Information processing program, information processing method, and information processing system

JP2024097332A5Pending Publication Date: 2026-04-13CYGAMES INC
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Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-26
Publication Date
2026-04-13

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Benefits of technology

【0012】 本発明によれば、プレイヤの操作性を向上することができる。

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Abstract

To improve operability of a player.SOLUTION: An information processing program causes a computer to execute: processing to display a clothes selection dialog 160 including a first display region 161 in which a display type of an appearance of an object can be selected, and a common display type in which appearances of a plurality of objects are common or a special display type in which appearances of a plurality of objects are different can be selected, and a second display region 162 in which an application range of a display type selected by a player can be selected, and a predetermined object or a plurality of objects can be selected as the application range; processing for determining whether a display condition is satisfied for each of the plurality of objects when the special display type is selected, and a plurality of objects is selected as an application range; and processing for displaying the object for which the display condition is determined to be satisfied of the plurality of objects in an appearance corresponding to the special display type.SELECTED DRAWING: Figure 7
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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, there is known a game in which a character displayed on a game screen can be dressed in an outfit selected by the player, as shown in, for example, Patent Document 1. In this way, the outfit of the character can be set according to the player's preference, which increases the attachment to the character and enhances the interest of the game.

[0003] Patent Document 1 also discloses a technique for making multiple characters wear the same outfit all at once. By providing a function for setting multiple characters all at once in this way, the operability for the player is improved. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 7089546 Summary of the Invention [Problem to be solved by the invention]

[0005] The above-mentioned collective setting function is used in various game fields, but the conventional collective setting function can only set the same costumes, items, etc. for all the target characters. Therefore, for example, when multiple characters are to have different costumes, the costumes, etc. must be set individually for each of the characters, which poses a problem that the player is required to perform cumbersome operations.

[0006] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve operability for a player. [Means for solving the problem]

[0007] In order to solve the above problem, an information processing program includes: a process of displaying a selection screen including a first display area in which a display type of an object to be displayed on a game screen can be selected, the first display area being a common display type in which a plurality of the objects have a common appearance, or a special display type in which the plurality of the objects have different appearances, and a second display area in which an application range of the display type selected by a player can be selected, the second display area being a selection range in which a predetermined object or a plurality of objects can be selected; A process of changing a display of the second display area according to the display type selected on the selection screen; When the common display type is selected, a process of displaying at least the predetermined object in an appearance corresponding to the common display type; When the special display type is selected and the plurality of objects are selected as the application scope, a process of determining whether a display condition is satisfied for each of the plurality of objects; a process of displaying an object among the plurality of objects for which it is determined that the display condition is satisfied, in an appearance corresponding to the special display type; The computer is made to carry out the above steps.

[0008] The objects include objects that can be displayed with an appearance corresponding to the special display type, and objects that cannot be displayed with an appearance corresponding to the special display type; Identification information is provided for identifying an object that can be displayed with an appearance corresponding to the special display type and an object that cannot be displayed with an appearance corresponding to the special display type; a process of enabling an object that cannot be displayed in an appearance corresponding to the special display type to be displayed in an appearance corresponding to the special display type when the object satisfies a predetermined condition; may be performed by a computer.

[0009] the game screen includes a game screen on which the objects arranged at a first position and a second position are displayed, a process of allowing a player to select the object placed at the first position or the second position; The computer executes the above. the predetermined object is an object selected by a player, The process of displaying the selection screen includes: when an object arranged at the first position is selected, in the second display area, it is possible to select whether the application range is to be all objects arranged at the first position or to be all objects displayed on the game screen; When an object placed at the second position is selected, it may be possible to select in the second display area whether the scope of application is to all objects placed at the second position or to all objects displayed on the game screen.

[0010] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: a process of displaying a selection screen including a first display area in which a display type of an object to be displayed on a game screen can be selected, the first display area being a common display type in which a plurality of the objects have a common appearance, or a special display type in which the plurality of the objects have different appearances, and a second display area in which an application range of the display type selected by a player can be selected, the second display area being a selection range in which a predetermined object or a plurality of objects can be selected; A process of changing a display of the second display area according to the display type selected on the selection screen; When the common display type is selected, a process of displaying at least the predetermined object in an appearance corresponding to the common display type; When the special display type is selected and the plurality of objects are selected as the application scope, a process of determining whether a display condition is satisfied for each of the plurality of objects; a process of displaying an object among the plurality of objects for which it is determined that the display condition is satisfied, in an appearance corresponding to the special display type; Includes.

[0011] In order to solve the above problem, an information processing system includes: One or more computers; The computer, a process of displaying a selection screen including a first display area in which a display type of an object to be displayed on a game screen can be selected, the first display area being a common display type in which a plurality of the objects have a common appearance, or a special display type in which the plurality of the objects have different appearances, and a second display area in which an application range of the display type selected by a player can be selected, the second display area being a selection range in which a predetermined object or a plurality of objects can be selected; A process of changing a display of the second display area according to the display type selected on the selection screen; When the common display type is selected, a process of displaying at least the predetermined object in an appearance corresponding to the common display type; When the special display type is selected and the plurality of objects are selected as the application scope, a process of determining whether a display condition is satisfied for each of the plurality of objects; a process of displaying an object among the plurality of objects for which it is determined that the display condition is satisfied, in an appearance corresponding to the special display type; Carry out the following. Effect of the Invention

[0012] According to the present invention, it is possible to improve operability for the player. [Brief description of the drawings]

[0013] [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. 3 is a diagram illustrating an example of the home screen. [Figure 4] FIG. 4 is a diagram illustrating an example of the live music selection screen. [Diagram 5] Fig. 5A is a first diagram illustrating an example of the live performance preparation screen, and Fig. 5B is a second diagram illustrating an example of the live performance preparation screen. [Figure 6] FIG. 6 is a diagram illustrating an example of the character selection dialog. [Figure 7] Fig. 7A is a first diagram for explaining an example of a costume selection dialog. Fig. 7B is a second diagram for explaining an example of a costume selection dialog. Fig. 7C is a third diagram for explaining an example of a costume selection dialog. Fig. 7D is a fourth diagram for explaining an example of a costume selection dialog. [Figure 8] Fig. 8A is a first diagram illustrating an example of a costume selection dialogue of a modified example, and Fig. 8B is a second diagram illustrating an example of a costume selection dialogue of a modified example. [Figure 9] FIG. 9 is a diagram illustrating information related to characters. [Figure 10] FIG. 10 is a diagram illustrating information linked to a game media ID. [Figure 11] FIG. 11 is a diagram illustrating the costume ID. [Figure 12] FIG. 12 is a diagram illustrating information associated with a costume ID. [Figure 13] FIG. 13 is a diagram for explaining the head ID. [Figure 14] FIG. 14 is a diagram for explaining the tail ID. [Figure 15] FIG. 15 is a diagram for explaining a case where a common costume is set by the collective setting function. [Figure 16] FIG. 16 is a diagram for explaining a case where individual costumes are set by the collective setting function. [Figure 17] FIG. 17 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 18] FIG. 18 is a flowchart illustrating an example of a live performance preparation process in a player terminal. [Figure 19] FIG. 19 is a flowchart illustrating an example of a process during display of the live preparation screen in the player terminal. [Figure 20] FIG. 20 is a flowchart illustrating an example of a costume selection process in a player terminal. [Figure 21] FIG. 21 is a flowchart illustrating an example of a costume setting process in a player terminal. [Figure 22] FIG. 22 is a flowchart illustrating an example of a character information setting process in a player terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] 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.

[0015] (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, a server 1000, and a communication network N having a communication base station Na.

[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 pieces of information (player information) for each player playing the game. The server 1000 also updates the accumulated information 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] 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.

[0020] (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.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.

[0029] (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. Before starting the game, the player downloads a dedicated application from the server 1000 to the player terminal 1 in advance and registers the player ID in the server 1000. When the application is started, the player terminal 1 receives various information stored in the server 1000 and displays a game screen on the touch panel 26.

[0030] 3 is a diagram illustrating an example of a home screen 100. When a game application is launched in the player terminal 1, the home screen 100 is displayed on the touch panel 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with a plurality of operation units that can be operated (tapped) by the player.

[0031] Here, the menu bar 102 is provided with a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game selection operation section 102d, and a gacha screen selection operation section 102e. In the menu bar 102, an operation section corresponding to a screen being displayed on the touch panel 26 is highlighted so that the screen being displayed on the touch panel 26 can be identified. When the home screen selection operation section 102a is tapped, the home screen 100 shown in FIG. 3 is displayed on the touch panel 26.

[0032] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the training game media that he or she owns. In this embodiment, multiple types of training game media are provided by the administrator. The player can acquire the training game media by winning a lottery called gacha. In addition, a predetermined training game medium may be provided to the player by the administrator free of charge. The player can own the training game medium acquired by the lottery or the training game medium provided by the administrator.

[0033] The training game media is used in the training game described below, and a training game media ID is set for each training game media. Furthermore, one game media ID is always linked to the training game media, i.e., the training game media ID. As will be described in detail later, a game media ID is provided for each game medium. Here, the game media is a character, and one character is linked to the game media ID. Therefore, it can be said that one character is always linked to the training game media. Below, the game media may be referred to as a character. Furthermore, the training game media owned by a player may be referred to as a possessed training game medium, and a character linked to a possessed training game medium may be referred to as a possessed character.

[0034] A level is associated with each training game medium. In this example, a level from 2 to 5 is associated with each training game medium. In addition to the game medium (game medium ID), level, and parameters, a training game medium name is also associated with each training game medium. Each training game medium is grouped into a plurality of types.

[0035] The multiple training game media belonging to the same group are all associated with the same game media ID and training game media name. Meanwhile, the multiple training game media belonging to the same group are associated with different levels and parameters. Here, the higher the level of the multiple training game media belonging to the same group, the more advantageous parameters in the training game are associated with them.

[0036] A player can enhance a possessed training game medium to increase the level associated with the possessed training game medium. More precisely, by enhancing a possessed training game medium, a player can possess a training game medium of a higher level that belongs to the same type of group as the currently possessed training game medium.

[0037] For example, suppose that a player enhances a level 2 owned training game medium. In this case, a level 3 training game medium that belongs to the same type of group as the enhanced level 2 owned training game medium becomes the owned training game medium. This allows the player to use the level 3 owned training game medium in the training game thereafter. In other words, a group of the same type is a collection of identical characters at different levels that are managed with different IDs. Of course, this configuration is not limited, and identical characters (training game media of the same character) may be managed with the same ID and only the associated data may be changed.

[0038] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. The player can select and view a character and a story image on the story screen.

[0039] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game described later can race. The player can select a racing game in which the training character will race on the racing game selection screen. The racing game includes a team competition game in which a team made up of multiple training characters competes against a team of other players selected by a computer. The team competition game has a game nature in which players compete against other players for rankings.

[0040] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a gacha lottery. The player can win a training game medium in the gacha lottery.

[0041] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed. In the training game, the player can select one of the possessed characters as a character to be trained by selecting a possessed training game medium. Then, in the training game, various parameters linked to the character to be trained are updated, and finally, the training character is generated. The player can play the above-mentioned racing game, etc., using the training character generated in the training game.

[0042] Note that the above game content is merely an example. The technical matters explained below are not limited to training games, but can be applied to all game genres, including sports games, action games, shooting games, simulation games, RPGs (Roll Playing Games), and puzzle games.

[0043] In this embodiment, the player can view a live performance. In this embodiment, the live performance is a performance in which vocal sound and BGM (Background Music) are output in accordance with live video of a character singing and dancing. The live performance will be described in detail below. A live performance selection button 106 is provided on the home screen 100. When the live performance selection button 106 is tapped, a live music selection screen 110 is displayed.

[0044] 4 is a diagram illustrating an example of the live music selection screen 110. A plurality of patterns of live performances with different songs and live images are provided. In other words, a live performance is provided for each song, and different live images are played depending on the song. On the live music selection screen 110, the player can select the song to be viewed, i.e., the type of live performance.

[0045] Specifically, jacket images 112 provided for each song are displayed on the live music selection screen 110. Here, jacket image 112a is displayed approximately in the center of the live music selection screen 110. Jacket images 112b and 112c are displayed on the left and right of jacket image 112a. Jacket image 112a is displayed larger than jacket images 112b and 112c. On the live music selection screen 110, jacket image 112a displayed large in the center of the screen indicates the song currently being provisionally selected.

[0046] When a left / right swipe / flick operation is input near an area of ​​the live music selection screen 110 where the jacket images 112 are displayed, the jacket images 112 displayed on the live music selection screen 110 are switched in sequence. The player can select music for the live performance by switching the jacket images 112a displayed approximately in the center of the live music selection screen 110.

[0047] The music for live performance includes music that players can view for free and music that only players who satisfy the release conditions can view. Examples of the release conditions include the above-mentioned predetermined story image being viewed, the above-mentioned racing game or training game being fulfilled, and possession of a predetermined character. However, the release conditions are not particularly limited. The release conditions are not essential, and all players may be able to view the live performance unconditionally. Furthermore, some live performances may be viewable by paying a predetermined price, such as in-game currency or real currency.

[0048] Furthermore, a return button 114 and a live performance preparation button 116 are displayed on the live performance song selection screen 110. When the return button 114 is tapped, the screen switches from the live performance song selection screen 110 to the home screen 100. When the live performance preparation button 116 is tapped, the temporarily selected song is set as the selected song, and the live performance preparation screen 120 is displayed.

[0049] FIG. 5A is a first diagram illustrating an example of the live performance preparation screen 120. FIG. 5B is a second diagram illustrating an example of the live performance preparation screen 120. As described above, in a live performance, live video is played on the touch panel 26. A plurality of characters appear in the live video played at this time. The player can select and set the characters that appear in the live video. Note that the number of characters that appear in the live video is preset for each song, and the player needs to set the number of characters set for each song.

[0050] Furthermore, for each song, the placement of characters appearing in the live video, i.e., positions, are set. The positions are broadly divided into main positions and back positions. The player can select the characters to place in each of the main and back positions. A character placed in a main position is displayed for a longer period of time in the live video than a character placed in a back position, and is a more noticeable character. Although a detailed explanation is omitted, a character placed in a main position is in charge of vocals, and is the character that sings the song in the live video.

[0051] The number of main positions and back positions, and the relative positions of the characters displayed during the live video are set for each song. The songs shown in Fig. 5A and Fig. 5B have three main positions and nine back positions. Each position is associated with a number, and here, positions 1 to 3 are main positions, and positions 4 to 12 are back positions. Note that here, the positions are broadly divided into two, main positions and back positions, but the types of positions are not limited to this, and the number of positions may be any number.

[0052] A main position selection operation section 122a and a back position selection operation section 122b are provided at the top of the live performance preparation screen 120. When the main position selection operation section 122a is tapped, a character to be placed in the main position can be selected on the live performance preparation screen 120, as shown in FIG. 5A. When the back position selection operation section 122b is tapped, a character to be placed in the back position can be selected on the live performance preparation screen 120, as shown in FIG. 5B. Hereinafter, the screen of the live performance preparation screen 120 on which a character to be placed in the main position can be selected is referred to as a main setting screen 120a, and the screen on which a character to be placed in the back position can be selected is referred to as a back setting screen 120b.

[0053] The songs include songs that have only main positions and no back positions. When a song with only main positions is selected, the back position selection operation unit 122b is displayed in a grayed-out state on the live performance preparation screen 120. In this case, when the back position selection operation unit 122b is tapped, a message is displayed indicating that no back positions are provided. In other words, when a song with only main positions is selected, the back position selection operation unit 122b is not displayed.

[0054] As shown in Fig. 5A, the main setting screen 120a displays position number identification displays 124 indicating the main position numbers. The main setting screen 120a displays the numbers of all main positions set in the selected song using the position number identification displays 124. In the example shown in Fig. 5A, three position number identification displays 124 with the numbers 1 to 3 written on them are displayed. Below the position number identification displays 124, image images 126 of the characters currently set in each main position are displayed.

[0055] More precisely, the player can set a character for each position number. Therefore, on the main setting screen 120a, an image 126 of the character set to the number written on the position number identification display 124 is displayed below the position number identification display 124.

[0056] The image picture 126 displays the entire body of the character, and makes it possible to identify the face of the character currently set to each main position number. In the following, the part of the character's entire body from the neck up, including the face, will be referred to as the head. The image picture 126 includes an image of the head of the currently set character. In addition, a character icon 128 is displayed below the image picture 126. The character icon 128 displays the head of the currently set character.

[0057] When the character icon 128 is tapped, the main position number is selected. For example, when the character icon 128 below the position number identification display 124 with the number 3 written on it is tapped, the number 3 is selected. Also, when the character icon 128 below the position number identification display 124 with the number 1 written on it is tapped, the number 1 is selected. Then, when the character icon 128 is tapped, the character selection dialogue 150 is displayed.

[0058] 6 is a diagram illustrating an example of the character selection dialog 150. A plurality of character icons 128 corresponding to characters possessed by the player are displayed in the character selection dialog 150. In the character selection dialog 150, character icons 128 corresponding to all possessed characters are displayed. Therefore, the number of character icons 128 displayed in the character selection dialog 150 matches the number of characters possessed by the player.

[0059] In addition, one No Designation button 128a is displayed in the upper left of the character selection dialogue 150. The No Designation button 128a is an operation unit for selecting not to designate a character. When the No Designation button 128a is tapped, one mob character is randomly selected from a plurality of mob characters prepared in advance. The mob character is a character prepared separately from the characters that the player can possess.

[0060] Further, a cancel button 150a and a select button 150b are provided at the bottom of the character selection dialog 150. When the cancel button 150a is tapped, the character selection dialog 150 is closed, and the live preparation screen 120 immediately before the character selection dialog 150 is displayed is displayed. When any character icon 128 is tapped in the character selection dialog 150, the character associated with the tapped character icon 128 is provisionally selected. When the no designation button 128a is tapped, a randomly determined mob character is provisionally selected.

[0061] When the selection button 150b is tapped while any character is provisionally selected, the provisionally selected character is set to the position number previously selected. When the character selected by the player is set to the position number, the character selection dialogue 150 is closed, and the live performance preparation screen 120 immediately before the character selection dialogue 150 is displayed is displayed. At this time, if the set character has been changed, an image corresponding to the changed character is displayed on the live performance preparation screen 120.

[0062] For example, as shown in Fig. 5A, assume that the character icon 128 below the position number identification display 124 with the number 1 written on it is tapped on the main setting screen 120a. Then, when the character is changed in the character selection dialog 150, the main setting screen 120a is displayed when the character selection dialog 150 is closed. At this time, the image picture 126 and the character icon 128 corresponding to the changed character are displayed on the main setting screen 120a.

[0063] 5B, the positional relationship between the main position and the back position in the live video is displayed at the top of the back setting screen 120b. Also, here, the image image 130 of the character currently set for each number is displayed corresponding to the number.

[0064] In addition, in the back setting screen 120b, a position number identification display 124 in which the number of the back position is written is displayed. In the example shown in FIG. 5B, five position number identification displays 124 in which the numbers 4 to 8 are written are displayed. As described above, a character icon 128 is displayed below the position number identification display 124. When a character icon 128 displayed in the back setting screen 120b is tapped, a character selection dialogue 150 is displayed in the same manner as when the character icon 128 is tapped in the main setting screen 120a. By tapping the character icon 128 in the back setting screen 120b, the player can select and change the character to be set for each number of the back position.

[0065] 5B, back positions are provided numbered 4 to 12. When a leftward swipe-flick operation is input on the back setting screen 120b, position number identification displays 124 and character icons 128 corresponding to back positions 9 and onward are displayed.

[0066] As described above, the player can set the characters to be placed at each number of the main positions by tapping the character icons 128 on the main setting screen 120a. Similarly, the player can set the characters to be placed at each number of the back positions by tapping the character icons 128 on the back setting screen 120b.

[0067] When the live performance preparation screen 120 is displayed for the first time after a song is selected, a predetermined character is set for all positions as the initial setting. Therefore, the player can change the character to be placed at each position on the live performance preparation screen 120 from the initial setting character to another character. However, when the live performance preparation screen 120 is displayed for the first time, no character may be set for some or all of the positions. Alternatively, for a song for which a live performance has been viewed in the past, the character that was last set may be set as the initial setting.

[0068] Furthermore, on the live performance preparation screen 120, a costume icon 132 is displayed below the character icon 128. As will be described in detail later, the player can select and set the costume to be worn by the character by tapping the costume icon 132. Regarding these costumes, predetermined costumes are also set for all characters as initial settings. Note that on the live performance preparation screen 120, there is no state in which characters and costumes are not set for all positions. In other words, on the live performance preparation screen 120, a character and costume are set for all positions.

[0069] Furthermore, the live performance preparation screen 120 is provided with an automatic button 134. When the automatic button 134 is tapped, an automatic setting screen (not shown) is displayed. In this automatic setting screen, the player can select either the main position or the back position, and then select "recommended" or "random" for each character and costume. When "recommended" is selected, a "recommended" character or costume that is set in advance for each song is set in the main position or back position selected by the player. When "random" is selected, a character or costume determined by random drawing is set in the main position or back position selected by the player.

[0070] Then, when the start button 136 provided on the live performance preparation screen 120 is tapped, the live performance starts. At the start of this live performance, a live performance image is generated in which the characters set on the live performance preparation screen 120 sing and dance in the set positions. At this time, the characters appearing in the live performance image are wearing the costumes set on the live performance preparation screen 120.

[0071] As described above, in the live preparation screen 120, the player can set the costume to be worn by each character. In this case, by diversifying the types of costumes, the live video is diversified, and the interest of the game is increased. On the other hand, in this embodiment, depending on the music, the number of characters appearing in the live performance may be very large. In this way, when there are a large number of characters appearing, if costumes are individually set for all the characters, the operation of the player becomes complicated. In this embodiment, in order to realize diversification of the performance while simplifying the operation of the player, the costumes are set as follows.

[0072] Fig. 7A is a first diagram illustrating an example of the costume selection dialog 160. Fig. 7B is a second diagram illustrating an example of the costume selection dialog 160. Fig. 7C is a third diagram illustrating an example of the costume selection dialog 160. Fig. 7D is a fourth diagram illustrating an example of the costume selection dialog 160. When the costume icon 132 is tapped on the live performance preparation screen 120 shown in Fig. 5A or 5B, the character for which a costume is to be set, that is, the target character, is set.

[0073] Here, the character set to the position number linked to the tapped costume icon 132 becomes the target character. Specifically, position number identification display 124 is displayed above tapped costume icon 132 on live performance preparation screen 120. The character set to the number written on this position number identification display 124 is set as the target character.

[0074] Furthermore, when the costume icon 132 is tapped, a costume selection dialog 160 shown in Fig. 7A is displayed. A first display area 161 is provided at the top of the costume selection dialog 160. In the first display area 161, costume icons 132 corresponding to costumes that can be worn by the target character are displayed. In the first display area 161, the costume icon 132 corresponding to the costume currently set for the target character is highlighted.

[0075] When a costume icon 132 is tapped in the first display area 161, the costume linked to the tapped costume icon 132 is provisionally selected. A select button 160a and a cancel button 160b are provided at the bottom of the costume selection dialogue 160. When the select button 160a is tapped, the costume in the provisionally selected state is set as the costume of the target character. When the cancel button 160b is tapped, the costume selection dialogue 160 is closed, and the live performance preparation screen 120 is displayed.

[0076] In addition, a second display area 162 is provided at the bottom of the costume selection dialogue 160. The second display area 162 is an operation area for setting the costume in the provisionally selected state to a plurality of characters including the target character all at once. In other words, the second display area 162 is an operation area for selecting the costume selected by the player or the scope of application of the type. The second display area 162 is provided with a check box 162a and an application position selection section 162b. The check box 162a accepts an operation for setting whether or not the costume in the provisionally selected state is applied to another character. In other words, the check box 162a accepts an operation for switching between enabling and disabling a batch setting function for setting the costume in the provisionally selected state to a plurality of characters all at once. Note that whether or not to perform batch setting may be automatically switched using information in the description of FIG. 11 and FIG. 12 described later.

[0077] Near the check box 162a, there is a notation indicating that the collective setting function is enabled. This notation differs depending on the type of costume in the provisionally selected state, in other words, the display type of the costume. The display type (type) of costume worn by a character is broadly classified into a common display type in which the appearance is common to a plurality of characters, and an individual display type in which the appearance is different for a plurality of characters. Hereinafter, costumes classified into the common display type are referred to as common costumes, and costumes classified into the individual display type are referred to as individual costumes. Common costumes are costumes that can be set for all characters, regardless of the type of character. This common costume has the same appearance, such as decorations and colors, regardless of the type of character wearing it. Specifically, common costumes are, for example, like a uniform that is common to all schools.

[0078] Moreover, an individual costume is a costume that is limited to a specific character. In other words, an individual costume can be set only to a specific character. Here, one individual costume can be set to only one character. An individual costume is, for example, a competition costume (hereinafter, referred to as a competition outfit) designed only for a specific character for a specific race in a racing game. An individual costume is, for example, private clothing provided for each individual character.

[0079] The costume icon 132 is an icon that is a deformed version of a costume model to be worn by a character. The costume icon 132 may be able to identify the display type of the costume. Specifically, for example, text such as uniform (common costume), competition outfit, or casual clothes (individual costume) may be displayed, or the icon color may be different for common costume and individual costume. Also, the common costume and individual costume may be switched by tab switching, and the corresponding costume icon may be displayed. As an example, the selection (provisional selection) of the costume icon 132 will be described below as the selection (provisional selection) of the display type.

[0080] When a common costume is in a provisionally selected state, a notation explaining that the common costume will be set to other characters at the same time (in FIG. 7A, the text "Apply to other characters") is displayed near the check box 162a. Note that, depending on the common costume, it may not be possible to set the common costume at the same time.

[0081] On the other hand, when an individual costume is in a provisionally selected state, as shown in FIG. 7B, a notation is displayed near checkbox 162a explaining that the provisionally selected individual costume will be set collectively to other characters as well (in FIG. 7B, the text reads "Apply battle outfit (default) to other characters as well"). Note that, as will be described in more detail below, individual display types (individual costumes) are further grouped into a number of special display types (special costumes). Depending on the special display type (special costume), it may not be possible to set all at once.

[0082] When special costumes that cannot be set collectively (second special costume and third special costume described later) are in a provisionally selected state, the second display area 162 is hidden as shown in FIG. 7D. By hiding the second display area 162, the player cannot set the provisionally selected special costumes to multiple characters collectively. Here, when special costumes that cannot be set collectively are in a provisionally selected state, the second display area 162 is hidden. However, for example, the second display area 162 may be displayed in a grayed-out state so that the player's operation is not accepted. Alternatively, the second display area 162 may be displayed, but operations on the check boxes 162a may be set to be unacceptable. In this case, for example, the display color of the second display area 162 may be made different from normal.

[0083] For example, if there are multiple individual costumes that can be set at once, a notation may be provided explaining that the individual costume in the provisionally selected state can be set at once to other characters as well, as in the following modified example.

[0084] FIG. 8A is a first diagram illustrating an example of a costume selection dialog of a modified example. FIG. 8B is a second diagram illustrating an example of a costume selection dialog of a modified example. For example, suppose that a second special costume and a swimsuit, which will be described later, are individual costumes that can be set collectively. In this case, for example, when the second special costume is in a provisionally selected state, a message such as "Apply the second battle costume to other characters as well" may be displayed near the check box 162a, as shown in FIG. 8A. Also, for example, when the swimsuit is in a provisionally selected state, a message such as "Apply the swimsuit to other characters as well" may be displayed near the check box 162a, as shown in FIG. 8B.

[0085] In this way, by displaying a message to inform the player of the type of costume to be applied to other characters, it is possible to prevent erroneous operation by the player, and visibility and operability are improved. In addition, by displaying different messages when setting common costumes collectively and when setting individual costumes collectively, the occurrence of erroneous operation is also suppressed. Furthermore, the player can efficiently dress multiple characters in various types of costumes that differ for each character.

[0086] When the costume selection dialogue 160 starts to be displayed, the collective setting function is disabled, and check boxes 162a are displayed as shown in FIG. 7A. In this state, the application position selection section 162b is displayed grayed out, and input of operations to the application position selection section 162b is disabled. When the check box 162a is tapped in the state shown in FIG. 7A, the collective setting function is enabled. In this state, as shown in FIG. 7C, a check mark is highlighted in the check box 162a, and the application position selection section 162b is displayed normally.

[0087] 7C, the application position selection section 162b is provided with a partial character selection toggle 164a and an all character selection toggle 164b. The partial character selection toggle 164a and the all character selection toggle 164b can be selected alternatively. The partial character selection toggle 164a and the all character selection toggle 164b accept an operation to set the range to which the costume in the provisionally selected state is applied.

[0088] When the partial character selection toggle 164a is tapped, the costume in the provisionally selected state is applied to some of the characters. If the target character is set to the main position, when the partial character selection toggle 164a is selected, the scope of application of the costume in the provisionally selected state becomes all characters set to the main position. In this case, as shown in FIG. 7C, "main" is displayed near the partial character selection toggle 164a, to notify that the character to which the costume is applied is the character set to the main position.

[0089] On the other hand, when the target character is set to the back position, if the partial character selection toggle 164a is selected, the scope of application of the costume in the provisionally selected state becomes all characters set to the back position. In this case, "back" is displayed near the partial character selection toggle 164a. This notifies the user that the character to which the costume will be applied is a character set to the back position.

[0090] When the selection button 160a is tapped while the check box 162a and the partial character selection toggle 164a are selected, the costume in the provisionally selected state is set to some of the characters all at once. Specifically, when the target character is set to the main position, the costume in the provisionally selected state is set to all of the characters set to the main position all at once. Also, when the target character is set to the back position, the costume in the provisionally selected state is set to all of the characters set to the back position all at once.

[0091] On the other hand, suppose that the selection button 160a is tapped with the all-character selection toggle 164b selected. In this case, the costume in the provisional selection state is set collectively for all characters, regardless of the type of position. In other words, when the all-character selection toggle 164b is selected, the costume in the provisional selection state is set for all characters, regardless of whether the target character is set to the main position or the back position.

[0092] As will be described later in detail, costumes are classified into a plurality of groups, and the characters that can wear costumes classified into a certain group are limited. In the second display area 162, it is indicated that the characters that can wear the costumes may be limited. Specifically, for example, a message such as "Characters that do not have a battle costume will not be reflected" is displayed. In addition, the costumes include a special costume unique to the character currently set for the target character. Here, a first special costume, a second special costume, and a third special costume are provided as special costumes.

[0093] The first special costume is provided for all characters, and the character can wear it by satisfying the wearing conditions. The wearing conditions for the first special costume are common to all characters. However, the wearing conditions may differ depending on the character. In this embodiment, the first special costume is a costume unique to the character appearing in the training game. In the training game, a race is executed in which the character to be trained competes against other characters. The first special costume is a so-called racing costume worn by the character in this training game. The first special costume has a different appearance for each character. Only one first special costume may be provided for each character, or multiple first special costumes may be provided. In addition, a grade may be set for the races in the training game, and the first special costume may be wearable only in races with a high grade.

[0094] On the other hand, the second special costume and the third special costume are costumes provided for some characters. The second special costume and the third special costume can be set to the target character by satisfying the wearing conditions. The second special costume and the third special costume are costumes outside the scope of application of the above-mentioned collective setting function. In other words, the second special costume and the third special costume cannot be set to multiple characters at once. Therefore, when the second special costume or the third special costume is in a provisionally selected state, the second display area 162 is not displayed as shown in FIG. 7D. However, the above-mentioned collective setting function may also be applied to the second special costume and the third special costume.

[0095] As described above, the costume selection dialogue 160 includes a first display area 161 and a second display area 162. The first display area 161 is an area where a display type of a character's appearance (clothes worn by the character) can be selected, and where a common display type in which a plurality of characters have a common appearance, or a special display type in which a plurality of characters have different appearances can be selected. The second display area 162 is an area where a range of application of the display type selected by the player can be selected, and where a predetermined character or a plurality of characters can be selected as the range of application.

[0096] Specifically, the player can uncheck the check box 162a to limit the scope of application of the costume to only a specific character. Note that the specific character here is the character selected by the player. On the other hand, the player can check the check box 162a to limit the scope of application of the costume to multiple characters including the specific character.

[0097] In addition, in the costume selection dialogue 160, the display of the second display area 162 changes depending on the selected display type, i.e., the costume. Specifically, in a state where costumes for which the collective setting function is enabled are provisionally selected, the second display area 162 is displayed, whereas in a state where costumes for which the collective setting function is disabled are provisionally selected, the second display area 162 is hidden. This makes it possible to inform the player that collective setting is not possible. Below, the costume types are described in detail.

[0098] FIG. 9 is a diagram for explaining information about a character. As shown in FIG. 9, a training game medium ID is linked to a game medium ID, a name, possession information, a level, and parameters. As described above, a player can possess training game medium provided by an administrator. A training game medium ID is linked to each training game medium. Since the training game medium ID is unique to the training game medium, the training game medium ID can be said to be a type of training game medium. Also, as described above, a game medium ID unique to a character is always set in the training game medium (training game medium ID). Since the game medium ID is unique to a character, the game medium ID can be said to be a type of character. In this embodiment, the training game medium ID and the game medium ID are represented by a three-digit integer in decimal.

[0099] A training game medium ID is always associated with one game medium ID, and one character is set for each training game medium. In FIG. 9, the four training game media with training game medium IDs 901 to 904 are classified into the same type of group. The same game medium ID and name are associated with training game media classified into the same type of group, but different levels and parameters are associated with each training game medium. As described above, multiple training game media classified into the same type of group are set so that the higher the level, the more advantageous the parameters used in the training game are.

[0100] In other words, a group of the same type is a collection of the same characters at different levels managed with different IDs. Of course, this is not limited to the above configuration, and the same characters (game media for training the same character) may be managed with the same ID, and only the associated data may be changed. Although details of parameters are omitted, they are the performance and abilities of the character, and examples include numerical values ​​of speed and stamina, and abilities that can be activated during the game.

[0101] In the example shown in Figure 9, three training game media assigned with training game media IDs 905 to 907, three training game media assigned with training game media IDs 908 to 910, three training game media assigned with training game media IDs 911 to 913, three training game media assigned with training game media IDs 914 to 916, three training game media assigned with training game media IDs 917 to 919, and three training game media assigned with training game media IDs 920 to 922 are each classified into groups of the same type.

[0102] The four training game media with training game media IDs 901 to 904, the three training game media with training game media IDs 911 to 913, and the three training game media with training game media IDs 917 to 919 are of different types and are associated with different names. However, the training game media classified into these three types are associated with a common game media ID. In this way, some game media IDs, i.e., characters, are associated with multiple types of training game media.

[0103] Specifically, for example, 901 to 904 are different levels of the normal version of character AAA, 911 to 913 are different levels of the special version of character AAA that can be obtained by lottery in a summer-only event, and 917 to 919 are different levels of the special version of character AAA that can be obtained by lottery in a winter-only event. The possession information manages whether or not the character is possessed and what level it is at. Also, while FIG. 9 includes characters that are not possessed, only possessed development game media may be managed.

[0104] FIG. 10 is a diagram for explaining information linked to a game medium ID. As shown in FIG. 10, a name, a body type ID, a parameter of the number of fans, and a parameter of intimacy are linked to a game medium ID. Basically, only one appearance of the character itself, that is, the figure and shape of the main body of the character excluding the costume, etc., is set for one game medium ID. The body type ID linked to the game medium ID is linked to information when the character is displayed on the game screen, such as the height of the main body of the character.

[0105] Therefore, for example, the appearance and shape of the character bodies associated with the training game media with training game media IDs 901 to 904, 911 to 913, and 917 to 919 shown in Figure 9 are the same. Furthermore, when the type (group) of training game media is the same, the clothing worn by the characters will be the same. Therefore, for example, the appearance and shape of the displayed character bodies and the clothing worn by the characters will be the same for training game media with training game media IDs 901 to 904, and there will be no visual difference.

[0106] On the other hand, even if the game media ID is the same, if the type of training game media is different, the appearance of the character's costume, etc. will be different. For example, the three training game media with training game media IDs 901, 911, and 917 all have the same character body, but the costumes worn by the characters are different from each other.

[0107] The player terminal 1 and the server 1000 store player information linked to the player ID. The player information includes possession information of the training game medium. Specifically, possession information of "1" indicating possession or "0" indicating non-possession is stored linked to the training game medium ID. As described above, the player can strengthen the possessed training game medium. When the possessed training game medium is strengthened, the possession information of a training game medium of the same type and of a higher level as the possessed training game medium before the strengthening is updated to "1".

[0108] Although a detailed description is omitted, in the training game, when a predetermined condition is satisfied, the character to be trained acquires fans. As shown in FIG. 10, when the character to be trained acquires fans, the number of fans linked to the game medium ID of the character to be trained is updated. Also, as described above, in a team competition race, the player can enter the character trained in the training game. The character to be trained acquires fans based on the results of the team competition race. A game medium ID is linked to the character to be trained, and when the character to be trained acquires fans, the number of fans linked to the game medium ID of the character to be trained is updated.

[0109] Moreover, the intimacy is a parameter set for a character, and is managed by being linked to a game medium ID. Specifically, for example, the intimacy parameter is a parameter that indicates the degree of use of a character (game medium) common to the entire game. By using the same character in the training function and the battle function, the degree of accumulation of the intimacy parameter changes, and it becomes possible to generate benefits and privileges for the player. In this embodiment, the intimacy parameter is expected to have the effect of strengthening the player's attachment to the character and increasing the frequency of use of the entire game. Furthermore, the intimacy parameter is managed for each character by being linked to a game medium ID. Furthermore, for example, the intimacy parameter may be a usage degree parameter of the character (game medium) in a specific game function (e.g., a race) among a plurality of game functions. Thus, the player can grasp the usage degree of a specific character in a specific game, and more detailed motivation can be effectively provided.

[0110] Also, as information related to the intimacy parameter, an intimacy rank may exist for each character. The intimacy rank increases when the accumulation amount of the intimacy parameter achieves a condition set for each rank. The intimacy rank may be set, for example, from rank 0 to rank 10 at the beginning of the operation of the game, and the upper limit of the intimacy rank may be released according to the operation period of the game. The intimacy parameter is given to the used character when the condition is achieved in the training function or the battle function. The increase amount of the intimacy parameter based on the use of the game function may be changed according to the game result (evaluation, ranking, etc.). Furthermore, when the intimacy rank reaches a predetermined rank by accumulating the intimacy parameter, a story, which is a content linked to the character whose intimacy rank has reached the predetermined rank, is released. The intimacy rank, which is the release condition of the story, may be the same for each character, or may be different depending on the character.

[0111] FIG. 11 is a diagram for explaining a costume ID. A costume that can be worn by a character in a live performance, that is, a costume that can be selected in the costume selection dialogue 160, is associated with a costume ID. In this embodiment, the costume ID is indicated by a four-digit integer in decimal. As described above, costumes that can be set to a character in a live performance are classified into common costumes and individual costumes. A common costume is a costume that can be set to all characters regardless of the type of character, that is, the game medium ID. This common costume has the same appearance, such as decoration and color, that is, the same design, regardless of the type of character wearing it. However, a body type such as height is set for each character, and the size of the costume differs depending on the body type of the character wearing it. Therefore, in this embodiment, the design of the common costume other than the size is common to multiple characters.

[0112] Here, four types of costumes with costume IDs of 1001, 1002, 1003, and 1004 are provided as common costumes. As an example, the costume with costume ID 1001 is a summer uniform, the costume with costume ID 1002 is a winter uniform, the costume with costume ID 1003 is a gym suit, and the costume with costume ID 1004 is a matching costume such as a dress with a predetermined decoration. There are no wearing conditions for the common costumes, and they can be set for all characters. In other words, the target characters for which a common costume can be set are all characters. Then, in a live performance, the same costume image is applied to the characters to which the common costume is set.

[0113] In addition, characters may be provided that do not wear common costumes. For example, the training game medium may be provided with a first common costume that can be worn by all characters, and a second common costume that cannot be worn by specific characters such as NPCs that cannot be trained by the player (not part of the training game medium).

[0114] The costume ID is linked to a game medium ID and a development game medium ID as information indicating the target character for which the costume can be set. The common costume is linked to a game medium ID of "1" and a development game medium ID of "0". The game medium ID "1" is information indicating all game media, and the development game medium ID "0" is information indicating all development game media. As mentioned above, when providing a character that does not wear a common costume, specifically, a first common costume that can be worn by all development game media may be set as "1", and a second common costume that cannot be worn by specific characters such as NPCs that cannot be trained by the player (not a development game medium) may be set as "2".

[0115] On the other hand, an individual costume is a costume that is limited to a target character. In other words, an individual costume can be set only to a character with a predetermined game media ID. That is, the costume ID of an individual costume is linked to only one game media ID of a target character. For example, an individual costume with a costume ID of 1005 is linked to a game media ID of 801, and an individual costume with a costume ID of 1006 is linked to a game media ID of 802. In this way, an individual costume is a costume unique to a character. In a live performance, a costume image provided for each costume ID of an individual costume is applied. A general method of adapting a costume image is used, whether it is a two-dimensional or three-dimensional method. Specifically, for example, if it is a two-dimensional image, the entire image may be changed depending on the costume, and if it is a three-dimensional image, a 3D model of the costume may be combined with a 3D model of the basic character's body type and rendered.

[0116] In this embodiment, the individual outfits are classified into one of a plurality of groups. As an example, in this embodiment, a first special outfit group, a second special outfit group, a third special outfit group, and a casual clothes group are provided. In the following, an individual outfit classified into the first special outfit group is referred to as a first special outfit, an individual outfit classified into the second special outfit group is referred to as a second special outfit, an individual outfit classified into the third special outfit group is referred to as a third special outfit, and an individual outfit classified into the casual clothes group is referred to as casual clothes.

[0117] The first special costumes are provided for all characters linked to the training game medium, in other words, for all characters that the player can possess. In other words, the same number of first special costumes are provided as the number of game medium IDs. However, the first special costumes may be provided for some of the characters that can be possessed. Note that while only three costume IDs for the first special costumes, 1005 to 1007, are shown in FIG. 11, in reality, the same number of costume IDs for the first special costumes are provided as the number of characters that can be possessed, i.e., the number of game medium IDs.

[0118] A wearing condition is set for the first special costume. In this embodiment, the first special costume can be set for the target character when the level of at least one development game medium linked to the game medium ID of the target character becomes 3 or higher. Therefore, it can be said that the wearing condition for the first special costume includes possession of at least one development game medium linked to the game medium ID of the target character. Note that it is possible to increase the level by accumulating a certain number of items that can be acquired through games, events, or lotteries, but the method of increasing the level is not limited to this.

[0119] Here, the training game media that are the subject of the determination of the wearing conditions are all training game media that are linked to the game medium ID of the target character. However, the training game media that are the subject of the determination of the wearing conditions may be any one of the training game media that are linked to the game medium ID of the target character. For example, the training game media that are the subject of the determination of the wearing conditions of the first special costume may be the training game media that was first provided among the training game media that are linked to the game medium ID of the target character. This configuration simplifies the process and reduces the load on the system.

[0120] In this way, different costume IDs are set for the first special costumes classified into the first special costume group. Therefore, the costume images, i.e., designs, of the first special costumes displayed in the live performance will be different for each character. Note that, here, all of the first special costumes have different designs. However, it is also possible for some or all of the first special costumes to have a common design, with only the color being different, for example. In any case, it is sufficient that the player can recognize that the costume images of the first special costumes are different in appearance from one another.

[0121] The second special costume is provided for some characters linked to the training game medium, in other words, some of the characters that the player can own. Specifically, for example, the second special costume is a swimsuit costume, and is set for characters that are featured in a summer-only event every year. However, the second special costume may be provided for all characters that the player can own. In the example shown in FIG. 11, two second special costumes are provided, with costume IDs 1101 and 1102 set.

[0122] A wearing condition is set for the second special costume. In this embodiment, the wearing condition for the second special costume is set to be possession of a predetermined training game medium linked to the game medium ID of the target character. For example, the wearing condition for the second special costume set to a costume ID of 1101 is set to possession of a training game medium with a training game medium ID of 911 to 913.

[0123] Specifically, for example, the second special costume with a costume ID of 1101 is a swimsuit costume worn by a special version of character aaa that can be acquired by gacha lottery for training game media with training game media IDs of 911 to 913. Of course, even if the swimsuit costumes of the training game media that can be acquired in the same summer-only event are different in design, these special costumes each have a different design. Note that the conditions for wearing the second special costume are not limited to this. For example, the conditions for wearing may include that the level of the training game media that is required to be possessed is a predetermined level or higher.

[0124] The third special costume is provided for some of the characters linked to the training game medium, in other words, some of the characters that the player can own. Specifically, for example, the third special costume is a costume related to Christmas (Santa or reindeer costume), and is set for characters that are featured in a winter-only event every year. However, the third special costume may be provided for all characters that can be owned. In the example shown in FIG. 11, two third special costumes are provided, with costume IDs 1103 and 1104 set.

[0125] A wearing condition is set for the third special costume. In this embodiment, the wearing condition for the third special costume is set to be possession of a predetermined training game medium linked to the game medium ID of the target character. For example, the wearing condition for the third special costume set to costume ID 1104 is set to possession of a training game medium with a training game medium ID of 920 to 922.

[0126] Specifically, for example, the third special costume, to which a costume ID of 1103 is set, is a costume in which the special version of character aaa, which can be obtained by gacha lottery during the winter-limited event, is dressed in Santa Claus. Of course, even if the special costumes are Christmas-related costumes of the training game media that can be obtained during the same winter-limited event, each of these special costumes has a different design. Note that the conditions for wearing the third special costume are not limited to this. For example, the conditions for wearing the costume may include that the level of the training game media that is required to be possessed is a predetermined level or higher.

[0127] Furthermore, casual clothes are provided for all characters linked to the development game medium, in other words, for all characters that the player can possess. In other words, the same number of casual clothes are provided as the number of game medium IDs. However, casual clothes may be provided for some of the characters that can be possessed. Note that while only three casual clothes costume IDs are shown in FIG. 11, in reality, the same number of casual clothes costume IDs are provided as the number of characters that can be possessed, i.e., the number of game medium IDs.

[0128] A wearing condition is set for the casual clothes. In this embodiment, the wearing condition for the casual clothes is set to be that the intimacy of the target character, that is, the intimacy of the game medium ID linked to the costume ID, is equal to or greater than a predetermined value. By setting the intimacy, which is a parameter indicating the degree of use of a specific character in the game, as the wearing condition (clothing release condition), it is possible to expect the effect of efficiently improving the intimacy parameter (character common parameter) while increasing the player's motivation to play the main game functions of racing and training, and giving the player further interest. In addition, it is possible to further strengthen the attachment to the character that satisfies the wearing condition. Furthermore, it is possible to make all characters with a strong attachment (characters who have released casual clothes by increasing their intimacy) wear casual clothes at once, giving the player further interest. However, the wearing condition for the casual clothes is not limited to this, and for example, the same wearing condition as that for other individual costumes may be set. Note that, although the wearing condition for the costume is set in FIG. 11, it may be rephrased as another condition such as the possession condition, acquisition condition, or release condition of the costume.

[0129] FIG. 12 is a diagram for explaining information linked to a costume ID. An information table is stored in the player terminal 1 and the server 1000. In the information table, various information shown in FIG. 12 is linked to the costume ID. In the player terminal 1, the image images 126 and 130 displayed on the live preparation screen 120 and the image of the character displayed in the live video are generated by referring to the information table. In the information table, the costume ID is linked to the first special costume identification information, the game medium ID, live use availability identification information, wet and see-through identification information, stain identification information, head search information, and tail search information. Note that FIG. 12 will be described as an independent table, but it may be managed in the same table as FIG. 11, FIG. 13, or FIG. 14. In this case, duplicate data may be omitted, or the head ID and tail ID and their images may be incorporated into the head and tail search information.

[0130] The first special costume identification information is information for identifying whether the costume linked to the costume ID is the first special costume. The first special costume identification information is composed of "0" indicating that it is not the first special costume and "1" indicating that it is the first special costume. In the information table, the first special costume identification information of "1" is linked to the costume ID of the first special costume. Note that only the identification information of the first special costume will be described here, but this is not limited thereto. Specifically, for example, the column name may be used as costume identification information, and the second special costume may be assigned with "2", the third special costume with "3", private clothes with "4", a player's arbitrary setting with "5", and a costume that does not allow collective setting with "6" may be assigned. Depending on the costume type selected, the display of the second display area 162 may be changed, and each character may wear a special costume corresponding to each costume type.

[0131] In the information table, the costume ID is linked to the game media ID of the target character. The costume ID of the common costume is linked to "1" as the game media ID. The live performance usability identification information is information for identifying whether the costume linked to the costume ID is a costume that can be used in a live performance. The live performance usability identification information is composed of "0" indicating that it cannot be used in a live performance, and "1" indicating that it can be used in a live performance. Here, gym clothes and casual clothes are set as unusable in a live performance, and other costumes are set as usable, but this is not limited thereto, and for example, casual clothes may be set as "1".

[0132] The wet-see-through support identification information is information for identifying whether the costume linked to the costume ID is a costume that can be wet-see-through. The wet-see-through support is a function that allows the costume worn by a character to be see-through when, for example, a scene in which a character is displayed is raining in a race or live music video. The wet-see-through support identification information is composed of "0" indicating that wet-see-through support is not possible, and "1" indicating that wet-see-through support is possible. Here, the summer uniform and winter uniform are set as not wet-see-through supportable, and the other costumes are set as wet-see-through supportable.

[0133] The dirt handling identification information is information for identifying whether the costume linked to the costume ID is a costume that can handle dirt. Note that dirt handling is a function that stains the costume being worn when, for example, a scene in which a character is displayed in a video of a race or live music performance is an environment in which the character will get dirty with mud or the like. The dirt handling identification information is composed of "0" which indicates that dirt handling is not possible, and "1" which indicates that dirt handling is possible. Here, the summer uniform and winter uniform are set as dirt-resistant, and the other costumes are set as dirt-resistant.

[0134] The head search information is information for identifying a head image when displaying a character after a costume has been set. When a costume is set for each character, the head search information is identified from the costume ID. Then, based on the head search information, a head image of the character to be displayed on the game screen is extracted.

[0135] Similarly, the tail search information is information for identifying a tail image when displaying a character after an outfit has been set. When an outfit is set for each character, the tail search information is identified from the outfit ID. Then, based on the tail search information, the tail image of the character to be displayed on the game screen is extracted.

[0136] The head search information and tail search are composed of single digit decimal values. The costume IDs of common costumes and costumes classified in the first special costume group are all linked to head search information of "0". Additionally, the costume IDs of costumes classified in groups other than the first special costume group are each linked to head search information with a value set for that group.

[0137] Additionally, some of the costume IDs (here, 1104) of the individual costumes are linked to tail search information of "2", and all other costume IDs are linked to tail search information of "0".

[0138] FIG. 13 is a diagram for explaining the head ID. A head image identification table is stored in the player terminal 1 and the server 1000. The head image identification table is a table for identifying a head image to be displayed on the game screen. In the head image identification table, one head image is associated with each head ID. Here, the same number of head IDs as the costume IDs of the individual costumes are provided. Also, the head ID is composed of a four-digit value obtained by adding head search information to a three-digit game media ID. The head ID is associated with the head image of the character corresponding to the upper three digits of the game media ID.

[0139] For example, a head ID of 8010 is linked to the default head image of a character with a game media ID of 801. Also, for example, a head ID of 8060 is linked to the default head image of a character with a game media ID of 806. In this way, head IDs ending in "0" are linked to the default head image of the target character.

[0140] For example, a head ID of 8011 is associated with a summer-only head image of a character with a game media ID of 801. For example, a head ID of 8032 is associated with a winter-only head image of a character with a game media ID of 803. In this way, head IDs that end with anything other than "0" are associated with head images of target characters that correspond to individual costumes.

[0141] When a costume is set by a player, a costume ID is set in association with the game media ID for which the costume is set. When the costume ID is set, a head ID is identified from the game media ID and head search information associated with the costume ID. When the head ID is identified in this manner, a head image identification table is referenced, and a head image associated with the identified head ID is read out to display the character.

[0142] According to the head image identification table shown in Fig. 13, when the common costume and the first special costume are set, a default head image is used. On the other hand, the head IDs whose last digit is a value other than "0" indicating an individual costume group other than the first special costume group are linked to dedicated head images for the target character. Therefore, when the costume is set to the second special costume, the third special costume, or the plain clothes, dedicated head images that match these costumes are identified.

[0143] Specifically, when an individual costume other than the first special costume is set, a dedicated head image prepared to match the individual costume other than the default is used. The dedicated head image has, for example, a different facial expression, hairstyle, head accessories such as hair ornaments, etc. from the default head image.

[0144] FIG. 14 is a diagram for explaining the tail ID. A tail image identification table is stored in the player terminal 1 and the server 1000. The tail image identification table is a table for identifying a tail image to be displayed on the game screen. In the tail image identification table, one tail image is associated with each tail ID. In this embodiment, a tail ID having the same value as the head ID identified when the first special costume is selected is provided. Also, here, a tail ID of 8032 is provided, which is identified when the costume ID of 1104, which is the third special costume, is selected.

[0145] The tail ID is a four-digit value that consists of a three-digit game media ID and tail search information. The tail ID is linked to the default head image of the character that corresponds to the top three digits of the game media ID.

[0146] For example, a tail ID of 8010 is linked to the default tail image of a character with a game media ID of 801. Also, for example, a tail ID of 8060 is linked to the default tail image of a character with a game media ID of 806. In this way, tail IDs ending in "0" are linked to the default tail image of the target character.

[0147] Also, for example, a tail ID of 8032 is linked to a tail image for a winter character whose game media ID is 803. In this way, tail IDs ending in any number other than "0" are linked to tail images of target characters corresponding to individual costumes.

[0148] When the costume ID is set, the tail ID is identified from the game media ID and the tail search information linked to the costume ID. When the tail ID is identified in this manner, the tail image identification table is referenced, and the tail image linked to the identified tail ID is read out and the character is displayed.

[0149] According to the tail image specification table shown in FIG. 14, a dedicated tail image is specified only when the third special costume is set for the character with game media ID 803. On the other hand, when any other costume is set, a default tail image is used. A dedicated tail image differs from the default tail image, for example, in the shape of the character's tail and the accessories attached to the tail. By separating the images of the head and tail, the default is set to "0" in principle, and images can be extracted only when necessary, allowing efficient processing. Note that although the configuration is such that each costume is separated from the head and tail, an image or 3D model including everything may also be used.

[0150] As described above, in this embodiment, the head image and tail image of the character are specified according to the costume set for the character. Although detailed description is omitted, the player terminal 1 and the server 1000 are provided with a costume image specification table. In the costume image specification table, a costume image is associated with each costume ID. When a costume ID is set, the costume image specification table is referenced and a costume image associated with the set costume ID is specified. By synthesizing the costume image, head image, and tail image specified in this way, the image images 126, 130 and the character image displayed in the live video are generated.

[0151] Here, as described above, the player can set a character and a costume to be worn by the character for each position number on the live performance preparation screen 120. At this time, the player can set a character and a costume for each position number individually. However, since the task of setting characters and costumes for a large number of positions is extremely cumbersome, a batch setting function is provided for costumes as described above. The following describes the flow of the process for identifying a costume ID when the batch setting function is used.

[0152] FIG. 15 is a diagram illustrating a case where a common costume is set by the collective setting function. For example, as shown in FIG. 15, nine positions are set for a selected song. Here, positions 1 to 3 are main positions, and positions 4 to 9 are back positions. A character corresponding to a pre-set song or a randomly selected character may be placed in each position, but here, a character with a game medium ID of "80N (N is an integer from 1 to 9)" is set in position N (N is an integer from 1 to 9).

[0153] In the above state, assume that any character, i.e., any position number, is selected, and a matching costume with a costume ID of 1004 is selected in the costume selection dialog 160. Then, when the select button 160a is tapped with the all character selection toggle 164b selected, the costume ID of 1004 is set for all position numbers. In addition, when the costume ID is set, the head ID and tail ID identified as described above are set for all position numbers.

[0154] Based on the thus set costume ID, head ID, and tail ID, an image of the character corresponding to the position number is generated. As a result, in the example shown in Figure 15, all nine characters are wearing the same costume.

[0155] For example, assume that position 1 is selected, the partial character selection toggle 164a is selected, and the selection button 160a is tapped. In this case, a costume ID of 1004 is set for position numbers 1 to 3, and head IDs and tail IDs corresponding to the game medium ID are set. At this time, the costume IDs, head IDs, and tail IDs for position numbers 4 to 9 are not updated.

[0156] Similarly, for example, assume that position 9 is selected, the partial character selection toggle 164a is selected, and the selection button 160a is tapped. In this case, a costume ID of 1004 is set for position numbers 4 to 9, and head IDs and tail IDs corresponding to the game medium ID are set. At this time, the costume IDs, head IDs, and tail IDs for position numbers 1 to 3 are not updated.

[0157] In this manner, in this embodiment, common costumes can be set for multiple characters at once, improving operability and efficiency. In addition, the range of collective setting of common costumes can be limited to some positions, increasing the variation of costumes that can be worn, further improving operability and efficiency. However, when common costumes are collectively set, the costumes of all characters included in the collective setting range become the same. Therefore, in this embodiment, among the individual costumes that are unique to each character, the first special costume is also subject to the collective costume setting function.

[0158] Fig. 16 is a diagram for explaining a case where individual costumes are set by the collective setting function. In the example shown in Fig. 16, the selected song and the characters set for each position number are the same as the example shown in Fig. 15. For example, assume that position 1 is selected, and the first special costume with a costume ID of 1005 is selected in the costume selection dialogue 160. Also assume that the select button 160a is tapped with the all character selection toggle 164b selected.

[0159] In this case, the following process is performed for each position number. Specifically, the possessed development game medium that is linked to the game medium ID set for the position number to be processed is extracted. Then, it is determined whether the level of the extracted possessed development game medium is at or above a predetermined level, i.e., whether the wearing conditions are met. As another example, instead of determining the wearing conditions each time, a determination can be made without referring to a separate information table by adding a special costume release status column to FIG. 11 or FIG. 12, which sets the wearing conditions to "0" if they are not met and "1" if they have already been met (in other words, the special costume has been released and is in the player's possession).

[0160] If the wearing conditions are met, the information table (FIG. 12) is referenced, the game media ID set to the number of the position to be processed is linked, and a costume ID with first special costume identification information of "1" is set. For example, if the number of the position to be processed is "2", it is determined whether the owned development game media linked to the game media ID of 802 meets the wearing conditions. Then, if the wearing conditions are met, the costume ID of 1006 identified based on the information table is set.

[0161] On the other hand, if the wearing conditions are not met, a predetermined costume ID is set. In the example shown in FIG. 16, characters No. 7 and No. 9 do not meet the wearing conditions. Here, a common costume, a matching costume with a costume ID of 1004, is set for the characters who do not meet the wearing conditions. For characters who do not meet the wearing conditions, a wearable costume may be set randomly, or no costume may be set and the character may be left in an unset state. Also, for example, if there are other wearable individual costumes, one of the individual costumes may be set, and if there are no other wearable individual costumes, one of the common costumes may be set.

[0162] In addition, when the first special costume is set in a lump, the application range can be limited to the main position or back position, just like when the common costume is set in a lump. In this case, the above process is performed only for the position numbers in the set range. In addition, although it is possible to set only the first special costume in a lump among the individual costumes here, it is also possible to set other individual costumes in a lump.

[0163] As shown in Fig. 16, when the first special costume is set collectively, a different costume ID is set for each position number. Since the costume image is specified based on the set costume ID, individual costumes with different appearances are worn collectively for multiple characters. In this way, according to this embodiment, individual costumes with different appearances can be set collectively for multiple characters, so that a variety of effects can be executed while improving operability, and the interest of the game is increased.

[0164] (Functional configuration and control processing in player terminal 1) Next, the functional configuration and control process of the player terminal 1 for executing the above game will be described. In the following, the functional configuration and control process related to the live performance will be mainly described in detail, particularly those related to the collective setting function, and the description of the other configurations and control processes will be omitted.

[0165] 17 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When an application is started, the CPU 10 stores a terminal side control program (module) in the program storage area 12a.

[0166] The terminal side control programs include a lottery game execution program 300, a strengthening program 302, a game execution program 304, a live performance preparation processing program 306, and a live performance execution program 308. Note that each of the above programs is an example, and many other programs are provided in the program storage area 12a.

[0167] The data storage area 12b is provided with a possession information storage unit 330 and a setting information storage unit 332 as storage units for storing data. The possession information storage unit 330 stores information indicating possessed development game media and possessed characters. The possession information storage unit 330 also stores information indicating possession or non-possession of development game media, information indicating the level of the development game media, and information indicating the intimacy level of the game media (characters). The setting information storage unit 332 stores information regarding characters and costumes that appear in the live performance. Note that the above-mentioned storage units are merely examples, and the data storage area 12b is provided with many other storage units. The storage units also have many tables.

[0168] 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 lottery game execution unit 300a, a reinforcement execution unit 302a, a game execution unit 304a, a live performance preparation processing unit 306a, and a live performance execution unit 308a.

[0169] Specifically, the CPU 10 runs a lottery game execution program 300, causing the computer to function as a lottery game execution unit 300a. Similarly, the CPU 10 runs a reinforcement program 302, a game execution program 304, a live performance preparation processing program 306, and a live performance execution program 308, causing them to function as reinforcement execution unit 302a, game execution unit 304a, live performance preparation processing unit 306a, and live performance execution unit 308a, respectively.

[0170] When a lottery request operation is input to request the execution of a lottery while the lottery screen is displayed, the lottery game execution unit 300a executes a lottery request process. In the lottery request process, lottery request information is transmitted to the server 1000. When the server 1000 receives the lottery request information, it executes a lottery process to determine a training game medium by lottery.

[0171] The training game medium determined by this lottery process is linked to the player ID and stored in the storage unit 1018 of the server 1000. If training game medium that the player does not own is determined, the possession information of the training game medium is updated to "owned" in the server 1000. The server 1000 also causes the player terminal 1 to receive lottery result information indicating the lottery result.

[0172] Upon receiving the lottery result information, the lottery game executing unit 300a displays the lottery result on the touch panel 26. The lottery game executing unit 300a also stores information related to the acquired development game medium in the memory unit 18. Here, the lottery game executing unit 300a updates the possession information of the newly acquired development game medium in the possession information memory unit 330.

[0173] The reinforcement execution unit 302a executes reinforcement request processing when an reinforcement operation for reinforcing the training game medium is input on the reinforcement screen. In the reinforcement request processing, reinforcement request information is transmitted to the server 1000. Upon receiving the reinforcement request information, the server 1000 executes reinforcement processing to increase the level of the training game medium selected by the player by consuming items and in-game currency. Here, the server 1000 updates the possession information of a training game medium of the same type as the training game medium selected by the player and having a higher level than the training game medium currently possessed to "possessed". In addition, the server 1000 causes the player terminal 1 to receive reinforcement information indicating the result of the reinforcement processing.

[0174] Upon receiving the reinforcement information, the reinforcement execution unit 302a displays the reinforcement result on the touch panel 26. The reinforcement execution unit 302a also updates the possession information in the possession information storage unit 330 in the same manner as the server 1000. This updates the level of the development game medium selected by the player.

[0175] When a race start operation is input on the race game selection screen to start the race game, the game execution unit 304a executes a selection information transmission process. In this selection information transmission process, selection information necessary for executing the race game, such as the type of the selected race, is transmitted. When the server 1000 receives the selection information, it executes the race game process, such as deriving the race result by calculation processing.

[0176] In the racing game, a training character selected by a player will participate. When the racing game is executed, the intimacy level of the character linked to the participating training character increases. Here, the intimacy level linked to the game medium ID linked to the training character is updated. In addition, the server 1000 causes the player terminal 1 to receive race result information indicating the race result and information related to the character's intimacy level.

[0177] Upon receiving the race result information, the game execution unit 304a executes a race display process based on the received race result information. Here, the game execution unit 304a generates and displays a race live image based on the race result information. When the intimacy level linked to the game medium ID is updated in the server 1000, the intimacy level linked to the game medium ID is also updated in the possession information storage unit 330 of the player terminal 1.

[0178] The live performance preparation processor 306a executes live performance preparation processing when the live performance selection button 106 is operated on the home screen 100. An example of the processing performed by the live performance preparation processor 306a will be described in detail below.

[0179] 18 is a flowchart illustrating an example of live performance preparation processing in the player terminal 1. The live performance preparation processing unit 306a executes live music selection processing (P10). In the live music selection processing, the live performance preparation processing unit 306a displays the live music selection screen 110. When a music switching operation (for example, a left / right swipe / flick operation on the live music selection screen 110) is input while the live music selection screen 110 is displayed, the live performance preparation processing unit 306a switches the jacket image 112 displayed on the live music selection screen 110. The live performance preparation processing unit 306a also stores the music corresponding to the jacket image 112a as a selected music.

[0180] Furthermore, when the live performance preparation button 116 is operated while the live performance song selection screen 110 is displayed, the live performance production preparation processing unit 306a reads out song information for the song stored as the selected song. Although a detailed explanation is omitted, song information is stored for each song in the data storage area 12b. The song information includes the position number, the position classification set for each number (whether it is a main position or a back position), initial setting information for the game medium ID and costume ID initially set for each number, image data for the live performance preparation screen 120, etc.

[0181] Based on the read music information, the live performance preparation processing unit 306a sets initial setting information as character setting information in the setting information storage unit 332. The character setting information stored in the setting information storage unit 332 is information in which a game medium ID, a costume ID, a head ID, a tail ID, etc. are linked to each position number. Then, the live performance preparation processing unit 306a displays the live performance preparation screen 120 based on the character setting information set in the setting information storage unit 332, i.e., the initial setting information.

[0182] When the live performance preparation screen 120 is displayed as described above, the live performance preparation processor 306a executes processing while the live performance preparation screen is being displayed.

[0183] 19 is a flowchart for explaining an example of processing during display of the live performance preparation screen in the player terminal 1. When a selection operation unit (main position selection operation unit 122a or back position selection operation unit 122b) is operated on the live performance preparation screen 120 (YES in P11-1), the live performance preparation processing unit 306a displays the main setting screen 120a or the back setting screen 120b based on the selection operation unit that was operated (P11-2).

[0184] Furthermore, when a character icon 128 is operated on the live performance preparation screen 120 (YES in P11-3), the live performance preparation processing unit 306a stores the position number associated with the operated character icon 128 and displays the character selection dialog 150 (P11-4). Here, the live performance preparation processing unit 306a obtains the game media ID of the possessed character. Then, the live performance preparation processing unit 306a displays the character icon 128 corresponding to the obtained game media ID in the character selection dialog 150.

[0185] When the character selection dialog 150 is displayed, the live performance preparation processing unit 306a executes a character selection process (P11-5). This character selection process is executed while the character selection dialog 150 is displayed. Here, when a character icon 128 in the character selection dialog 150 is operated, the live performance preparation processing unit 306a stores the game medium ID corresponding to the operated character icon 128 as a provisionally selected game medium ID.

[0186] Furthermore, when the No Designation button 128a of the character selection dialogue 150 is operated, the live performance preparation processor 306a determines a mob character and stores the game media ID dedicated to the determined mob character as a provisionally selected game media ID. In this case, the mob character is determined randomly, but any character may be determined from among the characters possessed by the player. Furthermore, the No Designation button 128a is not essential.

[0187] Furthermore, when the cancel button 150a in the character selection dialogue 150 is operated, the live performance preparation processor 306a hides the character selection dialogue 150. As a result, the live performance preparation screen 120 is displayed.

[0188] Furthermore, when the selection button 150b of the character selection dialog 150 is operated, the live performance preparation processing unit 306a stores the provisionally selected game media ID in association with the position number stored in P11-4 among the character setting information in the setting information storage unit 332. In this case, the live performance preparation processing unit 306a hides the character selection dialog 150 and displays the live performance preparation screen 120. At this time, the live performance preparation processing unit 306a displays the character icon 128 and the image images 126 and 130 corresponding to the changed game media ID on the live performance preparation screen 120.

[0189] When a costume icon 132 on the live performance preparation screen 120 is operated (YES in P11-6), the live performance preparation processing unit 306a stores the position number associated with the operated costume icon 132 and displays the costume selection dialog 160 (P11-7). Here, the live performance preparation processing unit 306a acquires the game medium ID set to the position number associated with the operated costume icon 132 based on the character setting information stored in the setting information storage unit 332. The live performance preparation processing unit 306a then extracts costume IDs that can be set to the acquired game medium ID, in other words, costume IDs that satisfy the wearing conditions. The live performance preparation processing unit 306a also displays a list of costume icons 132 corresponding to the extracted costume IDs in the costume selection dialog 160.

[0190] When the costume selection dialogue 160 is displayed, the live performance preparation processor 306a executes a costume selection process (P100). The costume selection process is a process performed while the costume selection dialogue 160 is displayed, and allows the player to select a costume.

[0191] 20 is a flowchart explaining an example of the costume selection process (P100) in the player terminal 1. When the costume icon 132 in the costume selection dialogue 160 is operated (YES in P100-1), the live performance preparation processor 306a stores the costume ID corresponding to the operated costume icon 132 as a provisionally selected costume ID (P100-2).

[0192] Furthermore, if the provisionally selected costume ID is subject to the collective setting function, the live performance preparation processing unit 306a displays the second display area 162 in the costume selection dialogue 160, and if it is not subject to the collective setting function, the live performance preparation processing unit 306a hides the second display area 162 (P100-3). If the provisionally selected costume ID is subject to the collective setting function, the live performance preparation processing unit 306a displays a message for each costume type near the check boxes 162a in the second display area 162. That is, here, the live performance preparation processing unit 306a changes the display of the second display area 162 in the costume selection dialogue 160 depending on the selected costume icon 132.

[0193] When the second display area 162 of the costume selection dialogue 160, i.e., the check box 162a, the partial character selection toggle 164a, or the all character selection toggle 164b, is operated (YES in P100-4), the live performance preparation processing unit 306a updates the application range information indicating the application range of the collective setting function (P100-5). In addition, the live performance preparation processing unit 306a switches the display of the second display area 162 based on the operated second display area 162 (P100-6). Here, for example, the display modes of the check box 162a, the partial character selection toggle 164a, and the all character selection toggle 164b are updated.

[0194] When the cancel button 160b in the costume selection dialogue 160 is operated (YES in P100-7), the live performance preparation processor 306a discards the provisionally selected costume ID and application range information (P100-8).Then, the live performance preparation processor 306a hides the costume selection dialogue 160 (P100-3).As the costume selection dialogue 160 is hidden, the live performance preparation screen 120 is displayed.

[0195] When the selection button 160a of the costume selection dialogue 160 is operated (YES in P100-9), the live performance preparation processor 306a executes a costume setting process (P110).

[0196] 21 is a flowchart explaining an example of the costume setting process (P110) in the player terminal 1. The live performance preparation processing unit 306a determines whether the collective setting function is enabled based on the application range information set in P100-5 (P110-1). If the collective setting function is not enabled (NO in P110-1), the live performance preparation processing unit 306a stores the costume ID in the provisionally selected state in the character setting information in the setting information storage unit 332, linking it to the position number stored in P11-7 (P110-2).

[0197] If the collective setting function is enabled (YES in P110-1), the live performance preparation processing unit 306a extracts the numbers of all positions in the scope of application of the collective setting function based on the scope information (P110-3). If the costume ID in the provisionally selected state is the costume ID of a common costume (YES in P110-4), the live performance preparation processing unit 306a stores the costume ID in the provisionally selected state in the character setting information in the setting information storage unit 332, linking it to all the numbers extracted in P110-3 (P110-5).

[0198] If the collective setting function is enabled (YES in P110-1) and the costume ID in the provisionally selected state is not the costume ID of the common costume (NO in P110-4), the live performance preparation processing unit 306a sets one of the numbers extracted in P110-3 as the number to be processed (P110-6). Note that in this flowchart, the case where NO is determined in P110-4 is limited to the case where the costume ID in the provisionally selected state is the costume ID for the first special costume, but another special costume may be determined, or multiple special costumes may be determined.

[0199] The live performance preparation processing unit 306a then extracts a game medium ID linked to the number to be processed from the character setting information in the setting information storage unit 332 (P110-7). The live performance preparation processing unit 306a also determines whether or not a wearing condition for the first special costume linked to the game medium ID extracted in P110-7 is met (P110-8).

[0200] If the wearing condition is met (YES in P110-9), the live performance preparation processing unit 306a links the costume ID with the first special costume identification information of "1" among the costume IDs linked to the game media ID extracted in P110-7 to the number of the processing target in the character setting information in the setting information storage unit 332 and stores it (P110-10). On the other hand, if the wearing condition is not met (NO in P110-9), the live performance preparation processing unit 306a links the costume ID of the automatic costume to the number of the processing target in the character setting information in the setting information storage unit 332 and stores it (P110-11).

[0201] If any of the numbers extracted in P110-3 remain unprocessed after P110-6 (YES in P110-12), the live performance preparation processor 306a repeats the process from P110-6. In P110-6, the unprocessed numbers are set in sequence, and costume IDs are set for all the extracted numbers. When costume IDs have been set for all the numbers extracted in P110-3 (NO in P110-12), the live performance preparation processor 306a executes the character information setting process (P120).

[0202] 22 is a flowchart for explaining an example of the character information setting process (P120) in the player terminal 1. The live performance preparation processing unit 306a sets either the number stored in P11-7 or the number extracted in P110-3 as the number to be processed (P120-1). Then, the live performance preparation processing unit 306a extracts a costume ID linked to the number to be processed from the character setting information in the setting information storage unit 332 (P120-2). The live performance preparation processing unit 306a also identifies head search information linked to the costume ID extracted in P120-2 (P120-3).

[0203] The live performance preparation processing unit 306a also extracts a game media ID linked to the number to be processed in the character setting information in the setting information storage unit 332 (P120-4). The live performance preparation processing unit 306a also sets a head ID by adding the value of the head search information identified in P120-3 to the end of the game media ID extracted in P120-4 (P120-5). Here, in the character setting information in the setting information storage unit 332, the head ID is linked to the number to be processed.

[0204] The live performance preparation processing unit 306a also identifies tail search information linked to the costume ID extracted in P120-2 (P120-6). The live performance preparation processing unit 306a also sets a tail ID by adding the value of the tail search information identified in P120-6 to the end of the game media ID extracted in P120-4 (P120-7). Here, in the character setting information in the setting information storage unit 332, the tail ID is linked to the number to be processed.

[0205] Then, if there are any numbers among the numbers stored in P11-7 or the numbers extracted in P110-3 that have not been processed in the process after P120-1 (YES in P120-8), the live performance preparation processing unit 306a repeats the process from P120-1. In P120-1, the unprocessed numbers are set in sequence, and head IDs and tail IDs are set for all extracted numbers. When head IDs and tail IDs have been set for all numbers stored in P11-7 or the numbers extracted in P110-3 (NO in P120-8), the character information setting process (P120) and costume setting process (P110) are completed.

[0206] Returning to FIG. 20, the live performance preparation processing unit 306a reads out the character setting information from the setting information storage unit 332 (P100-10), and generates the image images 126, 130 (P100-11). Then, the live performance preparation processing unit 306a displays the live performance preparation screen 120 (P100-12). At this time, the image images 126, 130 generated in P100-11 are displayed on the live performance preparation screen 120, and also, based on the character setting information, a character icon 128 and a costume icon 132 are displayed. Then, the live performance preparation processing unit 306a makes the costume selection dialog 160 non-display (P100-13).

[0207] 19, when the automatic button 134 on the live performance preparation screen 120 is operated (YES in P11-8), the live performance preparation processor 306a executes the automatic setting process (P11-9). Here, the automatic setting screen is displayed, and the character and costume are automatically set based on the player's operation.

[0208] When the start button 136 on the live performance preparation screen 120 is operated (YES on P11-10), the live performance preparation processor 306a makes the live performance preparation screen 120 non-displayable, and ends the process while the live performance preparation screen is displayed.

[0209] When the live preparation screen display process ends, as shown in Fig. 18, the live performance execution unit 308a reads out the character setting information stored in the setting information storage unit 332 (P12). Then, the live performance execution unit 308a generates live footage including character images based on the character setting information read out in P12, and executes the live performance (P13). This causes the live footage including the characters wearing the costumes set by the player to be played back.

[0210] The above-mentioned batch setting function is executed by the above-mentioned processing. According to the batch setting function of this embodiment, it is possible to set common costumes and individual costumes to multiple characters at the same time. When a common costume is set at the same time, the same costume is worn by multiple characters, and when individual costumes are set at the same time, different costumes are worn by multiple characters.

[0211] When the individual costume collective setting function is used, a determination is made as to whether each game media ID can be worn, and a different costume ID is associated with each game media ID that is determined to be wearable and stored. Since an image with a different design is associated with each costume ID, individual costumes with different appearances are worn by characters included in the scope of the collective setting. In this way, different costumes can be set for multiple characters at the same time, which makes it possible to achieve both improved operability and diversified presentation.

[0212] 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.

[0213] In the above embodiment, a live performance in which a character sings or dances has been described as an example of the performance. However, the above technical matters are not limited to the live performance, and can be applied to any scene displayed on the game screen. In addition, in the above embodiment, a case has been described in which the object displayed on the game screen is a character, and the player can set the costume of the character. However, the object displayed on the game screen is not limited to a character. For example, the object displayed on the game screen may be a card in a digital card game, or a picture displayed on a card. In addition, the object displayed on the game screen may be a card or an item displayed on the game screen in various games. In addition, the object displayed on the game screen may be a flying object in a shooting game. Furthermore, the object displayed on the game screen may be a character or an item displayed on a square in a simulation game.

[0214] The appearance of an object that can be set by a player is not limited to the costume of a character. The appearance of an object that can be set by a player may be, for example, a uniform, weapon, or armor possessed by a character in a sports game, RPG, or action game. Also, for example, a player may be able to set the design of a flying object or equipment in a shooting game.

[0215] Furthermore, the game screens described above are merely examples, and the game screens explained using the figures can be modified in design as appropriate.

[0216] Also, in the above embodiment, a case has been described in which the process related to the live performance is executed in the player terminal 1. However, the process related to the live performance may be executed in the server 1000, or may be executed by the player terminal 1 and the server 1000 in cooperation with each other.

[0217] In any case, the information processing program may cause one or more computers to carry out the following processes.

[0218] (Computer-Performed Processing) A process (P11-7 as an example in the embodiment) for displaying a selection screen (in the embodiment, as an example, a costume selection dialog 160) including a first display area (in the embodiment, as an example, the first display area 161) in which a display type of the appearance of an object (in the embodiment, as an example, a character) displayed on the game screen can be selected, and in which a common display type in which multiple objects have a common appearance (in the embodiment, as an example, a costume) or a special display type in which multiple objects have different appearances (in the embodiment, as an example, a first special costume group) can be selected, and a second display area (in the embodiment, as an example, the second display area 162) in which the application range of the display type selected by the player can be selected, and in which a specific object or multiple objects can be selected as the application range. A process for changing the display of the second display area depending on the display type selected on the selection screen (P100-3 in the embodiment as an example). When a common display type is selected, a process of displaying at least a predetermined object with an appearance corresponding to the common display type (in the embodiment, as an example, P110-5, P100-11, and P100-12). When a special display type is selected and multiple objects are selected as the applicable range, a process is performed to determine whether the display conditions are satisfied for each of the multiple objects (in the embodiment, P110-8 is an example). A process of displaying, among a plurality of objects, an object that is determined to satisfy a display condition in an appearance corresponding to a special display type (in the embodiment, as an example, P110-10, P100-11, and P100-12).

[0219] In the above embodiment, costume icons 132 are displayed in a selectable manner in first display area 161. Since one costume is associated with each costume icon 132, the player can select the type of costume, i.e., the display type of the costume, by selecting a costume icon 132. In the above embodiment, selectable costume icons 132 are displayed in a list in first display area 161 of costume selection dialogue 160. Displaying the costume icons 132 in a list improves visibility and operability, and allows the player to easily select a preferred costume even when there are many selectable costumes.

[0220] In the above embodiment, only the costume icons 132 corresponding to the costumes that can be worn by the selected character are displayed in the first display area 161. However, costume icons 132 corresponding to all costumes may be displayed in the first display area 161 regardless of whether they can be worn. In this case, for example, costumes that can be worn by the selected character and costumes that cannot be worn may be displayed in a distinguishable manner. In this case, even if a costume that cannot be worn by the selected character is selected, the selected costume may be set to other characters using a batch setting function.

[0221] The display types of each costume are broadly divided into a common display type and an individual display type. Therefore, it can be said that the player selects whether the display type of the character's costume is the common display type or the individual display type by selecting the costume icon 132. Note that, for example, the player may be able to select either the common display type or the individual display type (special display type) in the first display area 161. In this case, the costume (appearance) corresponding to the selected display type may be selectable in another display area of ​​the costume selection dialog 160 or in a dialog separate from the costume selection dialog 160.

[0222] Also, as an example of a case where the display of the second display area is changed depending on the display type selected on the selection screen, the above embodiment has described a case where the presence or absence and content of a message displayed in the second display area 162 is changed. However, the manner in which the display of the second display area is changed may be, for example, a change in display color, or a change in a manner that makes it possible to distinguish whether an operation input is valid or invalid.

[0223] Furthermore, in the above embodiment, when a common costume is selected and multiple characters are not selected as the scope of application, the common costume is set only to the character previously selected by the player. On the other hand, when a common costume is selected and multiple characters are selected as the scope of application, the common costume is set to multiple characters. In this way, when a common costume is selected, it is sufficient that the common costume is set to at least one or multiple predetermined characters.

[0224] Furthermore, in the above embodiment, when the player changes the costume settings, the characters wearing the changed costumes are displayed on the live performance preparation screen 120. Therefore, the player can check the costumes of each character before the live performance, and can execute the live performance as imagined.

[0225] In addition, the objects may include objects that can be displayed with an appearance corresponding to the special display type (in an embodiment, as an example, a character that satisfies the wearing conditions) and objects that cannot be displayed with an appearance corresponding to the special display type (in an embodiment, as an example, a character that does not satisfy the wearing conditions). In addition, identification information (in an embodiment, as examples, a level linked to the development game medium, possession information, and an intimacy level linked to the game medium ID) may be provided to identify objects that can be displayed with an appearance corresponding to the special display type and objects that cannot be displayed with an appearance corresponding to the special display type. Then, when an object that cannot be displayed with an appearance corresponding to the special display type satisfies a predetermined condition, a process that enables the object to be displayed with an appearance corresponding to the special display type (in an embodiment, as an example, a process of updating information in the possession information memory unit 330 by the lottery game executing unit 300a, the reinforcement executing unit 302a, and the game executing unit 304a) may be executed.

[0226] The game screen may also include a game screen on which objects placed in a first position (in an embodiment, as an example, the main position) and a second position (in an embodiment, as an example, the back position) are displayed. Then, a process (P10 in the embodiment as an example) may be executed that allows the player to select an object placed at the first position or the second position. Then, when an object placed in the first position is selected, it may be possible to select in the second display area whether the scope of application is to all objects placed in the first position or to all objects displayed on the game screen. In addition, when an object placed in the second position is selected, it may be possible to select in the second display area whether the scope of application is to all objects placed in the second position or to all objects displayed on the game screen.

[0227] That is, in the above embodiment, the positions in which characters are placed are roughly divided into two types of positions. As a result, even if the same character appears in a live performance, the performance can be diversified by varying the placement of each character. Also, the placement and costume settings of each character can be realized with simple operations. However, only one type of position may be provided. Also, for example, the range of characters for which a common costume or individual costume is to be set collectively may be only all characters. Alternatively, only characters in either the main position or the back position may be the target of the collectively setting.

[0228] In the above embodiment, the information processing program for implementing the game may be stored in a non-transitory computer-readable storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and each step shown in the flowchart. [Explanation of symbols]

[0229] 1 Player terminal 160 Costume selection dialog 161 1st display area 162 2nd display area 1000 servers S Information Processing System

Claims

1. The game allows the player to select either a common display type where the appearance of multiple objects is the same, or a special display type where the appearance of multiple objects differs, as the display type of the appearance of an object composed of multiple parts displayed on the game screen. The process includes displaying a selection screen where a predetermined object or multiple objects can be selected as the scope of application for the display type selected by the player. When the aforementioned common display type is selected, the process includes at least displaying the predetermined object in an appearance corresponding to the aforementioned common display type, When the aforementioned special display type is selected and the aforementioned multiple objects are selected as the scope of application, the process of determining whether the display conditions are met for each of the aforementioned multiple objects is performed. A process to display, among the plurality of objects, the object that is determined to satisfy the display conditions, with an appearance corresponding to the special display type, Have the computer perform this task. The process of displaying the item in an appearance corresponding to the aforementioned special display type is as follows: For each object in which the display conditions are determined to be met, the appearance of a predetermined part among the plurality of parts is determined to be the appearance corresponding to the selected special display type. For each object in which the display conditions are determined to be met, the appearance of the other parts among the plurality of parts that are different from the predetermined part is determined based on the selected special display type. To display the object, which is composed of the appearance determined for each of the aforementioned multiple parts, An information processing program that includes this.

2. The process of displaying in an appearance corresponding to the common display type is: When the common display type is selected and the multiple objects are selected as the scope of application, the appearance of a predetermined part among the multiple parts is determined for each of the multiple objects to be the appearance corresponding to the selected common display type. For each of the aforementioned multiple objects, the appearance of the other parts among the aforementioned multiple parts is determined based on the selected common display type. To display the object, which is composed of the appearance determined for each of the aforementioned multiple parts, The information processing program according to claim 1, which includes the following:

3. Each of the plurality of objects is associated with predetermined display information, Based on the predetermined display information, the predetermined parts are displayed. Even when the plurality of objects are displayed in an appearance corresponding to the common display type, the predetermined parts of the plurality of objects may be displayed in different shapes or sizes based on the predetermined display information. The information processing program according to claim 1 or 2.

4. An information processing method performed by one or more computers, The game allows the player to select either a common display type where the appearance of multiple objects is the same, or a special display type where the appearance of multiple objects differs, as the display type of the appearance of an object composed of multiple parts displayed on the game screen. The process includes displaying a selection screen where a predetermined object or multiple objects can be selected as the scope of application for the display type selected by the player. When the aforementioned common display type is selected, the process includes at least displaying the predetermined object in an appearance corresponding to the aforementioned common display type, When the aforementioned special display type is selected and the aforementioned multiple objects are selected as the scope of application, the process of determining whether the display conditions are met for each of the aforementioned multiple objects is performed. A process to display, among the plurality of objects, the object that is determined to satisfy the display conditions, with an appearance corresponding to the special display type, Includes, The process of displaying the item in an appearance corresponding to the aforementioned special display type is as follows: For each object in which the display conditions are determined to be met, the appearance of a predetermined part among the plurality of parts is determined to be the appearance corresponding to the selected special display type. For each object in which the display conditions are determined to be met, the appearance of the other parts among the plurality of parts that are different from the predetermined part is determined based on the selected special display type. To display the object, which is composed of the appearance determined for each of the aforementioned multiple parts, Information processing methods including

5. Equipped with one or more computers, The aforementioned computer, The game allows the player to select either a common display type where the appearance of multiple objects is the same, or a special display type where the appearance of multiple objects differs, as the display type of the appearance of an object composed of multiple parts displayed on the game screen. The process includes displaying a selection screen where a predetermined object or multiple objects can be selected as the scope of application for the display type selected by the player. When the aforementioned common display type is selected, the process includes at least displaying the predetermined object in an appearance corresponding to the aforementioned common display type, When the aforementioned special display type is selected and the aforementioned multiple objects are selected as the scope of application, the process of determining whether the display conditions are met for each of the aforementioned multiple objects is performed. A process to display, among the plurality of objects, the object that is determined to satisfy the display conditions, with an appearance corresponding to the special display type, To carry out, The process of displaying the item in an appearance corresponding to the aforementioned special display type is as follows: For each object in which the display conditions are determined to be met, the appearance of a predetermined part among the plurality of parts is determined to be the appearance corresponding to the selected special display type. For each object in which the display conditions are determined to be met, the appearance of the other parts among the plurality of parts that are different from the predetermined part is determined based on the selected special display type. To display the object, which is composed of the appearance determined for each of the aforementioned multiple parts, An information processing system that includes this.