Program, content information display method, and information processing device
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-19
- Publication Date
- 2026-03-30
AI Technical Summary
Users of computer games desire to quickly progress through conversation scenes while also wanting to know the contents of skipped content and have the ability to execute confirmed content.
A program that allows users to confirm and execute game content by displaying a content information display mode, enabling selection of specific displays to execute associated content, such as animation parts or battle scenes, through an input unit.
Enables users to easily confirm and execute game content, providing a seamless experience of progressing through games while accessing detailed information and interactive elements.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a content information display method, and an information processing device. [Background technology]
[0002] Users of computer games (hereafter abbreviated as "games") become immersed in the game story and feel attached to the player character by reading the conversations that are displayed in the conversation scenes. For this reason, the display format of the conversation, i.e., how the conversation is displayed, is an important element in the game. In the following description, a scene in which the game player character or other characters speak lines and converse is referred to as a "conversation scene." In a conversation scene, the character who is speaking and the conversation of that character are often displayed on a single screen. In a conversation scene, in addition to the conversation of the characters, a narrative text explaining the background of the game may also be displayed. For this reason, in this specification, the term "conversation" refers to not only the conversation of the characters, but also the narrative text explaining the background of the game.
[0003] Conventional games have been equipped with an auto-play function that automatically advances the conversation without the user's input, a skip function that skips unnecessary conversation scenes and displays a different conversation, a synopsis function that displays a synopsis of the conversation being played in a conversation scene, etc. These functions are designed to allow the user to easily read the conversation of the player character. In the field of information processing, for example, escaping a loop process or skipping a subsequent process is called a skip. In contrast, in this specification, for example, when a conversation is being displayed in a conversation scene, ending this conversation scene is called a skip. After the conversation scene ends due to a skip, for example, another conversation scene or a battle scene is displayed.
[0004] For example, Patent Document 1 discloses a technique that enables a user to set a content to be skipped at his / her discretion in a user setting. The technology disclosed in Patent Document 1 is such that, when the content skip setting is set to "OFF," the content is presented when the timing for presenting the content is reached in accordance with the progress of the game or quest, and, when the content skip setting is set to "ON," the content is not presented even if the timing for presenting the content is reached. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2020-110352 A Summary of the Invention [Problem to be solved by the invention]
[0006] Meanwhile, while a user may wish to quickly progress through a game using a conversation scene skip function or a content skip function as described in Patent Document 1, the user may also wish to know the details of the skipped content. Furthermore, it is assumed that a user who knows the details of a content may wish to execute that content.
[0007] The object of the present invention has been made in consideration of the above-mentioned circumstances, and is to provide users with the functionality to easily check the content contained in a game and to execute the content once the content has been checked. [Means for solving the problem]
[0008] The program according to the present invention is a program for progressing a game by executing at least one type of content among a plurality of contents each having a different function in response to an instruction inputted via an input unit. The program according to the present invention causes a computer to execute the following steps in a content information display mode in which the content details are displayed: displaying on a display unit a content details display screen in which the content details are displayed; and, when a specific display is selected via the input unit on the content details display screen, executing a content that is previously associated with the specific display. Effect of the Invention
[0009] According to the present invention, a user is provided with a function that enables both the user to easily check the details of content included in a game and the user to execute the content that has been checked. Problems, configurations and effects other than those described above will become apparent from the following description of the embodiments. [Brief description of the drawings]
[0010] [Figure 1] 1 is an overall configuration diagram showing an overview of a game system according to an embodiment of the present invention; [Diagram 2] 1 is a block diagram showing an example of the hardware configuration of a game system according to an embodiment of the present invention. [Diagram 3] 1 is a block diagram showing an example of a functional configuration of a game system according to an embodiment of the present invention. [Figure 4] FIG. 4 is a diagram showing an example of the structure of dialogue data according to an embodiment of the present invention; [Diagram 5] FIG. 13 is a diagram showing a display example of a sequential display screen according to an embodiment of the present invention. [Figure 6] FIG. 13 is a diagram showing a display example of a story log display screen according to an embodiment of the present invention; [Figure 7]13 is a diagram showing an example of display, on a sequential display screen, of a scene associated with a conversation display area that has been tapped on a story log display screen according to one embodiment of the present invention; FIG. [Figure 8] 11A to 11C are diagrams showing a display example of an animation part playback lead line display area according to an embodiment of the present invention. [Figure 9] FIG. 11 is a diagram showing an example of a state in which moving images of animation parts based on a selection of an animation part playback conductor display area according to an embodiment of the present invention are displayed on a sequential display screen. [Figure 10] 11 is a diagram showing an example in which an animation part playback conductor display area according to an embodiment of the present invention is configured with thumbnail images of animation parts. FIG. [Figure 11] FIG. 13 is a diagram showing an example of the display of an END button on a story log screen in one embodiment of the present invention. [Figure 12] FIG. 13 is a diagram showing an example of how an END mark is displayed on a story log screen according to one embodiment of the present invention. [Figure 13] FIG. 13 is a diagram showing an example of how an END mark is displayed on a story log screen according to one embodiment of the present invention. [Figure 14] FIG. 13 is a diagram showing an example of how an END mark is displayed on a sequential display screen according to an embodiment of the present invention. [Figure 15] FIG. 13 is a diagram showing a display example of a synopsis display screen according to one embodiment of the present invention. [Figure 16] FIG. 13 is a diagram showing an example of a synopsis display screen 80 displayed superimposed on a sequential display screen according to one embodiment of the present invention. [Figure 17] FIG. 13 is a diagram showing an example of a remuneration confirmation screen according to one embodiment of the present invention. [Figure 18] FIG. 13 is a diagram showing an example of a sequential display screen on which a message is displayed notifying users that a story log cannot be displayed according to an embodiment of the present invention. [Figure 19] FIG. 11 is a diagram showing how each screen transitions according to an embodiment of the present invention. [Figure 20]10 is a flowchart showing an example of a procedure for displaying a conversation scene according to an embodiment of the present invention. [Figure 21] 10 is a flowchart showing an example of a procedure for displaying a conversation scene according to an embodiment of the present invention. [Figure 22] 10 is a flowchart showing an example of a procedure for displaying a conversation scene according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same functions or configurations are designated by the same reference numerals, and redundant description will be omitted.
[0012] [One embodiment] <Example of overall game system configuration> First, a configuration example of a game system according to an embodiment of the present invention will be described. This game system is configured by combining a game server and an information processing terminal. The game server provides a game program and content realized by the program to the information processing terminal. The information processing terminal executes the program provided by the game server and progresses the game based on instructions from the user.
[0013] Game content is made up of text, still images, video, music, voice, and combinations of these, and provides users with various game-related functions, such as a conversation scene playback function, a battle scene playback function, an animation part playback function, etc.
[0014] A conversation scene, which is one of the game-related functions, is a scene that displays characters talking to each other, monologues by characters, narration (narrative text), etc., based on a scenario that defines the progress of the game and is composed of dialogue data (see Figure 4 below). In a conversation scene, the displayed scene transitions to the next scene when the user inputs a tap operation.
[0015] A battle scene is a scene in which the player character and / or an ally character of the player character fights against an enemy character. A battle scene is executed and played back, for example, by performing calculations related to the content of the battle in accordance with a program that defines the battle scene. A battle scene may be executed in a quest or the like, or may be incorporated as part of a conversation scene.
[0016] In the animation part, a set of moving image files formed by consecutive frames for a predetermined time is played. During the playback of the animation part, only a tap operation for instructing to skip the animation part being played is accepted. Note that the game-related functions may include functions other than those described above.
[0017] <Game System Overview> FIG. 1 is an overall configuration diagram showing an overview of a game system 10 according to one embodiment of the present invention. The game system 10 includes a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and the PC 2B can be connected to the game server 1 via a network N such as the Internet. In the following description, the smartphone 2A and the PC 2B are collectively referred to as an information processing terminal 2. Note that a dedicated game terminal may be used as the information processing terminal 2.
[0018] The game server 1 is a device that manages game programs and content realized by the programs. Based on a game download request from an authenticated information processing terminal 2, the game server 1 transmits the game program and various data constituting the content to the information processing terminal 2. In addition, when a content acquisition request is transmitted from an information processing terminal 2 to which a game program has already been downloaded, the game server 1 transmits to the information processing terminal 2 various data constituting the content in response to the content acquisition request.
[0019] In this embodiment, the program processed by the information processing terminal 2 is a game program. The program according to this embodiment controls the display form of content displayed on the display device 29 (an example of a display unit) in accordance with the progress of the game, based on instructions input via the input device 28 (an example of an input unit).
[0020] The information processing terminal 2 is an example of an information processing device. The control unit 20 (see FIG. 2) of the information processing terminal 2 reads a program recorded in the non-volatile storage 30 and performs a predetermined process. As a result, the information processing terminal 2 displays a game screen on the display device 29 as a result of the process.
[0021] The smartphone 2A uses a touch panel display device in which the input device 28 and the display device 29 are integrated. The PC 2B has the input device 28 and the display device 29 separate from each other. The PC 2B may have the input device 28 and the display device 29 externally connected to each other.
[0022] The control unit 20 of the information processing terminal 2 saves the game program (hereinafter also simply referred to as the "program") downloaded from the game server 1 and various data such as objects required to execute the content in a recording medium such as non-volatile storage 30 (see FIG. 2). The control unit 20 then executes the program read from the recording medium, whereby the content is displayed on the information processing terminal 2.
[0023] Furthermore, the control unit 20 of the information processing terminal 2 selects and executes a program module that defines the operation of the content to be executed, based on an operation signal input from the input device 28 in response to a user's operation. Then, the control unit 20 outputs a video signal representing an object or the like included in the executed content to the display device 29.
[0024] An object is a general term for a display object that is displayed within a game. Objects include, for example, two-dimensional or three-dimensional images of game media, UI (User Interface) images such as buttons, and the like.
[0025] The term "game media" refers to anything that is managed within a game by an identifier such as an ID. Game media includes, for example, characters, outfits worn by characters, items equipped or consumed by characters, and the like.
[0026] Display device 29 displays an image based on a video signal input from control unit 20. Operation signals input from input device 28 to control unit 20 are, for example, signals corresponding to operation sticks or operation buttons (both not shown) of a controller. A user can give instructions to the game and operate characters appearing in the game through input device 28.
[0027] In addition, the control unit 20 of the information processing terminal 2 performs processes such as reading and executing a program from the non-volatile storage 30, drawing a screen in accordance with an operation signal input from the input device 28, and displaying a screen on the display device 29.
[0028] The operations input from the input device 28 to the control unit 20 include, for example, responses to conversations uttered by game characters, and input of various commands such as instructions to the characters. Another example of an operation performed from the input device 28 is a tap operation in which the screen of the display device 29 is touched with a finger or a pen. The content displayed on the display device 29 changes in response to these operations performed by the user on the input device 28.
[0029] The game progresses according to a scenario that defines the game progress. When the game content is a conversation scene, the scenario is composed of dialogue data shown in FIG. 4, which will be described later. Note that the dialogue data may also include information on options by the user and scenes corresponding to the options.
[0030] <Example of hardware configuration for game system> Next, with reference to FIG. 2, an example of the hardware configuration of the game system 10 according to an embodiment of the present invention will be described. FIG. 2 is a block diagram showing an example of the hardware configuration of the game system 10. As shown in FIG.
[0031] (Server configuration example) The game server 1 is an example of a calculator that operates as a computer. The game server 1 includes a control unit 10, a non-volatile storage 16, and a network interface 17, which are all connected to a bus 15.
[0032] The control unit 10 includes a central processing unit (CPU) 11, a graphics processing unit (GPU) 12, a read only memory (ROM) 13, and a random access memory (RAM) 14. The control unit 10 may be configured using a field programmable gate array (FPGA).
[0033] The CPU 11 reads out program code of software for realizing each function according to the present embodiment from the ROM 13, loads it into the RAM 14, and executes it. The GPU 12 performs processing required for drawing a three-dimensional object on a screen, for example. Variables, parameters, etc. generated during the arithmetic processing of the CPU 11 or the GPU 12 are temporarily written into the RAM 14. These variables, parameters, etc. written into the RAM 14 are read out by the CPU 11 or the GPU 12 as appropriate.
[0034] The non-volatile storage 16 may be, for example, a hard disk drive (HDD), a solid state drive (SSD), a Blu-ray (registered trademark) disk, a flexible disk, an optical disk, a magneto-optical disk, a CD-ROM, a CD-R, a magnetic tape, or a non-volatile memory. In addition to an operating system (OS) and various parameters, a program for operating the game server 1 is recorded in the non-volatile storage 16. The ROM 13 and the non-volatile storage 16 are examples of computer-readable non-transient recording media that store programs executed by the game server 1, and the ROM 13 and the non-volatile storage 16 record programs, data, and the like required for the CPU 11 to operate.
[0035] For example, a network interface card (NIC) is used as the network interface 17. The network interface 17 transmits and receives various data to and from the information processing terminal 2 via a dedicated line or the like connected to a terminal of the NIC and via the network N.
[0036] (Example of information processing terminal configuration) The information processing terminal 2 is an example of a calculator that operates as a computer capable of executing various programs. The information processing terminal 2 includes a control unit 20, a network interface 26, an input / output interface 27, an input device 28, a display device 29, and a non-volatile storage 30, which are all connected to a bus 25.
[0037] The control unit 20 includes a CPU 21, a GPU 22, a ROM 23, and a RAM 24. The control unit 20 may be configured as an FPGA.
[0038] The CPU 21 reads out program code of software for realizing each function according to the present embodiment from the ROM 23, loads it into the RAM 24, and executes it. Variables, parameters, etc. generated during the arithmetic processing of the CPU 21 or the GPU 22 are temporarily written into the RAM 24. These variables, parameters, etc. written into the RAM 24 are read out as appropriate by the CPU 21 or the GPU 22. The CPU 21 performs processes such as processing of the OS in the information processing terminal 2 and management of input and output of data performed by each part in the information processing terminal 2.
[0039] The GPU 22 performs processing required to draw, for example, two-dimensional objects or three-dimensional objects constituting a character or a background on the screen of the display device 29. As shown in Fig. 2, the GPU 22 and the CPU 21 may be configured separately, or the GPU 22 may be configured to be incorporated inside the CPU 21.
[0040] For example, a NIC or the like is used as the network interface 26. The network interface 26 is capable of acquiring various data via a LAN, a dedicated line, or the like connected to a terminal of the NIC, and of communicating with other information processing terminals 2.
[0041] The input / output interface 27 converts an operation signal received from the input device 28 into data of a predetermined format and passes it to the CPU 21. The input / output interface 27 also converts screen data drawn by the GPU 22 into a video signal and outputs it to the display device 29. The display device 29 displays an image on the screen based on the video signal received from the input / output interface 27. The input / output interface 27 can also output an audio signal to the display device 29. The display device 29 can emit audio from a speaker (not shown) provided in the display device 29 based on the audio signal received from the input / output interface 27.
[0042] For example, an HDD, SSD, Blu-ray disc, flexible disk, optical disc, magneto-optical disc, CD-ROM, CD-R, or non-volatile memory is used as the non-volatile storage 30. In addition to the OS and various parameters, the non-volatile storage 30 records programs for operating the information processing terminal 2, game programs downloaded from the game server 1, and the like. ROM 23 and non-volatile storage 30 are used as examples of computer-readable, non-transitory recording media that store programs executed by information processing terminal 2, and ROM 23 and non-volatile storage 30 record programs, data, etc. necessary for CPU 21 to operate.
[0043] When the nonvolatile storage 30 is an external recording medium configured with an optical disk or the like, an optical drive (not shown) reads the nonvolatile storage 30 and extracts data. The data extracted by the optical drive is used for predetermined arithmetic processing by the CPU 21 or the GPU 22.
[0044] <Example of game system functional configuration> Next, a configuration example showing the functions of the game system 10 will be described with reference to FIG. Fig. 3 is a block diagram showing the functions of the game system 10. In Fig. 3, the communication network N is omitted.
[0045] (Server functional configuration example) As shown in FIG. 3, the game server 1 includes a communication unit 31, a content selection unit 32, and a storage unit 33.
[0046] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a game download request transmitted from the information processing terminal 2, the communication unit 31 outputs the download request to the content selection unit 32. Then, the communication unit 31 transmits the game program acquired by the content selection unit 32 to the information processing terminal 2.
[0047] Furthermore, when the communication unit 31 receives a content acquisition request transmitted from the information processing terminal 2, it outputs the content acquisition request to the content selection unit 32. Then, the communication unit 31 transmits various data constituting the content acquired by the content selection unit 32 to the information processing terminal 2. The function of the communication unit 31 is realized by the network interface 17 shown in FIG. 2 and the like.
[0048] Based on a game download request input from the communication unit 31, the content selection unit 32 reads out the game program requested to be downloaded from the storage unit 33, and outputs it to the communication unit 31. Based on a content acquisition request input from the communication unit 31, the content selection unit 32 also reads out various data constituting the content requested to be acquired from the storage unit 33, and outputs it to the communication unit 31. The function of the selection unit 32 is realized by the control unit 10 shown in FIG. 2, etc.
[0049] The storage unit 33 stores a program for implementing the functions of the content, various data constituting the content, etc. The function of the storage unit 33 is implemented by the non-volatile storage 16 shown in FIG.
[0050] (Example of functional configuration of information processing terminal) The information processing terminal 2 includes a communication unit 41 , an input unit 42 , an input receiving unit 43 , a display mode changing unit 44 , a display control unit 45 , a drawing unit 46 , an image output unit 47 , a display unit 48 , and a storage unit 49 .
[0051] The communication unit 41 transmits a request to download a game program played by a user or a request to acquire content to the game server 1. Then, the communication unit 41 writes various data constituting the program or content distributed from the game server 1 to the storage unit 49. The function of the communication unit 41 is realized by the network interface 26 shown in FIG. 2.
[0052] The input unit 42 outputs an operation signal generated based on an operation input by the user to the input receiving unit 43. An operation input by the user is, for example, an operation of tapping on the screen of the input device 28, an operation of clicking a specific icon on the screen with a mouse or the like, and the like. The user can input an instruction to skip a conversation scene displayed on display unit 48 by tapping or clicking. The function of input unit 42 is realized by input device 28 shown in Fig. 2. In the following description, it is assumed that the operation performed by input unit 42 is a tap. When a click operation is input, the click operation can be read as a tap operation.
[0053] The input receiving unit 43 receives an operation signal from the input unit 42. The input receiving unit 43 receives, as the operation signal, for example, an operation signal instructing the display of a story log display screen 90 (see FIG. 6), which is an example of a content display screen. The story log display screen 90 is a screen that enables all conversations, monologues, narration, etc. included in the conversation scene being played back to be displayed in list format in the order defined by the dialogue data. The function of the input receiving unit 43 is realized by the input / output interface 27 shown in FIG. 2. The story log display screen 90 will be described later with reference to FIG. 6.
[0054] The display mode change unit 44 changes the display mode of a conversation scene displayed on the display device 29. In this embodiment, the display mode of a conversation scene is configured by a sequential display mode, which is an example of a sequential execution mode, and a scenario display mode, which is an example of a content information display mode. In the sequential display mode, at least one of an object included in the conversation scene and a conversation between characters represented as an object is displayed on a sequential display screen 60 (see FIG. 5). The sequential display screen 60 will be described later with reference to FIG. 5.
[0055] In the scenario display mode, a list of text information of all conversations included in the conversation scene being played back is displayed on the story log display screen 90 in the order described in the scenario that defines the progress of the conversation.
[0056] The display mode change unit 44 switches between the sequential display mode and the scenario display mode based on the contents of an operation input by a user as a player to the input unit 42. The correspondence between the operation input by the user and the transition of the screen displayed corresponding to each display mode will be described later with reference to FIG.
[0057] The display control unit 45 performs control to display conversation scenes on the display unit 48 in accordance with the display mode changed by the display mode change unit 44. For example, when the display mode change unit 44 changes the display mode from the sequential display mode to the scenario display mode, the display control unit 45 performs control to display all conversations included in the conversation scenes displayed on the sequential display screen 90 in the sequential display mode in a list. At this time, the display control unit 45 also adjusts the display positions of the multiple conversations displayed in a list. By the display control unit 45 performing such control, it becomes easier for the user to check the flow of the conversations displayed in a list on the story log display screen 90.
[0058] Furthermore, if the conversation scene displayed on the sequential display screen 90 includes an animation scene, the display control unit 45 inserts a specific display functioning as a conductor for playing the animation part at a corresponding position on the story log display screen 90. This specific display includes, for example, a link to a storage location of the video image file that constitutes the animation scene. The link included in this specific display is expressed by text and / or images. A specific example of the specific display functioning as a conductor for playing the animation part will be described later with reference to FIG. 8.
[0059] Furthermore, when information indicating that a specific display has been selected by the user is input from the input receiving unit 43, the display control unit 45 performs control to play, on the sequential display screen 60, a moving image file constituting an animation part that has been previously associated with the selected specific display. By performing such control by the display control unit 45, the user can actually play, on the sequential display screen 60, an animation part that has caught the user's attention while viewing the story log display screen 90, and enjoy the animation scene.
[0060] Furthermore, when the display mode is changed from the scenario display mode to the sequential display mode by the display mode change unit 44, and a specific conversation, monologue, narrative text, or the like is selected by the user by tapping, the display control unit 45 performs control to display the selected conversation, monologue, narrative text, or the like on the sequential display screen 90. By performing such control by the display control unit 45, the user can display and check a conversation, monologue, narrative text, or the like that catches his / her attention while viewing the story log display screen 90 on the sequential display screen 60. Note that the present invention is also applicable to a configuration that does not have a function to display a conversation, etc. selected on the story log display screen 90 on the sequential display screen 60.
[0061] The drawing unit 46, which is an example of a content execution unit, draws images to be displayed on the display unit 48, based on the operation signal received by the input receiving unit 43 and based on the contents of control by the display control unit 45. The drawn images include, for example, images of conversation scenes, animation scenes, battle scenes, etc., as well as two-dimensional or three-dimensional images of text data, player characters, and other characters. The function of the drawing unit 46 is usually realized by the GPU 22 shown in FIG. 2, but is realized by the CPU 21 when the information processing terminal 2 does not have the GPU 22.
[0062] The image output unit 47 outputs the image drawn by the drawing unit 46 to the display unit 48. For example, when the image output unit 47 outputs an image, the image of each screen, such as the sequential display screen 60 or the story log display screen 90, is output to the display unit 48. The function of the image output unit 47 is realized by the input / output interface 27 shown in FIG.
[0063] The display unit 48 displays the image output from the image output unit 47. The function of the display unit 48 is realized by the display device 29 shown in FIG. As described above, in this embodiment, the display control unit 45 controls the display form of the conversation scene according to the display mode, the drawing unit 46 draws the image, the image output unit 47 outputs the image to the display unit 48, and the display unit 48 displays the image. In the following description, these processes related to the display of images will be collectively described as display processing by the display control unit 45.
[0064] The storage unit 49 stores various data constituting the game program and content received by the communication unit 41 from the game server 1. The function of the storage unit 49 is realized by the non-volatile storage 30 shown in FIG.
[0065] <Example of dialogue data configuration> Next, the dialogue data constituting a conversation scene will be described with reference to Fig. 4. Fig. 4 is a diagram showing an example of the structure of dialogue data. The dialogue data is composed of image data of objects displayed on the screen of the display device 29 in a conversation scene, text data and audio data constituting the conversation, and the like. The dialogue data is an example of content distributed from the game server 1 to the information processing terminal 2. The dialogue data transmitted from the game server 1 is stored in the storage unit 49 of the information processing terminal 2, for example.
[0066] As shown in FIG. 4, the dialogue data includes the following items: "scene ID", "sequence ID", "display object data", "text data", and "audio data".
[0067] The scene ID item 51 stores a scene ID for identifying a conversation scene, which is uniquely assigned to each conversation scene. The sequence ID item 52 stores IDs for identifying lines or monologues uttered by each character, narrative text, and animation scenes. Numbers starting from "001" are assigned to the sequence IDs in ascending order according to the progression of the conversation. Note that, although an example in which the sequence ID is composed of a three-digit number has been given in this embodiment, the present invention is not limited to this. The sequence ID may be a combination of alphanumeric characters, etc., as long as it indicates the progression of the conversation, and does not have to be a consecutive number.
[0068] In addition to the dialogue data shown in FIG. 4, the following content is also associated with the scene ID and managed. Scene title - Scene unlock conditions, such as clearing a specific quest or reading a specific scene Information about the presence or absence of combat (battle scenes) in the scene and their contents -Information for determining whether the scenario display mode is enabled or disabled Information about rewards for first-time readers The above-mentioned information for judging whether the scenario display mode is valid or invalid is referred to when judging whether or not the scenario display mode can be executed.
[0069] Display object data representing characters is stored in the display object data item 53. In Fig. 4, one display object data is stored corresponding to one sequence ID. Therefore, when a certain character talks, the display object of that character is displayed on the screen.
[0070] The display object data includes image data of a character that is displayed in accordance with the conversation. The image data is at least one of data of a two-dimensional character and a three-dimensional character that can be output by the display control unit 45. Here, the image data of the character may be linked to the object data and / or the text data. The display control unit 45 controls the display device 29 to display the character images and text data read from the image data in accordance with the timing at which the text data is displayed in the sequential display mode. By the display control unit 45 performing such control, the display device 29 displays the character images that match the conversation.
[0071] When a background and a character are simultaneously displayed on the display device 29, the display object data of the background and the character are linked to one sequence ID and stored in the display object data item 53. In other words, a plurality of display object data may be linked to one sequence ID.
[0072] In addition, in a scene in which the main text continues and the background does not change, display object data for one background may be associated with each of a plurality of sequence IDs and stored in the display object data item 53. Also, if there are no characters or backgrounds to be displayed in a conversation scene, no display object data is associated with the sequence ID of the scene. When this scene is played back, for example, a black background is displayed on the screen of the display device 29.
[0073] The text constituting the conversation associated with the sequence ID is stored in the text data item 54. As described above, the text data includes not only the conversation between characters but also the narration.
[0074] The voice data item 55 stores voice data constituting the character's conversation. The voice data includes not only the voice of the character but also background music, sound effects, and the like. The same background music may be played while multiple conversations are being displayed. For this reason, the same voice data may be associated with each of multiple sequence IDs.
[0075] The information managed by the sequence ID also includes data of the video file that constitutes the animation scene. In the example shown in Fig. 4, a video file managed by the file name "Anm001" is associated with the sequence ID "012". A video file is a set of video data formed by consecutive frames for a predetermined period of time.
[0076] In the following description, each of the data items, ie, the display object data item 53, the text data item 54, and the voice data item 55, linked to the sequence ID in the sequence ID item 52, will be referred to as "dialogue data."
[0077] <Example of conversation scene display> Next, examples of displaying conversation scenes will be described with reference to Fig. 5 to Fig. 18. Conversation scenes are displayed on the screen of display device 29 of information processing terminal 2 shown in Fig. 1.
[0078] (Example of sequential display screen) 5 is a diagram showing a display example of a sequential display screen 60. The sequential display screen 60 is a screen displayed in the sequential display mode. In the sequential display mode, conversations and characters in a certain conversation scene are displayed on the sequential display screen 60. In the sequential display mode, the display control unit 45 (see FIG. 3) performs control to display the characters, conversations, etc. displayed on the screen in the order of sequence IDs based on a user's tapping operation on the sequential display screen 60. In the present embodiment, the order of sequence IDs means the order of increasing sequence IDs.
[0079] As shown in FIG. 5, the sequential display screen 60 includes an object display area 61, a conversation display area 62, and a menu button 63.
[0080] The object display area 61 is an area for displaying the character Ch, the background, etc. The character Ch is represented by display object data included in the dialogue data shown in Fig. 4. Therefore, for example, the character Ch may be a three-dimensional object and the background may be a two-dimensional object, and so on, and displayed in the object display area 61 as a mixture of three-dimensional objects and two-dimensional objects.
[0081] In the conversation display area 62, lines, monologues, narration, and the like in conversations between characters are displayed in text. The menu button 63 is a button that, when a tap operation by the user is input, displays a menu screen 630. The menu screen 630 includes a skip button 631, an auto button 632, a log display button 633, a full text display button 634, and a hide button 635.
[0082] The skip button 631 is a button that allows skipping of a conversation scene being displayed in the object display area 61. When the skip button 631 is tapped by the user, the display control unit 45 performs control to display a synopsis display screen 80 (see FIG. 15 described later) as a pop-up screen. The synopsis display screen 80 displays a synopsis of the conversation scene being displayed, and also displays a UI that asks the user whether or not to skip the conversation scene. The synopsis display screen 80 will be described later with reference to FIG. 15.
[0083] The auto button 632 is a button that enables automatic playback of a conversation scene. In the automatic playback, the conversation scene progresses automatically (automatically) without the user needing to perform a tap operation on the object display area 61 or the conversation display area 62. The automatic progression of the conversation scene is performed in the order of the sequence IDs of the dialogue data shown in FIG. 4.
[0084] The log display button 633 is a button that allows all conversations that have taken place so far in the conversation scene being displayed on the sequential display screen 60 to be checked as a log. When the log button 633 is tapped by the user, the display control unit 45 performs control to display a log display screen (not shown). In the log display screen, logs of all conversations that have taken place so far in the conversation scene being displayed on the sequential display screen 60 are displayed in the form of a list.
[0085] For example, assume that the conversation displayed on the sequential display screen 60 at the time when the tap of the log button 633 was detected was a conversation linked to the sequence ID "004" of the scene ID "AA1" shown in Fig. 4. In this case, the log display screen displays a list of conversations based on each of the text data text001 to text004 linked to each of the sequence IDs "001" to "004" included in the scene ID "AA1" in the form of characters. However, the log display screen does not display text data of conversations constituting conversation scenes subsequent to the conversation scene displayed on the sequential display screen 60, i.e., text data subsequent to the text data "text004".
[0086] The full text display button 634 is a button that allows all conversations that make up the conversation scene being displayed on the sequential display screen 60 to be checked in a list. When the full text display button 634 is tapped (an example of a specific operation) by a user, the display mode change unit 44 changes the display mode from the sequential display mode to the scenario display mode. Then, the display control unit 45 performs control to display a story log display screen 90 (see FIG. 6). In the story log display screen 90, all conversations that make up the conversation scene being displayed on the sequential display screen 60, that is, all conversations including conversations that are yet to be displayed on the sequential display screen 60, are displayed in the form of a list.
[0087] For example, assume that the conversation displayed on the sequential display screen 60 at the time when the tap of the log button 633 is detected is a conversation linked to the sequence ID "004" of the scene ID "AA1" shown in FIG. 4. In this case, the story log display screen 90 displays a list of conversations based on each of the text data text001 to textm linked to each of the sequence IDs "001" to "m" included in the scene ID "AA1". By performing such a display, the user can easily confirm the flow of the conversation in the conversation scene. The configuration of the story log display screen 90 will be described with reference to the following FIG. 6.
[0088] The hide button 635 is a button that makes it possible to hide the conversation display area 62 on the sequential display screen 60. When the user taps the hide button 635, the display control unit 45 performs control to hide the conversation display area 62 on the sequential display screen 60. When the user taps the sequential display screen 60 in a state in which the conversation display area 62 is hidden, the display control unit 45 performs control to display the conversation display area 62 on the sequential display screen 60 again.
[0089] (Example of the story log display screen) Next, a display example of the story log display screen 90 will be described with reference to Fig. 6. Fig. 6 is a diagram showing a display example of the story log display screen 90. As shown in FIG. 6, a story log display screen 90 includes a speaking character display area 91, a conversation display area 92, a speaker button 93, and a close button 94.
[0090] In the speaking character display area 91, an image of the character who is the speaker of the conversation is displayed. The conversation display area 92 is a substantially rectangular area in which conversations between characters, monologues, narration, etc. are displayed as text. When the information displayed in the conversation display area 92 is narration, nothing is displayed in the speaking character display area 91.
[0091] At the top of the conversation display area 92, the conversation of the scene that was displayed on the sequential display screen 60 when the user tapped the full log display button 634 shown in Fig. 5 is displayed. By displaying in this manner, the user can easily find the conversation that was displayed on the sequential display screen 60 even after the screen is switched from the sequential display screen 60 to the story log display screen 90.
[0092] Furthermore, the user can scroll the text data in the conversation display area 92 by touching and moving up and down the conversation display area 92 or a scroll button arranged on the right side of the conversation display area 92. By scrolling and displaying the text data in the conversation display area 92, the user can easily check not only the conversations in scenes that have taken place so far, but also the contents of the conversations in upcoming scenes in the conversation story being viewed.
[0093] The display control unit 45 may display, in the conversation display area 92, the conversation that was displayed on the sequential display screen 60 when the user tapped the full text display button 634, at the bottom of the story log display screen 90. The display control unit 45 may also highlight, in the conversation display area 92, the conversation that was displayed on the sequential display screen 60 when the user tapped the full text display button 634.
[0094] Furthermore, for example, when a conversation scene to be displayed on the story log display screen 90 includes a conversation having options, the display control unit 45 performs control to display the selection result of the topmost option among the options at the top of the story log display screen 90. By performing such control by the display control unit 45, the user can display the conversation including options in a list on the story log display screen 90 and check the content.
[0095] A speaker button 93 is displayed at the right end of the conversation display area 92. The speaker button 93 is a button that enables the lines of the conversation displayed as text in the conversation display area 92 to be played back as audio. By tapping this speaker button 93, the user can listen to the lines of the conversation displayed as text in the conversation display area 92 by the voice of the character speaking them, and can confirm the atmosphere of the conversation.
[0096] Furthermore, by tapping a specific conversation display area 92 on the story log display screen 90, the user can play back a conversation scene displayed in the conversation display area 92 on the sequential display screen 60. Specifically, when the conversation display area 92 is tapped by the user, the display mode change unit 44 changes the display mode from the scenario display mode to the sequential display mode. Then, the display control unit 45 performs control to display on the sequential display screen 60 display objects, text data, audio data, etc., managed by the sequence ID linked to the tapped conversation display area 92 on the story log display screen 90.
[0097] 7 is a diagram showing an example of displaying, on the sequential display screen 60, a scene associated with a conversation display area 92 that has been tapped on the story log display screen 90. Assume that the second conversation display area 92 from the top on the story log display screen 90 shown in FIG. 6 has been tapped by the user. In this case, the display control unit 45 performs control to execute, on the sequential display screen 60, the conversation scene of "- Enemy - Discovered" that is displayed in the second conversation display area 92 from the top on the story log display screen 90, as shown in FIG.
[0098] By the display control unit 45 performing such control, the user can look at the list displayed on the story log display screen 90 and, if there is a conversation or the like that catches his / her interest, actually execute it on the sequential display screen 60 and check it.
[0099] Furthermore, in this embodiment, an animation part playback lead display area 95, which is an example of a specific display, may be displayed on the story log display screen 90 instead of the conversation display area 92. The animation part playback lead display area 95 is a substantially rectangular area that enables playback of an animation part that is inserted at the beginning, interval, end, etc. of a conversation in a conversation scene by tapping the area.
[0100] 8 is a diagram showing a display example of the animation part playback lead line display area 95. In Fig. 8, the animation part playback lead line display area 95 is displayed between the conversation display areas 92. In the example shown in Fig. 8, the characters "animation part" are written in the animation part playback lead line display area 95. The display position of the animation part playback lead line display area 95 on the story log display screen 90 corresponds to the display order defined by the sequence ID of the dialogue data shown in Fig. 4.
[0101] In the dialogue data shown in Fig. 4, sequence ID "012" of scene ID "AA1" contains video data managed under the file name "Anm001". Here, it is assumed that conversation scenes displayed in a list on the story log display screen 90 contain an animation scene realized by playing the video file "Anm001". In this case, the display control unit 45 performs control to display information such as a link to the video file "Anm001" as an animation part playback lead display area 95 at a corresponding position on the story log display screen 90 determined by the sequence ID.
[0102] Fig. 9 is a diagram showing an example of a state in which a moving image of an animation part based on a selection of the animation part playback lead line display area 95 is played back on the sequential display screen 60. Fig. 9 shows a state in which a character object included in an animation part associated with the animation part playback lead line display area 95 is displayed full-screen on the sequential display screen 60.
[0103] By performing such control by the display control unit 45, the user can enjoy playing back on the sequential display screen 60 any animation parts that catch the user's attention after viewing the list displayed on the story log display screen 90. In other words, according to this embodiment, the display control unit 45 can provide the user with both the functions of easily checking the contents of the content included in the game via the story log display screen 90 and of executing the checked content on the sequential display screen 60.
[0104] In this embodiment, an example has been given in which the animation part is displayed over the entire sequential display screen 60, but the present invention is not limited to this, and the animation part may be displayed in a partial area of the sequential display screen 60. Moreover, the animation part is not limited to one that includes only objects and backgrounds representing characters. In other words, the animation part may include lines of conversation between characters, sentences (text) that show narration, etc.
[0105] Note that not only text information but also image information may be included in the animation part playback lead display area 95. For example, thumbnails or the like showing the contents of the animation part may be displayed in the animation part playback lead display area 95.
[0106] Fig. 10 is a diagram showing an example in which the animation part playback lead display area 95 is configured with thumbnail images of animation parts. In Fig. 10, thumbnail images of animation parts are displayed in a frame reminiscent of a movie film in the animation part playback lead display area 95.
[0107] By displaying the animation part playback lead display area 95 in this manner, the user can easily visually grasp the location where the animation part is inserted and an overview of the animation part, such as which characters appear in the animation part.
[0108] The animation part playback lead display area 95 may also include a sentence outlining the animation part, information indicating the playback time of the animation part, etc. By displaying a sentence outlining the animation part in the animation part playback lead display area 95, the user can check the outline and then decide whether or not to play the animation part. Furthermore, when information indicating the playback time of an animation part is displayed in the animation part playback lead display area 95, the user can determine whether or not to play back the animation part depending on the length of the playback time.
[0109] 4 includes a battle scene part in the middle of a conversation, the display control unit 45 may display information such as a link to a file storing various data constituting the battle scene part in the animation part playback conductor display area 95. By the display control unit 45 performing such control, the user can enjoy actually executing a battle scene that catches his / her interest from the list displayed on the story log display screen 90 on the sequential display screen 60.
[0110] Moreover, it is preferable that the vertical width of the substantially rectangular animation part playback lead line display area 95 is substantially the same as the vertical width of the conversation display area 92. By making the vertical widths of the substantially rectangular animation part playback lead line display area 95 and the conversation display area 92 uniform, the appearance of the screen can be improved. Furthermore, compared to a case where the vertical widths of the animation part playback lead line display area 95 and the conversation display area 92 are not uniform, the ease with which the user can confirm information can be improved.
[0111] Furthermore, in this embodiment, when the conversation displayed on the story log display screen 90 is the last conversation in a conversation scene, the display control unit 45 performs control to display a marker or the like in a position near the conversation to notify the user that the conversation ends there. For example, the marker to notify the user that the conversation ends there can be configured by a marker such as the END marker 921 with the characters END, end, etc. displayed (see FIG. 14) or a button such as the END button 96 (see FIG. 11).
[0112] Fig. 11 is a diagram showing an example of the display of the END button 96 on the story log screen 90. In Fig. 11, the END button 96, which notifies the user that the conversation ends there, is located below the conversation display area 92 in which the final conversation in the conversation scene is displayed. In the example shown in Fig. 11, the final conversation in the conversation scene is a conversation by the "angels" that begins with "-...". The END button 96 has the words "END (skip and finish reading)" written on it.
[0113] When the user taps the END button 96, the display control unit 45 performs control to display the synopsis display screen 80 (see FIG. 15). Furthermore, when the conversations displayed on the story log display screen 90 reach the last conversation, the display control unit 45 also performs control to display a skip button 97 next to the close button 94 on the story log display screen 90. The skip button 97 is a button that allows the conversation scene including the currently displayed conversation to be skipped. When the user taps the skip button 97, the display control unit 45 performs control to display the synopsis display screen 80. The close button 94 is a button that allows the story log screen 90 to be closed.
[0114] The skip button 97 may be displayed on the story log display screen 90 even when the conversations displayed on the story log display screen 90 have not yet reached the final conversation. In other words, the skip button 97 may be displayed on the story log display screen 90 at all times.
[0115] 12 and 13 are diagrams showing an example of the display of an END mark 921 on the story log screen 90. The END mark 921 is a mark that notifies the user that the conversation ends there. Fig. 12 shows an example in which the END mark 921 is placed to the right of the text indicating the conversation in the conversation display area 92 displaying the last conversation in a conversation scene. Fig. 13 shows an example in which the END mark 921 is placed to the right of the text indicating the conversation in the conversation display area 92 displaying the last narration in a conversation scene.
[0116] In this way, the user can easily understand that the conversation scene ends by displaying the END button 96 and / or the END mark 921 on the story log display screen 90. Also, by understanding that the user has read up to the last conversation in the conversation scene, the user can determine whether to close the story log display screen 90 and return to the sequential display screen 60, or to skip the conversation scene that the user has checked up to the last conversation, etc.
[0117] The END button 96 or the END mark 97 may be displayed not only on the story log display screen 90 but also on the sequential display screen 60 . Fig. 14 is a diagram showing an example of the display of an END mark 97 on the sequential display screen 60. Fig. 14 shows an example in which an END mark 921 is displayed in the lower right portion of the conversation display area 62 on the sequential display screen 60. By displaying in this manner, the user can easily understand that the conversation scene being executed on the sequential display screen 60 will end with the scene being displayed.
[0118] (Example of synopsis display screen) Next, a display example of the synopsis display screen 80 will be described with reference to Fig. 15. Fig. 15 is a diagram showing a display example of the synopsis display screen 80. Fig. 15 shows an example in which the synopsis display screen 80 is displayed superimposed on the story log display screen 90.
[0119] As shown in FIG. 15, the synopsis display screen 80 includes a synopsis display area 81, a cancel button 82, and a skip button 83.
[0120] The title and synopsis of the conversation scene are displayed in the synopsis display area 81. In the example shown in Fig. 15, the synopsis display area 81 displays that the title of the conversation scene is "Part 2, Chapter 10, Episode 2" and the synopsis of the conversation story is "To protect the people... (omitted)... we were heading out."
[0121] The cancel button 82 is a button that enables closing the synopsis display screen 80. Moreover, the skip button 83 is a button that enables skipping the conversation story whose synopsis is displayed on the synopsis display screen 80. A message saying "Are you sure you want to skip this story?" is displayed above the display positions of the cancel button 82 and the skip button 83. By displaying such a message, the user can understand the respective functions of the two buttons arranged below the message.
[0122] When the user taps the cancel button 82, the display control unit 45 performs control to close the synopsis display screen 80 and display again the story log display screen 90. On the other hand, when the user taps the skip button 83, the display control unit 45 performs control to skip execution of the conversation story on the synopsis display screen 80 where the synopsis is displayed, and display the reward confirmation screen 100 shown in Fig. 17 described later.
[0123] In addition, the synopsis display screen 80 is also displayed in a form superimposed on the sequential display screen 60 when the user taps the skip button 631 on the menu screen 630 that is opened after tapping the menu button 63 on the sequential display screen 60.
[0124] Fig. 16 is a diagram showing a display example of a synopsis display screen 80 superimposed on the sequential display screen 60. The functions of the synopsis display screen 80 shown in Fig. 16 are the same as those of the synopsis display screen 80 shown in Fig. 15, and therefore a description thereof will be omitted. When the synopsis display screen 80 is displayed by tapping the skip button 631 on the sequential display screen 60, the user can check the synopsis of a conversation scene that has already been viewed, etc., in a situation where the conversation scene is being played back. In other words, the user can skip the conversation scene after checking whether the conversation scene that the user wants to skip is a conversation scene that the user really wants to skip because the scene has already been viewed, etc.
[0125] (Example of reward confirmation screen) Next, a display example of the remuneration confirmation screen 100 will be described with reference to Fig. 17. Fig. 17 is a diagram showing a display example of the remuneration confirmation screen 100. As shown in FIG. 17, the remuneration confirmation screen 100 includes a remuneration information display area 101 and a close button 102.
[0126] In the game executed by the program according to this embodiment, a reward is given to the user as compensation for viewing a conversation story. The reward information display area 101 of the reward confirmation screen 100 describes the details of the reward. The close button 102 is a button for closing the reward confirmation screen 100. When the user taps the close button 102, the display control unit 45 performs control to close the reward confirmation screen 100.
[0127] Depending on the contents of the conversation scenes, it may not be preferable to display the contents in a list on the story log display screen 90. For example, it is preferable for the user to view conversation scenes including conversations containing spoilers, animation parts, etc., at appropriate timing in the process of actually progressing through the game on the sequential display screen 60. Therefore, when such a conversation scene that is not suitable for list display, such as one for which list display is prohibited, is displayed on the sequential display screen 60 on the story log display screen 90, and when an instruction to display the story log display screen 90 is given, it is preferable for the display control unit 45 to display a message or the like notifying the user that the story log cannot be displayed on the sequential display screen 60.
[0128] Fig. 18 is a diagram showing an example of a sequential display screen 60 on which a message is displayed notifying the user that the story log cannot be displayed. Fig. 18 shows an example of a message M saying "Story log cannot be opened for this story" being displayed on a grayed-out sequential display screen 60. When such a message M is displayed, the user can understand that the story log of the conversation scene being viewed cannot be displayed on the sequential display screen 60.
[0129] Furthermore, by performing such control by the display control unit 45, conversations including spoilers, information on conversation scenes including animation parts, etc. are not displayed in a list on the story log display screen 90. This makes it possible to prevent the user from unintentionally learning the ending of a conversation scene that he or she did not want to know yet, through the list display on the story log display screen 90.
[0130] <Examples of screen transitions> Next, an example of the transition of each screen will be described with reference to FIG. FIG. 19 is a diagram showing how each screen transitions. As shown in Fig. 19, at the start of a conversation scene, the sequential display screen 60 shown in Fig. 5 is displayed. Then, when the user taps the log display button 633 on the sequential display screen 60, a log display screen 70 (not shown) is displayed.
[0131] When the user taps a close button (not shown) on the log display screen 70 while the log display screen 70 is displayed, the screen returns to the sequential display screen 60 and displays the conversation selected by the tap. Also, when a conversation display area on the log display screen 70 is tapped to select a conversation, the screen returns to the sequential display screen 60 and displays the conversation selected by the tap.
[0132] When the user taps the skip button 631 (see FIG. 5) while the sequential display screen 60 is displayed, the synopsis display screen 80 shown in FIG. 16 is displayed. When the user taps the skip button 83 while the synopsis display screen 80 is displayed, the conversation scene is skipped. When the user taps the cancel button 82 while the synopsis display screen 80 is displayed, the screen returns to the sequential display screen 60. Note that, if the synopsis display screen 80 is displayed by transitioning from the story log display screen 90, the screen may be configured to return to the story log display screen 90 again after the cancel button 82 is detected.
[0133] When the user taps the full text display button 644 (see FIG. 5) while the sequential display screen 60 is displayed, the story log display screen 90 shown in FIG. 6 is displayed. When the user taps the skip button 97 (see FIG. 11, etc.) while the story log display screen 90 is displayed, the synopsis display screen 80 (see FIG. 15) is displayed. Also, when the user selects a conversation by tapping the conversation display area 92 while the story log display screen 90 is displayed, the conversation selected by the tap is displayed on the sequential display screen 60.
[0134] When the story log display screen 90 is displayed, if the user taps on a specific display that indicates a lead for playing an animation part, the animation part selected by the tap is played on the sequential display screen 60. After the animation part playback ends, the screen returns to the story log display screen 90 again.
[0135] Note that the conversation scene does not necessarily end when it is skipped. For example, the conversation scene with the scene ID "AA1" shown in Fig. 4 ends after the conversation of the text data "textm" linked to the last sequence ID (for example, "m") is displayed on the sequential display screen 60. After the conversation scene ends, another conversation scene (for example, with a scene ID of "AA2") starts, or a battle scene (not shown) starts.
[0136] <Example of display processing for conversation scenes> Next, a conversation scene display process including a content information display process by the information processing terminal 2 according to this embodiment will be described with reference to Fig. 20 to Fig. 22. Fig. 20 to Fig. 22 are flowcharts showing an example of the procedure of the conversation scene display process.
[0137] First, based on a user's operation or the like, conversation scenes are played back on the sequential display screen 60 displayed on the display unit 48 of the information processing terminal 2 (step S1). Next, the display control unit 45 of the information processing terminal 2 determines whether the last scene of the conversation scenes being played back has been reached (step S2).
[0138] If it is determined in step S2 that the last scene has been reached (if the determination in step S2 is YES), the display control unit 45 performs control to display an END mark 611 (see FIG. 14) on the sequential display screen 60 (step S3). Next, the display control unit 45 performs control to end the playback of the conversation scene being played back (step S4). After the process of step S4, the display process of the conversation scene by the information processing terminal 2 ends.
[0139] On the other hand, if it is determined in step S2 that the last scene has not been reached (if step S2 is a NO judgment), the display control unit 45 determines whether or not a tap on the menu button 63 (see FIG. 5) on the sequential display screen 60 by the user has been detected (step S5). If it is determined in step S5 that a tap on the menu button 63 has not been detected (if step S5 is a NO judgment), the display control unit 45 returns to step S2 and makes another judgment.
[0140] On the other hand, if it is determined in step S5 that a tap on the menu button 63 has been detected (if step S5 is a YES judgment), the display control unit 45 performs control to display the menu screen 630 (see FIG. 5) on the sequential display screen 60 (step S6). Next, the display control unit 45 determines whether or not a tap on the full text display button 644 by the user has been detected (step S7). If it is determined in step S7 that a tap on the full text display button 644 has not been detected (if step S7 is a NO judgment), the display control unit 45 returns to step S2 and makes another judgment.
[0141] On the other hand, when it is determined in step S7 that a tap on the full text display button 644 has been detected (when step S7 is determined as YES), the display control unit 45 acquires all the dialogue data (see FIG. 4) including the last scene of the conversation scene being played back (step S8). Next, the display control unit 45 determines whether or not the conversation scene realized by the acquired dialogue data is a conversation scene for which a story log can be displayed (step S9). For example, the display control unit 45 determines whether or not the acquired conversation scene is a conversation scene that includes spoilers or the like and is not suitable for displaying a story log. Information on whether or not a conversation story is not suitable for display on the story log display screen 90 is managed, for example, by a flag value or the like in the dialogue data shown in FIG. 4.
[0142] In step S9, when it is determined that the story log is a conversation scene that can be displayed (YES in step S9), the display control unit 45 performs a story log display control process (step S10). The story log display control process will be described with reference to the following FIG. 21.
[0143] On the other hand, if it is determined in step S9 that the story log is not a conversation scene that can be displayed (if step S9 is determined to be NO), the display control unit 45 performs control to display a message M (see FIG. 18) notifying that the story log cannot be displayed on the sequential display screen 60 (step S11). After the process of step S10 or step S11, the display control unit 45 returns to step S1 to continue the process.
[0144] (Story log display control process) Next, the story log display control process performed in step S10 of Fig. 20 will be described with reference to Fig. 21. Fig. 21 is a flowchart showing an example of the procedure of the story log display control process.
[0145] First, the display control unit 45 performs control to display a list of the dialogue data acquired in step S8 of Fig. 20 on the story log display screen 90 (see Fig. 6) (step S21). Next, the display control unit 45 determines whether or not a tap by the user on the skip button 631 on the story log display screen 60 has been detected (step S22).
[0146] If it is determined in step S22 that the skip button 631 has not been tapped (if step S22 is a NO judgment), the display control unit 45 determines whether or not a tap on the close button 94 (see FIG. 6) by the user has been detected (step S23). If it is determined in step S23 that a tap on the close button 94 has been detected (if step S23 is a YES judgment), the display control unit 45 ends the display of the story log display screen 90 (step S24). After processing in step S24, the display control unit 45 returns to step S1 in FIG. 20 and continues the processing.
[0147] On the other hand, if it is determined in step S23 that a tap on the close button 94 has not been detected (if step S23 is a NO determination), the display control unit 45 determines whether or not a specific conversation display area 92 has been selected on the story log display screen 90 (step S25). If it is determined in step S25 that a specific conversation display area 92 has been selected (if step S25 is a YES determination), the display control unit 45 performs control to play back a conversation scene corresponding to the selected conversation display area 92 on the sequential display screen 60 (step S26). After processing in step S26, the display control unit 45 returns to step S1 in FIG. 20 to continue the processing.
[0148] On the other hand, if it is determined in step S25 that a specific conversation display area 92 has not been selected (if step S25 is determined to be NO), the display control unit 45 determines whether or not a tap by the user on the animation part playback lead display area 95 (see Figure 8) has been detected (step S27).
[0149] If it is determined in step S27 that a tap on the animation part playback lead line display area 95 has been detected (if step S27 is determined as YES), the display control unit 45 performs control to play the animation part associated with the animation part playback lead line display area 95 on the sequential display screen 60 (step S28). Next, the display control unit 45 determines whether or not the playback of the animation part has ended (step S29).
[0150] If it is determined in step S29 that the playback of the animation part has not ended (if step S29 is a NO judgment), the display control unit 45 returns to step S28 and continues the process. On the other hand, if it is determined in step S29 that the playback of the animation part has ended (if step S29 is a YES judgment), the display control unit 45 performs control to close the sequential display screen 60 and display the story log display screen 90 again (step S30). After the process of step S30, the display control unit 45 performs the judgment of step S22.
[0151] On the other hand, if it is determined in step S27 that a tap on the animation part playback conductor display area 95 has not been detected (if step S27 is a NO determination), the display control unit 45 determines whether the conversation scene being displayed on the story log display screen 90 has reached the last scene (step S31). If it is determined in step S31 that the last scene has not been reached (if step S31 is a NO determination), the display control unit 45 returns to step S22 and makes another determination.
[0152] On the other hand, if it is determined in step S31 that the last scene has been reached (if step S31 is judged as YES), the display control unit 45 performs control to display the END button 96 (see FIG. 11) at the corresponding position on the story log display screen 90 (step S32). Next, the display control unit 45 determines whether or not a tap on the close button 94 or the END button 96 by the user has been detected (step S33). If it is determined in step S33 that a tap on the close button 94 or the END button 96 has not been detected (if step S33 is judged as NO), the display control unit 45 repeats the judgment of step S33.
[0153] On the other hand, if it is determined in step S33 that a tap on the close button 94 or the END button 96 has been detected (if step S33 is determined as YES), the display control unit 45 performs a synopsis display screen display process (step S34). The synopsis display screen display process will be described with reference to the following FIG. 22.
[0154] In step S22, when it is determined that a tap on the skip button 631 on the story log display screen 60 has been detected (when a YES judgment is made in step S22), the display control unit 45 performs a synopsis display screen display process (step S35). After the synopsis display screen process in step S34 or step S35 ends, the display control unit 45 returns to step S1 in FIG. 20 to continue the process.
[0155] (Synopsis display screen display processing) Next, the synopsis display screen display process performed in step S34 or S35 in Fig. 21 will be described with reference to Fig. 22. Fig. 22 is a flowchart showing an example of the procedure of the synopsis display screen display process.
[0156] First, the display control unit 45 performs control to display the synopsis display screen 80 (see Figs. 15 and 16) (step S41). Next, the display control unit 45 judges whether or not a tap on the skip button 83 on the synopsis display screen 80 by the user has been detected (step S42). If it is judged in step S42 that a tap on the skip button 83 has been detected (if a YES judgment is made in step S42), the display control unit 45 performs control to display the reward confirmation screen 100 (see Fig. 17) (step S43).
[0157] Next, the display control unit 45 determines whether or not a tap on the close button 102 of the reward confirmation screen 100 by the user has been detected (step S44). If it is determined in step S44 that a tap on the close button 102 has not been detected (if step S44 is determined as NO), the display control unit 45 returns to step S41 and continues the process.
[0158] On the other hand, when it is determined in step S44 that a tap on the close button 102 has been detected (when step S44 is determined as YES), the display control unit 45 ends the display of the reward confirmation screen 100 (step S45). Next, the display control unit 45 performs control to end the playback of the conversation scene that has been played on the sequential display screen 60 (step S46).
[0159] If it is determined in step S42 that a tap on the skip button 83 has not been detected (if step S42 is a NO judgment), the display control unit 45 determines whether or not a tap on the cancel button 82 (see FIGS. 15 and 16) by the user has been detected (step S47). If it is determined in step S47 that a tap on the cancel button 82 has not been detected (if step S47 is a NO judgment), the display control unit 45 returns to step S41 and continues the process.
[0160] On the other hand, when it is determined in step S47 that a tap on the cancel button 82 has been detected (when a YES determination is made in step S47), the display control unit 45 performs the process of step S46. That is, the display control unit 45 performs control to end the playback of the conversation scene that has been played back on the sequential display screen 60. After the process of step S46, the synopsis display screen display process ends.
[0161] The display control unit 45 of the game system 10 according to the embodiment described above controls the display unit 48 to display a story log display screen 90 showing the content of the game in a scenario display mode in which the content of the game, such as conversation scenes, is displayed. When a specific display is selected on the story log display screen 90 via the input unit 42, the drawing unit 46 performs a specific display such as an animation part playback line display area 95 under the control of the display control unit 45, and executes content such as a pre-associated animation. Therefore, according to this embodiment, a function is provided to the user that allows the user to easily check the details of the content included in the game and to execute the content whose details have been checked.
[0162] Furthermore, in the above-described embodiment, the display control unit 45 performs control to display the story log display screen 90 again on the display unit 48 after completing execution of content such as an animation part that is previously associated with the animation part playback conductor display area 95. By performing such control by the display control unit 45, the user can check a list of outlines of conversation scenes again via the story log display screen 90 after checking a scene of interest on the sequential display screen 60.
[0163] In the above embodiment, the animation part playback conductor display area 95 as a specific display displays information on the type of content associated with this area, such as animation parts, etc. This allows the user to easily understand that the conversation scenes displayed in a list on the story log display screen 90 include animation parts.
[0164] Furthermore, when the animation part playback conductor display area 95 displays the content associated with this area, the user can confirm the content and then determine whether or not to actually play the animation part on the sequential display screen 60. Furthermore, when the animation part playback conductor display area 95 displays information on the length in the time direction of the content associated with this area, such as information on the playback time, the user can confirm the length of time required to play the content and then determine whether or not to actually play the animation part on the sequential display screen 60.
[0165] Furthermore, in the above-described embodiment, on the story log display screen 90, the content details such as a conversation scene are displayed in a substantially rectangular conversation display area 92 or animation part playback lead display area 95 (see FIG. 6, etc.). The conversation display area 92 and animation part playback lead display area 95 have substantially the same vertical width. This provides the user with good visual appearance of information related to the content details and makes it easy to confirm the information.
[0166] Furthermore, in the above-described embodiment, when a specific operation is input via the input unit 29 while the forward execution mode is being performed, i.e., while the forward display screen 60 is being displayed, the display mode change unit 44 switches the display mode to the scenario display mode. Then, as a result of the display mode being switched to the scenario display mode, the display control unit 45 performs control to cause the display unit 48 to display the story log display screen 90. The specific operation includes, for example, an operation of tapping the full text display button 634 on the menu screen 630 (see FIG. 6) of the sequential display screen 60. By the display mode changing unit 44 and the display control unit 45 performing such control, the user can easily display the story log display screen 90 that displays information about the contents of the content while viewing the content, such as a conversation scene, being executed on the sequential display screen 60.
[0167] Furthermore, in the above-described embodiment, the display control unit 45 performs control to display, in a list, all conversations based on the dialogue data constituting the conversation scenes associated with the content being executed in the forward execution mode on the story log display screen 90. By performing such control by the display control unit 45, the user can easily check, in a list, the contents of not only past conversation scenes that have been viewed on the forward display screen 60, but also conversation scenes that will be displayed in the future.
[0168] Furthermore, in the above-described embodiment, the display control unit 45 may perform control to display a notification that display is not possible on the story log display screen 90 while the forward execution mode is being implemented, that is, while the forward display screen 60 is being displayed. For example, when a specific operation is input via the input unit 29, if a conversation scene associated with the content being executed on the sequential display screen 60 is a conversation scene that is prohibited from being displayed on the story log display screen 90, the display control unit 45 displays a notification that display is not possible on the story log display screen 90. By the display control unit 45 performing such control, the user can understand that the conversation scene for which the user wishes to check the summary in a list is a conversation scene that cannot be displayed on the story log display screen 90.
[0169] Furthermore, by performing such control by the display control unit 45, it is possible to prevent conversation story information including spoilers from being displayed as a list on the story log display screen 90.
[0170] In the above-described embodiment, the display control unit 45 performs control to display information indicating that the scene is the last conversation scene, such as an END button 96 (see FIG. 11) or an END mark 921 (see FIG. 12, etc.), in or near the conversation display area 92, which is the display area for the last scene among the conversation scenes displayed on the sequential display screen 60 or the story log display screen 90. By performing such control by the display control unit 45, the user can know that the conversation scene will end at that point.
[0171] The present invention is not limited to the above-described embodiment, and various other applications and modifications are possible without departing from the gist of the present invention as set forth in the claims. For example, the above-described embodiment describes the configuration of the system and device in detail and specifically in order to easily explain the present invention, and is not necessarily limited to having all of the configurations described. In addition, it is also possible to add, delete, or replace part of the configuration of the present embodiment with other configurations. In addition, the control lines and information lines shown are those that are considered necessary for the explanation, and not all control lines and information lines in the product are necessarily shown. In reality, it can be considered that almost all components are connected to each other. [Explanation of symbols]
[0172] 1... server, 2... information processing terminal, 10... game system, 42... input unit, 43... input reception unit, 44... display mode change unit, 45... display control unit, 46... drawing unit, 47... image output unit, 48... display unit, 49... storage unit, 60... sequential display screen, 70... log display screen, 80... synopsis display screen, 90... story log display screen
Claims
1. A program that, in response to instructions input via an input unit, executes at least one of several types of content, each having a different function, to advance the game, In a content information display mode in which the content of the aforementioned content is displayed, a procedure for displaying a content content display screen on the display unit that shows the content of the aforementioned content, A program for causing a computer to execute a procedure for executing content pre-associated with a specific display when a specific display on the content display screen is selected via the input unit, The function of the content pre-associated with the aforementioned specific display is a function that plays an animation consisting of consecutive frames for a predetermined amount of time. The aforementioned specific display is information indicating that the information associated with the specific display is the animation, and consists of text or images relating to one or more of the following: information indicating a part of the content of the animation, and information relating to the playback time of the animation. In the content information display mode, all the dialogue data constituting the conversation scene associated with the content that was being executed in the sequential execution mode, which executes the functions of the content in a predetermined sequence, are displayed in a list on the content content display screen. Switching to the aforementioned content information display mode is performed during the execution of the aforementioned sequential execution mode based on an instruction to display the content display screen. program.
2. A procedure for displaying information indicating that a scene is the last scene of a conversation scene in the sequential execution mode, or among the conversation scenes displayed on the content display screen, within or near the display area of the last scene of the conversation scenes, When an operation is input regarding information indicating that it is the last scene of the aforementioned conversation scene, the procedure for ending the conversation scene and causing the computer to execute these steps. The program according to claim 1.
3. When an operation is input for information indicating that it is the last scene of the conversation scene, a synopsis display screen showing a synopsis corresponding to the currently displayed conversation scene is displayed, and when an operation is input further, the computer is instructed to execute a procedure to end the conversation scene. The program according to claim 2.
4. A content information display method that progresses a game by executing at least one of several types of content, each having a different function, based on instructions input via an input unit, In a content information display mode in which the content of the aforementioned content is displayed, a procedure for displaying a content content display screen on the display unit that shows the content of the aforementioned content, The procedure includes, when a specific display on the content display screen is selected via the input unit, executing content that is pre-associated with the specified display, The function of the content pre-associated with the aforementioned specific display is a function that plays an animation consisting of consecutive frames for a predetermined amount of time. The aforementioned specific display is information indicating that the information associated with the specific display is the animation, and consists of text or images relating to one or more of the following: information indicating a part of the content of the animation, and information relating to the playback time of the animation. In the content information display mode, all the dialogue data constituting the conversation scene associated with the content that was being executed in the sequential execution mode, which executes the functions of the content in a predetermined sequence, are displayed in a list on the content content display screen. Switching to the aforementioned content information display mode is performed during the execution of the aforementioned sequential execution mode based on an instruction to display the content display screen. Content information display method.
5. An information processing device that, in response to instructions input via an input unit, executes at least one of several types of content, each having a different function, to advance the game, In a content information display mode in which the content of the aforementioned content is displayed, a display control unit is provided which causes a content content display screen showing the content of the aforementioned content to be displayed on the display unit, The system includes a content execution unit that, when a specific display on the content display screen is selected via the input unit, executes content pre-associated with the specified display, The function of the content pre-associated with the aforementioned specific display is a function that plays an animation consisting of consecutive frames for a predetermined amount of time. The aforementioned specific display is information indicating that the information associated with the specific display is the animation, and consists of text or images relating to one or more of the following: information indicating a part of the content of the animation, and information relating to the playback time of the animation. In the content information display mode, all the dialogue data constituting the conversation scene associated with the content that was being executed in the sequential execution mode, which executes the functions of the content in a predetermined sequence, are displayed in a list on the content content display screen. Switching to the aforementioned content information display mode is performed during the execution of the aforementioned sequential execution mode based on an instruction to display the content display screen. Information processing device.