Information processing program, information processing method, information processing device, and information processing system
Patent Information
- Application Number
- JP2024177248
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-09
- Publication Date
- 2025-01-09
AI Technical Summary
Players face inefficiency in obtaining desired rewards as they need to select and execute multiple games, which is time-consuming and effort-intensive.
An information processing system that allows players to execute multiple games at once by omitting certain game functions, providing rewards upon completion, and displaying games where functions can be skipped.
Saves player effort by enabling simultaneous execution of multiple games, reducing time and effort required to obtain rewards.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, an information processing device, and an information processing system. [Background technology]
[0002] Conventionally, as shown in Patent Document 1, for example, an information processing system has been proposed that allows a game to be skipped based on a predetermined operation by the player, and treats the game as having been cleared. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-185268 Summary of the Invention [Problem to be solved by the invention]
[0004] In some information processing systems, different rewards may be awarded for clearing different games. In such cases, a player must select a game that will award the desired reward and play that game. This can result in a problem in that it takes a lot of time and effort for the player to obtain the desired reward.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing device, and an information processing system that can reduce the effort required of the player. [Means for solving the problem]
[0006] In order to solve the above problem, the information processing program causes a computer to function as a game execution unit that executes a predetermined game based on the player's operation, a skip game execution unit that executes a game by omitting at least some of the game's functions, a reward granting unit that grants a predetermined reward when the game is cleared, and a display control unit that displays multiple games in which at least some of the game's functions can be omitted, and the skip game execution unit executes selected games from the multiple displayed games in a single batch.
[0007] The display control unit may display a plurality of games in which the selected reward can be obtained and in which at least some of the game functions can be omitted.
[0008] The stamina required to play a game is set, and the skip game execution unit may execute selected games from the multiple displayed games all at once within the stamina possessed by the player.
[0009] If all of the selected games are not executed at once because the player does not have enough stamina, the display control unit may display the games that have been executed and the games that have not been executed in a distinguishable manner.
[0010] In order to solve the above problem, the information processing method includes the steps of: executing a predetermined game based on a player's operation; executing the game by omitting at least some of the game's functions; awarding a predetermined reward when the game is cleared; and displaying a plurality of games in which at least some of the game's functions can be omitted, and in the step of executing the game by omitting at least some of the game's functions, selected games from the plurality of displayed games are executed in a batch.
[0011] In order to solve the above problem, the information processing device includes a game execution unit that executes a predetermined game based on the player's operation, a skip game execution unit that executes the game by omitting at least some of the game's functions, a reward granting unit that grants a predetermined reward when the game is cleared, and a display control unit that displays multiple games in which at least some of the game's functions can be omitted, and the skip game execution unit executes selected games from the multiple displayed games all at once.
[0012] In order to solve the above problem, the information processing system includes a game execution unit that executes a predetermined game based on the player's operation, a skip game execution unit that executes the game by omitting at least some of the game's functions, a reward granting unit that grants a predetermined reward when the game is cleared, and a display control unit that displays multiple games in which at least some of the game's functions can be omitted, and the skip game execution unit executes selected games from the multiple displayed games all at once. [Effects of the Invention]
[0013] According to the present invention, it is possible to save the player time and effort. [Brief explanation of the drawings]
[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an ally character confirmation screen, and Fig. 3C is a diagram illustrating an example of an ally character detail screen. [Figure 4] Fig. 4A is a diagram illustrating an example of an acquisition method pop-up, Fig. 4B is a diagram illustrating an example of an acquisition location pop-up, and Fig. 4C is a diagram illustrating an example of an ally character details screen. [Figure 5]Fig. 5A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 5B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 5C is a diagram illustrating an example of a party selection screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a battle screen, Fig. 6B is a diagram illustrating an example of a result screen, and Fig. 6C is a diagram illustrating an example of a report screen. [Figure 7] Fig. 7A is a diagram illustrating an example of a quest screen for a hard quest, and Fig. 7B is a diagram illustrating an example of a quest selection screen for a hard quest. [Figure 8] Fig. 8A is a diagram illustrating an example of a shop screen for a regular shop, Fig. 8B is a diagram illustrating an example of a limited shop appearance pop-up, and Fig. 8C is a diagram illustrating an example of a shop screen for a limited shop. [Figure 9] FIG. 9 is a diagram illustrating the limited shop lottery table. [Figure 10] Fig. 10A is a first diagram illustrating an example of a quest list pop-up, Fig. 10B is a second diagram illustrating an example of a quest list pop-up, and Fig. 10C is a third diagram illustrating an example of a quest list pop-up. [Figure 11] Fig. 11A is a fourth diagram illustrating an example of a quest list pop-up, Fig. 11B is a fifth diagram illustrating an example of a quest list pop-up, and Fig. 11C is a diagram illustrating an example of a skip result pop-up. [Figure 12] Fig. 12A is a sixth diagram illustrating an example of a quest list pop-up, Fig. 12B is a diagram illustrating an example of a skip confirmation pop-up, and Fig. 12C is a seventh diagram illustrating an example of a quest list pop-up. [Figure 13] Fig. 13A is an eighth diagram illustrating an example of a quest list pop-up, and Fig. 13B is a diagram illustrating an example of a challenge count recovery pop-up. [Figure 14]Fig. 14A is a diagram illustrating an example of an item selection pop-up, and Fig. 14B is a ninth diagram illustrating an example of a quest list pop-up. [Figure 15] Fig. 15A is a diagram illustrating an example of a limited shop appearance pop-up, and Fig. 15B is a diagram illustrating an example of a reset confirmation pop-up. [Figure 16] FIG. 16 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 17] FIG. 17 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 18] FIG. 18 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 19] FIG. 19 is a flowchart illustrating the batch skip process. [Figure 20] FIG. 20 is a flowchart illustrating an example of the limited shop lottery process. [Figure 21] FIG. 21 is a flowchart illustrating an example of the limited shop display process. DETAILED DESCRIPTION OF THE INVENTION
[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0016] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.
[0017] A player terminal (information processing device) 1 can establish communication with the server 100 via a communication network 200. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0018] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various types of information (player information) for each player ID for identifying a player playing a game.
[0019] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.
[0020] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 100.
[0021] (Hardware Configuration of Player Terminal 1 and Server 100) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 100. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0022] As shown in FIG. 2B, the server 100 includes a CPU 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.
[0023] The configurations and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 100 will be omitted.
[0024] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0026] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0027] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. In the player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.
[0028] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0030] (Game Contents) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which ally characters battle against enemy characters. Specifically, in the game of this embodiment, multiple ally characters are provided. A player selects multiple ally characters (here, five) from the provided ally characters to form a party. In addition, a player can play multiple types of battle games with different enemy characters and difficulty levels. In a battle game, the objective is for the ally characters formed into a party to defeat (clear) the enemy characters and earn a reward.
[0031] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of an ally character confirmation screen. FIG. 3C is a diagram illustrating an example of an ally character detail screen. FIG. 4A is a diagram illustrating an example of an acquisition method pop-up 38. FIG. 4B is a diagram illustrating an example of an acquisition location pop-up 40. FIG. 4C is a diagram illustrating an example of an ally character detail screen. A game screen is displayed on the display 26 of the player terminal 1. In this embodiment, the game screen is broadly divided into a normal screen and a battle screen.
[0032] The normal screen is a screen that is mainly used by the player to confirm various settings and information. On the other hand, the battle screen is a screen that is displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, an ally character confirmation screen shown in FIG. 3B, a quest screen (see FIG. 5A), a shop screen (see FIG. 8A), a guild screen (not shown), a gacha screen, and a menu screen.
[0033] On the normal screen, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 has a plurality of operation sections that can be operated (tapped) by the player. The menu bar 30 has a home screen selection operation section 30a labeled "HOME" and an ally character confirmation screen selection operation section 30b labeled "CHARACTER" and a quest screen selection operation section 30c labeled "QUEST" and a gacha screen selection operation section 30d labeled "GACHA" and a menu screen selection operation section 30e labeled "MENU".
[0034] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on the display 26. Similarly, when the quest screen selection operation unit 30c is tapped, the quest screen shown in FIG. 5A is displayed on the display 26. When the gacha screen selection operation unit 30d is tapped, the gacha screen is displayed on the display 26. When the menu screen selection operation unit 30e is tapped, the menu screen is displayed on the display 26. Although a detailed explanation will be omitted, the gacha screen allows a gacha lottery to be held, in which an ally character can be acquired by lottery. Furthermore, the menu screen allows game settings and various information to be confirmed.
[0035] In the menu bar 30, the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.
[0036] 3A corresponds to an initial screen, and has at its top a header display area 31. The header display area 31 displays level information 31a indicating the player level associated with the player ID, a stamina display bar 31b indicating the stamina of the player associated with the player ID, and the amounts of the first currency and the second currency owned associated with the player ID.
[0037] Stamina is a parameter required to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required to play, a number of challenges per day, etc. When playing a battle game in which a stamina consumption value required to play is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.
[0038] Although a detailed explanation will be omitted, when a player clears a battle game, the player can acquire a predetermined value as player experience points. Then, each time the player experience points reach a certain value, the player level increases. A stamina upper limit is set for the player level, and as the player level increases, the stamina upper limit also increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit range. The stamina display bar 31b displays the current remaining stamina in relation to the stamina upper limit so that the player can visually grasp it.
[0039] The first currency and the second currency are currencies that can only be used in the game. For example, when a battle game is cleared, a predetermined amount of the first currency can be acquired according to the battle game cleared. The second currency can be acquired for free or for a fee. The first currency and the second currency can be acquired in various ways, but a detailed explanation will be omitted.
[0040] Additionally, a notification selection operation section 32 may be displayed on the right edge of the home screen. While details will be omitted, if a guild battle is being held, the notification selection operation section 32 labeled "Guild Battle" will be displayed.
[0041] Furthermore, a home menu 33 is displayed between the menu bar 30 and the notification selection operation unit 32 on the home screen. The home menu 33 is provided with a shop screen selection operation unit 33a labeled "Shop," a guild screen selection operation unit 33b labeled "Guild," a notice screen selection operation unit 33c labeled "Notice," and a present screen selection operation unit 33d labeled "Present."
[0042] When the shop screen selection operation unit 33a is tapped, a shop screen (see FIG. 8A) where items can be purchased is displayed. When the guild screen selection operation unit 33b is operated (tapped), a guild screen (not shown) is displayed on the display 26. When the notice screen selection operation unit 33c is operated (tapped), a notice screen (not shown) that displays update information, maintenance information, etc. is displayed on the display 26. When the gift screen selection operation unit 33d is operated (tapped), a gift screen (not shown) that displays items distributed by the administrator, for example, is displayed on the display 26.
[0043] The ally character confirmation screen shown in FIG. 3B displays all images of ally characters corresponding to the ally character IDs associated with the player ID. That is, the ally character confirmation screen displays all ally characters owned by the player. Note that the ally character IDs are used to identify ally characters, and a different ID is assigned to each ally character. When a player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player.
[0044] A party screen selection operation section 34 labeled "Party" is displayed on the right edge of the ally character confirmation screen. When the party screen selection operation section 34 is tapped, a party organization screen (not shown) is displayed on the display 26, and a party consisting of up to five ally characters can be organized and saved.
[0045] Each ally character is associated with a star (rank), experience points, and level, which are stored. Experience points increase when a character wins a battle game (described later) or when a predetermined item is used. The level is set in accordance with the experience points, and increases each time the experience points reach a predetermined value. Each ally character has a level upper limit, and the level can only increase up to the upper limit.
[0046] Furthermore, base values of combat power, such as life points, attack power, and defense power, are set for each ally character based on their stars and level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values set for each ally character increase as the number of stars increases and the level increases.
[0047] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has an additional value set for attack power, defense power, etc. When equipment is equipped, the additional value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character.
[0048] Specifically, when an image of an ally character displayed on the ally character confirmation screen is operated, the ally character details screen shown in FIG. 3C is displayed on the display 26. The ally character details screen displays an ally character enhancement selection operation section 35, an enhancement item display area 36, and an enhancement detail display area 37. The ally character enhancement selection operation section 35 is provided with an equipment selection operation section 35a, a level enhancement selection operation section 35b, and a star enhancement selection operation section 35c. When any one of the ally character enhancement selection operation sections 35 is selected, the selected operation section is highlighted.
[0049] When the equipment selection operation section 35a of the ally character enhancement selection operation section 35 is selected (operated), six pieces of equipment are displayed around the image of the ally character in the enhancement item display area 36. Here, of the six pieces of equipment, those that are not equipped by the ally character are displayed in gray, as shown by hatching in the figure, and those that are equipped by the ally character are displayed in color.
[0050] Furthermore, among the equipment not equipped by allied characters (the equipment in the upper right and lower right in the illustration), if the character already owns the equipment (including cases where it can be created), a "+" mark is displayed, as in the equipment in the upper right in the illustration. On the other hand, if the character does not own the equipment (including cases where it cannot be created), the word "available" is displayed, as in the equipment in the lower right in the illustration. Furthermore, equipment that has not yet been implemented in the game, such as the equipment in the upper left in the illustration, is displayed with a "?".
[0051] Furthermore, when any piece of equipment in the enhancement item display area 36 is operated (tapped), the status of the operated piece of equipment is displayed in the enhancement details display area 37. The enhancement details display area 37 also has an acquisition method operation section 37a for displaying how to acquire the piece of equipment, and an equipment operation section 37b for equipping the piece of equipment.
[0052] When the acquisition method operation unit 37a is operated, an acquisition method pop-up 38 shown in FIG. 4A is displayed on the display 26. The acquisition method pop-up 38 displays the items required to create the equipment, and also displays the number of items the player owns relative to the number of items required to create the equipment (the required number), for example, 15 / 30. The acquisition method pop-up 38 also displays a cancel operation unit 39 marked "Cancel" for canceling the process corresponding to the currently displayed screen, and a creation operation unit 38a for creating the equipment. Note that if the number of items the player owns is less than the required number, the equipment operation unit 37b and the creation operation unit 38a are displayed in gray, as indicated by hatching in the figure, and do not accept any operation from the player.
[0053] When an item displayed in the acquisition method pop-up 38 is operated (tapped), an acquisition location pop-up 40 shown in FIG. 4B is displayed on the display 26. As will be described in detail later, in a battle game, the items that can be acquired when the game is cleared are set in advance for each battle game. The acquisition location pop-up 40 then displays the battle games in which the item operated in the acquisition method pop-up 38 can be acquired.
[0054] Additionally, a cancel operation section 39 and a creation operation section 38a are displayed in the acquisition location pop-up 40. Thereafter, when the battle game displayed in the acquisition location pop-up 40 is operated (tapped), a quest selection screen (see FIG. 5B ), which will be described later, is displayed on the display 26.
[0055] 4A and 4B is enabled, and when the player operates the creation operation unit 38a, the corresponding equipment is created. Also, when the player operates the equipment operation unit 37b, the player operates (tap) the equipment operation unit 37b, and the equipment is equipped to the ally character.
[0056] Although detailed explanation will be omitted, when the level enhancement selection operation section 35b on the ally character details screen shown in Fig. 3C is operated (tapped), the level of the ally character is displayed in an enhancement item display area 36, and items for increasing the level are displayed in an enhancement details display area 37. Then, by operating (tapping) an item, the tapped item is used and the experience value (level) of the ally character is increased.
[0057] Furthermore, when the star enhancement selection operation section 35c on the ally character detail screen shown in Fig. 3C is operated (tapped), as shown in Fig. 4C, the current star (rank) of the ally character is displayed in an enhancement item display area 36, and items for increasing the star are displayed in an enhancement detail display area 37. The enhancement detail display area 37 displays the items required to increase the star, and also displays the number of items owned by the player relative to the number of items required to increase the star (required number), for example, 50 / 100.
[0058] The enhancement detail display area 37 also includes an acquisition method operation section 37a that displays how to acquire the item, and a blooming operation section 37c for increasing the star level. When the acquisition method operation section 37a is operated, an acquisition method pop-up 38 shown in FIG. 4A is displayed. When the number of items owned by the player reaches the required number and the blooming operation section 37c is operated, the star level of the ally character increases by one. When the number of items required to increase the star level is less than the required number, the blooming operation section 37c is displayed in gray, as shown by the hatching in FIG. 4C, and does not accept any operation from the player.
[0059] Fig. 5A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 5B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 5C is a diagram illustrating an example of a party selection screen.
[0060] When the quest screen selection operation unit 30c is operated (tapped) on the home screen shown in Fig. 3A, the quest screen shown in Fig. 5A is displayed on the display 26. Note that in this embodiment, two types of battle games, normal quests and hard quests, are described as examples, but other types of battle games (such as guild battles) may also be provided.
[0061] Note that some types of battle games have unlocking conditions. Examples of unlocking conditions include a player level being equal to or greater than a predetermined value, or clearing other predetermined battle games. Each battle game type includes multiple battle games (hierarchies). Each of these battle games also has an unlocking condition. When an unlocking condition is met, the game unlocking information included in the player information is updated.
[0062] The quest screen is provided with a normal quest selection operation section 41a for selecting a normal quest and a hard quest selection operation section 41b for selecting a hard quest. On the quest screen, either the normal quest selection operation section 41a or the hard quest selection operation section 41b is always selected, and the normal quest selection operation section 41a is selected as the initial state.
[0063] When the normal quest selection operation section 41a is selected, the quest screen displays a quest operation section 42 for selecting one of multiple battle games (floors) belonging to the normal quest. The quest screen also displays a quest list operation section 43 for skipping one or multiple battle games at once. The screen transitions and processing when the quest list operation section 43 is operated (tapped) will be described in detail later.
[0064] The quest operation unit 42 also displays information on whether each battle game has been completed. The information on whether the battle game has been completed is indicated by, for example, three stars. When a battle game is completed, stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned; if there is one ally character whose life points are 0, two stars are earned; and if there are two or more ally characters whose life points are 0, one star is earned.
[0065] In the example of Figure 5A, three stars are earned in the battle game "21-1," two stars are earned in the battle game "21-2," and two stars are earned in the battle game "21-3." In addition, no stars are earned in the battle game "21-4," and it is announced that this battle game has not been cleared.
[0066] In addition, the unlocking condition for quests (normal quests, hard quests) is set to be clearing the previous battle game. For example, in the example of Figure 5A, clearing battle games up to "21-3" unlocks battle game "21-4," but subsequent battle games ("21-5" and beyond, not shown) are not unlocked.
[0067] For example, when the quest operation unit 42 for the battle game "21-1" is operated (tapped) on the quest screen, the quest selection screen shown in FIG. 5B is displayed on the display 26. The quest selection screen displays enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game. The quest selection screen also displays the stamina before and after the battle game is completed and the remaining number of attempts. The remaining number of attempts indicates the number of attempts that can be made in a day, and is set to infinite for normal quest battle games. In this embodiment, the stamina consumed in normal quest battle games is set to 10. However, the stamina consumed in normal quest battle games may be set to different for each battle game.
[0068] The quest selection screen also displays a cancel operation section 39 and a challenge operation section 44 marked "Challenge" for challenging the battle game.
[0069] When the cancel operation unit 39 is operated (tapped), the quest screen shown in FIG. 5A is displayed on the display 26, and the challenge to the selected battle game "21-1" is canceled.
[0070] On the other hand, when the challenge operation unit 44 is operated (tapped), the party selection screen shown in Fig. 5C is displayed on the display 26. The party selection screen displays all of the ally characters owned by the player, and below it, a selected ally character display area 46 that displays the selected ally character.
[0071] The party selection screen also displays a cancel operation section 39 and a battle start operation section 47 labeled "Start Battle."
[0072] On the party selection screen, when the player operates (tap) a displayed ally character, the operated ally character is displayed in the selected ally character display area 46. That is, here, an ally character ID to be used in the battle game (to determine the party) is selected from among a plurality of ally character IDs associated with the player ID.
[0073] Then, when an ally character (ally character ID) is selected and the battle start operation unit 47 is operated (tapped), the battle game starts.
[0074] Fig. 6A is a diagram illustrating an example of a battle screen. Fig. 6B is a diagram illustrating an example of a result screen. Fig. 6C is a diagram illustrating an example of a report screen. When the battle start operation unit 47 is operated (tapped) on the party selection screen shown in Fig. 5C, the battle game starts.
[0075] During the battle game, a battle screen is displayed as shown in FIG. 6A. On the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters are controlled by a computer and can inflict damage on enemy characters or receive damage from them. The enemy characters are also controlled by a computer and can inflict damage on ally characters or receive damage from them.
[0076] When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When the life points of all enemy characters reach 0, the player wins (clears), and when the life points of all ally characters reach 0 (defeats), the player loses.
[0077] Here, as shown in FIG. 6A , an ally character display area 48 is provided at the bottom of the battle screen. The ally character display area 48 displays life points 48a and a special move gauge 48b for each ally character. The special move gauge 48b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the special move gauge 48b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on the enemy character than a normal attack, recovers the life points of the ally character, or imparts a special effect to the enemy character.
[0078] Here, two patterns are provided for using a special move. One is a method in which the player operates (tap) an ally character displayed in the ally character display area 48 when the special move gauge 48b has reached its maximum value. The other is a method in which, when the special move gauge 48b has reached its maximum value in the auto mode, the ally character uses a special move under computer control. An auto selection operation unit 49 is displayed on the battle screen, and it is possible to switch between the auto mode and the manual mode depending on the operation of the auto selection operation unit 49. When the auto selection operation unit 49 is operated in the manual mode, the mode switches to the auto mode in which the special move is automatically used. When the auto selection operation unit 49 is operated in the auto mode, the mode switches to the manual mode in which the special move is manually used. Even in the auto mode, when the special move gauge 48b has reached its maximum value and the special move has not been used under computer control, the player can operate (tap) the ally character to use a special move.
[0079] Then, when the battle game ends normally (normal end), a result screen is displayed on the display 26, as shown in Fig. 6B. Fig. 6B shows, as an example, the result screen when the battle game is cleared.
[0080] The result screen displays at least a portion of the game result information of the battle game, as well as a report display operation section 50 marked "Report" and an end operation section 51 marked "Close."
[0081] The game result information includes the ally character ID (party) of the ally character, the enemy character ID of the enemy character, the remaining status of the ally character and the enemy character at the end of the battle (whether or not the life points are 0 at the end of the battle game), the damage points inflicted (total value), whether the game is in manual or automatic mode, the battle log ID, the type of battle game (normal quest, hard quest, etc.), information associated with each type of battle game (clear information, battle game level, etc.), information about the items granted, the first currency granted, etc. A unique battle log ID is assigned to each battle game. The information associated with each type of battle game varies depending on the type of battle game. When a battle game is cleared, the server 100 determines by lottery whether or not to grant the player each item preset for the cleared battle game. The items granted to the player are added to the game result information and displayed on the result screen.
[0082] When the end operation unit 51 is operated (tapped) on the result screen, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen is a part of the battle screen. The normal screen that the result screen switches to may be the screen that was displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen. In this way, the battle game ends when the display of the result screen ends.
[0083] When the report display operation unit 50 is operated (tapped) on the result screen, the report screen shown in Fig. 6C is displayed on the display 26. The report screen displays the damage points (total value) inflicted by the ally characters and enemy characters, and also displays an end operation unit 51.
[0084] When the end operation unit 51 is operated (tapped), the result screen shown in FIG. 6B is displayed on the display 26.
[0085] 5B also has a ticket display area 45. The ticket display area 45 displays the number of tickets owned by the player (the number of tickets associated with the player ID), and also has a ticket use challenge operation unit 45a, a minus operation unit 45b, and a plus operation unit 45c. The ticket use challenge operation unit 45a, the minus operation unit 45b, and the plus operation unit 45c are only valid for battle games in which three stars have been acquired as clear information, and cannot be operated in battle games in which three stars have not been acquired as clear information.
[0086] When the ticket use challenge operation unit 45a, minus operation unit 45b, and plus operation unit 45c are enabled, each time the plus operation unit 45c is operated (tapped), the characters written on the ticket use challenge operation unit 45a increase by one, such as "Use 2 tickets," "Use 3 tickets," etc. Also, each time the minus operation unit 45b is operated (tapped), the characters written on the ticket use challenge operation unit 45a decrease by one, such as "Use 2 tickets," "Use 1 ticket," etc.
[0087] For example, if the text written on the ticket use challenge operation unit 45a reads "Use 5 tickets," when the ticket use challenge operation unit 45a is operated (tapped), 5 tickets and 50 stamina are consumed, the creation of a party on the party selection screen shown in Fig. 5C and the execution of the battle game on the battle screen shown in Fig. 6A are omitted (skipped), and it is treated as if all (5) battle games have been cleared, and a result screen such as that shown in Fig. 6B is displayed. This result screen displays all the items acquired in the 5 battle games.
[0088] In this way, by consuming tickets, the battle game for which the player has earned three stars is skipped and the battle game is treated as cleared, allowing the player to collect items in a shorter time.
[0089] Next, hard quests will be described. FIG. 7A is a diagram illustrating an example of a quest screen for a hard quest. FIG. 7B is a diagram illustrating an example of a quest selection screen for a hard quest. Note that descriptions of parts that are the same as those for normal quests will be omitted. As shown in FIG. 7A, when the hard quest selection operation unit 41b is selected, the quest screen displays a quest operation unit 42 for selecting one of multiple battle games (levels) belonging to the hard quest. The quest screen also displays a quest list operation unit 43 for skipping one or multiple battle games collectively. Note that the screen transitions and the associated processing when the quest list operation unit 43 is operated (tapped) will be described in detail below.
[0090] Clearance information for each battle game is also displayed on the quest operation unit 42. In the example of Fig. 7A, three stars are earned in the battle game "21-1," three stars are earned in the battle game "21-2," and two stars are earned in the battle game "21-3."
[0091] On the quest screen, for example, when the quest operation unit 42 for the battle game "21-1" is operated (tapped), the quest selection screen shown in FIG. 7B is displayed on the display 26. Unlike normal quests, hard quests are limited to three attempts per day. Therefore, when using tickets to challenge a battle game, if the text written on the ticket use challenge operation unit 45a reads "Use three tickets," the text will not change even if the plus operation unit 45c is further operated (tapped).
[0092] If you attempt one battle game three times, the number of attempts remaining for that day will be 0 (0 / 3). However, you can restore the number of remaining attempts to 3 by consuming the second currency once a day. In other words, you can attempt one battle game in a hard quest a maximum of 6 times a day.
[0093] In this embodiment, the amount of stamina consumed in a battle game in a hard quest is set to 20. However, the amount of stamina consumed in a battle game in a hard quest may be different for each battle game, or may be set to 10, the same as in a normal quest.
[0094] Furthermore, if you clear a hard quest battle game, you can acquire items to increase the stars of your ally characters, but if you clear a normal quest battle game, you cannot acquire items to increase the stars of your ally characters.
[0095] Next, the shop screen will be described. Fig. 8A is a diagram illustrating an example of a shop screen for a normal shop. Fig. 8B is a diagram illustrating an example of a limited shop appearance pop-up. Fig. 8C is a diagram illustrating an example of a shop screen for a limited shop. Fig. 9 is a diagram illustrating a limited shop lottery table.
[0096] When the shop screen selection operation unit 33a is operated (tapped) on the home screen shown in FIG. 3A, the shop screen for the regular shop shown in FIG. 8A is displayed on the display 26. On the shop screen for the regular shop, a regular selection operation unit 52a marked "regular" is selected and displayed, and multiple item purchase display areas 52b are displayed as the regular shop. The item purchase display area 52b is provided with purchasable items, a first currency required to purchase the items, and a purchase operation unit 52c for making the purchases. When the purchase operation unit 52c is operated (tapped), the item displayed in the item purchase display area 52b in which the purchase operation unit 52c is provided can be purchased. Note that the items displayed in the item purchase display area 52b displayed on the regular shop screen are replaced or made available for purchase again at predetermined intervals (for example, twice a day).
[0097] Furthermore, when the above-described battle game is cleared, the server 100 determines by lottery whether or not to make a limited-edition shop appear. If the server 100 determines that a limited-edition shop will appear, it determines the conditions for ending the limited-edition shop (in this embodiment, 10 minutes have elapsed) and the items that can be purchased at the limited-edition shop. If the server 100 determines that a limited-edition shop will appear, a limited-edition shop appearance pop-up 53 shown in FIG. 8B is displayed on the display 26, superimposed on the result screen shown in FIG. 6B.
[0098] The limited shop appearance pop-up 53 displays that a limited shop has appeared and the time remaining until the limited shop closes (here, 9 minutes and 53 seconds), and also displays a limited shop operation section 53a for transitioning to the limited shop.
[0099] When the limited shop operation section 53a is operated (tapped), the shop screen for the limited shop shown in FIG. 8C is displayed. On the shop screen for the limited shop, a limited selection operation section 52d marked "Limited" is displayed together with the normal selection operation section 52a. Note that either the normal selection operation section 52a or the limited selection operation section 52d is always selected, and in the case of FIG. 8C, the limited selection operation section 52d is selected. In addition, the time remaining until the limited shop closes (here, 9 minutes and 50 seconds) is displayed near the limited selection operation section 52d.
[0100] A plurality of item purchase display areas 52b are also displayed on the shop screen of the limited shop. However, the items available for purchase on the shop screen of the limited shop are different from those available on the shop screen of the normal shop.
[0101] In addition, the shop screen of the limited shop is provided with an immediate closing operation section 52e marked "Close immediately," and when the immediate closing operation section 52e is operated, the shop screen of the limited shop will be hidden even if the termination condition is not met (even if 10 minutes have not passed).
[0102] When the battle game is cleared, the server 100 refers to the limited shop lottery table shown in FIG. 9 and determines by lottery whether or not a limited shop will appear (whether or not content will be unlocked). When the battle game is cleared once, the server 100 draws lots to determine whether or not a limited shop will appear with a 10% probability of winning. Furthermore, if the server 100 does not win the first lottery, the server 100 draws lots to determine whether or not a limited shop will appear with a 20% probability of winning the next time the battle game is cleared (the second time). In this way, each time the battle game is cleared, the probability of winning increases, and the server 100 draws lots to determine whether or not a limited shop will appear. Note that when the battle game is cleared 10 times, a limited shop will appear at least once.
[0103] After the limited shop appears, if you clear the battle game once again, a lottery will be held to determine whether or not the limited shop will appear, with a 10% chance of winning. The number of times the limited shop can be opened is set to a maximum of 5 times per day. However, there does not need to be a limit on the number of times it can be opened.
[0104] FIG. 10A is a first diagram illustrating an example of a quest list pop-up 54. FIG. 10B is a second diagram illustrating an example of a quest list pop-up 54. FIG. 10C is a third diagram illustrating an example of a quest list pop-up 54. FIG. 11A is a fourth diagram illustrating an example of a quest list pop-up 54. FIG. 11B is a fifth diagram illustrating an example of a quest list pop-up 54. FIG. 11C is a diagram illustrating an example of a skip result pop-up 55.
[0105] As mentioned above, in normal and hard quests, if a player has earned three stars in the clear information for a battle game, they can use tickets to skip at least part of the battle game and be considered to have cleared it. This allows players to quickly and easily obtain desired items.
[0106] However, players have to select one battle game that can grant them a desired reward, and then consume tickets to acquire items for each selected battle game, which is a time-consuming process.
[0107] Therefore, in this embodiment, by consuming tickets for multiple battle games all at once and treating multiple battle games as cleared all at once, it is possible to acquire items that can be acquired in multiple battle games all at once. Specifically, when the quest list operation unit 43 is operated (tapped) on the quest screen shown in Figures 5A and 7A, a quest list pop-up 54 shown in Figure 10A is displayed on the display 26.
[0108] The quest list pop-up 54 displays three item selection fields 54a, a search operation section 54b, and a display switching operation section 54c at the top. The quest list pop-up 54 also displays one or more battle game display areas 54d in the center. The quest list pop-up 54 also displays the total stamina, consumed tickets, and current stamina below the battle game display area 54d. To the right of the current stamina, an icon (operation section) is provided for displaying a pop-up on the display 26 for restoring stamina. The player can restore a predetermined amount of stamina by operating (tapping) the icon and consuming, for example, a second currency, in accordance with the indication of the pop-up displayed on the display 26. At this time, it is possible to restore stamina beyond the upper limit.
[0109] Furthermore, the quest list pop-up 54 displays a ticket number display field 54e, a minus operation field 54f, a plus operation field 54g, a cancel operation field 39, and a bulk skip operation field 54h. Also, the quest list pop-up 54 displays a tab name display field 54i to the right of the display switch operation field 54c. Although a detailed explanation will be omitted, operating the tab name display field 54i allows the user to select one of multiple tab names.
[0110] The item selection field 54a is initially blank, meaning that no items have been selected. In this state, the battle game display area 54d displays the battle games for which three stars have been awarded as clear information, in order of difficulty from highest to lowest, from top to bottom. The battle game display area 54d also displays the remaining number of attempts for each battle game and the items that can be acquired in that battle game, and also includes a check box 54j.
[0111] The check input field 54j can be checked by the player's operation (tapping) as shown in Fig. 10B. Note that the checked check input field 54j can be unchecked by operating (tapping) it again.
[0112] 10C, when the display switching operation unit 54c is operated (tapped) with a check entered in one or more check input fields 54j, only the battle game display areas 54d of the battle games for which a check has been entered in the check input fields 54j are displayed in the quest list pop-up 54. Note that when the display switching operation unit 54c is operated (tapped) again, the battle game display areas 54d of the battle games for which no check has been entered in the check input fields 54j are also displayed in the quest list pop-up 54.
[0113] 10B and 10C, when a check is entered in one or more check entry fields 54j, the stamina required to play the battle game for which the check was entered is displayed in the total stamina. Also, the number of tickets required to play the battle game for which the check was entered is displayed as tickets consumed.
[0114] For example, when the plus operation unit 54g is operated once while the quest list pop-up 54 shown in Fig. 10C is displayed, "Use two tickets" is displayed in the ticket number display field 54e, as shown in Fig. 11A. The stamina required to play each battle game for which a check has been entered twice is displayed in the total stamina field, and the number of tickets required to play each battle game for which a check has been entered twice is displayed in the consumed tickets field. Each time the plus operation unit 54g is operated, the number displayed in the ticket number display field 54e increases by one, and the total stamina and consumed tickets are also increased.
[0115] However, if the number of remaining challenges for a hard quest is less than the number displayed in the ticket number display field 54e, the stamina for only the remaining challenges for that hard quest battle game will be added to the total stamina, and the tickets for the remaining challenges will be added to the tickets consumed. For example, as shown in Figure 11B, if the ticket number display field 54e displays "Use 4," the stamina and tickets consumed for four battle games of the normal quest "21-1" (40 stamina, 4 tickets consumed) and the stamina and tickets consumed for three battle games of the hard quest "21-2" (60 stamina, 3 tickets consumed) will be displayed as total stamina (100) and tickets consumed (7).
[0116] Furthermore, each time the minus operation section 54f is operated, the number displayed in the ticket number display field 54e is decreased by one, and the total stamina and consumed tickets are decreased.
[0117] Thereafter, for example, when the all-at-once skip operation unit 54h is operated (tapped) while the quest list pop-up 54 shown in FIG. 11A is displayed, it is treated as if the hard quest battle game "21-2" has been cleared twice and the normal quest battle game "21-1" has been cleared twice, and the skip result pop-up 55 shown in FIG. 11C is displayed on the display 26. The skip result pop-up 55 displays all the items acquired in the two hard quest battle games "21-2" and the two normal quest battle games "21-1". Note that this process of skipping multiple battle games all at once is called a all-at-once skip process.
[0118] Here, when the all-at-once skip operation unit 54h is operated, the player terminal 1 determines, for each checked battle game, whether it is possible to play the number of battle games worth of tickets consumed, starting from the top, by referring to the current stamina and the number of tickets owned by the player. Specifically, in the example of FIG. 11A, playing the hard quest battle game "21-2" twice will consume 40 stamina and two tickets. However, if the current stamina is 100 and the player owns 100 tickets, it is determined that the hard quest battle game "21-2" can be played twice. Then, it is determined whether the next normal quest battle game "21-1" can be played twice. Playing the normal quest battle game "21-1" twice will consume 20 stamina and 2 tickets, but since the remaining stamina is 40 (100-60) and the player has 98 tickets (100-2), it is determined that the normal quest battle game "21-1" can be played twice.
[0119] Fig. 12A is a sixth diagram illustrating an example of the quest list pop-up 54. Fig. 12B is a diagram illustrating an example of the skip confirmation pop-up 56. Fig. 12C is a seventh diagram illustrating an example of the quest list pop-up 54.
[0120] As shown in FIG. 12A, suppose that checks are entered in the check input fields 54j for the hard quest battle game "21-2," the hard quest battle game "21-1," and the normal quest battle game "21-1" in the battle game display area 54d, and "Use 3" is displayed in the ticket number display field 54e. In this state, if the all-at-once skip operation unit 54h is operated (tapped), playing the hard quest battle game "21-2" three times will consume 60 stamina and 3 tickets. However, assuming that the current stamina is 100 and the player has 100 tickets, the player terminal 1 determines that the hard quest battle game "21-2" can be played three times. Next, the player terminal 1 determines whether the hard quest battle game "21-1" can be played three times. Playing the hard quest battle game "21-1" three times consumes 60 stamina and three tickets, leaving 40 stamina (100-60), so it is determined that the hard quest battle game "21-1" cannot be played three times on the player terminal 1. In this way, playability is determined for each checked battle game from top to bottom, and if there is a battle game that is determined to be playable, the playability of the battle games displayed below it is not determined, and all of them are determined to be playable.
[0121] Therefore, in this example, it is determined that only the battle game "21-2" in the hard quest can be executed, and the battle game "21-1" in the hard quest and the battle game "21-1" in the normal quest cannot be executed.
[0122] In this way, when there is a battle game that cannot be executed, a skip confirmation pop-up 56 shown in Fig. 12B is displayed on the display 26. The skip confirmation pop-up 56 displays the battle games that cannot be executed ("21-1" for hard quests and "21-1" for normal quests).
[0123] The skip confirmation pop-up 56 also displays a confirmation operation section 56a marked "OK" and a cancel operation section 39. When the confirmation operation section 56a is operated (tapped), only the battle games determined to be executable are treated as having been cleared (the hard quest "21-2" is treated as having been cleared three times), and a skip result pop-up 55 such as that shown in FIG. 11C is displayed on the display 26. When the skip result pop-up 55 is no longer displayed, a skipped display bar 57, such as "Skipped up to here," is displayed in the quest list pop-up 54 between the battle game display area 54d of the skipped battle game and the battle game display area 54d of the battle game that was not skipped, as shown in FIG. 12C.
[0124] In this way, by displaying the skipped battle games and the non-skipped battle games in a distinguishable manner using the skipped display bar 57, the player can instantly confirm which battle games have been skipped.
[0125] Furthermore, when stamina is recovered and the collective skip operation section 54h is operated again, the collective skip process is performed on the battle games in the battle game display area 54d displayed below the skipped display bar 57.
[0126] Fig. 13A is an eighth diagram illustrating an example of the quest list pop-up 54. Fig. 13B is a diagram illustrating an example of the challenge count recovery pop-up 58.
[0127] As shown in FIG. 13A, in the quest list pop-up 54, for example, let's say the remaining number of challenges for the hard quest battle game "21-2" is 0. Also, let's say the remaining number of challenges for the hard quest battle game "21-2" has not been restored. Also, let's say that a check has been entered in the check input field 54j for the hard quest battle game "21-2" and the normal quest battle game "21-1."
[0128] In such a case, when the collective skip operation section 54h is operated, a challenge count recovery pop-up 58 shown in FIG. 13B is displayed on the display 26.
[0129] The challenge count recovery pop-up 58 displays whether the second currency can be used to recover the remaining number of challenges in the hard quest battle game, and also includes a cancel operation section 39, a no-recovery skip operation section 58a, and a second currency use operation section 58b.
[0130] When the non-recovery skip operation section 58a is operated, the remaining number of challenges for the hard quest battle game "21-2" is not recovered, and the normal quest battle game "21-1" is skipped all at once.
[0131] On the other hand, when the second currency use operation unit 58b is operated, the second currency is consumed to restore the remaining number of attempts for the hard quest battle game "21-2", and a batch skip process is performed for the hard quest battle game "21-2" and the normal quest battle game "21-1".
[0132] In the quest list pop-up 54, it is not possible to enter a check mark in the check box 54j of a battle game for which the remaining number of challenges has already been restored once and the remaining number of challenges is zero.
[0133] Next, the item selection field 54a and the search operation section 54b will be described. Fig. 14A is a diagram illustrating an example of an item selection pop-up 59. Fig. 14B is a ninth diagram illustrating an example of a quest list pop-up 54.
[0134] For example, when a quest list pop-up 54 shown in FIG. 10A is displayed on the display 26 and one of the item selection fields 54a is operated (tapped), an item selection pop-up 59 shown in FIG. 14A is displayed on the display 26. The item selection pop-up 59 includes an equipment item selection operation section 59a and a star enhancement item selection operation section 59b. The item selection pop-up 59 also includes an item display area 59c for displaying items. The item selection pop-up 59 also includes a cancel operation section 59a and a selection completion operation section 59d.
[0135] Either the equipment item selection operation unit 59a or the star enhancement item selection operation unit 59b is selected. When the equipment item selection operation unit 59a is selected, the item display area 59c displays a list of items that can be acquired in a battle game in which three stars have been acquired and are necessary to create equipment. When the star enhancement item selection operation unit 59b is selected, the item display area 59c displays a list of items that can be acquired in a battle game in which three stars have been acquired and are necessary to enhance stars.
[0136] The player can select up to three items by operating (tapping) the items displayed in item display area 59c. When a selection completion operation unit 59d is operated while an item displayed in item display area 59c is selected, the item selected in item display area 59c is displayed in item selection field 54a, as shown in FIG. 14B. When a search operation unit 54b is operated (tapped) while an item is displayed in item selection field 54a, a battle game display area 54d is displayed, showing battle games in which the item displayed in item selection field 54a can be acquired.
[0137] In this way, the player simply selects a desired item and operates (tap) the search operation unit 54b, and a list of battle games in which the player can acquire the desired item is displayed in the battle game display area 54d. Then, by simply checking the check input field 54j of the battle game to be skipped and selecting the number of times the battle game should be played, the player can skip the selected number of times for one or more checked battle games at once. This makes it easier to collect items and saves the player time and effort.
[0138] FIG. 15A is a diagram illustrating an example of a limited shop appearance pop-up 60. FIG. 15B is a diagram illustrating an example of a reset confirmation pop-up 61. Even when the batch skip process is performed, the server 100 draws lots to determine whether or not to make a limited shop appear. Here, when the batch skip process is performed, the battle game is treated as having been cleared multiple times, so the server 100 draws lots to determine whether or not to make a limited shop appear the number of times. For example, when the batch skip process is performed for 30 battle games, the server 100 draws lots to determine whether or not to make a limited shop appear a maximum of 30 times. Specifically, if the server 100 wins a lottery until the number of times the limited shop has been opened reaches five (the upper limit), the server 100 refers to the limited shop lottery table shown in FIG. 9 and draws lots again, starting from a 10% probability of winning. Then, when the number of times the limited shop has been opened reaches five, the server 100 does not draw lots thereafter. In addition, even if multiple tickets are consumed on the quest details screen shown in Figures 5B and 7B to clear the battle game, as in the case of bulk skip processing, a lottery may be held to determine whether or not the limited shop will appear until the number of times it has been opened reaches five.
[0139] The server 100 then performs a lottery by referring to the limited shop lottery table shown in Fig. 9, and if the lottery is won, the server 100 performs a lottery again by referring to the limited shop lottery table for the remaining number of times. Therefore, if the batch skip function is used, the lottery may be won multiple times.
[0140] In such a case, the player terminal 1 displays a limited shop appearance pop-up 60 shown in FIG. 15A on the display 26. The limited shop appearance pop-up 60 displays the results of multiple lotteries together. Specifically, the limited shop appearance pop-up 60 displays the fact that a limited shop has appeared (opened), and the number of times the limited shop has been opened (the number of times it has been won, in this case, three times). Note that the limited shop appearance pop-up 60 only displays the fact that the limited shop has been opened, and does not necessarily need to display the number of times the limited shop has been opened (the number of times it has been won).
[0141] Then, when the limited shop operation unit 53a is operated, the limited shop screen shown in Fig. 8C is displayed. After that, when the immediate close operation unit 52e is operated, the reset confirmation pop-up 61 shown in Fig. 15B is displayed on the display 26. Then, when the confirmation operation unit 61a of the reset confirmation pop-up 61 is operated, the shop screen of the next limited shop is displayed on the display 26.
[0142] If the quick-close operation unit 52e is not operated for 10 minutes, the next limited-time shop will appear. In such a case, the shop screen of the limited-time shop can be displayed by operating the shop screen operation unit 33a from the home screen shown in FIG. 3A.
[0143] In this way, when multiple battle games are processed together, a lottery is held to determine whether or not a limited shop will appear, and the results are displayed for that number of times, thereby avoiding the situation where multiple limited shops do not appear when multiple battle games are processed together, and preventing the player from feeling a loss.
[0144] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 100 for executing the batch skip processing. Note that here, an example of the basic communication processing for progressing the game and the main communication processing related to the batch skip processing will be described, and a description of other processing will be omitted.
[0145] (Functional configuration of player terminal 1) 16 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0146] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, a skip game execution program 82, a batch skip control program 83, and a display control program 84. Note that the programs listed in Fig. 16 are just examples, and the terminal-side game control program includes many other programs.
[0147] The data storage area 12b is provided with the following storage units for storing data: a game information storage unit 90, a player information storage unit 91, a shop information storage unit 92, and a collective skip information storage unit 93. Note that the above storage units are merely examples, and the data storage area 12b is provided with many other storage units.
[0148] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, a skip game execution unit 82a, a collective skip control unit 83a, and a display control unit 84a.
[0149] Specifically, the CPU 10 runs a game execution control program 80, causing the computer to function as a game execution control unit 80a. Similarly, the CPU 10 runs a battle game execution program 81, a skip game execution program 82, a collective skip control program 83, and a display control program 84, causing them to function as a battle game execution unit 81a, a skip game execution unit 82a, a collective skip control unit 83a, and a display control unit 84a, respectively.
[0150] The game execution control unit 80a controls the overall progress of the game. For example, when logging in, the game execution control unit 80a transmits login information to the server 100. The game execution control unit 80a also controls the transition of the normal screen. When the overall game information for the game is updated, the game execution control unit 80a receives the game information from the server 100 and stores it in the game information storage unit 90.
[0151] The battle game executing unit 81a is responsible for control for executing the battle game. For example, the battle game executing unit 81a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.
[0152] The skip game execution unit 82a is responsible for controlling when a ticket is consumed to skip a battle game.
[0153] The batch skip control unit 83a stores information relating to the batch skip processing in the batch skip information storage unit 93, and also controls the batch skip processing.
[0154] The display control unit 84a generates a screen to be displayed on the display 26, and causes the display 26 to display the generated screen.
[0155] (Functional configuration of server 100) 17 is a diagram illustrating the configuration of memory 112 in server 100 and its computer functions. Memory 112 is provided with a program storage area 112a and a data storage area 112b. When a game starts, CPU 110 stores a server-side game control program (module) in program storage area 112a.
[0156] The server-side game control program includes a game execution control program 180, a battle game execution program 181, a reward granting program 182, and a shop control program 183. Note that the programs listed in Figure 17 are just examples, and the server-side game control program includes many other programs.
[0157] The data storage area 112b is provided with storage units for storing data, including a game information storage unit 190, a player information storage unit 191, and a shop information storage unit 192. Note that the above storage units are merely examples, and the data storage area 112b is provided with many other storage units.
[0158] The CPU 110 runs each program stored in the program storage area 112a and updates data in each storage unit in the data storage area 112b. The CPU 110 runs each program stored in the program storage area 112a, causing the server 100 to function as a server-side game control unit 100A. The server-side game control unit 100A includes a game execution control unit 180a, a battle game execution unit 181a, a reward granting unit 182a, and a shop control unit 183a.
[0159] Specifically, the CPU 110 runs a game execution control program 180, causing the computer to function as a game execution control unit 180a. Similarly, the CPU 110 runs a battle game execution program 181, a reward granting program 182, and a shop control program 183, causing them to function as a battle game execution unit 181a, a reward granting unit 182a, and a shop control unit 183a, respectively.
[0160] The game execution control unit 180a controls the progress of the entire game. For example, when the game execution control unit 180a receives login information from the player terminal 1, it transmits the player information stored in the player information storage unit 191 to the player terminal 1. Furthermore, when the game information for the entire game is updated, the game execution control unit 180a reads the updated game information from the game information storage unit 190 and transmits it to the player terminal 1.
[0161] The battle game execution unit 181a is responsible for control for executing the battle game.
[0162] The reward granting unit 182a grants rewards to players. The reward granting unit 182a grants an item corresponding to the cleared battle game to a player who has cleared the battle game. More specifically, the reward granting unit 182a adds the item to be granted to player information corresponding to the player ID of the player who has cleared the battle game, and stores the player information storage unit 191.
[0163] The shop control unit 183a determines the contents of the normal shop and stores the determined contents in the shop information storage unit 192. Furthermore, when the battle game is cleared, the shop control unit 183a determines by lottery whether or not to make a limited shop appear, and if the lottery is won, stores the number of times the limited shop is opened, the contents, and the end conditions in the shop information storage unit 192.
[0164] (Communication processing between player terminal 1 and server 100) FIG. 18 is a sequence diagram illustrating basic processing of the player terminal 1 and the server 100. In the following description, processing in the player terminal 1 will be referred to as Pn (n is any integer). Processing in the server 100 will be referred to as Sn (n is any integer). When a player starts a game application on the player terminal 1 (P1), the game execution control unit 80a transmits login information to the server 100. Upon receiving the login information, the game execution control unit 180a of the server 100 identifies a player ID associated with the login information and performs login processing (S1). Here, the game execution control unit 180a reads player information corresponding to the identified player ID from the player information storage unit 191 and transmits the player information to the player terminal 1.
[0165] Also, assume that an operation to start a battle game is performed on the player terminal 1 (P2). In this case, start information is transmitted from the player terminal 1 to the server 100. This start information includes information about the party selected by the player, information about the type of battle game, and the like. In response to the input of the start information, the server 100 transmits battle game start information required to start the battle game to the player terminal 1 (S2). Then, upon receiving the battle game start information, the battle game executing unit 81a of the player terminal 1 performs a battle game start process to start the battle game (P3). Here, for example, an area in the memory 12 for progressing the battle game is reserved, and a predetermined program is read from the storage unit 18 into the memory 12.
[0166] Thereafter, the battle game executing unit 81a of the player terminal 1 performs a battle game control process for controlling the battle game (P4). In this battle game control process, an update process for updating various pieces of information is repeatedly executed on a frame-by-frame basis. The number of frames is not particularly limited, and the number of frames per second is, for example, 30 to 60. Therefore, during the battle game, information is updated in the player terminal 1 approximately every 16 ms to 33 ms (milliseconds).
[0167] Then, when the battle game ending condition is met, the battle game executing unit 81a of the player terminal 1 performs a battle game ending process to end the battle game (P5). In the battle game ending process, for example, game result information is transmitted to the server 100. When the battle game executing unit 181a of the server 100 acquires the game result information, it updates the player information (S3). Note that when a battle game is started using a ticket, the skip game executing unit 82a skips the battle game start process (P3) and the battle game control process (P4), and treats the battle game as having been cleared, and executes a battle game ending process (P5).
[0168] Furthermore, if a battle game has been cleared based on the game result information, the reward granting unit 182a determines and grants an item corresponding to the cleared battle game (S4). Then, the reward granting unit 182a transmits information on the item to be granted as reward information to the player terminal 1. The display control unit 84a of the player terminal 1 displays a result screen on the display 26 based on the reward information (P6).
[0169] The shop control unit 183a determines by lottery whether or not to make a limited shop appear (S5). If the shop control unit 183a determines to make a limited shop appear, it determines the content and end conditions of the limited shop and stores the number of times the limited shop is opened, the content, and the end conditions in the shop information storage unit 192. The shop control unit 183a also transmits shop information indicating the number of times the limited shop is opened, the content, and the end conditions to the player terminal 1. Upon receiving the shop information, the game execution control unit 80a of the player terminal 1 stores the number of times the limited shop is opened, the content, and the end conditions indicated in the shop information in the shop information storage unit 92. The display control unit 84a also displays a limited shop appearance pop-up 53 on the display 26 (P7).
[0170] Furthermore, when the quest list operation unit 43 is operated on the quest display screen shown in FIG. 5A and FIG. 7A, the collective skip control unit 83a executes collective skip processing (P8).
[0171] Figure 19 is a flowchart illustrating the batch skip process. As shown in Figure 19, when the tab name display field 54i is operated (YES in P8-1), the batch skip control unit 83a reads information corresponding to the operated tab name from the batch skip information storage unit 93 (P8-2). The display control unit 84a displays the quest list pop-up 54 on the display 26 according to the read batch skip list (P8-3).
[0172] Furthermore, when any of the item selection fields 54a is operated (tapped) (YES in P8-4), the display control unit 84a displays the item selection pop-up 59 shown in FIG. 14A on the display 26 (P8-5). Then, when the selection completion operation unit 59d is operated while an item displayed in the item display area 59c is selected (YES in P8-6), the display control unit 84a displays the item selected in the item display area 59c in the item selection field 54a (P8-7). Furthermore, the batch skip control unit 83a stores the selected item in the batch skip information storage unit 93 in association with the tab name.
[0173] Thereafter, when the search operation unit 54b is operated (tapped) (YES on P8-8), the bulk skip control unit 83a searches for battle games in which the item displayed in the item selection field 54a can be acquired (P8-9), and the display control unit 84a displays the battle game display area 54d of the searched battle game (P8-10).
[0174] Furthermore, when the check input field 54j in the battle game display area 54d is operated (YES in P8-11), the display control unit 84a displays a check in the operated check input field 54j (P8-12). Furthermore, the collective skip control unit 83a stores the battle game for which the check has been entered in the collective skip information storage unit 93 in association with the tab name, and transmits the information to the server 100.
[0175] Furthermore, when the minus operation section 54f or the plus operation section 54g is operated (YES in P8-13), the display control section 84a changes the display of the ticket number display section 54e in response to the operation (P8-14). The display control section 84a also changes and displays the total stamina and the number of tickets consumed in response to the operation (P8-15). The collective skip control section 83a also stores the changed number of tickets in the collective skip information storage section 93 in association with the tab name, and transmits the information to the server 100.
[0176] When the all-at-once skip operation unit 54h is operated (YES in P8-16), the all-at-once skip control unit 83a determines whether the battle games checked in the check input fields 54j are executable, starting from the top (P8-17).
[0177] If all battle games checked in the check input field 54j are executable (YES in P8-18), and there are no battle games with a remaining number of attempts of 0 (NO in P8-19), the batch skip control unit 83a sends batch skip information indicating the hierarchical levels and number of attempts of all battle games to the server 100 (P8-20).
[0178] On the other hand, if there is a battle game with a remaining number of challenges of 0 (YES in P8-19), the display control unit 84a displays the challenge count recovery pop-up 58 shown in Fig. 13B on the display 26 (P8-21). Then, when the no-recovery skip operation unit 58a is operated (YES in P8-22), the collective skip control unit 83a transmits collective skip information indicating the tier of the battle game with a remaining number of challenges other than 0 and the number of times it has been played to the server 100, without recovering the remaining number of challenges of the battle game (P8-23).
[0179] Also, when the second currency use operation unit 58b is operated (YES in P8-24), the bulk skip control unit 83a restores the remaining number of challenges for the battle game and sends bulk skip information indicating the tiers and number of times all battle games have been played to the server 100 (P8-25).
[0180] Furthermore, if all of the battle games checked in the check input fields 54j cannot be played (NO in P8-18), the display control unit 84a displays the skip confirmation pop-up 56 shown in FIG. 12B on the display 26 for the battle games that cannot be played (P8-26).
[0181] Then, when the confirmation operation unit 56a is operated (YES in P8-27), collective skip information indicating the hierarchical level of the battle games that have been determined to be executable and the number of times they have been executed is transmitted to the server 100 (P8-28). In addition, the display control unit 84a displays a skipped display bar 57, such as "Skipped up to here," between the battle game display area 54d of the skipped battle game and the battle game display area 54d of the battle game that has not been skipped (P8-29).
[0182] 18, upon receiving the collective skip information, the reward granting unit 182a determines and grants items for the number of times all battle games have been played based on the collective skip information (S6). The reward granting unit 182a then transmits information on the items to be granted as reward information to the player terminal 1. The display control unit 84a of the player terminal 1 displays a result screen on the display 26 based on the reward information (P9).
[0183] The shop control unit 183a determines by lottery whether or not to make a limited shop appear based on the collective skip information (S7).
[0184] 20 is a flowchart illustrating the limited shop lottery process. The shop control unit 183a checks the number of battle games to be played based on the collective skip information (S7-1). Then, the shop control unit 183a refers to the limited shop lottery table shown in FIG. 9 and performs lotteries for the checked number of times (S7-2).
[0185] Thereafter, if the player wins the lottery (YES in S7-3), the shop control unit 183a determines the content and termination conditions of the limited-time shop for the number of times the player has won the lottery (S7-4).Then, the shop control unit 183a transmits shop information indicating the content and termination conditions of the limited-time shop to the player terminal 1 (S7-5).
[0186] Returning to FIG. 18, when the display control unit 84a receives the shop information, it performs limited shop display processing (P10).
[0187] 21 is a flowchart showing the limited shop display process. When the display control unit 84a receives the shop information, it displays the limited shop appearance pop-up 60 shown in FIG. 15A on the display 26 (P10-1).
[0188] Then, if the quick-close operation unit 52e is operated (YES in P10-3) before the termination condition is met (NO in P10-2), the display control unit 84a displays the reset confirmation pop-up 61 shown in FIG. 15B on the display 26 (P10-4).
[0189] Also, if the termination condition is met (YES in P10-2) or the confirmation operation unit 61a is operated (YES in P10-5), the display control unit 84a will display the shop screen of the next limited shop on the display 26 if there is a next limited shop (YES in P10-6) (P10-7).
[0190] As described above, the player terminal 1 is provided with a game execution control program 80, a battle game execution program 81, a skip game execution program 82, a collective skip control program 83, and a display control program 84. The player terminal 1 also includes a game execution control unit 80a, a battle game execution unit 81a, a skip game execution unit 82a, a collective skip control unit 83a, and a display control unit 84a. However, some or all of these programs and functional units may be provided in the server 100.
[0191] The server 100 is also provided with a game execution control program 180, a battle game execution program 181, a reward granting program 182, and a shop control program 183. The server 100 also includes a game execution control unit 180a, a battle game execution unit 181a, a reward granting unit 182a, and a shop control unit 183a. However, some or all of these programs and functional units may be provided in the player terminal 1.
[0192] In the above embodiment, the shop control unit 183a, which functions as a lottery unit, determines by lottery whether a limited-edition shop will appear when a battle game is cleared. However, the lottery unit may also unlock predetermined content when a battle game is cleared. Here, the predetermined content may be, for example, another battle game, or may be a period of time that is advantageous to the player, such as a period during which at least one of the experience points and items that can be acquired is doubled.
[0193] In the above embodiment, the shop control unit 183a as a lottery unit determines by lottery whether a limited shop will appear (whether content will be unlocked) when a battle game is cleared. However, the lottery unit may also determine by lottery whether, for example, an item for unlocking content will be granted when a battle game is cleared. In other words, the lottery unit may hold a lottery regarding the unlocking of predetermined content.
[0194] Furthermore, in the above embodiment, in the battle game using tickets, the entire battle game is omitted, but it is sufficient to omit at least some of the game's functions, and for example, the battle game may be executed automatically without player operation, the number of enemy characters may be reduced, or the enemy characters may be weakened.
[0195] The program in the above embodiment may be stored in a computer-readable storage medium and provided as a storage medium. Furthermore, the program may be provided as a player terminal or information processing system that includes the storage medium. The above embodiment may also be an information processing method that realizes each function and step shown in the flowchart.
[0196] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention. [Industrial Applicability]
[0197] The present invention can be used in an information processing program, an information processing method, an information processing device, and an information processing system. [Explanation of symbols]
[0198] 1. Player terminal (information processing device) 81a Battle Game Execution Unit (Game Execution Unit) 82a Skip Game Execution Unit 83a Bulk skip control unit (skip game execution unit) 84a Display control unit 100 servers 182a Reward Division 183a Shop Control Unit S Information Processing System
Claims
1. A process of executing a predetermined game based on an operation by a player; a process of storing a plurality of the games, selected by an operation of the player, in which at least a part of the functions of the games can be omitted, in association with a list; a process of storing the number of times the plurality of games associated with the list have been played, the number being input by an operation of the player, in association with the list; a process of collectively playing a plurality of the games associated with the list based on the number of times the games have been played; to cause a computer to execute Information processing program.
2. The process of collectively executing the plurality of games associated with the list comprises: causing a consumable medium to be consumed in association with the execution of said game; The information processing program according to claim 1 .
3. A process for displaying information regarding the consumption amount of the consumable medium on a display unit based on the number of executions. to cause a computer to execute The information processing program according to claim 2.
4. The process of displaying information regarding the consumption amount of the consumable medium on a display unit, changing information about the consumption amount in accordance with the change in the number of executions; The information processing program according to claim 3.
5. An information processing method executed by one or more computers, comprising: A process of executing a predetermined game based on an operation by a player; a process of storing a plurality of the games, selected by an operation of the player, in which at least a part of the functions of the games can be omitted, in association with a list; a process of storing the number of times the plurality of games associated with the list have been played, the number being input by an operation of the player, in association with the list; a process of collectively playing a plurality of the games associated with the list based on the number of times the games have been played; Including, Information processing methods.
6. An information processing device comprising one or more computers, The computer includes: A process of executing a predetermined game based on an operation by a player; a process of storing a plurality of the games, selected by an operation of the player, in which at least a part of the functions of the games can be omitted, in association with a list; a process of storing the number of times the plurality of games associated with the list have been played, the number being input by an operation of the player, in association with the list; a process of collectively playing a plurality of the games associated with the list based on the number of times the games have been played; Execute Information processing device.
7. An information processing system comprising one or more computers, The computer includes: A process of executing a predetermined game based on an operation by a player; a process of storing a plurality of the games, selected by an operation of the player, in which at least a part of the functions of the games can be omitted, in association with a list; a process of storing the number of times the plurality of games associated with the list have been played, the number being input by an operation of the player, in association with the list; a process of collectively playing a plurality of the games associated with the list based on the number of times the games have been played; Execute Information processing system.