible to encourage players to log in continuously and to prevent large differences between players from occurring.

[0064] The selection receiving unit 86 performs a process of receiving the selection of the event target character when the walk event is executable. In this embodiment, the selection receiving unit 86 makes the progress of the walk event for each character visible in the input interface that receives the selection of the event target character. Specifically, the display unit 44 displays a character selection dialog to receive the selection of the event target character, and the selection receiving unit 86 displays a list of released characters linked to the player ID in the character selection dialog, and makes the progress of the destination for each character visible in the display mode of the destination icon. In addition, the released characters that can be selected as the event target character may be limited on the condition that the intimacy rank has reached a predetermined rank. For example, if there is a released character whose intimacy rank has reached the upper limit, the released character may be controlled not to be displayed in the input interface that receives the selection of the event target character, or the released character may be controlled not to be selected in the input interface that receives the selection of the event target character.

[0065] In addition, in this embodiment, a destination can be selected from a number of different destinations for each character, and a number of different types of walking events can be executed, with the content of the presentation differing depending on the destination. After the character for the event is selected, the selection receiving unit 86 displays a destination selection dialog on the display unit 44 and receives a selection regarding the content of the presentation of the walking event to be executed.

[0066] In this embodiment, a reward can be acquired in association with the execution of a walk event, and the player can select and acquire one type of reward for each execution of a walk event. In this way, the player can be motivated to execute the walk event by being able to acquire a reward based on the execution of the walk event. In this embodiment, the player can be motivated to execute the main game function to accumulate walk parameters. After the destination to be the target of the walk event is selected, the selection acceptance unit 86 displays a reward selection dialogue on the display unit 44 to accept the selection of the reward. In this embodiment, the rewards that can be acquired in the execution of the walk event are managed by a reward ID for each reward, and can be acquired only once per reward ID. For this reason, the walk event data storage unit 74 stores reward management data that can be linked to a reward ID and set an acquired flag, and an acquired flag is set for the reward ID selected by the player when the walk event is executed. The selection acceptance unit 86 checks the setting status of the acquired flag for each reward ID in the reward management data, and makes the display mode of the unacquired rewards and the display mode of the acquired rewards different in the reward selection dialogue, thereby making the unacquired rewards visible. In this embodiment, rewards (items, etc.) acquired in the walking event are reflected in an item list in the player data storage unit 71 and managed.

[0067] The event execution unit 87 performs a process of executing a performance related to a walk event in association with the character of the event target. In this embodiment, as the performance related to the walk event, an animation performance is executed in which a background image according to the destination and a character image based on the character's motion data are synthesized to generate a performance image and displayed on the display unit 44. That is, the event execution unit 87 performs a process of executing an animation performance related to a walk event according to a combination of the character of the event target and the destination selected as the execution target. In this embodiment, the animation performance executed through the walk event becomes a special performance related to a specific released character, and the attachment to the released character can be further strengthened. Note that when the performance related to the walk event is executed, the animation performance may be changed with a certain probability. To be more specific, for example, in the case of a walk event related to a meal, a success performance in which the meal is eaten and a failure performance in which the meal is not eaten may be provided. Furthermore, the reward that the player can acquire and the degree of increase or decrease in the intimacy parameter may be changed depending on whether the success performance is executed or the failure performance is executed.

[0068] The second parameter update unit 88 updates the intimacy parameter associated with the event target character based on the result of executing the walk event. In this embodiment, the intimacy parameter associated with the character type ID of the released character that has become the event target character is updated so as to increase by a certain amount for each walk event execution. The increase in the intimacy parameter may differ depending on the type of the executed walk event, i.e., the destination selected by the player. The increase in the intimacy parameter may also be determined depending on the combination of the character and the destination.

[0069] The content release unit 89 performs a process of releasing the content linked to the character that is the target of the event based on the result of executing the walk event. In this embodiment, the walk event data storage unit 74 stores content release status data that manages the content release status of the character, and in the content release status data, a performance ID that identifies an animation performance related to a walk event according to a destination and a released flag that indicates the release status for each performance ID are stored in association with a character type ID that indicates the type of character. When an animation performance related to a walk event is executed, the content release unit 89 checks whether the performance ID related to the animation performance is released based on the content release status data, and if it determines that the animation performance is not released (the released flag is not set), it sets the released flag for the performance ID to release the animation performance so that the player can view it at his / her discretion.

[0070] In addition, the content release unit 89 performs a process of releasing content linked to the character that is the target of the event when the intimacy parameter satisfies a predetermined condition. In this embodiment, a story consisting of multiple episodes is prepared for each character, and the content release unit 89 performs a process of gradually releasing the story to make it viewable when the intimacy parameter satisfies the release condition of the story. Note that the content released based on the intimacy parameter is not limited to the story of the character. For example, it includes releasing the character's profile information to make it viewable when the intimacy parameter satisfies the release condition, releasing the character's voice to make it listenable when the intimacy parameter satisfies the release condition, and releasing the character's costume to make it possible to change the character's appearance when the intimacy parameter satisfies the release condition. Note that the function of releasing content based on the intimacy parameter may be configured independent of the walking event function providing unit 83. For example, in the game execution unit 80, an intimacy-related content release unit may be provided separately from the training function providing unit 81, the battle function providing unit 82, and the walking event function providing unit 83. The intimacy-related content release unit performs a process of linking the content corresponding to the achieved intimacy rank to the character type ID of the released character and releasing it, on condition that the intimacy rank based on the intimacy parameters achieves a predetermined rank.

[0071] 2. Control method of this embodiment The control method of this embodiment will be described below by taking as an example a case where the game program of this embodiment is applied to a game application of a player terminal 40 provided as a smartphone. The specific control process is realized by the main functions of the server 20 and the player terminal 40 described above. However, it may be realized mainly by the functions of the server 20, or may be realized by sharing the functions of the server 20 and the player terminal 40.

[0072] The game program of this embodiment is configured to provide multiple types of game functions, and in the training function, which is the main game function, a character to be trained is selected from multiple types of characters, and the status changes as the game progresses, and when a predetermined ending condition is met, the character's status is finalized and training ends. This trained character can be used in a battle function, which is another main game function, to race against characters trained by other players or non-player characters (NPCs).

[0073] In the information processing system 10 to which the game program of this embodiment is applied, the intimacy parameter is accumulated in association with the character used in each game function by using the training function and the battle function. Specifically, the intimacy parameter is managed individually in association with each character type ID of the released character, and when the training function is used, the intimacy parameter of the released character corresponding to the character to be trained is accumulated at the end of training, and when the battle function (racing stadium, daily race, daily legend race) is used, the intimacy parameter of the released character corresponding to the trained character that participated in the race is accumulated after the battle ends. Thus, in this embodiment, the intimacy parameter is an index showing the degree of use of the character, is accumulated in association with multiple types of game functions, and is a parameter common to the released characters owned by the player.

[0074] In this embodiment, as the intimacy parameter accumulates, the content prepared for each character can be unlocked. Specifically, a story consisting of seven episodes is prepared for each character, and episodes 1 to 4 are initially unlocked regardless of the intimacy parameter, and from episode 5 onwards, an unlocking condition according to the intimacy parameter is set for each episode. Then, when the intimacy parameter satisfies the unlocking condition of the story, the story from episode 5 onwards can be unlocked in stages and viewed.

[0075] In this embodiment, the specifications allow the accumulation of intimacy parameters associated with the characters used by using the training function and the battle function. However, since the player trains the characters in the training function and uses the trained characters in the battle function, the characters used by the player tend to be biased. As a result, the degree of accumulation of intimacy parameters is also likely to be biased between characters, and while the player's favorite characters progress in content release and privileges, the release of content does not progress for characters that are owned as released characters but are used infrequently. In addition, with only the main game function, the player focuses on the specific results of the training function and the battle function, which reduces the interest and frequency of use of the intimacy parameters, which are parameters indicating the degree of use of a specific character, and there is a problem that it is difficult to use a wide range of characters (one example of game media) or to strengthen the player's attachment to the game as a whole.

[0076] Therefore, in this embodiment, a method is adopted in which a walk event is executed by consuming a walk parameter accumulated according to the game usage status, and an intimacy parameter associated with the character selected by the player can be accumulated. This method is expected to motivate the use of a wide range of characters (one example of game media), and to strengthen the attachment to the game as a whole. The flow of processing related to the walk event will be described below with reference to the flowchart shown in FIG. 4.

[0077] 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 to authenticate the player's account linked to the player ID, and when the server 20 completes the account authentication based on the player ID, a response of login permission is obtained from the server 20.

[0078] If the current login is the first login in the login management cycle (5:00AM to 4:59AM the next day: hereinafter referred to as the login management cycle) (Y in step S102), the walk parameters and the number of times that can be executed are updated to the maximum values ​​(step S103). In this embodiment, the walk parameters are reset to the initial value (e.g., 0) at 5:00AM every day, which is synchronized with the login management cycle, and the walk parameters are updated to the maximum value (e.g., 10) at the first login thereafter. The number of times that can be executed for the walk event is also reset to the initial value (e.g., 0) at 5:00AM every day, which is synchronized with the login management cycle, and the number of times that can be executed is updated to the maximum value (e.g., 2 times) at the first login thereafter. That is, the walk event can always be executed immediately after the first login of each day. The walk parameters and the number of times that can be executed may be updated so as to be overwritten with their respective maximum values ​​at the first login of the login management cycle. In this way, in this embodiment, the walk parameters are updated to the maximum value at the first login, so that the player can be encouraged to log in every day.

[0079] In this embodiment, after the login process is completed, the home screen is displayed, but in the case of the first login in the login management cycle, an initial display is displayed to notify that the walk parameters have been updated to the maximum values, as shown in Fig. 5. The initial display can effectively make the player aware that the walk parameters are at the maximum values, and can efficiently encourage participation in the walk event.

[0080] As shown in FIG. 6, an event icon 201 is displayed on the home screen, and the event icon 201 also serves as an input button for calling a character selection dialogue, which will be described later. In this embodiment, the display mode of the event icon 201 allows the user to grasp the accumulation status of the walk parameters, and when the walk parameters are at their maximum value, the event icon 201 is highlighted. A gauge may be displayed on the home screen to indicate the degree of accumulation of the walk parameters. In this manner, in this embodiment, the event icon 201 on the home screen allows the user to grasp the accumulation status of the walk parameters, and also serves as an input button, thereby improving visibility and operability.

[0081] When a tap input (event transition input) is made to the event icon 201 while the home screen is displayed (Y in step S104), a check is made to see if there is any interrupted data for the walk event (step S105). In this embodiment, if the process related to the walk event being executed is interrupted due to a task kill, a communication error, or the like while a performance related to the walk event is being executed, the process related to the walk event can be resumed from the interrupted situation. The event resumption process when there is interrupted data will be described later.

[0082] If there is no interruption data for the walk event (N in step S105), a character selection dialogue is displayed as shown in Fig. 7. The character selection dialogue is provided with an executable count display field 211 and a walk gauge 212. The executable count display field 211 allows the user to check the executable count of the walk event, and the walk gauge 212 allows the user to check the accumulated status of the walk parameters.

[0083] When the character selection dialogue is displayed, it is checked whether the walk parameters satisfy the execution conditions of the walk event (step S106). In this embodiment, if the walk parameters are at their maximum value, it is determined that the execution conditions of the walk event are satisfied, and if the walk parameters are at their maximum value (Y in step S106), it is checked whether the number of times the walk event can be executed remains (step S107).

[0084] In this embodiment, as shown in FIG. 7, when the walk parameter is not the maximum value, the decision button 220 described later is not displayed, so the walk event cannot be executed, but the guide button 213 is provided in the character selection dialogue. When the guide button 213 is tapped, a function guide dialogue is displayed as shown in FIG. 8, which guides the player to a training function or a battle function in which the walk parameter can be accumulated. In this manner, in this embodiment, the player can immediately grasp the main game function in which the walk parameter can be accumulated through the function guide dialogue, and can quickly use the selected game function by tapping the transition button 231 corresponding to any game function provided in the function guide dialogue. In addition, when the close button 232 provided in the function guide dialogue is tapped, the character selection dialogue of FIG. 7 is returned to. In this embodiment, when the walk parameter does not satisfy the execution condition of the walk event, control is performed to guide the player to the main game function (the training function or the battle function), and it is expected to have the effect of efficiently improving the intimacy parameter (character common parameter) while increasing the player's motivation to play the main game function and giving the player further interest. This will ultimately strengthen your attachment to the characters you have already released.

[0085] If the walk parameter is at its maximum value and the number of times the walk event can be performed remains (Y in step S106 and N in step S107), acceptance of selection of the character that is the subject of the event is permitted, and the character selection acceptance process is executed (step S108).

[0086] In this embodiment, when it is possible to accept a selection of a character that is the target of an event, as shown in FIG. 9, the selection of the character that is the target of the event is accepted through a character selection dialogue called up from an event icon 201 on the home screen. In the character selection dialogue, a list of characters that are candidates for selection is displayed by character icons 215. The characters that are candidates for selection are released characters that are characters for which a released flag is set in a character list linked to the player. In the character selection dialogue, three types of destinations are displayed as destination icons 216 corresponding to each of them below the character icons 215. Specifically, a fork and spoon icon represents a meal event, a house icon represents an indoor event, and a tree icon represents an outdoor event, but is not limited to these. Each of the destination icons 216 visualizes the event completion status of each character, and the destination icons 216 corresponding to destinations where a walk event has been performed are displayed in color, and the destination icons 216 corresponding to destinations where a walk event has not been performed are displayed in gray.

[0087] In the character selection dialog, a selection mark 217 is added to the selected character icon 215, and by performing a tap input on another character icon 215, the selection mark 217 is added to the newly selected character icon 215, changing the selected character. In this embodiment, when the character selection dialog is called up, the selection mark 217 is added to the character icon 215 of the character at the top of the sorting order (the character displayed on the leftmost side of the top row) as a default setting. In the following, in this embodiment, the character that is selected when the character selection dialog is called up is referred to as the initially selected character.

[0088] If the player has already experienced a walking event, the selection information of the character targeted in the previous event may be stored and that character may be set as the initially selected character. Also, the character with the highest sorting rank among the characters with uncompleted events may be set as the initially selected character.

[0089] Also, the sorting target can be changed by tapping a sorting target change button 218 provided in the character selection dialogue. Also, the sorting order can be switched between ascending and descending order by tapping a sorting order change button 219 provided in the character selection dialogue. In this embodiment, the sorting target can be selected as "intimacy" in addition to "default". When "intimacy" is selected as the sorting target, as shown in FIG. 10, the character icons 215 are sorted in the order of intimacy parameters associated with the released characters, and an intimacy gauge 221 is displayed below the character icons 215 instead of the destination icons 216. The intimacy gauge 221 visualizes the intimacy rank (0 to MAX) determined according to the accumulation amount of the intimacy parameter and the accumulation degree of the intimacy parameter from the current intimacy rank to the next intimacy rank. This allows the player to compare and consider the intimacy gauge 221 of the released characters and execute a walk event to increase the intimacy parameter of a specific released character. Furthermore, in order to improve visibility and operability in selecting the characters to be the target of the event, a narrowing down function may be provided in the character selection dialogue. For example, only characters designated by the walk event performance release status (all released, some not released) or the accumulation status of the intimacy parameter (intimacy parameter less than the maximum value, intimacy parameter maximum value) may be displayed in the character selection dialogue.

[0090] As shown in FIG. 9 and FIG. 10, when the selection of the character for the event can be accepted, the decision button 220 is provided in the character selection dialogue, and when the decision button 220 is tapped, the character corresponding to the character icon 215 to which the selection mark 217 is attached is set as the character for the event, and a destination selection acceptance process for selecting the destination is performed (step S109). When the cancel button 214 is tapped while the character selection dialogue is displayed, the character selection dialogue is closed and the display returns to the home screen. In this embodiment, when the walk parameter is at the maximum value but the number of times the walk event can be executed is 0, the character selection dialogue displays a message informing the user that the number of times the walk event can be executed for today has been consumed, and the close button 222 is displayed, as shown in FIG. 11. When the close button 222 is tapped, the character selection dialogue is closed and the display returns to the home screen.

[0091] In the destination selection reception process, the selection of the destination is accepted through a destination selection dialogue. In the destination selection dialogue, as shown in FIG. 12, a map image 240 is displayed, and destination images 241 corresponding to three types of destinations are displayed superimposed on the map image 240. Any destination can be selected by tapping on any of the destination images 241, and a selection mark 242 is added to the destination image 241 corresponding to the selected destination. In addition, the destination image 241 corresponding to a destination where a walk event has already been performed is displayed in gray and a clear mark 245 is added, so that it can be understood that the walk event has already been performed.

[0092] The destination selection dialogue is also provided with a decision button 243 and a cancel button 244, and when the decision button 243 is tapped, the destination corresponding to the destination icon 241 with the selection mark 242 is set as the target for the walk event, and a reward selection acceptance process is performed to select a reward (step S110). When the cancel button 244 is tapped while the destination selection dialogue is displayed, the destination selection dialogue is closed and the display returns to the character selection dialogue of FIG. 9 or FIG. 10.

[0093] In the reward selection reception process, the selection of reward is accepted through a reward selection dialogue. As shown in FIG. 13, the reward selection dialogue displays a list of rewards that can be acquired in the ongoing walking event, and any reward can be selected by tapping the reward button 251. A selection mark 252 is added to the reward button 251 corresponding to the selected reward. In this embodiment, each reward can be acquired only once, and the reward button 251 for the acquired reward is displayed in a grayed-out state in the reward selection dialogue. When the normally displayed reward button 251 is selected, a tap input to the decision button 253 is enabled, and when the grayed-out reward button 251 is selected, a tap input to the decision button 253 is disabled. In the reward selection dialogue, when a tap input to the decision button 253 is disabled, the decision button 253 is displayed in a grayed-out state. When a tap input to the cancel button 254 is performed while the reward selection dialogue is displayed, the reward selection dialogue is closed and the destination selection dialogue is returned to. The same reward may be acquired multiple times, or there may be no limit on the number of times the reward can be acquired.

[0094] When the reward selection dialogue is displayed and an obtainable reward is selected, if a tap input is made on the decision button 253, an execution confirmation process is performed (step S111). In the execution confirmation process, as shown in FIG. 14, an execution confirmation dialogue is displayed and a final confirmation of the execution content of the walk event is performed.

[0095] In the execution confirmation dialog, the player's selection results in the character selection reception process, destination selection reception process, and reward selection reception process are reflected, and the execution content of the walk event is displayed. Specifically, the character corresponding to the event target character is displayed in the selected character display field 261, the destination of the walk event target is displayed in the selected destination display field 262, and the reward acquired by executing the walk event is displayed in the selected reward display field 263. In this embodiment, the intimacy parameter associated with the released character corresponding to the event target character is also accumulated by executing the walk event, and the degree of change in the intimacy parameter before and after the walk event is displayed in the intimacy change display field 264.

[0096] When the confirmation button 265 is tapped while the execution confirmation dialog is displayed, the execution contents of the walk event are confirmed, and the process of consuming the walk parameters and the number of times the walk event can be executed is executed (step S112), and then the performance execution process according to the confirmed execution contents of the walk event is executed (step S113). When the cancellation button 266 is tapped while the execution confirmation dialog is displayed, the execution confirmation dialog is closed and the display returns to the reward selection dialog.

[0097] In the process of consuming the walk parameter and the number of times that the walk event can be executed, the walk parameter is updated to an initial value (e.g., 0), and the number of times that the walk event can be executed is decreased by 1. Note that the number of times that the walk event can be executed may be managed for each player, and when the number of times that the walk event has been executed = the number of times that the walk event can be executed, it may be determined that the number of times that the walk event can be executed has been entirely consumed.

[0098] In the effect execution process, a background image and character motion are determined according to a combination of a character and a destination selected by the player, and an animation effect is executed in which the background image and an image of the character moving are synthesized and displayed. Fig. 15 shows an example of an animation effect executed in a walk event, in which a character looks up at the sky under a starry sky. In this embodiment, effect pattern data in which a combination of a background image and character motion according to a destination is set for each character is stored in the walk event data storage unit 74, and in the effect execution process, the animation effect is executed by referring to the effect pattern data according to the execution content of the walk event confirmed in the execution confirmation process.

[0099] In this embodiment, if a task kill or the like is performed before the animation performance is completed in the performance execution process, interruption data including the player's selection required for the animation performance in the application termination process is saved in the walk event data storage unit 74. If there is interruption data for the walk event (Y in step S105), a resume confirmation dialog is displayed to confirm whether or not to resume the execution of the interrupted walk event, and if a confirmation input is made to resume the execution of the walk event (Y in step S115), the animation performance is executed based on the saved interruption data (step S113). Also, if an input is made to cancel the resumption of the execution of the walk event while the resume confirmation dialog is displayed (N in step S115), the resume confirmation dialog is closed and the screen returns to the home screen.

[0100] Then, when the execution of the animation performance by the performance execution process is completed, the event end process is executed (step S114). In the event end process, the content is released. Specifically, the content release status data stored in the walking event data storage unit 74 is referenced, and if a released flag is not set for the animation performance executed by the performance execution process, a released flag is set for the executed animation performance in association with the character that is the target of the event, thereby releasing new content, and the released animation performance can be viewed in a trainer's note that allows viewing of various information associated with the character.

[0101] In addition, in the event end process, processing related to the acquisition of rewards, etc. is performed. Specifically, the walk reward selected by the player when executing the walk event is added to the item list in the player data storage unit 71, and the intimacy parameter linked to the released character corresponding to the event target character is updated. In addition, when the intimacy rank changes due to the update of the intimacy parameter, if there is a story that is released by achieving the intimacy rank, new content is released by setting the released flag of that story in association with the released character corresponding to the event target character. The released story can be viewed in the story mode, which is another game function.

[0102] In the event end process, the execution result of the walk event is displayed. For example, as shown in FIG. 16, a walk result dialog is displayed to notify the player. The walk result dialog has an intimacy reward display field 271 and a walk reward display field 272. The intimacy reward display field 271 displays the update contents of the intimacy parameter linked to the event target character by the execution of this walk event, and the walk reward display field 272 displays the contents of the walk reward selected by the player in this walk event using icons or the like. When a tap input is made on the confirmation button 273 provided in the walk result dialog, the walk result dialog is closed and the home screen is returned to, and the series of processes is completed.

[0103] Next, the viewing of animation effects released in a walk event will be described. FIG. 17 is a diagram showing an example of a display screen related to the trainer's note described above. In the trainer's note, various information associated with the character to be viewed can be viewed. When the trainer's note of the character to be viewed is displayed and a tap input is made on the effect button 301, an effect dialogue is displayed as shown in FIG. 18. In the effect dialogue, the display target can be switched by tapping on the parts corresponding to each of the items "Gacha", "Talent Blooming", and "Other" using the tab 311. The animation effects released in the walk event are classified under the "Other" category, and a list of animation effects associated with the character to be viewed is displayed by tapping on the part corresponding to "Other" in the tab 311. In the effect dialogue, effect buttons 312 corresponding to each animation effect are provided, and the effect buttons 312 for animation effects that have already been released are normally displayed, and the effect buttons 312 for animation effects that have not yet been released are displayed in gray. If a user wishes to view an animation effect that has already been released, the animation effect is executed by tapping on the effect button 312 corresponding to that animation effect. If a tap input is performed on the effect button 312 corresponding to an animation effect that has not been released, a message is displayed indicating that it is necessary to release it in the walking event.

[0104] In the information processing system 10 of the present embodiment described above, the player is made to select an event target character, and based on the result of executing an animation performance related to a walk event in association with the event target character, the animation performance associated with the event target character is released and made freely viewable. In addition, in the information processing system 10 of the present embodiment, the intimacy parameter associated with the event target character is also updated based on the result of executing the walk event, and when the intimacy parameter satisfies the condition related to the increase in intimacy rank, the story associated with the event target character is released and made freely viewable. In the information processing system 10 of the present embodiment, in order to execute a walk event, it is necessary to consume the walk parameters accumulated according to the usage status of the game, such as logging in based on the start of the application and using the training function and the battle function, as a compensation. Therefore, in the information processing system 10 of the present embodiment, it is possible to motivate the player to use the game in order to accumulate walk parameters for executing a walk event. In the information processing system 10 of this embodiment, the player can expect that by touching the contents such as animation effects and stories unlocked through the execution of the walking event, the player will become more attached to characters that he / she has not used frequently up until now, and will use the characters that he / she has used infrequently in future games. Therefore, the information processing system 10 of this embodiment can provide the player with a positive motivation to play the game using various characters.

[0105] In particular, in the information processing system 10 of this embodiment, the training function and the battle function have a relationship in which the battle function is used as a means for confirming the results of training a character with the training function, so that the characters selected by the player as the target of use are likely to be biased. Therefore, in this embodiment, instead of forcing the player to use a character that is used less frequently in the training function or battle function in order to correct the bias in the frequency of use between characters, the player can use a favorite character in the training function or battle function to accumulate walk parameters, and select a character that is used less frequently as the event target character in a walk event, so that the intimacy parameter can be easily accumulated even for a character that was used less frequently, and as a result, content can be released for a character that was used less frequently. Then, by viewing the newly released content, the attachment to a character that was used less frequently until now can be strengthened, and a motivation to use various characters can be obtained.

[0106] In addition, in the information processing system 10 of this embodiment, the walking parameters can be reset at the reset timing that occurs periodically, and the walking parameters are updated to the maximum value at the first login to the game in the login management cycle. Therefore, a walking event can be executed once a day simply by starting the application and logging in, which motivates the player to play the game continuously.

[0107] In this embodiment, a walking event can be executed with multiple different destinations for each character, and when executing a walking event, the selection of the destination related to the walking event to be executed is accepted after the selection of the character to be the event target, and an animation effect is executed according to the combination of the character and destination selected by the player. Therefore, even if the same character is selected as the event target last time and this time, different animation effects can be enjoyed, which can attract the player's interest and provide an opportunity to strengthen the attachment to the character selected as the event target.

[0108] In this embodiment, the event completion status of each character can be visually confirmed in the display mode of the destination icon 216 in the character selection dialog, which is an input interface that accepts selection of the event target character, so that the convenience in selecting the event target character can be improved. Note that in the character selection dialog, a dialog may be displayed in which the release status of the animation effect linked to the character corresponding to the character icon 215 can be viewed by pressing and holding the character icon 215. In other words, a dialog showing details of the event completion status of each character may be called up based on a predetermined input in the input interface that accepts selection of the event target character.

[0109] In the present embodiment, the game in which a parameter indicating the degree of use of a character is accumulated by raising a character based on a racehorse motif and content can be unlocked has been described as an example, but the functions of the information processing system 10 may be provided in other games. For example, the present invention may be applied to sports games such as baseball games and soccer games in which a character participating in a competition is raised, and parameters indicating the degree of use of the character are accumulated by raising the character, thereby unlocking content. The present invention may also be applied to games of other genres, such as idol raising games, card battle games, fighting games, action games, battle royale games, and role-playing games, in which a parameter indicating the degree of use of the game medium used is accumulated by using a game medium such as a character, thereby unlocking content. [Explanation of symbols]

[0110] 10 Information processing systems, 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 calculation unit, 70 terminal data storage unit, 71 player data storage unit, 72 training progress data storage unit, 73 race control data storage unit, 74 walk event data storage unit, 80 game execution unit, 81 training function providing unit, 82 match function providing unit, 83 Walking event function providing unit, 84 First parameter updating unit, 85 Execution condition determination unit, 86 selection reception unit, 87 event execution unit, 88 second parameter update unit, 89 Content Release Department,

Claims

1. a first parameter update unit that updates a first parameter that is accumulated according to the usage status of the game; an execution condition determination unit that determines whether the first parameter satisfies an execution condition of the event; a selection receiving unit that receives a selection of a character to be the target of the event from among a plurality of types of characters linked to the player's identification information when the event is executable; an event execution unit that executes the event in association with the event target character on the condition that the first parameter is consumed; causing the computer to function as a second parameter update unit that updates a second parameter associated with a character selected as the event target character from among the plurality of types of characters based on a result of executing the event; The first parameter update unit: The first parameter can be reset at periodically occurring reset timings; The event execution unit: A program that allows a plurality of types of events to be executed and provides a reward according to the type of the executed event.

2. In claim 1, A program that causes a computer to function as a content release unit that releases content linked to the character that is the target of the event based on the result of executing the event.

3. In claim 1, The first parameter update unit: A program that updates the first parameter in association with login to the game.

4. In claim 1, The plurality of types of events can be executed for each of the characters; The selection receiving unit Accepting a selection of an event to be executed after the selection of the character to be the event; The event execution unit: A program that executes the event selected as the execution target.

5. In claim 5, The selection receiving unit A program that makes it possible to visually check the event completion status of each character in an input interface that accepts selections regarding characters that are the subject of the event.

6. a first parameter update unit that updates a first parameter that is accumulated according to the usage status of the game; an execution condition determination unit that determines whether the first parameter satisfies an execution condition of the event; a selection receiving unit that receives a selection of a character to be the target of the event from among a plurality of types of characters linked to the player's identification information when the event is executable; an event execution unit that executes the event in association with the event target character on the condition that the first parameter is consumed; a second parameter update unit that updates a second parameter associated with a character selected as the event target character from among the plurality of types of characters based on a result of executing the event; Including, The first parameter update unit: The first parameter can be reset at periodically occurring reset timings; The event execution unit: An information processing system that allows multiple types of events to be executed and awards rewards according to the type of event executed.

7. a first parameter update step of updating a first parameter accumulated according to the usage status of the game; an execution condition determination step of determining whether the first parameter satisfies an execution condition of the event; a selection receiving step of receiving a selection of a character to be the target of the event from among a plurality of types of characters linked to the player's identification information when the event is executable; an event execution step of executing the event in association with the event target character on condition that the first parameter is consumed; a second parameter updating step of updating a second parameter associated with a character selected as the event target character from among the plurality of types of characters based on a result of executing the event; on the computer, In the first parameter updating step, The first parameter can be reset at periodically occurring reset timings; In the event execution step, An information processing method in which a plurality of types of events can be executed and a reward is awarded according to the type of the executed event.