Information processing program, information processing method, and information processing system
Patent Information
- Application Number
- JP2023214367
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-20
- Publication Date
- 2026-02-03
AI Technical Summary
Players feel annoyed when forced to repeatedly perform tasks in games that are automatically executed, leading to a decrease in their desire to play.
An information processing system that allows players to select games, execute them in auto-mode without manual input, set effects, and stop the auto-mode based on predetermined conditions, including stamina, story release, or boss battles, while enabling settings for special moves and ally characters.
Reduces player annoyance by automating repetitive tasks, maintaining engagement through visual interaction and strategic control, and ensuring timely enjoyment of story and boss battles.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Conventionally, as disclosed in Patent Document 1, for example, an information processing method has been proposed in which a game is automatically executed and the game is treated as if it had been cleared. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7029011 Summary of the Invention [Problem to be solved by the invention]
[0004] However, if a player is forced to repeatedly perform the tasks required for automatically executing a game that is the target of automatic execution, this may be annoying to the player.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can reduce the annoyance felt by a player. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program includes: A process of allowing a player to select at least one of a plurality of predetermined games, the order of which is set in advance, by a predetermined operation; a process of executing the selected predetermined game based on at least the input of the predetermined operation; a process of executing an auto mode in which the predetermined games are executed in sequence in the order without requiring the player to perform the predetermined operation based on a predetermined trigger; a process for allowing a player to set whether or not to execute a predetermined effect when a specific game included in the plurality of predetermined games is executed in the auto mode; a process of executing the predetermined effect when the specific game is executed based on the input of the predetermined operation and when the specific game is executed in the auto mode in a state where it is set to execute the predetermined effect, and not executing the predetermined effect when the specific game is executed in the auto mode in a state where it is set not to execute the predetermined effect; a process of terminating the auto mode when a predetermined termination condition is met; The computer is made to carry out the above steps.
[0007] A process for allowing a player to set whether or not to execute the predetermined effect when the specific game in which the game has been cleared is executed, It may also be performed by a computer.
[0008] a process for allowing a player to set stop information for stopping the auto mode when the specific game executed in the auto mode does not satisfy a predetermined clear condition, Furthermore, let the computer carry out the The predetermined end condition may include a state in which the specific game executed in the auto mode with the stop information set does not satisfy the predetermined clear condition.
[0009] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer includes: A process of allowing a player to select at least one of a plurality of predetermined games, the order of which is set in advance, by a predetermined operation; a process of executing the selected predetermined game based on at least the input of the predetermined operation; a process of executing an auto mode in which the predetermined games are executed in sequence in the order without requiring the player to perform the predetermined operation based on a predetermined trigger; a process for allowing a player to set whether or not to execute a predetermined effect when a specific game included in the plurality of predetermined games is executed in the auto mode; a process of executing a predetermined effect when the specific game is executed based on the input of the predetermined operation and when the specific game is executed in the auto mode in a state where it is set to execute the predetermined effect, and not executing the predetermined effect when the specific game is executed in the auto mode in a state where it is set not to execute the predetermined effect; a process of terminating the auto mode when a predetermined termination condition is met; Carry out the following.
[0010] In order to solve the above problem, an information processing system includes: An information processing system comprising one or more computers, The computer includes: A process of allowing a player to select at least one of a plurality of predetermined games, the order of which is set in advance, by a predetermined operation; a process of executing the selected predetermined game based on at least the input of the predetermined operation; a process of executing an auto mode in which the predetermined games are executed in sequence in the order without requiring the player to perform the predetermined operation based on a predetermined trigger; a process for allowing a player to set whether or not to execute a predetermined effect when a specific game included in the plurality of predetermined games is executed in the auto mode; a process of executing a predetermined effect when the specific game is executed based on the input of the predetermined operation and when the specific game is executed in the auto mode in a state where it is set to execute the predetermined effect, and not executing the predetermined effect when the specific game is executed in the auto mode in a state where it is set not to execute the predetermined effect; a process of terminating the auto mode when a predetermined termination condition is met; Carry out the following. Effect of the Invention
[0011] According to the present invention, it is possible to reduce the annoyance felt by the player. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, and Fig. 3B is a diagram illustrating an example of an ally character confirmation screen. [Figure 4] Fig. 4A is a diagram illustrating an example of a story screen, and Fig. 4B is a diagram illustrating an example of a quest screen. [Diagram 5] Fig. 5A is a diagram illustrating an example of a main quest screen, Fig. 5B is a first diagram illustrating an example of a main quest selection screen, and Fig. 5C is a second diagram illustrating an example of a main quest selection screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a party selection screen, and Fig. 6B is a diagram illustrating an example of a support character confirmation pop-up display. [Figure 7] Fig. 7A is a diagram for explaining an example of a battle game screen, Fig. 7B is a diagram for explaining an example of a first result screen, and Fig. 7C is a diagram for explaining an example of a second result screen. [Figure 8] Fig. 8A is a diagram illustrating an example of a BOSS story screen, and Fig. 8B is a diagram illustrating an example of an area clear display. [Figure 9] Fig. 9A is a diagram illustrating an example of an auto progress party selection screen, and Fig. 9B is a diagram illustrating an example of an auto progress support confirmation pop-up display. [Figure 10] FIG. 11 is a first diagram illustrating an example of an auto-progression setting screen for the main quest. [Figure 11] FIG. 2 is a second diagram illustrating an example of an auto-progression setting screen for the main quest. [Figure 12] FIG. 3 is a third diagram illustrating an example of an auto-progression setting screen for the main quest. [Figure 13] Fig. 13A is a diagram for explaining an example of a stamina recovery screen, Fig. 13B is a diagram for explaining an example of a stamina recovery confirmation screen, and Fig. 13C is a diagram for explaining an example of a stamina shortage confirmation screen. [Figure 14] FIG. 11 is a first diagram illustrating an example of an auto-progression setting screen when organizing support characters for the main quest. [Figure 15] FIG. 2 is a second diagram illustrating an example of an auto-progression setting screen when organizing support characters for the main quest. [Figure 16] FIG. 3 is a third diagram illustrating an example of an auto-progression setting screen when forming support characters for the main quest. [Figure 17] Fig. 17A is a first diagram illustrating an example of a battle game screen during auto progression in a main quest. Fig. 17B is a diagram illustrating an example of a first result screen during auto progression in a main quest. Fig. 17C is a first diagram illustrating an example of a second result screen during auto progression in a main quest. [Figure 18] Fig. 18A is a second diagram illustrating an example of a battle game screen during automatic progression in a main quest. Fig. 18B is a second diagram illustrating an example of a second result screen during automatic progression in a main quest. [Figure 19] Fig. 19A is a first diagram illustrating an example of an auto-progression stop notification screen for a main quest. Fig. 19B is a second diagram illustrating an example of an auto-progression stop notification screen for a main quest. Fig. 19C is a third diagram illustrating an example of an auto-progression stop notification screen for a main quest. [Figure 20]Fig. 20A is a diagram illustrating an example of an auto-progression reward list display for a main quest. Fig. 20B is a diagram illustrating an example of a story unlock display for a main quest. Fig. 20C is a diagram illustrating an example of a friend request confirmation screen for a main quest. [Figure 21] Fig. 21A is a first diagram illustrating an example of an automatic progress stop display in a main quest, and Fig. 21B is a second diagram illustrating an example of an automatic progress stop display in a main quest. [Figure 22] FIG. 22 is a diagram illustrating an example of the setting screen. [Figure 23] Fig. 23A is a diagram illustrating an example of an event quest screen, Fig. 23B is a first diagram illustrating an example of an event quest selection screen, and Fig. 23C is a second diagram illustrating an example of the event quest selection screen. [Figure 24] Fig. 24A is a diagram illustrating an example of an auto-progression party selection screen. Fig. 24B is a first diagram illustrating an example of an auto-progression setting screen for an event quest. Fig. 24C is a second diagram illustrating an example of an auto-progression setting screen for an event quest. [Diagram 25] Fig. 25A is a diagram for explaining an example of an automatic progress setting screen when stamina is insufficient, Fig. 25B is a diagram for explaining an example of a stamina recovery dialogue, and Fig. 25C is a diagram for explaining an example of a stamina recovery result screen. [Figure 26] Fig. 26A is a first diagram illustrating an example of a battle game screen during auto-progression in an event quest. Fig. 26B is a diagram illustrating an example of a first result screen during auto-progression in an event quest. Fig. 26C is a first diagram illustrating an example of a second result screen during auto-progression in an event quest. [Figure 27] Fig. 27A is a second diagram illustrating an example of a battle game screen during auto-progression in an event quest. Fig. 27B is a second diagram illustrating an example of a second result screen during auto-progression in an event quest. [Figure 28]Fig. 28A is a first diagram illustrating an example of an auto-progression reward list display for an event quest, and Fig. 28B is a first diagram illustrating an example of a story release display for an event quest. [Figure 29] Fig. 29A is a second diagram illustrating an example of an auto-progression reward list display for an event quest, and Fig. 29B is a second diagram illustrating an example of a story release display for an event quest. [Diagram 30] Fig. 30A is a first diagram illustrating an example of an auto-progression stop display in an event quest, and Fig. 30B is a second diagram illustrating an example of an auto-progression stop display in an event quest. [Diagram 31] FIG. 31 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Diagram 32] FIG. 32 is a flowchart illustrating an example of the management process in the player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0014] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0015] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.
[0016] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.
[0017] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. In addition, the server 1000 performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1 based on operations input from the player terminals 1.
[0018] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0019] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0020] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0021] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.
[0022] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0023] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0024] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0025] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0026] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.
[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0028] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which a friendly character fights against an enemy character. In the game of this embodiment, a plurality of friendly characters are provided to the player by the game operator. For example, the player can own a plurality of friendly characters obtained by a lottery called gacha or distributed by the operator.
[0029] A player can select multiple (here, five) ally characters from among those he owns and organize a party. The player can then play a battle game using the organized party. In a battle game, the objective is for the ally characters organized into the party to defeat (clear) enemy characters and acquire rewards. The player can play multiple types of battle games with different enemy characters and difficulty levels.
[0030] FIG. 3A is a diagram showing an example of a home screen 40. FIG. 3B is a diagram showing an example of an ally character confirmation screen 50. FIG. 4A is a diagram showing an example of a story screen 60. FIG. 4B is a diagram showing an example of a quest screen 70. Game screens such as those shown in FIGS. 3A, 3B, 4A, and 4B are displayed on the display 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.
[0031] The normal screen is mainly a screen for waiting for the game to start and a screen for the player to confirm various settings and information. On the other hand, the battle screen is a screen displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen 40 shown in FIG. 3A, an ally character confirmation screen 50 shown in FIG. 3B, a story screen 60 shown in FIG. 4A, a quest screen 70 shown in FIG. 4B, a gacha screen (not shown), a menu screen (not shown), and a title screen (not shown).
[0032] A home screen 40 shown in Fig. 3A is a screen that is first displayed after a player taps the display 26 on a title screen (not shown) (i.e., after the game starts). As shown in Fig. 3A, on the home screen 40, a menu bar 41 is displayed at the bottom of the display 26. The menu bar 41 is displayed at the bottom of the display 26 on a normal screen other than the title screen (not shown).
[0033] The menu bar 41 is provided with a plurality of operation sections that can be operated (tapped) by the player. The menu bar 41 is provided with a home screen selection operation section 41a marked "HOME" and an ally character confirmation screen selection operation section 41b marked "CHARACTER" and a story screen selection operation section 41c marked "STORY" and a quest screen selection operation section 41d marked "QUEST" and a gacha screen selection operation section 41e marked "GACHA" and a menu screen selection operation section 41f marked "MENU". In the menu bar 41, the operation sections corresponding to each screen are highlighted so that the screen being displayed on the display 26 can be identified.
[0034] When the home screen selection operation unit 41a is tapped, the home screen 40 shown in Fig. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 41b is tapped, the ally character confirmation screen 50 shown in Fig. 3B is displayed on the display 26. When the story screen selection operation unit 41c is tapped, the story screen 60 shown in Fig. 4A is displayed on the display 26. When the quest screen selection operation unit 41d is tapped, the quest screen 70 shown in Fig. 4C is displayed on the display 26.
[0035] Furthermore, when the gacha screen selection operation section 41e is tapped, a gacha screen (not shown) is displayed on the display 26. Furthermore, when the menu screen selection operation section 41f is tapped, a menu screen (not shown) is displayed on the display 26. Although a detailed explanation is omitted, on the gacha screen, a gacha lottery can be held to acquire an ally character by lottery. Furthermore, on the menu screen, game settings and various information can be confirmed.
[0036] A header display area 42 is provided at the top of the home screen 40. In the header display area 42, player information associated with a player ID is displayed. For example, in the header display area 42, level information 42a indicating a player level and a stamina display bar 42b indicating the player's stamina are displayed. In addition, as shown in FIG. 3A, the stamina of the player is displayed as a numerical value below the stamina display bar 42b.
[0037] The player information includes a player ID, ally character identification information (hereinafter referred to as ally character ID) for identifying ally characters owned by the player, level information 42a, stamina information displayed on stamina display bar 42b, story progress information (described below), battle game completion information, and in-game currency information indicating the amount of in-game currency possessed by the player.
[0038] Stamina is a parameter necessary for a player to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game is set with a stamina consumption value required for playing, a maximum number of times that the game can be played in a day, and the like. When playing a battle game in which a stamina consumption value required for playing is set, the player will consume stamina to play the battle game. Therefore, if the player does not have enough stamina, the player cannot play the battle game.
[0039] Although detailed explanation is omitted, when a player wins a battle game, the player can acquire a predetermined value as a player experience value. And, each time the player experience value reaches a certain value, the player level rises. The player level has a stamina upper limit set. As the player level rises, the stamina upper limit becomes higher. Stamina is recovered by a predetermined value (for example, 1 point) every fixed time (for example, 5 minutes) within the upper limit value. The stamina display bar 42b displays the current remaining amount of stamina against the upper limit value of stamina so that the player can visually grasp it. Also, the stamina value displayed at the bottom of the stamina display bar 42b, "260 / 277" in the example of FIG. 3A, displays the stamina upper limit value "277" in the denominator and the player's current stamina "260" in the numerator.
[0040] Furthermore, when the ally character confirmation screen selection operation unit 41b of the menu bar 41 is tapped, an ally character confirmation screen 50 shown in Fig. 3B is displayed on the display 26. On the ally character confirmation screen 50, images of all ally characters corresponding to the ally character IDs associated with the player ID are displayed.
[0041] That is, all ally characters possessed by the player are displayed on the ally character confirmation screen 50. A different ally character ID is assigned to each ally character. When the player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player.
[0042] The ally character ID is stored in association with information about experience points and information about levels. The experience points increase when a player wins a battle game, which will be described later, or when a predetermined item is used. The level is set in accordance with the experience points, and increases each time the experience points reach a predetermined value. An upper limit for the level is set for each ally character, and the level increases only up to the upper limit.
[0043] In addition, base values of combat power such as life points, attack power, and defense power are set for each ally character based on the character's level. The higher the ally character's combat power, the more advantageous the player can progress in the battle game. Furthermore, the higher the level of the ally character, the higher the base values set for the ally character.
[0044] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has an added value set for attack power, defense power, etc. When equipment is equipped, the added value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character. Information about these weapons and armor is also associated with the allied character ID and is configured as part of the player information.
[0045] When the story screen selection operation unit 41c of the menu bar 41 is tapped, a story screen 60 shown in Fig. 4A is displayed on the display 26. As shown in Fig. 4A, the story screen 60 displays the menu bar 41, the header display area 42, a main story selection operation unit 61, a character story selection operation unit 62, and an extra story selection operation unit 63.
[0046] When a main story selection operation unit 61 in the story screen 60 is tapped, a main story screen (not shown) is displayed on the display 26. The main story screen displays multiple main stories that are unlocked according to the progress of a "main quest" (described below). When a new main story is unlocked as the player progresses through a main quest (described below), the player can view the unlocked main story from the main story screen (not shown).
[0047] Furthermore, when a character story selection operation section 62 in the story screen 60 shown in FIG. 4A is operated (tapped), a character story (not shown) that is unlocked according to the intimacy level of the ally character is displayed on the display 26.
[0048] The intimacy level of an ally character increases when the player wins a battle game described below or when a specified item is used. Each time the intimacy level reaches a specified value, the intimacy rank increases. An upper limit for the intimacy rank is set for each ally character, and the rank increases only up to the upper limit. When the intimacy level of an ally character increases to the upper limit, all character stories for that ally character are unlocked. When a new character story is unlocked, the player can view the unlocked character story from a character story screen (not shown).
[0049] Furthermore, when the extra story selection operation unit 63 in the story screen 60 shown in Fig. 4A is operated (tapped), an extra story screen (not shown) is displayed on the display 26. On the extra story screen, for example, a plurality of extra stories that are unlocked according to the progress of an "event quest" described below are displayed. When a new extra story is unlocked as the player progresses through the event quest described below, the player can view the unlocked extra story from the extra story screen (not shown).
[0050] Returning to FIG. 3A, when the quest screen selection operation section 41d of the menu bar 41 is tapped, a quest screen 70 shown in FIG. 4B is displayed on the display 26. The quest screen 70 displays the menu bar 41, the header display area 42, and a plurality of game type selection operation sections 71 indicating the types of battle games provided. Here, five types of battle games are provided, and five game type selection operation sections 71 are displayed.
[0051] The game type selection operation section 71 includes a main quest selection operation section 71a marked "Main Quest," a guild battle selection operation section 71b marked "Guild Battle," a 1V1 battle selection operation section 71c marked "1V1 Battle," a 3V3 battle selection operation section 71d marked "3V3 Battle," and an event quest selection operation section 71e marked "Event."
[0052] When the main quest selection operation unit 71a is tapped, a main quest screen 72 (FIG. 5A), described later, is displayed on the display 26. When the guild battle selection operation unit 71b is tapped, a guild battle screen (not shown) is displayed on the display 26. Similarly, when the 1V1 battle selection operation unit 71c is tapped, a 1V1 battle screen (not shown) is displayed on the display 26. When the 3V3 battle selection operation unit 71d is tapped, a 3V3 battle screen (not shown) is displayed on the display 26. When the event quest selection operation unit 71e is tapped, an event quest screen 172 (FIG. 23A), described later, is displayed on the display 26.
[0053] Incidentally, the player can play the "event quest" for a preset period (for example, 10 days), and only during this period will the event quest selection operation unit 71e be displayed on the display 26. In other words, outside the period during which the "event quest" is being performed, the event quest selection operation unit 71e is hidden, and the four game type selection operation units 71 displayed are the main quest selection operation unit 71a, the guild battle selection operation unit 71b, the 1V1 battle selection operation unit 71c, and the 3V3 battle selection operation unit 71d.
[0054] Note that some types of battle games have release conditions. Examples of the release conditions include a player level being equal to or higher than a predetermined value, clearing other predetermined battle games, etc. Each battle game type includes multiple battle games (hierarchical or laps). Release conditions are set for each of these battle games. When the release conditions are met, the game release information included in the player information is updated.
[0055] In the player terminal 1, it is determined whether or not the battle game is released based on the game release information, and only the game type selection operation unit 71 of the battle game that satisfies the release condition accepts the operation (tap) of the player. Therefore, the player can play only the battle game that satisfies the release condition.
[0056] When main quest selection operation portion 71a in quest screen 70 shown in FIG. 4B is tapped, main quest screen 72 shown in FIG.
[0057] Fig. 5A is a diagram illustrating an example of a main quest screen 72. Fig. 5B is a first diagram illustrating an example of a main quest selection screen 74. Fig. 5C is a second diagram illustrating an example of a main quest selection screen 74.
[0058] On the main quest screen 72, a menu bar 41, a header display area 42, and a main quest operation section 73 for selecting a plurality of battle games (levels) belonging to the main quest are displayed.
[0059] In the main quest, multiple levels are provided for each area. For example, the first area has 15 levels of battle games, from "1-1" to "1-15." The second area has 15 levels of battle games, from "2-1" to "2-15." For example, there are several dozen areas with multiple levels like this.
[0060] The main quest operation unit 73 also displays information on whether each battle game has been cleared. The clear information is indicated by, for example, three stars. In a battle game belonging to a main quest, when the battle game is cleared, stars are acquired according to the number of ally characters whose life points are 0 at the time of clearing. For example, if there are no ally characters whose life points are 0, three stars are acquired, if there is one ally character whose life points are 0, two stars are acquired, and if there are two or more ally characters whose life points are 0, one star is acquired.
[0061] In the example of Fig. 5A, three stars are acquired in the battle game "1-1", two stars are acquired in the battle game "1-2", and one star is acquired in the battle game "1-3". In addition, no stars are acquired in the battle game "1-4", and it is notified that this battle game has not been cleared.
[0062] In the main quest, the unlocking condition is set to clear the previous battle game. For example, in the example of FIG. 5A, the battle game "1-4" is unlocked because the battle games up to "1-3" have been cleared, but the battle games after that ("1-5" and after, not shown) are not unlocked.
[0063] Also, when the last battle game in a given area is cleared, the next area is released. Specifically, for example, when the battle game "1-15" which is the last battle game in the first area is cleared, the second area is released. When the second area is released, the player can select "2-1" which is the first battle game in the second area. Similarly, when the battle game "2-15" which is the last battle game in the second area is cleared, the third area is released. When the third area is released, the player can select "3-1" which is the first battle game in the third area.
[0064] In this way, the player can unlock areas one by one by clearing selectable battle games one by one. However, when the last level battle game (e.g., "60-15") belonging to the last area (e.g., the 60th area) implemented in the game is cleared, the next area (e.g., the 61st area) is not unlocked immediately. In this case, the next area (e.g., the 61st area) is unlocked at the timing when the next area (e.g., the 61st area) is implemented. For example, a predetermined number (e.g., one or more) of new areas may be implemented (added) every predetermined period (e.g., one month).
[0065] For example, when main quest operation unit 73 of a battle game "1-4" is operated (tapped) on main quest screen 72, main quest selection screen 74 shown in Fig. 5B is displayed on display 26. On main quest selection screen 74, enemy characters appearing in that battle game and items (rewards) that can be acquired in that battle game are displayed.
[0066] As described above, in the main quest, new areas are added periodically, which can periodically stimulate the desire of advanced players to play. However, if the difficulty of the battle game is set relatively low, advanced players will need to periodically play many battle games that are low in difficulty and have an extremely low chance of losing, which may cause them to feel bored and decrease their desire to play the game. Also, if the difficulty of the battle game is set relatively high, advanced players will need to periodically play many battle games, which may cause them to feel annoyed and decrease their desire to play the game.
[0067] In addition, beginner players may feel bored because they need to play many battle games up to the last battle game (e.g., "60-15") in the last area (e.g., the 60th area) implemented in the game. Furthermore, as new areas are added periodically, the number of battle games that need to be played increases, which may reduce players' motivation to play the game.
[0068] Therefore, in this embodiment, an auto-progression function is provided in the main quest, which makes it possible to automatically execute the battle games in sequence, thereby reducing the hassle for the player. As will be described in detail later, the auto-progression function makes it possible to automatically execute the battle games in the main quest that have not yet been cleared in sequence, without the need for operational input by the player, until a predetermined end condition is met.
[0069] For example, if the "1-4" battle game is started using the auto-progression function, when the "1-4" battle game is cleared, the "1-5" battle game will automatically start due to auto-progression. Similarly, when the "1-5" battle game is cleared, the "1-6" battle game will automatically start due to auto-progression.
[0070] By using the auto-progression function, it is possible to reduce inconvenience for both advanced players and novice players, thereby preventing the players from losing their enthusiasm for the game.
[0071] Although details will be described later, in this embodiment, even when the auto-progression function is used, the battle game screen 80 (FIG. 17A) is displayed on the display 26. This allows the player to watch the battle between the ally character and the enemy character on the battle game screen 80 (FIG. 17A) while reducing the player's inconvenience. This makes it possible to suppress the risk of the performance effect being reduced.
[0072] As shown in FIG. 5B, the main quest selection screen 74 has a checkbox for enabling the auto-progression function, and by operating (tapping) this checkbox, it is possible to switch between enabling and disabling the auto-progression function.
[0073] That is, as shown in FIG. 5B, when the check box is checked, the auto-progress function is enabled, and as shown in FIG. 5C, when the check box is not checked, the auto-progress function is disabled.
[0074] In this embodiment, the automatic progression function can be enabled or disabled by a checkbox, but the present invention is not limited to this. For example, both an operation unit for enabling the automatic progression function and an operation unit for disabling the automatic progression function may be displayed on the display 26, and the automatic progression function may be enabled or disabled by having the player operate (tap) one of these operation units. In addition, the checkboxes and operation units for enabling and disabling the automatic progression function may be displayed on a screen other than the main quest selection screen 74. For example, the checkboxes and operation units for enabling and disabling the automatic progression function may be displayed on the main quest screen 72, the automatic progression party selection screen 77a described later, the automatic progression setting screen 100 described later, the automatic progression setting screen 100a described later, etc.
[0075] Furthermore, in this embodiment, the battle games in which the auto-progression function can be used in the main quest are limited to those battle games that the player has not yet cleared. Therefore, in the main quest selection screen 74 for the battle games of the main quests that have already been cleared, the check box for enabling the auto-progression function is displayed in an unselectable state (grayed out). Note that in the main quest selection screen 74 for the battle games of the main quests that have already been cleared, the check box for enabling the auto-progression function itself may be hidden. However, the auto-progression function may also be enabled for the battle games of the main quests that have been cleared.
[0076] Furthermore, when stamina is consumed to challenge a battle game, the stamina after consumption is displayed on the main quest selection screen 74. Specifically, as shown in Figures 5B and 5C, the event quest selection screen 174 displays that when the battle game "1-4" is played, stamina will be consumed and will change from the current stamina of 260 to 252.
[0077] In addition, the main quest selection screen 74 displays a challenge operation section 75 marked "Challenge" for challenging the battle game selected by the player, and a cancel operation section 76 marked "Cancel" for canceling the processing corresponding to the currently displayed screen.
[0078] When the cancel operation unit 76 is operated (tapped), the main quest screen 72 shown in FIG. 5A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.
[0079] Furthermore, in a state in which the auto-progression function is disabled, that is, when the challenge operation unit 75 in FIG. 5C is operated (tapped), a party selection screen 77 shown in FIG. 6A is displayed on the display 26.
[0080] 6A is a diagram illustrating an example of a party selection screen 77. All ally characters possessed by the player are displayed on the party selection screen 77. In addition, below the party selection screen 77, a selected ally character display area 78 that displays the selected ally character is displayed.
[0081] In this embodiment, the player can perform friend settings, follow settings, support settings, and the like on a menu screen (not shown). In the friend settings, the player can register other players as friends. Friend registration is performed when a player sends a friend request to another player and the other player accepts the friend request, or when a player accepts a friend request sent from another player.
[0082] When friend registration is completed, the player ID and the other player ID are associated as friends, and the other player ID is stored in the server 1000 as the player's friend ID. The player ID is for identifying the player, and a different ID is assigned to each player. In other words, the player ID is assigned an ID different from the other player IDs.
[0083] In the follow setting, a player can register other players as follows. Follow registration is performed by a player sending a follow request to the other player, and approval from the other player is not required. When follow registration is completed, the player ID and the other player ID are associated, and the other player ID is saved in the server 1000 as the player's follow ID.
[0084] In the support setting, a player can set an ally character owned by the player as a support character (hereinafter referred to as a support character) that can be lent to other players. Other players can borrow the support character set by the player to fight against enemy characters. Here, a player can obtain a reward by setting a support character. For example, a player can obtain in-game currency as a reward for training the ally character owned by the player.
[0085] For example, a player can borrow a support character set as a support character from another player who has completed friend registration in the main quest battle game by spending a predetermined amount of in-game currency (mana). Also, a player can borrow a support character from another player (non-friend) who has not completed friend registration in the main quest battle game by spending a predetermined amount of in-game currency.
[0086] As shown in Fig. 6A, the party selection screen 77 displays an all operation section 90 marked "ALL" and a support operation section 91 marked "SUPPORT". When the all operation section 90 is operated, a list of all ally characters possessed by the player is displayed as shown in Fig. 6A. When the support operation section 91 is operated, a list of support characters of other players who have completed friend registration and support characters of other players (non-friends) selected at random is displayed.
[0087] When the player operates (tap) a displayed ally character on the party selection screen 77, the operated (tapped) ally character is displayed in the selected ally character display area 78. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among a plurality of ally character IDs associated with the player ID. A party is organized by the player selecting a plurality of ally characters. Note that the same ally character cannot be set more than once in party organization.
[0088] Additionally, the party selection screen 77 displays a cancel operation section 76 and a battle start operation section 79 labeled "Start battle."
[0089] When the party formation is completed and the battle start operation unit 79 is operated (tapped), if the support character is not included in the party formation, the battle game starts and a battle game screen 80 (FIG. 7A) is displayed on the display 26. On the other hand, if the party formation includes a support character, the battle game does not start and a support character confirmation pop-up display 92 shown in FIG. 6B is displayed superimposed on the party selection screen 77.
[0090] 6B is a diagram illustrating an example of the support character confirmation pop-up display 92. As shown in FIG. 6B, the support character confirmation pop-up display 92 displays the type of the support character that the player has included in the party organization. The support character confirmation pop-up display 92 also displays the player name of the other player who owns the support character that the player has included in the party organization. The support character confirmation pop-up display 92 also displays the amount of in-game currency that will be consumed when playing a battle game using a support character. The support character confirmation pop-up display 92 also displays the amount of in-game currency that the player possesses.
[0091] Furthermore, the support character confirmation popup display 92 displays a cancel operation section 93 marked "Cancel" and an OK operation section 94 marked "OK."
[0092] When the cancel operation unit 93 is operated, the support character confirmation pop-up display 92 is terminated, and the party selection screen 77 is displayed on the display 26. When the OK operation unit 94 is operated, the battle game is started, and the battle game screen 80 (FIG. 7A) is displayed on the display 26.
[0093] FIG. 7A is a diagram for explaining an example of a battle game screen 80. FIG. 7B is a diagram for explaining an example of a first result screen 83. FIG. 7C is a diagram for explaining an example of a second result screen 85. During a battle game, as shown in FIG. 7A, a battle game screen 80 is displayed. In the battle game screen 80, ally characters and enemy characters are displayed on the display 26. The ally characters operate under computer control, and inflict damage on the enemy characters and receive damage from the enemy characters. Also, the enemy characters operate under computer control, and inflict damage on the ally characters and receive damage from the ally characters.
[0094] When damage points are given to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are given to an ally character, the damage points are subtracted from the ally character's life points. When all enemy characters' life points reach 0, the player wins (clears the game), and when all ally characters' life points reach 0 (lose), the player loses.
[0095] Here, as shown in FIG. 7A, an ally character display area 81 is provided at the bottom of the battle game screen 80. In the ally character display area 81, life points 81a and a special move gauge 81b for each ally character are displayed. The special move gauge 81b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the special move gauge 81b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on an enemy character than a normal attack, recovers the life points of an ally character, or imparts a special effect to an enemy character.
[0096] Here, there are two patterns of methods for using the special move. One is a method in which the player operates (tap) an ally character whose special move gauge 81b displayed in the ally character display area 81 has reached its maximum value. The other is a method in which, when the special move gauge 81b reaches its maximum value in the auto-activation state, the ally character uses the special move by computer control. Note that an auto-selection operation unit 82 is displayed on the battle game screen 80, and the player can switch between the auto-activation state and the manual activation state by operating the auto-selection operation unit 82. When the auto-selection operation unit 82 is operated (tapped) in the manual activation state, the state becomes an auto-activation state in which the special move is used automatically. Also, when the auto-selection operation unit 82 is operated (tapped) in the auto-activation state, the state becomes a manual activation state in which the special move is used manually. Even in the auto-activation state, if the special move gauge 81b has reached its maximum value and a special move has not been used by computer control, the player can operate (tap) an ally character to use a special move.
[0097] Then, when the battle game ends normally (normal end), as shown in Fig. 7B, a first result screen 83 is displayed on the display 26. Fig. 7B shows, as an example, the first result screen 83 when an ally character wins.
[0098] At least a portion of the game result information of the battle game is displayed on the first result screen 83. Also, on the first result screen 83, a next operation section 84 marked "Next" is displayed.
[0099] When the next operation unit 84 is operated (tapped), a second result screen 85 shown in FIG. 7C is displayed on the display 26.
[0100] At least a part of the game result information of the battle game is displayed on the second result screen 85. Also, a next operation unit 86 marked "Next" is displayed on the second result screen 85. Also, when the next operation unit 86 is operated (tapped), the display on the display 26 switches from the battle screen to the normal screen. In other words, the first result screen 83 and the second result screen 85 are part of the battle screen. In this embodiment, when the next operation unit 86 is operated (tapped), the main quest screen 72 shown in FIG. 5A is displayed on the display 26.
[0101] The game result information includes the friendly character ID (party) of the friendly character, the enemy character ID of the enemy character, remaining status information of the friendly and enemy characters at the end of the battle (whether or not life points are 0 at the end of the battle game), damage points inflicted (total value), player operation information (manual activation state or auto activation state), battle log ID, battle game type information (main quest, guild battle, etc.), information associated with each type of battle game (clear information, battle game hierarchy, etc.), item information granted, etc.
[0102] In addition, whether the state is manual activation or auto activation is determined as follows: if the state is auto activation from the start to the end of the battle game and the special move is not used manually by the player, the state is auto activation; otherwise, the state is manual activation. Also, a unique battle log ID is assigned to each battle game. Also, the information associated with each type of battle game is different for each type of battle game.
[0103] FIG. 8A is a diagram for explaining an example of a BOSS story screen 95. In a battle game (for example, a battle game of "1-15") of the last level belonging to a predetermined area (for example, a first area), a BOSS character set for that area appears as an enemy character. After the start of a battle game (for example, a battle game of "1-15") of the last level belonging to a predetermined area (for example, a first area) and before the start of a battle with a BOSS character, the BOSS story screen 95 is displayed on the display 26. In the BOSS story screen 95, for example, a conversation between friendly characters and a performance image explaining the characteristics of a BOSS character are sequentially displayed according to the operation of the player. This makes it possible to increase the player's sense of tension and improve the performance effect when fighting with a BOSS character.
[0104] Then, when the display of the BOSS story screen 95 ends in response to an operation by the player, the battle game screen 80 is displayed on the display 26, and a battle with the BOSS character begins.
[0105] When the boss character is defeated (cleared) and the battle game on the last level belonging to a specified area is cleared, and the operation unit 86 is operated (tapped) to select "Next" on the second result screen 85, an area clear display 96 is superimposed on the main quest screen 72.
[0106] Fig. 8B is a diagram illustrating an example of an area clear display 96. As shown in Fig. 8B, the area clear display 96 displays "Area Clear!", making it possible to notify the player that the battle game of the last level belonging to a specific area has been cleared. This makes it possible to give the player a sense of accomplishment.
[0107] Furthermore, when the auto-progression function is enabled, that is, when the challenge operation unit 75 in FIG. 5B is operated (tapped), an auto-progression party selection screen 77a (FIG. 9A) is displayed on the display .
[0108] 9A is a diagram illustrating an example of an auto-progression party selection screen 77a. As shown in FIG. 9A, the auto-progression party selection screen 77a displays a selected ally character display area 78 and a cancel operation section 76, similar to the party selection screen 77 described above.
[0109] Additionally, the auto-progression party selection screen 77a displays a next operation section 79 marked "Next." Additionally, a warning display marked "*Auto-progression setting in progress" is displayed below the next operation section 79a. This notifies the player that the auto-progression function is scheduled to be used in the main quest battle game.
[0110] 9A, the auto-progression party selection screen 77a displays an all operation section 90 and a support operation section 91, similar to the above-described party selection screen 77. When the all operation section 90 is operated, a list of all ally characters possessed by the player is displayed, as shown in FIG.
[0111] As described above, when a battle game is played using a support character, a predetermined in-game currency is consumed. In other words, when a plurality of battle games are played sequentially using the auto-progression function, a predetermined in-game currency is consumed each time a battle game is played. Therefore, in this embodiment, when the support operation unit 91 is operated on the auto-progression party selection screen 77a, an auto-progression support confirmation pop-up display 97 (FIG. 9B) is superimposed on the auto-progression party selection screen 77a.
[0112] 9B is a diagram illustrating an example of an auto-progress support confirmation pop-up display 97. As shown in FIG. 9B, the auto-progress support confirmation pop-up display 97 displays a warning message stating, "During auto-progress, the selected support character will be organized for the second and subsequent battles." This makes it possible to avoid a situation in which the player's in-game currency is unintentionally depleted when the battle game is played using the auto-progress function with a support character organized.
[0113] 9B, an OK operation section 98 marked "OK" is displayed in the auto progress support confirmation pop-up display 97. When the OK operation section 98 is operated, the display of the auto progress support confirmation pop-up display 97 ends, and the auto progress party selection screen 77a displays a list of support characters of other players whose friend registration has been completed, and support characters of other players (non-friends) selected at random.
[0114] When the party formation is completed and the next operation unit 79a is operated (tapped), if the support character is not included in the party formation, the auto progress setting screen 100 (FIG. 10) is displayed on the display 26.
[0115] Fig. 10 is a first diagram illustrating an example of the auto-progression setting screen 100 for the main quest. Fig. 11 is a second diagram illustrating an example of the auto-progression setting screen 100 for the main quest. Fig. 12 is a third diagram illustrating an example of the auto-progression setting screen 100 for the main quest. As shown in Fig. 10, on the auto-progression setting screen 100, the player can make detailed settings for the auto-progression function when using the auto-progression function in the main quest.
[0116] 10, the player can set one of three setting items as "Auto Progression Stop Condition Setting" on the auto progress setting screen 100. Specifically, the player can select one of a check box marked "Until stamina runs out", a check box marked "Just before the boss appears in the quest", or a check box marked "When the story is unlocked".
[0117] When "Until stamina runs out" is set as the "Automatic progression stop condition setting" on the automatic progression setting screen 100, the condition for stopping the automatic progression function is set to be when the player's stamina runs out. This makes it possible to progress the battle game by the automatic progression function until the player's stamina runs out, thereby minimizing the inconvenience to the player.
[0118] However, if the player loses a battle game, the auto progress is forcibly stopped regardless of whether stamina has been depleted. Also, if a support character is included in the party composition, and the player's in-game currency (mana) is less than the in-game currency (mana) required to play the next battle game, the auto progress is forcibly stopped regardless of whether stamina has been depleted.
[0119] As described above, in this embodiment, in the battle game (e.g., the battle game "1-15") of the last level belonging to a predetermined area (e.g., the first area), the BOSS story screen 95 is displayed on the display 26. If the auto-progress function is used to progress through a large number of battle games in the "main quest" at once, the display of the BOSS story screen 95 may end without the player noticing. In addition, the difficulty level of a battle game in which a BOSS character appears is set relatively high compared to a battle game in which a BOSS character does not appear, because a strong enemy such as a BOSS character appears. Therefore, in a battle game in which a BOSS character appears, there are players who want to carefully organize and strengthen a party of friendly characters in advance compared to a battle game in which a BOSS character does not appear.
[0120] Therefore, in this embodiment, when "immediately before the BOSS appearance quest" is set as the "auto-progression stop condition setting" on the auto-progression setting screen 100, the condition for stopping the auto-progression function is set to be when the battle game immediately before the battle game in which the above-mentioned BOSS character appears is cleared. This can eliminate the inconvenience to the player, while reducing the risk that a player who is eagerly waiting to view the BOSS story screen 95 will miss the BOSS story screen 95. It can also fulfill the player's desire to carefully organize and strengthen a party of ally characters in advance before executing a battle game in which a BOSS character appears.
[0121] As described above, in this embodiment, stories may be unlocked according to the progress of the "main quest." Specifically, when the player wins a predetermined battle game in the "main quest," the number of stories that the player can view increases.
[0122] Therefore, if the auto-progression function is used to progress through a large number of battle games in the "Main Quest" at once, the player will not be able to view the story as soon as the conditions for unlocking the story are met. This could disappoint players who are looking forward to viewing the story.
[0123] In addition, if you use the auto-progress function to progress through many battle games in the "Main Quest" at once, many stories may be unlocked at once. In such a case, for example, stories that are normally unlocked sequentially may be unlocked all at once, and the development of the story may be spoiled from the story titles, etc.
[0124] Therefore, in this embodiment, even if the auto-progression function is enabled, a story release auto-progression stop function is provided that stops the auto-progression function when a new story is released. When "story release" is set as the "auto-progression stop condition setting" on the auto-progression setting screen 100, the story release auto-progression stop function is enabled, and the condition for stopping the auto-progression function is set to be when the above-mentioned main story is newly released based on the completion of the battle game. This makes it possible to satisfy the expectations of players who are looking forward to viewing the story while eliminating the hassle for the player.
[0125] Also, as shown in FIG. 10, on the auto-progression setting screen 100, the player can select either a check box marked "Stop" or a check box marked "Do not stop" as the "Stop setting when 3-star clear is not achieved."
[0126] When "Stop" is set as the "Stop setting when 3 star clear is not achieved" on the auto-progression setting screen 100, the auto-progression function is set to stop when the battle game is cleared using the auto-progression function and there is one or more ally characters whose life points are 0 when the game is cleared.
[0127] In addition, if "Do not stop" is set as the "Stop setting when 3 star clear is not achieved" on the auto-progression setting screen 100, the auto-progression function is set not to stop when the battle game is cleared using the auto-progression function, even if there is one or more ally characters whose life points are 0 when the game is cleared.
[0128] Also, as shown in FIG. 10, on the auto-progression setting screen 100, the player can select either a check box marked "Skip" or a check box marked "Don't skip" as the "BOSS story skip setting."
[0129] When "Skip" is set as the "Boss story skip setting" on the auto progression setting screen 100, it is set to omit displaying the Boss story screen 95 when it is time to display the Boss story screen 95 while using the auto progression function. However, when "Skip" is set as the "Boss story skip setting", when it is time to display the Boss story screen 95 while using the auto progression function, the production images on the Boss story screen 95 may be displayed sequentially without the player's operation.
[0130] Furthermore, if "Do not skip" is set as the "Boss story skip setting" on the auto-progression setting screen 100, when the timing for displaying the Boss story screen 95 is reached while using the auto-progression function, the display of the Boss story screen 95 will not be omitted, and the performance images on the Boss story screen 95 will be displayed sequentially in response to the player's operation.
[0131] 10, on the auto-progression setting screen 100, the player can select either a check box marked "AUTO" indicating that an ally character will use a special move in an auto-activation state, or a check box marked "Do not use" indicating that an ally character will not use a special move in an auto-progressing battle game. By selecting either of these check boxes, the player can change whether or not the auto-activation state of a special move is set in an auto-progressing battle game.
[0132] The above check box for changing whether or not the auto-activation state of the special move is set in the battle game that is automatically in progress may be displayed on the main quest selection screen 74 (FIGS. 5B and 5C).
[0133] Also, when "Until stamina runs out" is selected as the "Automatic Progression Stop Condition Setting" on the automatic progression setting screen 100, the current amount of stamina possessed by the player (here, 260) is displayed on the automatic progression setting screen 100 as shown in FIG. 10. Also, as the amount of stamina to be consumed, the same amount of stamina as the current amount of stamina (here, 260) is displayed. Note that, if the stamina possessed by the player increases while using the automatic progression function, the amount of stamina actually consumed may be more than the amount of stamina to be consumed. Also, for example, during the period until the player's level reaches a predetermined level, the battle game may be able to be played without consuming stamina. In this case, 0 may be displayed as the amount of stamina to be consumed.
[0134] Here, cases where the stamina possessed by the player increases while using the auto-progression function include, for example, cases where stamina is recovered over time, or where the player level increases and stamina is granted. In other words, the auto-progression function may not be stopped based on an increase in the player level. However, the auto-progression function may also be stopped based on an increase in the player level.
[0135] Furthermore, when "Just before a quest where a boss appears" is selected as the "Automatic Progression Stop Condition Setting" on the automatic progression setting screen 100, the automatic progression setting screen 100 displays the current amount of stamina possessed by the player (here, 260) as shown in FIG. 11. Also, the amount of stamina required to clear up to the battle game immediately preceding the battle game in which the boss character appears, i.e., the amount of stamina to be consumed (here, 80), is displayed. In other words, since the battle game in which the boss character appears is set in advance, the amount of stamina to be consumed is derived from the number of main quests to be executed from the battle game selected by the player to the battle game in which the boss character appears, and the amount of stamina required to execute one main quest.
[0136] Furthermore, when "When story is released" is selected as the "Automatic Progression Stop Condition Setting" on the automatic progression setting screen 100, the current amount of stamina possessed by the player (here, 260) is displayed on the automatic progression setting screen 100, as shown in FIG. 12. Also, the amount of stamina required to clear up to the battle game in which the story is released, i.e., the amount of stamina to be consumed (here, 32) is displayed. In other words, since the battle game in which the story is released is set in advance, the amount of stamina to be consumed is derived from the number of main quests to be executed from the battle game selected by the player to the battle game in which the story is released, and the amount of stamina required to execute one main quest.
[0137] Furthermore, the stamina recovery operation unit 101 is displayed on the auto-progression setting screen 180. When the stamina recovery operation unit 101 is operated, a stamina recovery screen 110 is displayed on the display 26, superimposed on the auto-progression setting screen 100.
[0138] 13A is a diagram illustrating an example of the stamina recovery screen 110. On the stamina recovery screen 110, the player can purchase a predetermined amount of stamina by consuming in-game currency, and recover stamina.
[0139] 13A, the player can arbitrarily set the number of times stamina can be purchased on the stamina recovery screen 110. The number of times stamina can be purchased set by the player is displayed on the stamina recovery screen 110.
[0140] Furthermore, the stamina recovery screen 110 displays the amount of stamina recovered based on the number of times stamina has been purchased, as set by the player.
[0141] Furthermore, the stamina recovery screen 110 displays the amount of in-game currency to be consumed and the amount of in-game currency possessed by the player, based on the number of stamina purchases set by the player.
[0142] Furthermore, on the stamina recovery screen 110, a cancel operation section 111 marked "Cancel" and an OK operation section 112 marked "OK" are displayed.
[0143] When the cancel operation unit 111 is operated, the purchase of stamina is canceled. In addition, the display of the stamina recovery screen 110 is terminated, and the auto progress setting screen 100 is displayed on the display 26.
[0144] Furthermore, when the OK operation section 112 is operated, stamina is purchased based on the number of stamina purchases set by the player. Also, a stamina recovery confirmation screen 113 is displayed on the display .
[0145] Fig. 13B is a diagram illustrating an example of the stamina recovery confirmation screen 113. As shown in Fig. 13B, the stamina recovery confirmation screen 113 displays a message indicating that stamina has been recovered by consuming in-game currency. In addition, the stamina recovery confirmation screen 113 notifies the player of the change in the in-game currency possessed by the player and the change in the stamina possessed by the player.
[0146] 13B, an OK operation section 114 marked with “OK” is displayed on the stamina recovery confirmation screen 113. When the OK operation section 114 is operated, the display of the stamina recovery confirmation screen 113 on the display 26 ends, and the auto progress setting screen 100 is displayed on the display 26.
[0147] Returning to FIG. 10, the auto-progression setting screen 100 displays a cancel operation section 102 marked "Cancel" and a battle start operation section 103 marked "Start battle."
[0148] When the cancel operation unit 102 is operated (tapped), the display of the auto progress setting screen 100 on the display 26 ends, and the auto progress party selection screen 77a (FIG. 9A) is displayed.
[0149] When the battle start operation unit 103 is operated (tapped), if the current stamina is equal to or greater than the stamina to be consumed, the battle game starts and a battle game screen 80 (FIG. 17A) is displayed on the display 26.
[0150] On the other hand, when the current stamina is less than the stamina to be consumed, if the battle start operation unit 103 is operated (tapped), a stamina shortage confirmation screen 115 is displayed superimposed on the auto progress setting screen 100.
[0151] Fig. 13C is a diagram illustrating an example of a stamina shortage confirmation screen 115. As shown in Fig. 13C, the stamina shortage confirmation screen 115 displays a message saying "Your stamina is insufficient. Would you like to recover?", and notifies the player of the lack of stamina.
[0152] As shown in FIG. 13C, stamina shortage confirmation screen 115 displays cancel operation section 116 marked "Cancel" and OK operation section 117 marked "OK."
[0153] When the cancel operation unit 116 is operated, the display of the stamina shortage confirmation screen 115 on the display 26 ends, and the auto-progression setting screen 100 is displayed on the display 26. In other words, if the current stamina is less than the stamina to be consumed, the battle game cannot be started. However, the battle game may be allowed to progress by auto-progression up to the battle game in the main quest that can be executed within the range of the current stamina possessed by the player.
[0154] On the other hand, when the OK operation unit 117 is operated, the stamina recovery screen 110 is displayed on the display 26, and as described above, it becomes possible to recover (purchase) stamina by consuming in-game currency.
[0155] As described above, in this embodiment, it is possible to include support characters in the party formation in the main quest battle game.
[0156] In FIG. 9A, when party formation is completed and a support character is included in the party formation, when the next operation unit 79a is operated (tapped), the auto progression setting screen 100a (FIG. 14) for supporting character formation is displayed on the display 26.
[0157] Fig. 14 is a first diagram illustrating an example of the auto-progression setting screen 100a when forming support characters for the main quest. Fig. 15 is a second diagram illustrating an example of the auto-progression setting screen 100a when forming support characters for the main quest. Fig. 16 is a third diagram illustrating an example of the auto-progression setting screen 100a when forming support characters for the main quest.
[0158] In the auto-progression setting screen 100a, the player can perform various settings similar to those in the auto-progression setting screen 100 (FIGS. 10, 11, and 12). When "Until stamina runs out" is selected as the "Auto-progression stop condition setting" in the auto-progression setting screen 100a, the current amount of in-game currency (mana) possessed by the player (here, 191297471) is displayed in the auto-progression setting screen 100a as shown in FIG. 14. In addition, the amount of in-game currency (mana) to be consumed by using the support character (50000 per quest clear) is displayed. Note that the maximum amount of in-game currency (mana) to be consumed by using the support character (maximum 50000 per quest clear) may be displayed as the amount of in-game currency (mana) to be consumed by using the support character.
[0159] In addition, when "Just before a BOSS appears in a quest" is selected as the "Auto-progression stop condition setting" on the auto-progression setting screen 100a, as shown in FIG. 15, the auto-progression setting screen 100a displays the current amount of in-game currency (mana) possessed by the player (here, 191297471) and the amount of in-game currency (mana) planned to be consumed (here, 500000).
[0160] In addition, when "When story is unlocked" is selected as the "Auto-progression stop condition setting" on the auto-progression setting screen 100a, as shown in FIG. 16, the auto-progression setting screen 100a displays the current amount of in-game currency (mana) possessed by the player (here, 191297471) and the amount of in-game currency (mana) planned to be consumed (here, 200000).
[0161] Fig. 17A is a first diagram illustrating an example of a battle game screen 80 during auto progression in a main quest. Fig. 17B is a diagram illustrating an example of a first result screen 83 during auto progression in a main quest. Fig. 17C is a first diagram illustrating an example of a second result screen 85 during auto progression in a main quest.
[0162] During auto progress, the battle game screen 80, the first result screen 83, and the second result screen 85 display "AUTO PROGRESS" in the upper right corner of the screen, as well as an auto progress display 118 indicating the hierarchical level of the battle game.
[0163] During the automatic progression, the player cannot manually activate the special move of an ally character. Also, during the automatic progression, the player cannot manually switch between the automatic activation state and the manual activation state by operating (tapping) the auto selection operation unit 82.
[0164] Furthermore, during automatic progression, if a predetermined time (for example, one second) has elapsed since the first result screen 83 was displayed, it is assumed that the NEXT operation unit 84 on the first result screen 83 has been operated (tapped), and the display on the display 26 automatically transitions to the second result screen 85. At this time, the NEXT operation unit 84 marked "NEXT" may be displayed in a dark state to inform the user that it is not an object of operation.
[0165] Furthermore, during automatic progression, if a predetermined time (for example, one second) has elapsed since the second result screen 85 was displayed, it is assumed that the Next operation unit 86 on the second result screen 85 has been operated (tapped), and the display of the second result screen 85 on the display 26 ends. At this time, the Next operation unit 86 marked "Next" may be displayed in a dark state to inform the user that it is not an object of operation.
[0166] In this way, during auto-progression, even if the player operates (tap) the NEXT operation unit 84 on the first result screen 83 and the NEXT operation unit 86 on the second result screen 85, no screen transition will occur.
[0167] FIG. 18A is a second diagram illustrating an example of the battle game screen 80 during auto-progression in the main quest. FIG. 18B is a second diagram illustrating an example of the second result screen 85 during auto-progression in the main quest. During auto-progression, when the display of the second result screen 85 ends in a case where none of the auto-progression stop conditions set on the auto-progression setting screen 100 or the auto-progression setting screen 100a are satisfied, the next battle game (here, "1-5") in the event quest is automatically started. Thereafter, the battle game screen 80, the first result screen 83, and the second result screen 85 are displayed in the same manner, and the battle game of the main quest is executed until the auto-progression stop conditions set on the auto-progression setting screen 100 or the auto-progression setting screen 100a are satisfied.
[0168] In other words, the next quest will start on the display 26 without first displaying the main quest screen 72, the main quest selection screen 74, the auto-progression party selection screen 77a, the auto-progression setting screen 100, and the auto-progression setting screen 100a.
[0169] However, the next quest may be started via at least one of the main quest screen 72, main quest selection screen 74, auto-progression party selection screen 77a, auto-progression setting screen 100, and auto-progression setting screen 100a displayed on the display 26. In this case, too, it is acceptable to assume that a predetermined operation unit on each screen has been operated (tapped), and to perform a screen transition on the display 26.
[0170] 18B, for example, assume that a second result screen 85 for the battle game "3-15" of the event quest is displayed on the display 26. At this time, if the auto-progression stop condition is met based on a lack of stamina and the next quest is not started, an auto-progression stop notification screen 120 (FIG. 19A) is displayed on the display 26.
[0171] FIG. 19A is a first diagram illustrating an example of an auto-progression stop notification screen 120 in a main quest. FIG. 19B is a second diagram illustrating an example of an auto-progression stop notification screen 120 in a main quest. FIG. 19C is a third diagram illustrating an example of an auto-progression stop notification screen 120 in a main quest. As shown in FIG. 19A, the auto-progression stop notification screen 120 displays a message about the reason why auto-progression has stopped. FIG. 19A displays a message that auto-progression has stopped due to a lack of stamina.
[0172] Also, for example, assume that "just before the BOSS appearance quest" is set as the "auto-progression stop condition setting" on the auto-progression setting screen 100, and the battle game immediately before the battle game in which the BOSS character appears has been cleared. In this case, the auto-progression stop condition is met based on the fact that the battle game immediately before the battle game in which the BOSS character appears has been cleared. In this case, a message is displayed (not shown) indicating that auto-progression has been stopped due to the fact that the battle game immediately before the battle game in which the BOSS character appears has been cleared.
[0173] Also, for example, assume that "When story is released" is set as the "Automatic Progression Stop Condition Setting" on the automatic progression setting screen 100, and a predetermined release condition is established when a battle game is cleared using the automatic progression function. In this case, a message is displayed indicating that automatic progression has stopped because the player has won the predetermined battle game and the number of stories that the player can view has increased (not shown).
[0174] Also, for example, assume that "Stop" is set as the "Stop setting when 3-star clear is not achieved" on the auto-progression setting screen 100, and when the battle game is cleared using the auto-progression function, there is one or more ally characters whose life points are 0 when the game is cleared. At this time, the auto-progression stop condition is met based on the fact that there is one or more ally characters whose life points are 0 when the game is cleared. In this case, the auto-progression stop notification screen 120 (FIG. 19B) is displayed on the display 26. As shown in FIG. 19B, the auto-progression stop notification screen 120 displays that auto-progression has stopped because a predetermined clear condition was not met.
[0175] Furthermore, if the battle game cannot be cleared using the auto-progression function, i.e., if the battle game is lost, an auto-progression stop notification screen 120 shown in Fig. 19C is displayed on the display 26. As shown in Fig. 19C, the auto-progression stop notification screen 120 displays a message that auto-progression has stopped due to a loss in the battle game.
[0176] Furthermore, the auto progress stop notification screen 120 displays the total amount of stamina consumed by the player.
[0177] Furthermore, an OK operation section 121 marked with "OK" is displayed on the auto progress stop notification screen 120. When the OK operation section 121 is operated, the display of the auto progress stop notification screen 120 ends, and the main quest screen 72 is displayed on the display 26. Furthermore, an auto progress reward list display 122 (FIG. 20A) is displayed superimposed on the main quest screen 72.
[0178] In this embodiment, when the auto-progression function is used, even if the battle game of the last level belonging to a specified area is cleared before the auto-progression function is stopped, the area cleared display 96 is not displayed. This makes it possible to avoid a situation where the area cleared display 96 is displayed multiple times in succession when the auto-progression function is used across multiple areas before the auto-progression function is stopped.
[0179] Fig. 20A is a diagram illustrating an example of an auto-progression reward list display 122 for a main quest. Fig. 20B is a diagram illustrating an example of a story unlock display 124 for a main quest. Fig. 20C is a diagram illustrating an example of a friend request confirmation screen 127 for a main quest. As shown in Fig. 20A, the auto-progression reward list display 122 displays a list of items (rewards) acquired during auto-progression.
[0180] Furthermore, a close operation section 123 marked "close" is displayed on the auto-progression reward list display 122. When the close operation section 123 is operated (tapped), if there is a newly released story during auto-progression, a story release display 124 is displayed on the display 26, as shown in Fig. 20B. That is, if "when story release" is set as the "auto-progression stop condition setting", the auto-progression function is stopped based on the story release, and the newly released story is notified in the story release display 124.
[0181] 20B, in the story release display 124, a newly released story operation section 125 for viewing a newly released story during automatic progression, and a close operation section 126 marked "close" are displayed. When the newly released story operation section 125 is operated (tapped), the contents of each story can be viewed.
[0182] It should be noted that a newly released story during automatic progression can also be viewed from the above-mentioned main story screen (not shown) without operating the newly released story operation unit 125.
[0183] During auto progression, if a support character owned by a non-friend player is used, operating the close operation unit 126 causes a friend request confirmation screen 127 to be displayed on the display 26, as shown in Fig. 20C. As shown in Fig. 20C, the friend request confirmation screen 127 displays the player name of the other player who owns the support character used by the player during auto progression. Then, the friend request confirmation screen 127 displays a message for confirming whether or not to send a friend request to the other player.
[0184] 20C, friend request confirmation screen 127 displays cancel operation section 128 marked with "Cancel." In addition, friend request confirmation screen 127 displays OK operation section 129 marked with "OK." When cancel operation section 128 is operated, the friend request is not made and the display of friend request confirmation screen 127 closes. When OK operation section 129 is operated, the friend request is made and the display of friend request confirmation screen 127 closes.
[0185] FIG. 21A is a first diagram for explaining an example of an auto-progression stop display 130 in a main quest. FIG. 21B is a second diagram for explaining an example of an auto-progression stop display 130 in a main quest. As described above, during auto-progression, the player cannot manually activate the ally character's special move on the battle game screen 80, and the player cannot switch between the auto-activation state and the manual activation state based on the player's operation (tap) on the auto-selection operation unit 82. During auto-progression, when the ally character display area 81 on the battle game screen 80 is operated (tapped) or the auto-selection operation unit 82 is operated (tapped), the battle game is temporarily stopped. When the battle game is stopped, the auto-progression stop display 130 shown in FIG. 21A is superimposed on the battle game screen 80.
[0186] In addition, when the auto-progression function is being used, the battle game may be temporarily stopped when a predetermined location on each screen is operated (tapped). For example, the battle game may be temporarily stopped when a menu operation unit (not shown) for displaying a menu screen (not shown) is operated (tapped). Furthermore, the battle game may be temporarily stopped when a predetermined peripheral area of each operation unit is operated (tapped), not necessarily each operation unit itself.
[0187] Similarly, during auto-progression, when an operation (tap) is performed on the Next operation unit 84 on the first result screen 83 or the Next operation unit 86 on the second result screen 85, the battle game temporarily stops, and the auto-progression stop display 130 shown in FIG. 21B is displayed so as to be superimposed on the first result screen 83 or the second result screen 85 that is being displayed.
[0188] As shown in Figures 21A and 21B, the auto-progression stop display 130 displays confirmation of the stop of auto-progression and the amount of stamina that has already been consumed. The auto-progression stop display 130 may further display the number and types of battle games that have been cleared so far. The auto-progression stop display 130 also displays a cancel operation section 131 marked "Cancel" and an OK operation section 132 marked "OK."
[0189] When the cancel operation unit 131 is operated (tapped), the auto progress stop indication 130 is hidden on the display 26. In addition, the battle game that was temporarily stopped in response to the display of the auto progress stop indication 130 is resumed by auto progress.
[0190] Furthermore, when the OK operation unit 132 is operated (tapped), the auto progress stop indication 130 is hidden on the display 26. The battle game is restarted in a state where the auto progress is stopped. Furthermore, the auto progress indication 118 that was displayed on the battle game screen 80, the first result screen 83, or the second result screen 85 is also hidden.
[0191] Furthermore, when auto progression is stopped, automatic screen transitions are not executed on the first result screen 83 or the second result screen 85. When auto progression is stopped, when the player operates (tap) the NEXT operation unit 84 on the first result screen 83, the second result screen 85 is displayed on the display 26. Then, when the player operates (tap) the NEXT operation unit 86 on the second result screen 85, the display of the second result screen 85 on the display 26 ends.
[0192] Then, because auto-progression has stopped, the next battle game in the event quest does not start, and the screen transitions to the main quest screen 72. At this time, the items (rewards) acquired by the player up to the point at which auto-progression was stopped are displayed in a list in an auto-progression reward list display 122 (FIG. 20A). In addition, when the close operation unit 123 of the auto-progression reward list display 122 is operated (tapped), a story release display 124 (FIG. 20B) is displayed on the display 26, which allows viewing of stories that were newly released at the point at which auto-progression was stopped.
[0193] 22 is a diagram illustrating an example of the setting screen 140. When a predetermined operation unit is operated on a menu screen (not shown), the setting screen 140 is displayed on the display 26. As described above, in this embodiment, in a battle game (e.g., battle game "1-15") in the last layer belonging to a predetermined area (e.g., the first area) in the main quest, a BOSS character set for that area appears as an enemy character.
[0194] Then, after the start of a battle game (e.g., a battle game of "1-15") in the last level belonging to a predetermined area (e.g., a first area) and before the start of the battle with the BOSS character, the BOSS story screen 95 is displayed on the display 26. In this embodiment, when a player challenges a battle game in which a BOSS character appears again after clearing the battle game once, the player can set whether or not to display the BOSS story screen 95. This allows, for example, a player who has missed the BOSS story screen 95 using the auto-progression function to view the BOSS story screen 95 again.
[0195] Next, we will explain the event quests. Because the basic parts of the event quests are the same as the main quests in the battle game, we will omit redundant explanations and instead explain the parts that are different from the main quests.
[0196] Fig. 23A is a diagram illustrating an example of the event quest screen 172. Fig. 23B is a first diagram illustrating an example of the event quest selection screen 174. Fig. 23C is a second diagram illustrating an example of the event quest selection screen 174.
[0197] The event quest screen 172 displays a menu bar 41, a header display area 42, and an event quest operation section 173 for selecting a plurality of battle games (hierarchies) belonging to the event quest.
[0198] The event quest operation section 173 also displays information on completion of each battle game, similar to the main quest described above.
[0199] As with the main quests, the event quests are unlocked only if you clear the previous battle game. For example, in the example of Figure 23A, the battle game "1-1" has not been cleared, so the battle games "1-2" and onwards are not unlocked.
[0200] For example, when the event quest operation unit 173 of the "1-1" battle game is operated (tapped) on the event quest screen 172, an event quest selection screen 174 shown in Fig. 23B is displayed on the display 26. Similar to the main quest selection screen 74 described above, the event quest selection screen 174 displays enemy characters that appear in the battle game and items (rewards) that can be acquired in the battle game.
[0201] In this embodiment, the event quest has 15 battle games from "1-1" to "1-15". As described above, the event quest can be played by the player only during a preset period (for example, 10 days). Therefore, the difficulty level of the battle games is set relatively low so that not only advanced players but also beginner players can enjoy the event quest. Since beginner players are inferior to advanced players in terms of the training status of their ally characters, they will experience victory or defeat in each battle game of the event quest and will progress through the event quest with mixed feelings of joy and sorrow.
[0202] On the other hand, advanced players may feel bored because they need to play many battle games that are easy and have an extremely low chance of losing. Therefore, in this embodiment, an auto-progression function is provided for event quests as well, which makes it possible to automatically execute battle games in sequence, reducing the hassle for the player.
[0203] As shown in FIG. 23B, the event quest selection screen 174 has a checkbox for enabling the auto-progression function, and by operating (tapping) this checkbox, it is possible to switch between enabling and disabling the auto-progression function.
[0204] That is, as shown in FIG. 23B, when a check mark is displayed in the check box, the auto-progress function is enabled, and as shown in FIG. 23C, when no check mark is displayed in the check box, the auto-progress function is disabled.
[0205] In this embodiment, the case where the auto-progression function can be enabled or disabled by a checkbox has been described, but the present invention is not limited to this. For example, both an operation unit for enabling the auto-progression function and an operation unit for disabling the auto-progression function may be displayed on the display 26, and the auto-progression function may be enabled or disabled by having the player operate (tap) one of these operation units. In addition, the checkboxes and operation units for enabling and disabling the auto-progression function described above may be displayed on a screen other than the event quest selection screen 174. For example, the checkboxes and operation units for enabling and disabling the auto-progression function described above may be displayed on the event quest screen 172, the auto-progression party selection screen 177 described later, the auto-progression setting screen 180 described later, the auto-progression setting screen 190 when stamina is insufficient described later, and the like.
[0206] In addition, the event quest selection screen 174 displays the stamina after consumption when stamina is consumed to challenge a battle game. Specifically, as shown in FIG. 23B and FIG. 23C, the event quest selection screen 174 displays that the current stamina 260 will be consumed and changed to 252 when the battle game "1-1" is executed. However, when the auto-progression function is enabled, since 15 battle games from "1-1" to "1-15" are scheduled to be executed sequentially, the event quest selection screen 174 in FIG. 23B may display that the current stamina 260 will be consumed and changed to 140. In other words, the total amount of the fee required for a plurality of predetermined games (battle games) scheduled to be executed sequentially by the auto mode (auto-progression function) may be displayed.
[0207] The event quest selection screen 174 also displays a challenge operation section 75 marked "Challenge" for challenging the battle game selected by the player, and a cancel operation section 76 marked "Cancel" for canceling the processing corresponding to the currently displayed screen.
[0208] When the cancel operation unit 76 is operated (tapped), the main quest screen 72 shown in FIG. 23A is displayed on the display 26, and the challenge to the selected "1-1" battle game is canceled.
[0209] Furthermore, when the auto-progression function is disabled, that is, when the challenge operation unit 75 in Fig. 23C is operated (tapped), a party selection screen 77 (Fig. 5C) similar to the above-mentioned main quest is displayed on the display 26. On the other hand, when the auto-progression function is enabled, that is, when the challenge operation unit 75 in Fig. 23B is operated (tapped), an auto-progression party selection screen 177 (Fig. 24A) is displayed on the display 26.
[0210] Fig. 24A is a diagram illustrating an example of an auto-progression party selection screen 177. As shown in Fig. 24A, the auto-progression party selection screen 177 displays a selected ally character display area 78 and a cancel operation unit 76, similar to the party selection screen 77 described above.
[0211] Additionally, a next operation section 179 marked "Next" is displayed on the auto-progression party selection screen 177. Additionally, a warning display marked "*Auto-progression setting in progress" is displayed below the next operation section 179. This notifies the player that the auto-progression function is scheduled to be used in the event quest battle game.
[0212] When party formation is completed and NEXT operation unit 179 is operated (tapped), auto-progression setting screen 180 (FIG. 24B) or auto-progression setting screen for when stamina is insufficient 190 (FIG. 25A) is displayed on display 26.
[0213] Fig. 24B is a first diagram illustrating an example of the auto-progression setting screen 180 for an event quest. Fig. 24C is a second diagram illustrating an example of the auto-progression setting screen 180 for an event quest. As shown in Fig. 24B, the auto-progression setting screen 180 displays that the current stamina is 260, and that if the auto-progression function is enabled, 15 battle games are scheduled to be played in sequence from "1-1" to "1-15," so that a maximum of 120 stamina (total consumed stamina) will be consumed.
[0214] As described above, in this embodiment, stories may be unlocked according to the progress of the “event quest.” Specifically, when the player wins a predetermined battle game in the “event quest,” the number of stories that the player can view increases.
[0215] Therefore, if the auto-progression function is used to progress through all battle games from "1-1" to "1-15" in the "Event Quest" at once, the player will not be able to view the story as soon as the conditions for unlocking the story are met. This could disappoint players who are looking forward to viewing the story.
[0216] Also, if you use the auto-progress function to progress through all battle games from "1-1" to "1-15" in the "Event Quest" at once, many stories may be unlocked at once when you finish the battle game "1-15". In such a case, for example, stories that are normally unlocked sequentially are unlocked all at once, and there is a risk that the development of the story will be spoiled from the story titles, etc.
[0217] Therefore, in this embodiment, even if the auto-progression function is enabled, an auto-progression stop function upon story release is provided, which stops the auto-progression function when a new story is released.
[0218] 24B, a check box for enabling the story release auto-progression stop function is provided on the auto-progression setting screen 180. The player can switch between enabling and disabling the story release auto-progression stop function by operating (tapping) the check box.
[0219] That is, as shown in Fig. 24B, when the checkbox labeled "Stop" is checked, the auto-stop function when the story is released is enabled. Also, as shown in Fig. 24C, when the checkbox labeled "Don't stop" is checked, the auto-stop function when the story is released is disabled.
[0220] In this embodiment, a case has been shown in which the auto-progression stop function is provided when a new story is released, which stops the auto-progression function, but this is not limited to this. For example, auto-progression may be stopped when the player level increases, when a specified content other than the story is released, or when a specified time (e.g., 30 minutes) has passed, and a specified check box or a specified operation unit may be displayed so that the player can set whether or not to stop the auto-progression when these conditions are met. Note that, for example, "when a specified content other than the story is released" may be when the amount of content that can be purchased with in-game currency increases.
[0221] 24B, the auto-progression setting screen 180 displays a check box marked "AUTO" indicating that an ally character will use a special move in an auto-activation state in a battle game that is currently in progress, and a check box marked "Do not use" indicating that an ally character will not use a special move in a battle game that is currently in progress. By selecting one of these check boxes, the player can change whether or not the auto-activation state of a special move is set in the battle game that is currently in progress.
[0222] The above check box for changing whether or not the auto-activation state of the special move is set in the battle game that is automatically in progress may be displayed on the event quest selection screen 174 (FIGS. 23B and 23C).
[0223] Furthermore, the auto-progression setting screen 180 displays a cancel operation section 181 marked "Cancel," and a battle start operation section 182 marked "Start battle."
[0224] When the cancel operation unit 181 is operated (tapped), the auto progress party selection screen 177 is displayed on the display 26.
[0225] When the battle start operation unit 182 is operated (tapped), the battle game starts, and a battle game screen 80 (FIG. 26A) is displayed on the display .
[0226] Fig. 25A is a diagram illustrating an example of an auto-progression setting screen 190 when stamina is insufficient. Fig. 25B is a diagram illustrating an example of a stamina recovery dialogue 200. Fig. 25C is a diagram illustrating an example of a stamina recovery result screen 210. When party organization is completed and the next operation unit 179 is operated (tapped), if the current stamina is less than the total consumed stamina, the auto-progression setting screen 190 when stamina is insufficient shown in Fig. 25A is displayed on the display 26.
[0227] 25A, the stamina insufficient auto-progression setting screen 190 displays the current stamina (here, 60) and the total consumed stamina (here, 120), similar to the above-described auto-progression setting screen 180 (FIG. 24B). Furthermore, the stamina insufficient auto-progression setting screen 190 displays a message that there is insufficient stamina to clear 15 battle games, from "1-1" to "1-15."
[0228] Also, the auto-progression setting screen 190 when stamina is insufficient is provided with a checkbox for enabling the auto-progression stop function when a story is released, similar to the above-described auto-progression setting screen 180 (FIG. 24B).
[0229] Also, in the auto-progression setting screen 190 for when stamina is insufficient, similar to the above-mentioned auto-progression setting screen 180 (FIG. 24B), a checkbox is provided for setting whether or not an ally character will use a special move in an auto-activation state during an auto-progressing battle game.
[0230] In addition, the auto-progression setting screen 190 when stamina is insufficient displays a cancel operation section 191 marked "Cancel," a next operation section 192 marked "Next without recovery," and a recovery operation section 193 marked "Recover."
[0231] When the cancel operation unit 191 is operated (tapped), the auto progress party selection screen 177 is displayed on the display 26.
[0232] Furthermore, when the next operation unit 192 is operated (tapped), the battle game starts and the battle game screen 80 (FIG. 26A) is displayed on the display .
[0233] Furthermore, when the recovery operation unit 193 is operated (tapped), a stamina recovery dialogue 200 shown in Fig. 25B is displayed on the display 26. As shown in Fig. 25B, the stamina recovery dialogue 200 displays the amount of in-game currency to be consumed to recover stamina, the amount of in-game currency possessed by the player, the amount of stamina to be recovered, and a confirmation of recovery of stamina.
[0234] Furthermore, the stamina recovery dialogue 200 displays a cancel operation section 201 marked "Cancel" and an OK operation section 202 marked "OK."
[0235] When the cancel operation unit 201 is operated (tapped), the recovery of stamina is interrupted, and an auto-progression setting screen 190 for when stamina is insufficient is displayed on the display 26.
[0236] Furthermore, when the OK operation unit 202 is operated (tapped), the player consumes in-game currency possessed by the player to recover stamina. Furthermore, a stamina recovery result screen 210 shown in FIG. 25C is displayed on the display 26.
[0237] As shown in FIG. 25C, the stamina recovery result screen 210 displays the amount of in-game currency consumed to recover stamina, the change in the amount of in-game currency the player possesses, the amount of stamina the player had before and after recovery, and a notification that stamina has been recovered.
[0238] Furthermore, an OK operation section 211 marked with "OK" is displayed on the stamina recovery result screen 210. When the OK operation section 211 is operated, the auto progress setting screen 180 is displayed on the display .
[0239] Fig. 26A is a first diagram illustrating an example of a battle game screen 80 during auto-progression in an event quest. Fig. 26B is a diagram illustrating an example of a first result screen 83 during auto-progression in an event quest. Fig. 26C is a first diagram illustrating an example of a second result screen 85 during auto-progression in an event quest. During the battle game, as shown in Fig. 26A, the battle game screen 80 is displayed in the same way as in the main quest described above.
[0240] Also, similar to the above-mentioned main quest, when the end condition of the battle game is met, a first result screen 83 and a second result screen 85 are displayed on the display 26.
[0241] However, during auto-progression, the battle game screen 80, the first result screen 83, and the second result screen 85 display "AUTO PROGRESS" in the upper right corner of the screen, as well as an auto-progress display 215 showing the hierarchical level of the battle game.
[0242] During the automatic progression, the player cannot manually activate the special move of an ally character. Also, during the automatic progression, the player cannot manually switch between the automatic activation state and the manual activation state by operating (tapping) the auto selection operation unit 82.
[0243] Furthermore, during automatic progression, if a predetermined time (for example, one second) has elapsed since the first result screen 83 was displayed, it is assumed that the NEXT operation unit 84 on the first result screen 83 has been operated (tapped), and the display on the display 26 automatically transitions to the second result screen 85. At this time, the NEXT operation unit 84 marked "NEXT" may be displayed in a dark state to inform the user that it is not an object of operation.
[0244] Furthermore, during automatic progression, if a predetermined time (for example, one second) has elapsed since the second result screen 85 was displayed, it is assumed that the Next operation unit 86 on the second result screen 85 has been operated (tapped), and the display of the second result screen 85 on the display 26 ends. At this time, the Next operation unit 86 marked "Next" may be displayed in a dark state to inform the user that it is not an object of operation.
[0245] Therefore, during auto-progression, even if the player operates (tap) the NEXT operation unit 84 on the first result screen 83 and the NEXT operation unit 86 on the second result screen 85, the screen cannot be changed.
[0246] FIG. 27A is a second diagram illustrating an example of a battle game screen 80 during auto-progression in an event quest. FIG. 27B is a second diagram illustrating an example of a second result screen 85 during auto-progression in an event quest. FIG. 28A is a first diagram illustrating an example of an auto-progression reward list display 220 in an event quest. FIG. 28B is a first diagram illustrating an example of a story release display 230 in an event quest. During auto-progression and when the auto-progression stop function at story release is set to disabled, when the display of the second result screen 85 ends, the next battle game in the event quest (here, "1-2") is automatically started. Thereafter, the battle game screen 80, the first result screen 83, and the second result screen 85 are displayed in the same manner, and the battle game of the event quest is executed up to "1-15".
[0247] In other words, the next quest will be started on the display 26 without first displaying the event quest screen 172, the event quest selection screen 174, the auto-progression party selection screen 177, the auto-progression setting screen 180, and the auto-progression setting screen for insufficient stamina 190.
[0248] However, the next quest may be started via at least one of the display of the event quest screen 172, the event quest selection screen 174, the auto-progression party selection screen 177, the auto-progression setting screen 180, and the auto-progression setting screen when stamina is insufficient 190 on the display 26. In this case, too, the screen transition on the display 26 may be performed assuming that a predetermined operation unit on each screen has been operated (tapped).
[0249] Finally, as shown in Fig. 27B, a second result screen 85 for the battle game "1-15" of the event quest is displayed on the display 26. Note that a pop-up may be displayed on the second result screen 85 to notify the player that auto-progression has ended, and the number and type of battle games that have been cleared and the total amount of stamina consumed by the player may be displayed in the pop-up.
[0250] Then, when the display of the second result screen 85 is finished, an event quest screen 172 is displayed on the display 26, as shown in Figure 28A. In addition, an auto-progression reward list display 220 is displayed superimposed on the event quest screen 172.
[0251] As shown in FIG. 28A, the auto-progression reward list display 220 displays a list of items (rewards) acquired during auto-progression.
[0252] Furthermore, a close operation section 221 labeled "close" is displayed on the auto-progression reward list display 220. When the close operation section 221 is operated (tapped), a story release display 230 is displayed on the display 26, as shown in FIG. 28B.
[0253] 28B, in the story release display 230, a newly released story operation section 231 for viewing a newly released story during automatic progression and a close operation section 232 marked "close" are displayed. When the newly released story operation section 231 is operated (tapped), the contents of each story can be viewed.
[0254] In addition, in order to view a newly released story during automatic progression, it is also possible to view it from the above-mentioned extra story screen (not shown) without operating the newly released story operation unit 231.
[0255] FIG. 29A is a diagram illustrating an example of an auto-progression reward list display 220 in an event quest. FIG. 29B is a diagram illustrating an example of a story release display 230 in an event quest. During auto-progression, when the auto-progression stop function at story release is enabled, a predetermined release condition is established. Here, the release condition is set to be that the player wins a predetermined battle game and the number of stories that the player can view increases. In this case, when the display of the second result screen 85 ends, the next battle game in the event quest is not started and auto-progression is stopped.
[0256] 29A, items (rewards) acquired by the player up to the point when auto-progression was stopped are displayed in a list in auto-progression reward list display 220. Then, when the close operation unit 221 is operated (tapped), a story release display 230 is displayed on the display 26, which allows viewing of stories that were newly released at the point when auto-progression was stopped.
[0257] FIG. 30A is a first diagram for explaining an example of the auto-progression stop display 240 in an event quest. FIG. 30B is a second diagram for explaining an example of the auto-progression stop display 240 in an event quest. As described above, during auto-progression, the player cannot manually activate the ally character's special move on the battle game screen 80, and the player cannot switch between the auto-activation state and the manual activation state based on an operation (tap) on the auto-selection operation unit 82. During auto-progression, when an operation (tap) is performed on the ally character display area 81 of the battle game screen 80 or an operation (tap) is performed on the auto-selection operation unit 82, the battle game is temporarily stopped. When the battle game is stopped, the auto-progression stop display 240 shown in FIG. 30A is superimposed on the battle game screen 80.
[0258] The auto-progression function may be stopped by operating (tapping) a predetermined location on each screen during use. For example, the battle game may be temporarily stopped when a menu operation unit (not shown) for displaying a menu screen (not shown) is operated (tapped). The battle game may also be temporarily stopped when a predetermined peripheral area of each operation unit is operated (tapped), not necessarily when each operation unit itself is operated (tapped).
[0259] Similarly, during auto-progression, when an operation (tap) is performed on the Next operation unit 84 on the first result screen 83 or the Next operation unit 86 on the second result screen 85, the battle game temporarily stops, and the auto-progression stop display 240 shown in FIG. 30B is displayed superimposed on the first result screen 83 or second result screen 85 that is currently being displayed.
[0260] As shown in Figures 30A and 30B, the auto-progression stop display 240 displays confirmation of the stop of auto-progression and the amount of stamina that has already been consumed. The auto-progression stop display 240 may further display the number and types of battle games that have been cleared so far. The auto-progression stop display 240 also displays a cancel operation section 241 marked "Cancel" and an OK operation section 242 marked "OK."
[0261] When the cancel operation unit 241 is operated (tapped), the auto progress stop indication 240 is hidden on the display 26. In addition, the battle game that was temporarily stopped in accordance with the display of the auto progress stop indication 240 is resumed by auto progress.
[0262] Furthermore, when the OK operation unit 242 is operated (tapped), the auto progress stop indication 240 is hidden on the display 26. The battle game is restarted in a state where the auto progress is stopped. Furthermore, the auto progress indication 215 that was displayed on the battle game screen 80, the first result screen 83, or the second result screen 85 is also hidden.
[0263] Furthermore, when auto progression is stopped, automatic screen transitions are not executed on the first result screen 83 or the second result screen 85. When auto progression is stopped, when the player operates (tap) the NEXT operation unit 84 on the first result screen 83, the second result screen 85 is displayed on the display 26. Then, when the player operates (tap) the NEXT operation unit 86 on the second result screen 85, the display of the second result screen 85 on the display 26 ends.
[0264] Then, because auto-progression has stopped, the next battle game in the event quest does not start, and the screen transitions to the event quest screen 172. At this time, the items (rewards) acquired by the player up to the point when auto-progression was stopped are displayed in a list in the auto-progression reward list display 220 (FIG. 29A). In addition, when the close operation unit 221 of the auto-progression reward list display 220 is operated (tapped), a story release display 230 (FIG. 29B) is displayed on the display 26, which allows viewing of stories that were newly released at the point when auto-progression was stopped.
[0265] Next, a functional configuration of the player terminal 1 for executing the above-mentioned main quest battle game using the auto-progression function will be described.
[0266] (Control process in player terminal 1) 31 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The program storage area 12a stores a main quest selection reception program 500, a party organization reception program 502, a setting management program 504, a battle game start operation reception program 506, and a battle management processing program 508. Note that the above programs stored in the program storage area 12a are just examples, and many other programs are also provided in the program storage area 12a.
[0267] The data storage area 12b is provided with an information storage unit 550 that stores various information for the battle game. Note that the above-mentioned storage units provided in the data storage area 12b are only examples, and the data storage area 12b is provided with many other storage units.
[0268] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a main quest selection reception unit 500a, a party composition reception unit 502a, a setting management unit 504a, a battle game start operation reception unit 506a, and a battle management processing unit 508a.
[0269] Specifically, the CPU 10 operates a main quest selection reception program 500, a party formation reception program 502, a setting management program 504, a battle game start operation reception program 506, and a battle management processing program 508, and causes the computer to function as a main quest selection reception unit 500a, a party formation reception unit 502a, a setting management unit 504a, a battle game start operation reception unit 506a, and a battle management processing unit 508a.
[0270] 32 is a flowchart explaining an example of management processing in the player terminal 1. The main quest selection receiving unit 500a displays the main quest screen 72 on the display 26 and performs a main quest selection receiving process for receiving operations of the main quest operation unit 73 on the main quest screen 72 (P1-1).
[0271] In the main quest selection reception process (P1-1), when the main quest operation unit 73 is operated, the main quest selection reception unit 500a displays a main quest selection screen 74 on the display 26.
[0272] Furthermore, in the main quest selection reception process (P1-1), when the auto-progression function is enabled on the main quest selection screen 74, i.e., when the challenge operation unit 75 in Figure 5B is operated (tapped), the main quest selection reception unit 500a displays the auto-progression party selection screen 77a (Figure 9A) on the display 26.
[0273] Furthermore, in the main quest selection reception process (P1-1), the party formation reception unit 502a receives a party formation based on the player's operation on the auto progress party selection screen 77a.
[0274] Also, in the main quest selection reception process (P1-1), when the Next operation unit 79a is operated (tapped) on the auto-progression party selection screen 77a, if a support character is not included in the party formation, the party formation reception unit 502a displays the auto-progression setting screen 100 (Figure 10) on the display 26.
[0275] Also, in the main quest selection reception process (P1-1), when the Next operation unit 79a is operated (tapped) on the auto-progression party selection screen 77a, if a support character is included in the party formation, the party formation reception unit 502a displays the auto-progression setting screen 100a (Figure 14) on the display 26.
[0276] The setting management unit 504a executes a setting management process that accepts various settings on the auto-progression setting screen 100 or the auto-progression setting screen 100a (P1-3). Specifically, in the setting management process (P1-3), when "until stamina runs out" is set as the "auto-progression stop condition setting", the setting management unit 504a sets the case where the player's stamina runs out as the condition (stop information) for stopping the auto-progression function.
[0277] Furthermore, in the setting management process (P1-3), if "when story is released" is set as the "auto-progression stop condition setting," the setting management unit 504a sets the condition (stop information) for stopping the auto-progression function to when the above-mentioned main story is newly released based on the completion of the battle game.
[0278] Furthermore, in the setting management process (P1-3), when the "auto-progression stop condition setting" is set to "just before a boss appearance quest," the setting management unit 504a sets the condition (stop information) for stopping the auto-progression function to when the battle game immediately before the battle game in which the above-mentioned boss character appears has been cleared.
[0279] Also, in the setting management process (P1-3), when "Stop" is set as the "Stop setting when 3-star clear is not achieved," the setting management unit 504a sets the condition (stop information) for stopping the auto-progression function as when the battle game is cleared using the auto-progression function and there is one or more ally characters whose life points are 0 when cleared.
[0280] Also, in the setting management process (P1-3), if "Do not stop" is set as the "Stop setting when 3-star clear is not achieved" on the auto-progression setting screen 100, the setting management unit 504a sets the auto-progression function so that it will not stop when the battle game is cleared using the auto-progression function, even if there is one or more ally characters whose life points are 0 when the game is cleared.
[0281] Furthermore, in the setting management process (P1-3), if "Skip" is set as the "BOSS story skip setting", the setting management unit 504a sets the display of the BOSS story screen 95 to be omitted when the timing for displaying the BOSS story screen 95 is reached while using the auto-progression function.
[0282] Furthermore, in the setting management process (P1-3), when the "Boss story skip setting" is set to "Do not skip," the setting management unit 504a sets the display of the Boss story screen 95 so that, when the timing for displaying the Boss story screen 95 is reached while using the auto-progression function, the display of the Boss story screen 95 is not omitted, and the performance images on the Boss story screen 95 are displayed sequentially in response to the player's operation.
[0283] Also, in the setting management process (P1-3), the setting management unit 504a accepts a setting on the setting screen 140 as to whether or not to display the BOSS story screen 95 when the player challenges a battle game in which a BOSS character appears again after clearing the battle game once in which the BOSS character appears.
[0284] Specifically, when the "BOSS story redisplay setting" is set to "ON," the setting management unit 504a sets the display of the BOSS story screen 95 when a battle game featuring a BOSS character is started again after the battle game featuring the BOSS character has been cleared once.
[0285] Furthermore, in the setting management process (P1-3), if the "BOSS story redisplay setting" is set to "OFF", the setting management unit 504a sets the BOSS story screen 95 not to be displayed when a battle game in which a BOSS character appears is started again after the battle game in which the BOSS character appears has been cleared once.
[0286] The battle game start operation receiving unit 506a also executes a process of receiving a player's operation for starting a main quest battle game using the auto-progression function. Specifically, when the battle start operation unit 103 is operated (tapped), the battle game start operation receiving unit 506a determines whether or not the start condition for auto-progression is met (P1-5). Note that the battle game start operation receiving unit 506a determines that the start condition is met when the current stamina is equal to or greater than the stamina to be consumed by auto-progression.
[0287] As a result, when it is determined that the start condition is met (YES in P1-5), the battle management processing unit 508a executes the battle management process (P1-7). Specifically, the battle management processing unit 508a executes the damage calculation process when a friendly character attacks an enemy character, and when an enemy character attacks a friendly character. The battle management processing unit 508a also executes the animation drawing process that draws various actions of each friendly character and each enemy character in the battle game.
[0288] Furthermore, the battle management processing unit 508a judges whether or not it is time to display the BOSS story screen 95 (P1-9). As a result, when it is time to display the BOSS story screen 95, the battle management processing unit 508a judges whether or not "Do not skip" is set as the "BOSS story skip setting" in the above step P1-3 (P1-11). Note that, in the above embodiment, a case where the BOSS story screen 95 is displayed on the display 26 after the start of a battle game (e.g., the "1-15" battle game) of the last layer belonging to a predetermined area (e.g., the first area) and before the start of a battle with a BOSS character has been shown. However, the timing at which the BOSS story screen 95 is displayed on the display 26 is not limited to this. For example, the BOSS story screen 95 may be displayed on the display 26 multiple times in one battle game (e.g., the "1-15" battle game). In this case, the BOSS story screen 95 can be displayed on the display 26 after the start of the battle game but before the start of the battle with the BOSS character, and before the end of the battle game but after the end of the battle with the BOSS character. In any case, the battle management processing unit 508a can determine that the timing to display the BOSS story screen 95 has arrived at the timing when the BOSS story screen 95 is displayed on the display 26 or the timing immediately before the BOSS story screen 95 is displayed on the display 26.
[0289] As a result, if "Do not skip" is set as the "Boss story skip setting" (YES in P1-11), the battle management processing unit 508a executes a boss story display process in which the boss story screen 95 is not omitted from display, and the performance images on the boss story screen 95 are displayed sequentially in response to the player's operation (P1-13). The battle management processing unit 508a then proceeds to step P1-17, which will be described later.
[0290] Furthermore, if "Skip" is set as the "BOSS story skip setting" (NO in P1-11), the battle management processing unit 508a executes a boss story skip process that omits the display of the boss story screen 95 (P1-15).
[0291] The battle management processing unit 508a may determine whether to execute the boss story display process (P1-13) or the boss story skip process (P1-15) based on at least one of the following: whether the currently executing battle game has already been cleared previously, whether the auto-progression function is being used in the currently executing battle game, whether the "boss story skip setting" is set to "do not skip," and whether the "boss story re-display setting" is set to "ON."
[0292] Specifically, for example, if the currently running battle game has not been cleared previously, and the auto-progression function is being used in the currently running battle game, and the "BOSS story skip setting" is set to "Skip," it can be determined that the boss story skip process (P1-15) is to be executed.
[0293] In addition, if the currently running battle game has not been cleared previously, and the auto-progression function is being used in the currently running battle game, and the "BOSS story skip setting" is set to "Do not skip," it can be determined that the boss story display process (P1-13) is to be executed.
[0294] The battle management processing unit 508a also determines whether or not the player has performed an operation to stop the auto-progression function (P1-17). As a result, if the player has performed an operation to stop the auto-progression function (YES in P1-17), the battle management processing unit 508a executes an auto-progression stop process to stop the auto-progression function (P1-19).
[0295] If the player has not performed an operation to stop the auto-progression function (NO in P1-17), the battle management processing section 508a advances the process to step P1-21, which will be described later.
[0296] The battle management processing unit 508a also determines whether or not the end condition of the battle game has been met (P1-21). Specifically, the battle management processing unit 508a determines that the end condition of the battle game has been met when any of the following conditions is met: when all friendly characters have been annihilated, when all enemy characters have been annihilated, or when the battle time of the battle game has elapsed. When the end condition of the battle game has been met, the battle management processing unit 508a may transmit to the server 1000 predetermined information including whether or not the battle game has been executed by automatic progression.
[0297] As a result, if the end condition of the battle game is met (YES in P1-21), the battle management processing unit 508a ends the battle game and displays the first result screen 83 and the second result screen 85 (P1-23).
[0298] If the end condition of the battle game has not been met (NO in P1-21), the battle management processing unit 508a repeats the process from step P1-7 onwards.
[0299] The battle management processing unit 508a also determines whether or not a stop condition for the auto-progression function has been satisfied (P1-25). Specifically, the battle management processing unit 508a refers to the stop condition (stop information) for the auto-progression function set in step P1-3 above, and determines whether or not any stop condition for the auto-progression function has been satisfied.
[0300] For example, if the "auto-progression stop condition setting" is set to "when story is released" and the above-mentioned main story is newly released based on clearing the battle game, the battle management processing unit 508a determines that the condition for stopping the auto-progression function has been met.
[0301] Furthermore, when the "auto-progression stop condition setting" is set to "just before the BOSS appearance quest," and the condition for stopping the auto-progression function is to clear the battle game immediately before the battle game in which the above-mentioned BOSS character appears, the battle management processing unit 508a determines that the condition for stopping the auto-progression function has been met.
[0302] In addition, when the "Stop setting when 3 star clear is not achieved" is set to "Stop," and the condition for stopping the auto-progression function is that when a battle game is cleared using the auto-progression function, if there is one or more ally characters whose life points are 0 when the game is cleared, the battle management processing unit 508a determines that the condition for stopping the auto-progression function has been met.
[0303] Moreover, if the battle game cannot be cleared, that is, if the battle game is lost, the battle management processing unit 508a determines that the condition for stopping the auto progress function has been met.
[0304] Furthermore, the battle management processing unit 508a determines that the condition for stopping the auto progress function has been met when the stamina possessed by the player is less than the stamina required to execute the next battle game.
[0305] Furthermore, the battle management processing unit 508a determines that the condition for stopping the auto progress function has been met when the in-game currency (mana) possessed by the player is less than the in-game currency (mana) required to execute the next battle game.
[0306] In addition, the battle management processing unit 508a determines that the condition for stopping the auto-progression function is met when the last level battle game (e.g., "60-15") belonging to the last area (e.g., the 60th area) implemented in the game is cleared.
[0307] As a result, if it is determined that the condition for stopping the auto-progression function is not met (NO in P1-25), the battle management processing unit 508a starts the next battle game (P1-27) and repeats the process from step P1-7 above.
[0308] Furthermore, if it is determined that the condition for stopping the auto-progression function is met (YES in P1-25), the battle management processing unit 508a executes an auto-progression stop process to stop the auto-progression without starting the next battle game (P1-29).
[0309] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0310] In the above embodiment, the case where the management process shown in Fig. 32 is executed on the player terminal 1 side has been described. However, the present invention is not limited to this, and the management process shown in Fig. 32 may be executed on the server 1000 side. Alternatively, a part of the processing in the management process may be executed on the player terminal 1 side, and the remaining processing may be executed on the server 1000 side. For example, at least a part of the processing of the above step P1-7, the above step P1-, the above step P1-9, the above step P1-11, and the above step P1-21 may be executed on the server 1000 side. The game characteristics and the processing in the player terminal 1 described in the above embodiment are merely examples. In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to execute the following processing.
[0311] (Processing performed by a computer) A process (in an embodiment, as an example, P1-1) that allows at least one of a plurality of predetermined games whose order has been set in advance (in an embodiment, as an example, a plurality of battle games whose main quest order is set from "1-1" to "1-15") to be selected by a predetermined operation by the player (in an embodiment, as an example, operation of the main quest operation unit 73 on the main quest screen 72, operation of the challenge operation unit 75 on the main quest selection screen 74, operation of the next operation unit 79a on the auto progression party selection screen 77a, operation of the battle start operation unit 103 on the auto progression setting screen 100, and operation of the battle start operation unit 103 on the auto progression setting screen 100a). A process of executing a selected predetermined game based on input of at least a predetermined operation (in an embodiment, as an example, operation of the main quest operation section 73 on the main quest screen 72, operation of the challenge operation section 75 on the main quest selection screen 74, operation of the next operation section 79a on the auto-progression party selection screen 77a, operation of the battle start operation section 103 on the auto-progression setting screen 100, and operation of the battle start operation section 103 on the auto-progression setting screen 100a). A process of executing an auto mode in which predetermined games are executed in sequence based on a predetermined trigger without requiring a predetermined operation by the player (in the embodiment, as an example, P1-5 to P1-27). When a specific game included in a plurality of predetermined games (in an embodiment, as an example, a battle game in which a boss character set for each area appears) is executed in auto mode, the process allows the player to set whether or not to execute a predetermined presentation (in an embodiment, as an example, a boss story screen 95) (in an embodiment, as an example, P1-33). A process of executing a predetermined effect when a specific game is executed based on input of a predetermined operation (in an embodiment, as an example, operation of the main quest operation section 73 on the main quest screen 72, operation of the challenge operation section 75 on the main quest selection screen 74, operation of the next operation section 79a on the auto progression party selection screen 77a, operation of the battle start operation section 103 on the auto progression setting screen 100, and operation of the battle start operation section 103 on the auto progression setting screen 100a) and when a specific game is executed in auto mode with the setting to execute a predetermined effect, and not executing a predetermined effect when a specific game is executed in auto mode with the setting not to execute a predetermined effect (in an embodiment, as an example, P1-9 to P1-15). A process of stopping the auto mode when a predetermined end condition is met (in the embodiment, as an example, P1-25 to P1-29).
[0312] In the above embodiment, as an example of the order set in advance for a plurality of predetermined games, the order of "1-1" to "1-15" for the main quest is shown. However, the present invention is not limited to this. For example, when a plurality of quests with different difficulty levels are set for one type of quest, the quests of the next stage (difficulty level) may be executed in order by automatic progression. When a plurality of quests with different difficulty levels are set for one type of quest, for example, a plurality of difficulty levels may be set for the battle game "1-1" in the main quest, such as Normal, Hard, and Very Hard. In this case, by clearing the battle game "1-1" with the Normal difficulty level, the battle game "1-1" with the Hard difficulty level is unlocked, and by clearing the battle game "1-1" with the Hard difficulty level, the battle game "1-1" with the Very Hard difficulty level is unlocked. For example, when auto progression is used, the battle game may be automatically executed in the order (pre-set order) of "1-1" (Normal), "1-1" (Hard), "1-1" (Very Hard), "1-2" (Normal), "1-2" (Hard), "1-2" (Very Hard), etc. Alternatively, the battle games of the same stage (difficulty level) in the main quest may be executed sequentially in the order (pre-set order) of "1-1" (Hard), "1-2" (Hard), "1-3" (Hard), etc.
[0313] Furthermore, when a specific game in which game clear has been achieved is executed, a process (P1-3 in the embodiment, as an example) that enables the player to set whether or not a predetermined effect is executed may be further executed.
[0314] In addition, a process (P1-3, as an example in the embodiment) may be further executed that allows the player to set stop information for stopping the auto mode when a specific game executed in the auto mode does not satisfy a predetermined clear condition. In addition, the specified termination conditions include a situation in which a specific game executed in auto mode with stop information set does not satisfy a specified clear condition (in an embodiment, as an example, clearing with 3 stars).
[0315] Also, for example, when the player wins a predetermined battle game and various contents such as a predetermined mini-game are released, it may be determined in the above step P1-25 that the condition for terminating the automatic progression is satisfied. Note that the game may include both various contents such as a mini-game for which the condition for terminating the automatic progression is satisfied and various contents such as a mini-game for which the condition for terminating the automatic progression is not satisfied.
[0316] In the above embodiment, a so-called battle game in which a friendly character fights an enemy character is provided as an example of a game, but the specific content and genre of the game are not limited to those in the above embodiment. For example, the present invention can be applied to any game genre, such as a roll playing game, a shooting game, a puzzle game, or a rhythm game.
[0317] Furthermore, in the above embodiment, a case has been described in which a support character can be used in a main quest, but a support character may also be used in an event quest.
[0318] Furthermore, in the above embodiment, the compensation required for the battle game is not limited to stamina, but may be a specified in-game currency, a specified in-game ticket, a specified item, or the like.
[0319] In addition, in the above embodiment, a case has been shown in which the battle game screen 80 is displayed on the display 26 both when the auto-progression function is enabled and when the auto-progression function is disabled, but when the auto-progression function is enabled, a so-called skip function may be used to omit part or all of the display of the battle game screen 80 on the display 26.
[0320] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a non-transitory computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. The above-described embodiment and various modified examples may also be information processing methods for realizing the functions and steps shown in the flowcharts. [Explanation of symbols]
[0321] 1 Player terminal 1000 servers S Information Processing System
Claims
1. A process of allowing a player to select at least one of a plurality of predetermined games, the order of which is set in advance, by a predetermined operation; a process of executing the selected predetermined game based on at least the input of the predetermined operation; a process of executing an auto mode in which the predetermined games are executed sequentially in the order without requiring the player to perform the predetermined operation based on a predetermined trigger; a process of consuming a predetermined amount of money in response to execution of the predetermined game; a process of notifying a player, when a predetermined operation unit is operated during execution of the auto mode, of the total amount of the predetermined consideration consumed up until the predetermined operation unit is operated; An information processing program that causes a computer to carry out the above.
2. A process of displaying a reception screen for receiving a start operation by a player to start execution of the auto mode; Then, the computer executes the above. The reception screen is displaying a total of the predetermined amount of money that is expected to be consumed until a predetermined clear condition is met for a specific game included in the plurality of predetermined games in the auto mode; The information processing program according to claim 1 .
3. The process of notifying the player of the total amount of the predetermined amount consumed up until the predetermined operation unit is operated comprises: a process of pausing the progress of the predetermined game based on an operation of the predetermined operation unit; a process of notifying a player of the total amount of the predetermined amount consumed up until the predetermined operation unit is operated when the progress of the predetermined game is paused; 3. The information processing program according to claim 1, further comprising:
4. 1. An information processing method performed by one or more computers, comprising: The computer A process of allowing a player to select at least one of a plurality of predetermined games, the order of which is set in advance, by a predetermined operation; a process of executing the selected predetermined game based on at least the input of the predetermined operation; a process of executing an auto mode in which the predetermined games are executed sequentially in the order without requiring the player to perform the predetermined operation based on a predetermined trigger; a process of consuming a predetermined amount of money in response to execution of the predetermined game; a process of notifying a player of the total amount of the predetermined amount consumed up to now when a predetermined operation unit is operated during execution of the auto mode; An information processing method for carrying out the above.
5. An information processing system comprising one or more computers, The computer A process of allowing a player to select at least one of a plurality of predetermined games, the order of which is set in advance, by a predetermined operation; a process of executing the selected predetermined game based on at least the input of the predetermined operation; a process of executing an auto mode in which the predetermined games are executed sequentially in the order without requiring the player to perform the predetermined operation based on a predetermined trigger; a process of consuming a predetermined amount of money in response to execution of the predetermined game; a process of notifying a player of the total amount of the predetermined amount consumed up to now when a predetermined operation unit is operated during execution of the auto mode; An information processing system that carries out the above.