Program, system, information processing device, server, and method

The system adjusts game performance speed based on cumulative play time to ensure consistent game effects, addressing the issue of user-driven period changes and enhancing gaming experience.

JP2025010197APending Publication Date: 2025-01-20三田 奈央
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Patent Information

Application Number
JP2024187454
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-24
Publication Date
2025-01-20

AI Technical Summary

Technical Problem

Conventional games allow users to arbitrarily change the display period of game effects, which can disrupt the intended gaming experience envisioned by the game provider, leading to inconsistencies in user experience.

Method used

A system that adjusts game performance speed based on cumulative play time, automatically increasing speed without user input, ensuring consistent game effects and experiences.

Benefits of technology

Provides an appropriate gaming experience by maintaining consistent game effects and performance speed, enhancing user engagement and immersion.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program, a system, an information processing device, a server, and a method capable of delivering an appropriate game experience to a user by an appropriate game performance.SOLUTION: Provided is a program that permits execution of a step of storing accumulation play time for which a user plays a predetermine game in association with the user, a step of determining an action content that a user character operated by a user executes within a virtual space on the basis of the user's instruction input, a step of determining a game performance corresponding to an action content, a step of changing a performance speed of a game performance determined in the determination step on the basis of accumulation play time correlated with a user without notifying the user in advance, and a step of controlling display of a game performance corresponding to the changed performance speed. In the step of changing the performance speed, a performance speed is not changed by a user's instruction input and a performance speed is not changed depending on the number of past execution times of a game performance.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a program, a system, an information processing device, a server, and a method, and more particularly to a program, a system, an information processing device, a server, and a method capable of providing an appropriate game presentation. [Background technology]

[0002] Conventionally, there is known an information processing program that causes a computer to function as a setting unit that sets one of a plurality of period information related to the execution period of a second performance, of a first performance and a second performance in which an action image of a game object is displayed, based on a player's operation, a first display control unit that causes a first action image to be displayed on a display unit based on first performance data for the first performance regardless of the period information, and a second display control unit that causes a second action image to be displayed on the display unit based on second performance data for a second performance that is different from the first performance data and the period information, and varies the display period of the second action image depending on the set period information (see, for example, Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Patent Document 1] JP 2022-121054 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the conventional game described in Patent Document 1, the display period of the action image based on the game presentation can be changed according to the user's (player's) preference. The game presentation may be necessary for the user to understand and become accustomed to the way of playing the game (including game operations, etc.). However, if the user is allowed to arbitrarily change the display period, it may not be possible for the user to experience the game based on the game presentation envisioned by the game provider.

[0005] Therefore, an object of the present invention is to provide a program, a system, an information processing device, a server, and a method that are capable of providing a user with an appropriate gaming experience through appropriate game presentation. [Means for solving the problem]

[0006] In order to achieve the above-mentioned object, the present invention provides a program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps: storing the accumulated play time that a user has played a specified game in association with the user; determining an action content to be performed in a virtual space by a user character controlled by the user based on the user's instruction input; determining a game presentation corresponding to the action content; changing the presentation speed of the game presentation determined in the determining step based on the accumulated play time associated with the user without notifying the user in advance; and controlling the display of the game presentation corresponding to the changed presentation speed, wherein the step of changing the presentation speed does not change the presentation speed based on the user's instruction input, and does not change the presentation speed based on the number of times the game presentation has been executed in the past. Effect of the Invention

[0007] According to the program, system, information processing device, server, and method of the present invention, it is possible to provide a program, system, information processing device, server, and method that can provide a user with an appropriate gaming experience through appropriate game presentation. [Brief description of the drawings]

[0008] [Figure 1] 1 is a schematic diagram of a system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional configuration diagram of the system according to the present embodiment. [Diagram 3] FIG. 2 is a flow diagram of processing in the system according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [Embodiment Mode] <System 1 configuration overview> FIG. 1 shows an overview of the system according to this embodiment.

[0010] As shown in FIG. 1, the system 1 according to the present embodiment includes information terminals (information terminal 3, information terminal 3a, information terminal 3n, etc.) on which a user executes a game, and a server 7 that executes various processes. Each information terminal has an input unit (input unit 4, input unit 4a, input unit 4n, etc.) that accepts operation instructions from the user, and an output unit (output unit 9, output unit 9a, output unit 9n, etc.) that outputs various results of the game process. Note that the information terminal may have an input unit connected to the information terminal by wired communication or wireless communication, in addition to the input unit of the information terminal. Also, an output unit may be connected to the information terminal, in addition to the output unit of the information terminal. Each information terminal and the server 7 are connected to be able to communicate bidirectionally via a communication network 5. In the system 1, the server 7 accepts a predetermined instruction from the user and progresses the game. In this case, the system 1 may be a server-client type game system. Also, in the system 1, a game program may be installed in the information terminal 3, and the game may be executed while communicating with the server 7 as necessary. Furthermore, in the system 1, the game may be executed on the information terminal 3 without communicating with the server 7, as long as the game program is installed on the information terminal 3.

[0011] The game may be of various types, for example, an open-world type game. Also, Fig. 1 shows an example in which a plurality of information terminals (e.g., information terminal 3a, information terminal 3n) used by different users are each connected to a server 7 via a communication network 5. In the following description, for the sake of simplicity, an example in which one information terminal 3 (user's information terminal 3) is connected to the server 7 via the communication network 5 will be mainly described.

[0012] <Outline of an example game in System 1> The system 1 can execute various games. In this embodiment, the game executed by the system 1 is, for example, an open-world type game. As an example, the system 1 executes the following open-world type game. In the system 1, a user can execute a game alone in one virtual space (in this case, the information terminal 3 of the user executes communication with the server 7), and multiple users can execute a game simultaneously in one virtual space (in this case, each of the information terminals of the multiple users executes communication with the server 7). In the following description, unless otherwise specified, an example in which one user executes a game alone will be mainly described, but multiple users can also execute a game simultaneously, and various processes in that case are substantially similar to the case in which one user executes a game alone. In addition, when describing an example in which multiple users execute a game simultaneously, it will be described as if "other users" play the game in addition to the user.

[0013] That is, the game is a game in which a user character operated by a user can perform various actions in the world of a virtual space. In the game, there is no need to set a goal for the user to clear, and the user can freely perform various actions in the virtual space according to his / her own interests, and the user experiences game effects as feedback for the actions. When the user operates the user character and the user character moves in the virtual space, the terrain, vegetation, buildings, and / or field characters (characters that are a type of non-player character (NPC) that appears in the virtual space) around the user character are displayed three-dimensionally on the output unit 9 in response to the movement. The system 1 can seamlessly move the user character in the vast virtual three-dimensional world without switching maps, etc.

[0014] As an example, in a game, a user can operate a user character to fight a field character in a virtual space, capture the field character, and make it his / her own character (possessed character), or can fight against field characters together with the possessed character, or have the possessed character perform a predetermined task. Furthermore, as the cumulative play time (time measured based on the passage of time in the real world) that the user has spent playing the game increases, the presentation speed of a predetermined presentation (game presentation) executed in the game is automatically changed (for example, the presentation speed becomes faster). Specifically, in the system 1, the user can perform at least one of the following actions within the game, that is, within the virtual space set by the system 1.

[0015] (Examples of actions that can be performed in the game) In the system 1, a predetermined game presentation is determined and executed based on the action content (action content determined based on a user's instruction input) shown in the following example. 1) A user character operated by a user is set based on the user's instructions. 2) Granting experience points to the user character based on various actions of the user character. 3) The level of the user character is increased based on the experience points granted to the user character. 4) The user character and / or a character owned by the user collects items that exist in the virtual space. 5) Field characters living in the virtual space battle with the user's characters and / or owned characters. 6) The user character and / or a possessed character captures a field character, and the captured field character is registered as a possessed character of the user. 7) The user character sets up a camp in a specified area of ​​the virtual space. 8) In a search area or the like of the virtual space, the user's character and / or possessed characters engage in combat with NPCs and characters possessed by NPCs. 9) Having the user character perform various other actions within the virtual space.

[0016] In this embodiment, the game presentation is, for example, a presentation when a character moves or acts in a virtual space in response to a user's instruction, etc., a presentation in which a video (image) dedicated to a certain action or action is played when a character executes a certain action or action in a virtual space in response to a user's instruction, etc. For example, the game presentation is a presentation in which, when a character executes a certain action or action, the character's posture / preparatory action, etc. before, during, and / or after the execution, a presentation that outputs a certain sound effect, a presentation that displays the name and characteristics, etc. of the action / action executed by the character, a presentation that displays a certain image that is previously associated with the action / action executed or performed by the character, a presentation that plays a video that is previously associated with the action / action executed or performed by the character, a presentation that outputs various other still images / videos / audio / vibrations, etc.

[0017] Here, the virtual space of the game according to this embodiment is a three-dimensional virtual space including various terrains, where day and night are repeated as time passes in the virtual space, and where the weather differs depending on the location. Examples of terrain include grasslands, hills, cliffs, oceans, coasts, rivers, ponds, swamps, lakes, waterside areas, mountains, rocky areas, woods, forests, towns, and ruins. In addition, the weather is the weather of the entire virtual space or a specific area of ​​the virtual space, such as sunny weather, cloudy weather, rain, thunderstorms, and snow. The speed of time passing in the virtual space may be the same as or different from that in the real world, and may be variable according to a user's instruction.

[0018] Furthermore, examples of characters that appear in the game according to this embodiment include the following characters. · User character: A character that the user operates in the virtual space. Other user's character: A character operated by another user in the virtual space. · Owned character: A character owned by the user, which can be made to appear in the virtual space or stored in a specified storage area according to the user's instructions. Note that the specified storage area that stores all owned characters owned by the user and the specified storage area that stores owned characters that the user character takes with them on adventures, etc. may be the same or different. If the specified storage area that stores all owned characters owned by the user and the specified storage area that stores owned characters that the user character takes with them on adventures, etc. are different, the specified storage area that stores the owned characters that the user character takes with them on adventures, etc. may be referred to as the "owned storage area." Field character: An NPC that appears in the field of the virtual space, capable of fighting with the user character and / or a possessed character, and capable of being captured by the user character and / or a possessed character. A field character captured by the user character and / or a possessed character becomes a possessed character of the user. In addition, when a field character is defeated in a battle with the user character and / or a possessed character, a predetermined base item corresponding to that field character appears in the field. Field characters also include characters that output a predetermined comment when spoken to by the user character in the virtual space, characters that support the user character's game progress (e.g., a townsperson character, etc.), and other characters. Other NPCs: Includes various other NPCs.

[0019] Moreover, examples of items used in the game according to this embodiment include the following items. Base items: Items that are collected from various objects (e.g., trees, rocks, field characters, etc.) that exist in the field within the virtual space. By cooking with base items, they can be turned into specific foods, etc. Examples of base items include claws, fangs, feathers, wood, stones, ores, and berries. Crafted items: Items that are created by consuming a certain number of base items of a certain type. Crafted items include items for capturing field characters (capture items), various tools (for example, tools that have the effect of recovering physical strength or recovering from status abnormalities), and various other items.

[0020] The information terminal is a device that can be operated by a user. The information terminal may be, for example, a portable information terminal such as a mobile phone, a smartphone, or a tablet compatible with a mobile communication system. The information terminal may be, for example, a stationary personal computer (PC), a laptop PC, a notebook PC, a portable game machine, a home game machine (stationary game machine), and / or a dedicated game machine, or an information terminal / head-mounted display / AR glasses having an augmented reality function (Augmented Reality (AR). Furthermore, the communication network 5 is a communication network such as a mobile phone network and / or the Internet. The communication network 5 may also include a communication network such as a wired LAN and a wireless LAN. The system 1 according to this embodiment will be described in detail below, but the names and numerical values ​​in the above and following descriptions are merely examples, and it is noted that the present invention is not limited to these proper names and numerical values, and that these proper names and numerical values ​​do not necessarily relate to real proper names and numerical values.

[0021] <Details of System 1> Fig. 2 shows an example of the functional configuration of the system according to this embodiment. Specifically, Fig. 2(a) shows an example of the functional configuration of the system when the information terminal 3 is a mobile information terminal such as a smartphone, and Fig. 2(b) shows an example of the functional configuration of the system when the information terminal 3 is a stationary game device. As described later, this embodiment will mainly describe the case where the information terminal 3 is a smartphone.

[0022] [System 1 configuration overview] The system 1 according to the present embodiment is a game system capable of performing various gameplays, such as collecting base items in a virtual space based on instructions from a user, creating a predetermined item, setting up a predetermined camp, fighting with a field character, capturing a field character, adventuring with a captured character that the user has in his possession, fighting with an NPC, cooperating, fighting with other user characters of other users, capturing characters owned by NPCs or other user characters, carrying out a predetermined mission or event in a virtual space, determining the action content of a user character based on instructions from a user, determining a game presentation according to the action content, storing the time of the user's game play, and / or changing the presentation speed of the game presentation, based on instructions from a user. The system 1 includes an information terminal 3 having an input unit 4 and an output unit 9, and a server 7 connected to the information terminal 3 via a communication network 5 so as to be capable of two-way communication. In the present embodiment, as an example, a case where a smartphone (hereinafter, sometimes referred to as a "game device") is the information terminal 3 will be mainly described.

[0023] As shown in FIG. 2(a), system 1 includes a game control unit 100 that controls various functions, information processing, operations, etc. of system 1 based on instructions and other various information input via an input unit 4 (the input unit 4 has an input surface 40 and an input control unit 42), an information storage unit 102 that stores various information used in system 1, and an output control unit 104 that controls the output of images, etc. of the game's virtual space and various objects, etc. to an output unit 9.

[0024] When the information terminal 3 is a stationary game device, an input unit 4 and an output unit 9 for playing a game may be connected to the information terminal 3 as shown in FIG. 2(b). In this case, the system 1 may include an input communication unit 106 that receives a predetermined instruction from the user from the input unit 4 by wired communication and / or wireless communication. In this case, the input unit 4 may include an input communication unit 400 that supplies a predetermined input instruction of the user input to the input unit 4 to the input communication unit 106, an analog stick 402 that is a pointing device that can input an analog numerical value according to the tilt angle of the operation stick and is an operation stick that can be tilted in a radial direction (360°) and can be pressed, and a button unit 404 that is a device that inputs an instruction to select / determine various game menus and select / determine the action of a character such as a user character, and a sensor unit 406 that detects the movement and / or direction of the input unit 4. In this case, the input unit 4 may include one or more analog sticks 402 and / or one or more button units 404. When the input unit 4 has a plurality of analog sticks 402, each analog stick 402 can be made capable of accepting a different instruction, and when the input unit 4 has a plurality of button units 404, each button unit 404 can be made capable of accepting a different instruction.

[0025] System 1 may have some of the functions of its components executed by an external server (which may be installed in Japan or outside Japan), and the server may be composed of one or more servers. Note that information terminal 3 may have some or all of the configuration and functions of server 7, and server 7 may have some of the configuration and functions of information terminal 3.

[0026] [System 1 configuration details] In the following description, a case will be described in which a user mainly uses an information terminal 3 (for example, an information terminal such as a smartphone) to execute a game provided by the system 1. Note that some or all of the configurations and / or functions of the game control unit 100 and / or the information storage unit 102 in the following description may be possessed by the information terminal 3 or by the server 7. The information terminal 3 may also be connected to the server 7, other servers (a server different from the server 7, not shown), and / or other information terminals, etc., via the communication network 5 by wired communication and / or wireless communication, so as to be capable of two-way communication, and may transmit and receive predetermined data. The same applies to the server 7.

[0027] (Game control unit 100) The game control unit 100 communicates between the information terminal 3 and the server 7, and controls the user's gameplay based on various user instructions received from the information terminal 3 (various instructions accepted via the input unit 4) to progress the game. The game control unit 100 can also control the operation of each component included in the system 1. That is, the game control unit 100 executes various programs that control various processes in the information terminal 3 and / or the server 7. Specifically, the game control unit 100 executes control of execution of a predetermined program (e.g., a game program of an open-world type game) stored in the information storage unit 102, progress of a predetermined game executed in the system 1, generation of a predetermined game effect, output of a result of a predetermined game, and / or various other game processes. The game control unit 100 executes various actions and the like described in the above "Examples of actions and the like executable in a game" based on predetermined instructions and predetermined operations from the user accepted via the input unit 4 and / or automatically / autonomously to progress the game. In addition, for example, the game control unit 100 controls various processes in a game executed in the system 1 based on information about the game and instructions and the like accepted from the user. The various processes may include, for example, the following processes, but are not limited to these: - Initial setting process when starting the game on System 1. -Game difficulty setting. -Login / logout process to System 1. Processing related to the user's game play (for example, processing of inputting predetermined instructions, etc.). -Various measurements and processing related to the time users spend playing games. - Setting process for the user character operated by the user in the game. -Various processes related to the actions and postures of the user character in the virtual space. - Controlling the passage of time in virtual space. -Various processes such as the appearance and operation of field characters, characters not controlled by the user (NPCs), base objects (base items), etc. within the virtual space. - Control of camps set up by users in virtual space. -Combat processing between user characters and field characters and / or NPCs, etc. - Field character capture process by user character or owned character. -Various processes related to characters owned by the user character. -Battle processing between user characters and / or owned characters and field characters and / or NPCs, etc. -Collecting specified items using user characters and / or owned characters. - Creation of specified objects using base objects etc. by user characters. -Storage process for various objects that users possess within the virtual space. - Processing the movement of the user character within the virtual space. - Completing in-game mini-games, missions and quests. · To process any applicable lottery draws. -Sales / billing process for specified items, objects, etc. Data communication processing between the information terminal 3 and the server 7. -Other various game processes.

[0028] For example, the game control unit 100 measures / calculates the play time of a user who has played a predetermined game and the cumulative play time of the user who has played the predetermined game, and stores the measured play time and / or the calculated cumulative play time (if the user plays the game multiple times, the play time for each game play is measured and the play time for each game play is added to calculate the cumulative play time) in association with the user and stores it in the information storage unit 102. Also, the game control unit 100 determines various actions, etc. of the user character operated by the user based on the instruction input of the user, and causes the user character to perform actions, etc. according to the determined actions, etc., or outputs a predetermined video, etc. That is, the game control unit 100 determines the content of the action (action content) that the user character will perform in the virtual space of the game based on the instruction input of the user. Then, the game control unit 100 determines a game presentation according to the determined action content, and causes the output unit 9 to display the determined game presentation.

[0029] Furthermore, the game control unit 100 executes processing of information about the user, processing of the operation of the in-game character, and various game processes in response to the user's operation input received through the input unit 4. For example, the game control unit 100 executes game processes such as storage processing of the user's own information in the information storage unit 102, processing of the user acquiring objects such as items and characters for a fee or free of charge, acquiring and using in-game virtual currency, processing of consuming items owned by the user, and instruction to the output control unit 104 to output predetermined information to the output unit 9. In addition, the game control unit 100 can communicate between the information terminal 3 and the server 7, and control and progress the user's game play based on various information received from the server 7. In addition, the game control unit 100 can also control the operation of each component included in the system 1. For example, the game control unit 100 controls processing such as output processing of predetermined information to the output unit 9, predetermined lottery processing, and / or granting of predetermined characters, items, etc. to the user based on various instructions from the user acquired as the game play progresses. In addition, the game control unit 100 can also control processing in other components included in the system 1.

[0030] (Information storage unit 102) The information storage unit 102 stores various programs executed in the information terminal 3 and / or the server 7 and / or various data used in the various programs. Specifically, the information storage unit 102 stores game programs executed in the system 1, various information supplied from each component of the system 1, and / or various information related to games executed in the system 1. The information storage unit 102 supplies predetermined information to other components of the system 1 in response to a request from the other components. Note that, in the various IDs described below, if one ID is associated with another ID and the other ID is associated with yet another ID, the predetermined information can be made available by tracing the ID.

[0031] Examples of various types of information related to a game executed in the system 1 include information about a user (user information), information about a game (game information), and the like.

[0032] (Information storage unit 102: User information) For example, the information storage unit 102 stores, in association with a user ID that identifies a user, user information, play information regarding the user's game play, possession information regarding various objects (e.g., characters, base items, etc.) possessed by the user, picture book information that collects information regarding objects possessed by the user and / or objects that appear in the game, etc.

[0033] User information may include, for example, a username (a name set by the user), a login ID, a password, information about the user character used by the user in the game (e.g., gender, appearance, etc.), friend information (e.g., various information about a friend that is associated with a friend ID that identifies a friend), and / or information about in-game virtual currency held by the user (information about the amount of virtual currency held and consumed), etc.

[0034] The play information is information related to the user's game play. Examples of the information include various information related to the game being played (e.g., information related to a field character captured by the user character through game play, etc.), various information related to the game played, the play time during which the user played a given game (e.g., the time from one login to one logout of the game based on the one login) and the cumulative play time calculated by adding up the play times of the play (e.g., when the time from when the user logs in to the game, plays the game, and logs out is taken as one play time, the time calculated by adding up the play times of the user multiple times is the cumulative play time), and the date and time / number of times a given game presentation was performed (e.g., information related to the date and time and the number of times that the game presentation associated with the presentation ID that identifies the game presentation was performed in the game is one example of the play information). Note that, when the play time or cumulative play time of the game play by the user exceeds a given time, the game control unit 100 may delete information related to the user's game play. Then, the system 1 can, for example, set a time limit on the game play. In this case, when a user plays a game until a predetermined time limit is reached, the game control unit 100 deletes information related to the user's game play, which requires the user to challenge the game again from the beginning in order to clear the game.

[0035] Possession information is information about objects such as characters and items that a user comes to possess in gameplay. Possession information includes, for example, information about characters (examples include a character ID for identifying a character, a character's type and character name, a character's experience value, a character's level, a capture item used when the character was captured, etc.) and / or information about objects (examples include an object ID for identifying an object, an object's type and object name, and information about the object's features and characteristics, etc.). Examples of objects include base items that can be collected in the in-game virtual space, base items obtained by defeating field characters, base items that appear in the virtual space, and items (crafted items) created from base items.

[0036] The user character is a character operated by a user. In the system 1, the user can set the name, sex, appearance (body, face, hair), clothing, voice, etc. of the user character that the user operates when the user starts the game for the first time.

[0037] The picture book information is information that enables information about characters and objects owned by the user and characters and objects that have appeared in the game to be output in picture book format to the output unit 9. The picture book information is information that enables information about characters and objects (e.g., character names / object names, images of characters / objects, various explanations of characters / objects, etc.) to be output to the output unit 9.

[0038] (Information storage unit 102: Game information) The information storage unit 102 can also store various kinds of game information related to the game. Examples of the game information include information related to the virtual space (field) (virtual space information), information related to objects (object information), and the like.

[0039] The virtual space information includes information about the field of the virtual space in which the game is played. The information about the field includes information about the map of the field, information about various types of landforms set in the field (for example, information about mountains, grasslands, marshes, forests, volcanoes, beaches, etc.), information about points and areas where objects and characters appear, information about predetermined search areas and structures, etc.

[0040] The object information is various information related to objects (e.g., characters and / or various items, etc.) used in the system 1. Examples of the object information include the following information associated with an object ID (which may be a character ID if the object is a character, or an item ID if the object is an item) that identifies the object. For example, the information includes the name of the object, the rarity of the object, the characteristics of the object, an image of the object (including a still image and a moving image), an item (e.g., a base item) obtained from the object, and / or a description of the object (including descriptions of the object's attributes, the object's skills, etc.). In addition, if the object is a user character, the object information also includes various information for determining the appearance of the user character (e.g., information related to each body part and clothing that is preset for each gender, etc.).

[0041] For example, if the object is a character, the characteristics of the object include the character's attributes and gender (male, female, genderless, etc.), the character's personality, the character's skills, parameters related to the character's growth and evolution (e.g., experience points, etc.), the character's level and the experience points required to level up, the skills the character uses in battle, items (base items) released (dropped) into the virtual space when the character is defeated in battle, and / or various other parameters (e.g., hit points, satiety, dissatisfaction, attack power, defense power, etc.). The character's skills and / or the maximum values ​​of various parameters may be variable depending on the character's level.

[0042] Characters include user characters, possessed characters, field characters, enemy characters, other user characters of other users, other possessed characters of other users, other NPCs, and the like.

[0043] Moreover, an attribute is information set for each object, and is a feature of an object that is set according to, for example, the type, state, nature, or ability of the object. The attribute is not particularly limited, but may be, for example, an attribute named fire, water, wind, or the like. A single object may be set with multiple attributes. Furthermore, if the object is a character, an attribute is set for the character, and if the object is an item, an attribute is set for the item. In this state, when the character holds the item, the character attribute and the item attribute may coexist. In this case, the character attribute and the item attribute may be combined, or one of the attributes may be used. In addition, the attribute may be an attribute such as a "skill" learned by the character or a "skill" set for the item. In this case, for example, the character may have both the character's own attribute and the attribute of the "skill" learned by the character (which may be the same as or different from the character's own attribute). In this embodiment, any of these forms corresponds to the "attribute set for the object".

[0044] Moreover, the skill of a character is a skill that a character exerts a specific effect by an action or behavior in a virtual space. For example, the specific effect of a skill may be an effect of improving or decreasing the ability of a character. As an example, the specific effect may be an effect of improving or decreasing the attack power and / or defense power of a character, an effect of improving or decreasing the efficiency of collection of base items by a user character, an effect of increasing or decreasing damage to an opponent character when fighting using a skill based on a predetermined attribute associated with a character, an effect of increasing or decreasing the speed of an action (including a moving speed) or a work in a virtual space, an effect of increasing or decreasing a predetermined parameter of a character (for example, a fullness level, etc.). Note that one or more specific effects may be associated with one skill. Furthermore, a rarity may be associated with each skill.

[0045] Furthermore, characteristics of an object may include, for example, if the object is an item, the type of item (for example, a base item which is a material item, a crafted item which is an item created using a base item, etc.), the name of the item, and, if the item is a crafted item, the number of times the item can be used, etc.

[0046] A capture item, which is an example of an object, is an item that a user character uses to capture a field character. In the system 1, multiple types of capture items can be set according to the ease of capturing a field character. There is no limitation on the shape and / or size of the capture item, but for example, it may be approximately spherical and may be of a size that can be grasped by the user character's hand if the user character is a humanoid character.

[0047] Furthermore, a predetermined attribute may be associated with the capture item, and the probability of success in capturing a field character associated with an attribute using a capture item associated with the attribute may be set to be higher than the probability of success in capturing a field character associated with an attribute different from the attribute.

[0048] (Output control unit 104, output unit 9) The output control unit 104 is controlled by the game control unit 100 and outputs various information related to the game to the output unit 9. The output unit 9 outputs various processing results in the system 1 and various information stored in the information storage unit 102 in a manner that allows the user to perceive them. Specifically, the output control unit 104 causes the output unit 9 to output various processing results in each component and information stored in the information storage unit 102 as data in a predetermined format, still images, moving images, and / or text, sound, etc. The output control unit 104 may cause the output unit 9 to output information received from an external server. Note that, when the information terminal 3 is a smartphone or the like, the output unit 9 is a display unit or the like included in the information terminal 3. Also, when the information terminal 3 is a stationary game device, the output unit 9 may be a television monitor (such as a liquid crystal display monitor or an organic EL display monitor) separate from the information terminal 3. Furthermore, the output unit 9 may be configured to include elements such as an audio output unit that outputs sound, a vibration unit that emits vibration, and / or a light emitting unit that emits light.

[0049] (Input section 4) The input unit 4 accepts input of a predetermined instruction or operation from a user. The input unit 4 supplies the instruction to a predetermined component of the system 1. Each component that accepts the instruction performs a predetermined function. For example, the input unit 4 is an input device (for example, a touch panel, a touch pad, a pointing device such as a mouse, a keyboard, a motion sensor, a controller, a microphone, etc.) for accepting an operation input from a user. In this embodiment, an example will be described in which the input unit 4 is a touch panel provided in the information terminal 3. Note that the touch panel may be capable of detecting multi-touch. Specifically, the touch panel as the input unit 4 has an input surface 40 to which an operation from a user is input, and an input control unit 42 that acquires information regarding the operation input to the input surface 40. The touch panel is disposed on top of the display unit of the information terminal 3, and the surface of the touch panel corresponds to the input surface 40. For example, an area for accepting a predetermined instruction is displayed on the display unit of the information terminal 3, and the input surface 40 detects a predetermined instruction at a position designated by a user's operation (for example, a touch operation, a tap operation, a swipe operation, etc.) on the area of ​​the input surface 40. The input surface 40 supplies the detected information, i.e., information indicating a predetermined instruction at the detected position, to the input control unit 42. The input control unit 42 obtains the information indicating the predetermined instruction from the input surface 40, and supplies the information to a predetermined component of the system 1.

[0050] Furthermore, when the information terminal 3 is a stationary game device, the input unit 4 may be a controller for the stationary game device. In this case, as an example, the controller may be configured to have a vertically or horizontally elongated housing, and may be configured to have a shape and size that allows it to be held in a vertical or horizontal orientation. When the input unit 4 is a controller, the system 1 has an input communication unit 106. The input communication unit 106 is connected to the input unit 4 by wired communication or wireless communication, acquires various instructions of the user inputted to the input unit 4, and supplies the acquired various instructions to the game control unit 100. The game control unit 100 executes a predetermined control in response to the received instructions.

[0051] In this embodiment, unless otherwise specified, explanations that a specific instruction is given by a specific operation / motion of the user, such as “in response to a user's instruction”, “based on a user's instruction”, or “accepting a user's instruction”, refer to the instruction being obtained via input unit 4.

[0052] (Input section communication section 400) When the input unit 4 is a controller, the input unit 4 has an input unit communication unit 400. The input unit communication unit 400 supplies a predetermined input instruction (i.e., an input instruction to the analog stick 402, the button unit 404, and / or the sensor unit 406, etc.) input by the user to the input unit 4 to the input communication unit 106. The input communication unit 106 supplies the received input instruction to the game control unit 100, and the game control unit 100 executes a predetermined process based on the input instruction.

[0053] (Analog Stick 402) When the input unit 4 is a controller, the input unit 4 may have an analog stick 402. The analog stick 402 can be used as a direction input unit capable of inputting directions. By tilting the analog stick 402, the user can input a direction according to the tilt direction and a value of a magnitude according to the tilt angle. It is also possible to press the analog stick 402. By pressing the analog stick 402, a predetermined instruction is supplied to the input communication unit 106 via the input unit communication unit 400.

[0054] (Button part 404) When the input unit 4 is a controller, the input unit 4 may have a button unit 404. The button unit 404 is a button that accepts various operations. For example, the controller may be configured to have a plurality of button units 404 on the main surface, the side surface, and / or the upper peripheral surface of the housing. Each of the plurality of button units 404 may be associated with a predetermined operation instruction, and the game control unit 100 accepts a user's operation instruction for one of the button units 404 via the input unit communication unit 400 and the input communication unit 106, and executes a predetermined process.

[0055] (Sensor unit 406) The sensor unit 406 can be configured using a motion sensor that measures acceleration, angular velocity, and geomagnetism. For example, the sensor unit 406 can be configured using a nine-axis motion sensor that measures acceleration, angular velocity, and geomagnetism in three axes. The nine-axis motion sensor includes a three-axis acceleration sensor, a three-axis gyro sensor, and a three-axis geomagnetic sensor (three-axis magnetic sensor). The three-axis gyro sensor is, for example, a MEMS gyro sensor. The sensor unit 406 is not limited to the nine-axis motion sensor, and may be another motion sensor. The game control unit 100 acquires various detection results in the sensor unit 406 via the input communication unit 400 and the input communication unit 106, and executes a predetermined process.

[0056] [Processing flow of System 1] An example of the flow of processing of a game executed in the system 1 according to this embodiment will be described below. Here, an example of an open-world type game executed in the system 1 will be described. Therefore, in the system 1, a game in the system 1 is configured by a collection of multiple game processes, and even if one game process is executed by an instruction from a user, the other game process may not be executed unless there is a specific instruction from the user for the other game process. In the game of the system 1, a user can set up one or more camps in a virtual space (hereinafter, sometimes simply referred to as a "field") and play a game in which the user operates a user character while utilizing the camps to adventure in the field or live in the field. Note that a camp is a place that serves as a base for the user character's activities, which is set up in a specific area in the field according to the user's instruction.

[0057] It should be noted that one or more of the game processes described below can be executed in any suitable combination within the scope of the processes that do not cause any inconsistency.

[0058] In the following description, various game processes are executed by the game control unit 100. The results of the processes by the game control unit 100 are output to the output unit 9. That is, the game control unit 100 causes the output unit 9 to output images of various characters and various items together with a field and / or a predetermined setting screen based on the results of the game processes. In the following description, unless otherwise specified, it is assumed that various characters and various items are output to the output unit 9 together with a field, a camp, and / or a predetermined setting screen. Then, the user can play the game while grasping the progress and current state of the game based on the information (e.g., image information, text information, audio information, etc.) output to the output unit 9. In the following description, various instructions and operations accepted by the game control unit 100 may be various instruction inputs accepted from the user via the input unit 4 unless otherwise specified.

[0059] (Game process 1: Game presentation decision) FIG. 3 shows an example of a processing flow in the system according to this embodiment.

[0060] The game control unit 100 moves the user character within the field based on the user's operation. The game control unit 100 accepts a predetermined instruction from the user and determines a predetermined action to be taken by the user character (step 1. Hereinafter, step is abbreviated as "S"). The game control unit 100 determines a game presentation according to the action (S3). Then, if the accumulated play time of the user's game play is equal to or less than a predetermined reference time (No in S5), the game control unit 100 causes the output unit 9 to display the determined game presentation at a predetermined presentation speed (S7).

[0061] Here, in this embodiment, when it is described that the game control unit 100 receives a predetermined instruction (instruction input) from a user and causes the user character to perform a predetermined action, it means that the game control unit 100 determines the action content to be performed by the user character in the virtual space based on the predetermined instruction, determines a game presentation according to the determined action content, and outputs the determined game presentation to the output unit 9. For example, the description "moves the user character in response to a user's instruction" means that the game control unit 100 receives an instruction input from a user to move the user character, determines the action content for the user character to move in the virtual space based on the instruction input, determines a game presentation showing the movement of the user character as the determined action content, and outputs to the output unit 9 the state in which the user character moves in the virtual space based on the determined game presentation. In the following, in order to simplify the description and explanation of the user character performing a predetermined action / behavior based on a predetermined instruction from a user, the processes of "determining the action content," "determining the game presentation," and "executing / outputting (displaying) the determined game presentation" may be omitted. Furthermore, such a series of steps may be simply described as "executing a game presentation."

[0062] On the other hand, the game control unit 100 can automatically change the presentation speed of the game presentation (i.e., speed up or slow down the presentation speed) based on the accumulated play time of the game associated with the user, without notifying the user in advance. Note that changing the presentation speed includes changing the presentation speed (in this case, speeding up) by skipping a part of the game presentation and shortening the overall length of one game presentation. For example, if a game presentation is set to display a predetermined video before the user character executes a predetermined action when the user character executes the predetermined action, the game control unit 100 can speed up the game presentation by speeding up the playback speed of the predetermined video, omitting a part of the video, or not actually playing the video itself. In addition, if a game presentation is set in which, when a user character executes a predetermined action, the user character is made to assume a predetermined posture before the user character executes the predetermined action as one game presentation, the game control unit 100 can speed up the speed of the game presentation by, for example, increasing the speed of the movement when assuming the predetermined posture, omitting part of the process of assuming the predetermined posture, or not performing the assuming of the predetermined posture at all (in this case, the appearance after assuming the predetermined posture may be output).

[0063] That is, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time (Yes in S5), the game control unit 100 speeds up the presentation speed of the game presentation compared to when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 displays the content of the game presentation at the faster presentation speed (S9).

[0064] In the following explanation, when the game control unit 100 describes increasing the presentation speed, this means, as described above, omitting some of the game presentation related to the user character and / or increasing the display speed in the game presentation output unit 9.

[0065] Here, the game control unit 100 does not permit the change of the presentation speed by the user's instruction input. In other words, the user cannot change the presentation speed by his / her own operation. The game control unit 100 also controls so that the presentation speed is not changed even depending on the number of times the game presentation has been performed in the past stored in the information storage unit 102. Note that, every time a game presentation is performed, the game control unit 100 counts the number of times the game presentation has been performed and stores the number in the information storage unit 102. This allows the system 1 to improve the speed of a given game play simply by the user continuing to play the game, so that a user who has been playing the game for more than a given time can collect base items without feeling stressed. Note that the above-mentioned advantages are the same even if the action content and / or the content of the game presentation are changed from the above.

[0066] In the following, when it is explained that the game control unit 100 changes the presentation speed of a game presentation in this embodiment, unless otherwise specified, this means that the presentation speed is not changed based on user input instructions, and is not changed based on the number of times the game presentation has been executed in the past.

[0067] (Game process 2: Capturing field characters and saving owned characters) The game control unit 100 makes a predetermined field character appear at a predetermined position in the field (S10). The game control unit 100 makes the field character perform actions such as eating food or relaxing and resting in the vicinity of the position. Meanwhile, the game control unit 100 moves the user character operated by the user in the field in response to a movement instruction from the user (for example, by accepting a movement instruction in a predetermined direction via the input unit 4). Then, when the field character comes into the field of view of the user character or comes within a predetermined distance from the user character, the game control unit 100 executes a game presentation in which the user character takes a predetermined posture based on an input (first instruction input) of an instruction to capture the field character to the input unit 4 by the user (for example, by accepting an input to a predetermined area of ​​the input unit 4). For example, the game control unit 100 executes a game presentation in which the user character takes a posture (throwing posture) in which the user character is prepared to contact (for example, release / throw) a capture item for capturing the field character toward the field character (S12). It should be noted that the user character can also use a predetermined item or a predetermined weapon to cause one or more capture items to come into contact with the field character.

[0068] The game control unit 100 can automatically change the rendering speed of the game rendering in which the user character takes a predetermined posture based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 speeds up the rendering speed of the rendering in which the user character takes a predetermined posture, compared to when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the state in which the posture of the user character changes at the increased rendering speed.

[0069] The game control unit 100 displays a predetermined target for capturing a field character while the first instruction input by the user continues (for example, while the input to a predetermined area of ​​the input unit 4 continues) (S14). The game control unit 100 can move the target in response to a target movement instruction by the user received via the input unit 4 (for example, while the first instruction input continues, a movement instruction for moving the target in a predetermined direction is received via a direction instruction icon displayed in a predetermined area of ​​the input unit 4). The game control unit 100 can also display the target overlapping an object to which the capture item is released (thrown), that is, a field character that can be hit by the capture item. Here, while the first instruction input continues, the game control unit 100 outputs the success probability of capturing the field character with the target by the capture item, and continues to output the success probability in the vicinity of the target (S16). In addition, the game control unit 100 can output a predetermined status (e.g., hit points, etc.) indicating the state of the field character, or a graph or gauge representing the predetermined status (e.g., a hit point gauge, etc. The gauge may, for example, represent the high or low status by the length of a bar graph). As an example, the length of the gauge represented by the bar graph of the predetermined status may correspond to the success probability of capturing the field character. In other words, the higher the predetermined status (the longer the gauge), the lower the success probability of capturing, and the lower the status (the shorter the gauge), the higher the success probability of capturing. Then, the game control unit 100 outputs the graph or gauge of the status while the first instruction input is continuing. This allows the user to visually grasp the ease of capturing the field character, not numerically, by referring to the gauge. In addition, the game control unit 100 can change the appearance of the field character according to the success probability of capturing, in addition to or instead of the success probability of capturing. The appearance is, for example, the body color or facial expression of the field character.As one example, the probability of successful capture may be determined based on the degree of color change from the field character's normal body color (i.e., the state before it becomes a target for capture by a capture item), or the probability of successful capture may be determined based on the degree of change in the field character's facial expression from its normal state.

[0070] The probability of success in capturing a field character may be determined based on factors that vary the probability of success in capture, such as the level of the user character, the type of capture item used by the user character, the rarity of the field character, the level of the field character, a predetermined parameter of the field character (e.g., hit points, etc.), and / or the magnitude of the difference between a predetermined parameter of the user character and a predetermined parameter of the field character (e.g., the magnitude of the difference between the hit points of the user character and the hit points of the field character, etc.) For example, the game control unit 100 may vary the probability of success in capturing a field character based on the success probability variation factors, and when the realization of the capture is confirmed by a predetermined lottery, determine that the user character has realised the capture of the field character.

[0071] The game control unit 100 determines whether or not an instruction to stop using the capture item by the user (a capture stop instruction as a second instruction input) has been received (S18), and if the capture stop instruction has been received (Yes in S18), executes a game effect in which the user character ends the posture for releasing the capture item (S20). Note that the game control unit 100 may determine that a capture stop instruction has been received when it receives an input instruction (e.g., a tap instruction on another area of ​​the input unit 4) for a predetermined period of time on the input unit 4 (however, on another area of ​​the input unit 4 different from the area of ​​the input unit 4 that receives the first instruction input). On the other hand, if there is no capture stop instruction (No in S18) and the first instruction input has ended, the game control unit 100 causes the user character to perform an action of releasing the capture item to the field character (a release action or a throw action) as a game effect (S22).

[0072] The game control unit 100 can automatically change the presentation speed of the game presentation in which the user character ends the posture for releasing the capture item (i.e., the user character is put into a posture different from the posture for releasing) based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 makes the presentation speed of the presentation of the action in which the user character ends the posture for releasing the capture item, faster than when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the state in which the user character ends the posture for releasing the capture item at the faster presentation speed and changes to a normal posture (for example, a state of standing on the field, etc.). The game control unit 100 may also change the presentation speed of the release action in the same manner.

[0073] Then, the game control unit 100 judges whether the capture item has come into contact with the field character (S24), and if it judges that the capture item has come into contact (Yes in S24), it outputs an image of the capture item at a position on the field a predetermined distance away from the contact position between the capture item and the field character, while continuing to output the probability of success in capture near the capture item (S26). Note that the game control unit 100 may output the image of the capture item and information on the probability of success in capture to a layer different from the layer on which the field character is or was being output.

[0074] Next, the game control unit 100 judges whether or not the capture of the field character has been realized (S28). When the game control unit 100 judges that the capture of the field character has been realized by, for example, a predetermined lottery (Yes in S28), it ends the output of the image of the capture item and the success probability (S30), associates the field character with the user, makes the user possess the field character, and stops the output of the field character to the field (S32). The game control unit 100 stores information about the captured field character (including information about the capture item used when the field character is captured) in the information storage unit 102 in association with the user ID. The field character stored in the information storage unit 102 in association with the user ID becomes a character possessed by the user. That is, the game control unit 100 associates the field character with the user and stores it in the information storage unit 102 as one of the possessed information, thereby making the field character a character possessed by the user.

[0075] On the other hand, when the game control unit 100 determines that the capture item did not come into contact with the field character (No in S24), it reduces the number of capture items possessed by the user by one (that is, it executes a process of reducing the number of capture items stored in the information storage unit 102 in association with the user ID by one), and ends the capture action of the field character by the user character (S34). After that, if the user wishes to continue capturing the field character (Yes in S36), the game control unit 100 can execute steps S12 and onward again in response to the user's operation. In addition, the game control unit 100 also executes steps S12 and onward after ending the posture for releasing the capture item of the user character (S20) and if the user wishes to continue capturing the field character (Yes in S36), or if it is determined that the capture of the field character has failed (No in S28) and the user wishes to continue capturing the field character (Yes in S36). On the other hand, if the user does not wish to continue capturing the field character (No in S36), the game control unit 100 ends the capturing action by the user character (S38). In step S38, the game control unit 100 can also cause the field character to escape.

[0076] (Game process 3: Character capturing a field character) In the system 1, there may also be a character (hereinafter, sometimes referred to as a "hunter character") that has the ability to capture a field character. If the user has a hunter character as one of his / her owned characters, the hunter character can also capture a field character. In this case, the game control unit 100 executes a game presentation in which the hunter character appears on the field based on the user's instructions. The hunter character moves following the movement of the user character on the field. The game control unit 100 also accepts designation of the action of the hunter character based on the user's instructions. This designated action may be, for example, a designation of the hunter character to "perform capture" or "not perform capture" when a field character is present within a predetermined distance from the hunter character.

[0077] The game control unit 100 can automatically change the presentation speed of the game presentation in which the hunter character appears on the field based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 speeds up the presentation speed of the presentation in which the hunter character appears on the field compared to when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the appearance of the hunter character on the field at the increased presentation speed.

[0078] If a field character is present within a predetermined distance from the hunter character designated to execute the capture, the game control unit 100 causes the hunter character to execute the capture of the field character. The game control unit 100 determines whether or not the capture has been realized by a predetermined lottery. If the capture has been realized, the game control unit 100 makes the field character captured by the hunter character a character owned by the user. On the other hand, if the capture has failed, the game control unit 100 causes the hunter character to continue to execute the capture of the field character, or causes the field character to escape and ends the capture by the hunter character.

[0079] As an example, the hunter character may use a skill (capture skill) for capturing a capture item and / or a field character. In this case, the game control unit 100 may control a battle between the hunter character and the field character. The game control unit 100 receives an instruction for the hunter character to attack the field character and an instruction to use the capture item or capture skill from the user (that is, the game control unit 100 receives the instruction from the user before or after the hunter character appears on the field). Then, if the field character is present within a predetermined distance from the hunter character, the game control unit 100 causes the hunter character to execute a battle against the field character. Next, the game control unit 100 receives an instruction to use the capture item or capture skill from the user during the battle, or receives an instruction to use the capture item or capture skill in advance before or after the hunter character appears on the field. Based on an instruction to use a capture item or capture skill, the game control unit 100 determines whether or not the capture of a field character using a capture item or capture skill will be realized based on the state of the field character that changes during battle (for example, the state of hit points reduced by damage caused by battle, etc.) (for example, it is set so that the probability of successful capture increases as the field character's hit points decrease). If the game control unit 100 determines that the capture has been realized, it can cause the hunter character to capture the field character using a capture item or capture skill, etc., and associate the captured field character with the user to become the user's owned character.

[0080] The game control unit 100 may automatically cause the hunter character to capture a field character within the camp and / or near the boundary between the camp area and the field.

[0081] (Game process 4: Combat with field characters and changes in ease of capture) The game control unit 100 controls a battle between a user character and a field character in response to a user instruction, and an autonomous battle between a field character and a user character. For example, when a user character attacks a field character in response to a user instruction (for example, an attack instruction is associated with a specific icon on the input unit 4, and when the user taps the icon, the game control unit 100 accepts the attack instruction and executes an attack process by the user character against the field character), the game control unit 100 starts a battle between the user character and the field character (S40). In the system 1, the battle may be turn-based, or may be processed in real time.

[0082] Here, in the system 1, a parameter (e.g., hit points) indicating the vitality of the character is associated with each character, and when the hit points become "zero" in a battle, the character is defeated (defeated) in the battle. The game control unit 100 determines that the character whose hit points first become "zero" in a battle between a user character and a field character has been defeated. For example, the game control unit 100 causes the user character to attack a field character in response to a user's instruction, and when the attack hits the field character, reduces the hit points of the field character by subtracting a numerical value determined based on the attack from the hit points of the field character. The game control unit 100 also reduces the hit points of the user character in a similar manner (S42).

[0083] Then, the game control unit 100 judges whether the hit points of the field character become "zero" (S44). If the hit points become "zero" (Yes in S44), the game control unit 100 judges that the field character has been defeated by the user character (S46). If the hit points of the user character become "zero", it is judged that the user character has been defeated. The game control unit 100 executes a game presentation in which the state of the defeated field character is output to the output unit 9, and outputs a base item obtained from the field character onto the field (S48). The game control unit 100 executes a game presentation in which the user character or a possessed character collects the base item based on an instruction from the user, and stores the collected base item in a storage item (S50).

[0084] Moreover, one or more skills that can be used in a battle may be associated with a character. There may be various types of skills. For example, various types of skills can be set, such as skills based on a fire attribute, skills based on a water attribute, and skills based on a wind attribute. The game control unit 100 can cause a user character to use a predetermined skill in an attack in a battle in response to a user's instruction, or can cause a possessed character to use a skill associated with the possessed character in an attack in a battle in response to a user's instruction or automatically. Note that, when an attribute is associated with a character, the game control unit 100 can associate a skill with the same attribute as the character's attribute with the character, or can associate a skill with a different attribute from the character's attribute with the character. In addition, in this case, the game control unit 100 may reduce the effect of a skill of a character (e.g., attack power, defense power, etc.) when a skill of an attribute different from the character's attribute is associated with the character, compared to when a skill of the same attribute as the character's attribute is associated with the character (thus, when a skill of the same attribute as the character's attribute is associated with the character, the effect of the skill may be increased, compared to when a skill of a different attribute from the character's attribute is associated with the character).

[0085] A character with a "head attack" skill set as one of such skills may appear in the game. As an example, this skill is a skill that attacks an opponent character in battle when the opponent character's predetermined parameter (e.g., hit points) is below a predetermined value, and if the attack is successful, reduces the predetermined parameter of the opponent character so that the predetermined parameter has a minimum value remaining. In the game according to this embodiment, if a field character is defeated in battle, the field character cannot be captured. On the other hand, if the predetermined parameter of the field character is reduced from its initial value in battle with the field character, the probability of successfully capturing the field character increases.

[0086] Therefore, from the viewpoint of ensuring the capture of the field character by the user character, the game control unit 100 executes a game presentation in which the user character and / or the possessed character fights with the field character based on an instruction from the user, and after a predetermined parameter of the field character falls below a predetermined value, a character having a "head attack" skill attacks the field character. Then, the game control unit 100 judges whether the attack is successful or not, and executes a game presentation in which the predetermined parameter of the field character is reduced to a minimum value when the attack is judged to be successful (for example, when the predetermined parameter is a hit point, only "1" is left as the hit point). In this state, when the game control unit 100 applies a capture item to the field character based on an instruction from the user, it judges that the capture has been realized, and the field character can become the possessed character of the user. This allows the user to reliably capture the field character and make it into a possessed character.

[0087] The game control unit 100 can automatically change the rendering speed of the game rendering at which the predetermined parameter of the field character becomes the minimum value based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 makes the rendering speed of the rendering at which the predetermined parameter of the field character becomes the minimum value faster than when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the state in which the predetermined parameter of the field character becomes the minimum value at the increased rendering speed.

[0088] In addition, even if a capture item is applied to a field character based on an instruction from a user while a predetermined parameter of the field character remains at a minimum value, the game control unit 100 can determine that the capture of the field character has failed in a predetermined case. The "predetermined case" here refers to, for example, a case where the field character has a predetermined skill (e.g., a skill that ensures a successful escape when hit points reach a minimum value), a case where a predetermined parameter (e.g., hit points) of a user character and / or a possessed character remains at a minimum value like the field character or is below a predetermined value, and / or a case where a battle is initiated by a field character different from the field character or another user character of another user, or where an obstruction to capture occurs, etc.

[0089] If the hit points of the field character are not "zero" (No in S44), the game control unit 100 determines whether or not the user character is continuing to fight the field character (S52). If it is determined that the battle is continuing (Yes in S52), the game control unit 100 repeats the steps from S42 onwards. On the other hand, if it is determined that the battle is not continuing (No in S52), the game control unit 100 determines whether or not there is an instruction from the user to capture the field character (S54). If it is determined that there is no instruction to capture (No in S54), the game control unit 100 executes a predetermined post-battle process (S56). The post-battle processing may be, for example, a process in which the field character chases the user character (chasing processing), a process in which the field character escapes from the user character (escape processing), a process in which the field character switches the battle state of the field character to the pre-battle state when a certain amount of time has passed (for example, when the user character escapes from the field character and a certain amount of time has passed) (i.e., a process in which the field character is returned to the state before the battle began. However, if a specified parameter such as hit points of the field character, user character, and / or possessed character is reduced due to the battle, the value of the parameter may be left as reduced or may be returned to the value before the battle.), a process in which a specified parameter of the field character (for example, hit points, etc.) is returned to the value before the battle when a certain amount of time has passed, or various other processes (for example, a process in which an appearance of fatigue due to the battle is output, etc.).

[0090] Then, when it is determined that there is a capture instruction (Yes in S54), the game control unit 100 executes at least one of steps S12 to S38. Here, the game control unit 100 increases the success rate of capturing the field character based on the hit points reduced by the battle. That is, the hit points (first hit points) of the field character before the battle become the hit points (second hit points) reduced by the battle with the user character. Therefore, the game control unit 100 changes the success rate of capturing the field character when the field character is at the second hit points to be higher than the success rate of capturing the field character when the field character is at the first hit points. This allows the user to increase the success rate of capturing the field character by performing an action (for example, a combat action) that reduces the hit points of the field character that the user wants to capture, making it easier for the user to make the desired field character a possessed character.

[0091] (Game Process 5: How to Fight Field Characters) When the game control unit 100 makes the user character attack the field character in response to a user instruction, the game control unit 100 can make the user character attack in the following manner. a) Unarmed attacks. b) Attack with a weapon. c) Attacking with a owned character.

[0092] For example, the game control unit 100 can execute a game presentation in which the user character holds a weapon (note that a weapon is a type of item) or is barehanded in response to a user's instruction. In a state in which the user character is barehanded or equipped with a weapon in response to a user's instruction, the game control unit 100 can execute at least one of the steps S40 to S56. Here, there are various types of weapons, and each weapon is associated with a parameter that increases the attack power of the user character by a predetermined amount, a parameter that indicates the number of attacks possible, a durability parameter that gradually decreases with use in an attack, and the like. For example, by having the user character equip a weapon and attack in the steps S40 to S42, it becomes easier to reduce the hit points of the field character compared to when attacking barehanded.

[0093] The game control unit 100 can automatically change the rendering speed of the game rendering in which the user character holds a weapon or poses with bare hands based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 speeds up the rendering speed of the game rendering in which the user character holds a weapon or poses with bare hands compared to when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the user character holding a weapon or posing with bare hands at the increased rendering speed.

[0094] Furthermore, the game control unit 100 can execute a game presentation in which a user's possessed character appears on the field or in which a possessed character is stored from the field in the user's possessed storage area based on an instruction at any timing of the user. The game control unit 100 can also execute a game presentation in which a user's possessed character appears on the field based on an instruction from the user, and automatically have the possessed character that has appeared attack the field character. Furthermore, the game control unit 100 may allow the user character to participate in a battle between the possessed character and the field character. This allows the user to operate the user character to attack the field character, and the possessed character automatically attacks the field character (i.e., the user character and the possessed character fight together), making it easier to reduce the hit points of the field character compared to when only the user character fights. Note that, when the game control unit 100 causes the possessed character to appear on the field and attack the field character, the game control unit 100 may start the attack based on a predetermined operation instruction (attack start instruction, for example, a tap operation on a predetermined area of ​​a touch panel) by the user received via the input unit 4, rather than automatically as described above. Furthermore, the game control unit 100 may cause a possessed character to attack a field character based on a pre-battle instruction from the user received via the input unit 4. The pre-battle instruction may be, for example, an instruction to specify a field character to be attacked, or, when there are multiple field characters in the field, an instruction to preferentially attack a field character with a higher or lower predetermined status (for example, hit points, etc.).

[0095] The game control unit 100 can automatically change the rendering speed of the game rendering in which the user's owned character appears on the field and / or the game rendering in which the owned character is stored in the user's possession storage area, based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 speeds up the rendering speed of the possessed character appearing on the field and / or the rendering speed of the possessed character being stored in the possession storage area, compared to when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the appearance of the possessed character on the field and / or the appearance of the possessed character being stored in the possession storage area at the increased rendering speed.

[0096] Here, the game control unit 100 receives a predetermined instruction from the user (e.g., an instruction to have another character owned by the user appear on the field, or an instruction to store the one owned character in the possession storage area) input to the input unit 4 in a state where one owned character of the user has already appeared on the field, stores the one owned character from the field to the possession storage area, and executes a game presentation in which the other owned characters stored in the possession storage area appear on the field. Here, the input instruction to the input unit 4 may be a single input instruction (e.g., a single input instruction to a predetermined area of ​​the input unit 4). In addition, the game control unit 100 causes one other owned character to appear on the field randomly from one or more other owned characters stored in the possession storage area, or based on a predetermined order (e.g., the order in which the other owned characters appear on the field, which is determined based on an instruction received in advance from the user via the input unit 4).

[0097] Then, the game control unit 100 can automatically change the presentation speed of the game presentation in which one of the possessed characters is stored in the possession storage area and the other possessed characters appear on the field based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 stores the one of the possessed characters in the possession storage area and makes the presentation speed of the presentation in which the other possessed characters appear on the field faster than when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 displays on the output unit 9 the appearance of the one of the possessed characters being stored in the possession storage area and the other possessed characters appearing on the field at the increased presentation speed.

[0098] Here, the game control unit 100 can also execute a game presentation in which a plurality of possessed characters appear simultaneously on the field by accepting a predetermined instruction input by the user to the input unit 4. For example, the game control unit 100 executes a game presentation in which a plurality of possessed characters in the possessed storage area by the user appear on the field simultaneously, by accepting an instruction received via the input unit 4 to have the plurality of possessed characters appear on the field simultaneously. As a result, the plurality of possessed characters of the user appear on the field simultaneously. Then, the game control unit 100 enables the user character and the plurality of possessed characters to interact or come into contact with each other (for example, the user character strokes the possessed character, the user character washes the possessed character, the user character gives the possessed character a meal cooked by the user using a predetermined item, etc.) in response to the user's instruction received via the input unit 4.

[0099] Furthermore, when multiple possessed characters appear on the field at the same time, if a field character is present within a predetermined range from at least one possessed character, the game control unit 100 may automatically start a predetermined action such as a battle between the at least one possessed character and the field character. That is, the game control unit 100 determines whether or not a field character is present within a predetermined range from each possessed character for each of multiple possessed characters, and if a possessed character that is determined to have a field character present within the predetermined range is present, automatically starts a predetermined action such as a battle between the possessed character and the field character.

[0100] In addition, when causing multiple possessed characters to appear on the field simultaneously, the game control unit 100 can cause all possessed characters stored in the possession storage area to appear on the field simultaneously, cause a portion of possessed characters randomly selected from the possessed characters stored in the possession storage area to appear on the field simultaneously, or cause a portion of multiple possessed characters selected from the possessed characters stored in the possession storage area in a predetermined order (the order can be determined in advance by the system 1, or can be determined in advance based on user instructions received via the input unit 4) to appear on the field simultaneously.

[0101] The game control unit 100 can automatically change the presentation speed of the game presentation in which multiple possessed characters appear on the field simultaneously, based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 speeds up the presentation speed of the presentation in which multiple possessed characters appear on the field simultaneously, compared to when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the appearance of multiple possessed characters appearing on the field simultaneously at the increased presentation speed.

[0102] The game control unit 100 can also execute a game presentation in which the user inputs an instruction to release a possessed character onto the field via the input unit 4, and releases one or more possessed characters designated by the user onto the field. The game control unit 100 executes a game presentation in which the possessed character released onto the field remains on the field. In this case, the game control unit 100 ends the possession of the possessed character by the user character (that is, cancels the association of the possessed character with the user). The game control unit 100 can also execute a game presentation in which, for example, a possessed character in a state in which it is contained in a capture item is released onto the field, and is left on the field while displaying what kind of character the possessed character contained within the capture item is. For example, the game control unit 100 displays an image, a name, or the like of the character contained within the capture item near the capture item placed on the field. The game control unit 100 can also cause the possessed character contained in the capture item placed on the field to be picked up by the user character in response to an instruction from the user received via the input unit 4, or can cause another user character of another user to pick up the possessed character in the capture item placed on the field in response to an instruction from another user received via the input unit 4. When a possessed character contained in a capture item is picked up, the game control unit 100 can also make the possessed character a possessed character of the user character that picked it up.

[0103] (Game process 6: Change in probability of successful capture depending on the type / attributes of the character owned) When the possessed character that has been caused to appear in the field in response to a user's instruction is of the same type as the field character, the game control unit 100 can improve the success rate of capturing the field character, compared to when the possessed character is of a different type from the field character. Furthermore, when the attribute associated with the possessed character and the attribute associated with the field character are the same attribute, the game control unit 100 may improve the success rate of capturing the field character, compared to when the attribute of the possessed character and the attribute of the field character are different.

[0104] In the following explanation, we will use as an example a case where the type of possessed character and the type of field character are the same or different; however, when the attributes of the possessed character and the attributes of the field character are the same or different, the explanation will be omitted as it is almost the same except that "type" in the following explanation is changed to "attribute."

[0105] For example, the game control unit 100 executes a game presentation in which a character possessed by the user appears on the field in response to an instruction from the user. Then, the game control unit 100 judges whether or not the possessed character and the field character are the same type of character. If the game control unit 100 judges that the possessed character and the field character are not the same type of character, it executes the processes described in "Game Process 2" to "Game Process 5" and the like.

[0106] On the other hand, when the game control unit 100 determines that the possessed character is the same type of character as the field character, it increases the intimacy between the possessed character and the field character. Then, when the intimacy becomes equal to or greater than a predetermined value, the game control unit 100 increases the success probability of capturing the field character without decreasing the hit points of the field character through a battle between the user character and / or the possessed character and the field character. Also, when the game control unit 100 determines that the possessed character is the same type of character as the field character, it may immediately increase the intimacy between the possessed character and the field character to a predetermined value or greater to make the two characters friends, thereby increasing the success probability of the capture (Note that, when it is determined that the possessed character is a different type of character from the field character, it may decrease the intimacy between the possessed character and the field character, make the two characters enemies, and decrease the success probability of the capture). In this case, the game control unit 100 executes steps S12 to S38 based on the increased success probability.

[0107] In addition, if the intimacy level is less than a predetermined value, the game control unit 100 can execute the processing described in "Game Processing 2" to "Game Processing 4", or can improve the intimacy level by having the possessed character act in the vicinity of the field character for a predetermined period of time in accordance with the user's instructions.

[0108] Furthermore, when the game control unit 100 determines that the possessed character is the same type of character as the field character, it may increase the success probability of capturing the field character by a predetermined percentage. In other words, the game control unit 100 does not decrease the hit points of the field character through a battle between the user character and / or the possessed character, nor does it increase the intimacy level, but simply increases the success probability of capturing the field character. In this case, the game control unit 100 executes steps S12 to S38 based on the increased success probability.

[0109] (Game process 7: Battle between field characters) The game control unit 100 can also make multiple field characters appear on the field and automatically make the field characters fight each other. For example, assume that the user character starts a battle against one field character in a situation where the user character and multiple field characters are present in the field. Then, assume that an attack of the user character and / or the one field character hits another field character (that is, the other field character becomes involved in the battle between the user character and the one field character). In this case, the game control unit 100 may start a battle between the other field character and the user character and / or the one field character. The processing in the battle between the user character and the one field character and the battle between the user character and the other field character is the same as the above-mentioned "game processing 4" and / or "game processing 5".

[0110] On the other hand, the game control unit 100 automatically controls the battle between one field character and another field character. For example, the game control unit 100 can determine which field character will win the battle based on various parameters of the one field character (for example, hit points, attack power, defense power, strength of attack skill, etc.) and various parameters of the other field characters. In addition, in the system 1, a parameter indicating the will to continue the battle when a battle occurs (hereinafter, may be referred to as a "fighting spirit parameter") may be set for each field character. The game control unit 100 may determine the fighting spirit parameter of the one field character based on the degree of hit points decreased by an attack of the one field character from the other field characters and / or the level, size, etc. of the other field characters. Then, when the fighting spirit parameter falls below a predetermined reference value, the game control unit 100 may cause the one field character to execute an action such as fleeing from the battle with the user character or another field character.

[0111] (Game process 8: Battle using owned characters) In response to a user's instruction, the game control unit 100 can execute a game presentation in which a possessed character fights a field character, an enemy character, a possessed character of an enemy character, another user character of another user, and / or a possessed character of another user character (hereinafter, sometimes referred to as an "opponent character"). In this case, the game control unit 100 not only enables a possessed character to fight an opponent character, but also enables a user character to fight an opponent character. For example, an example will be described in which a user character and a possessed character fight an enemy character (or another user character) and a possessed character of the enemy character (or the other user character) (hereinafter, sometimes referred to as an "enemy possessed character").

[0112] When the owned character attacks an enemy character and / or an enemy owned character in response to a user's instruction, the game control unit 100 starts a battle between the owned character and the enemy character and / or the enemy owned character, and causes the owned character to attack the enemy character and / or the enemy owned character. Furthermore, the game control unit 100 causes the user character to attack the enemy character and / or the enemy owned character based on the user's instruction.

[0113] The game control unit 100 constantly monitors predetermined parameters (e.g., hit points) of the user character, possessed character, enemy character, and enemy possessed character. Then, the game control unit 100 determines the outcome of the battle when the following conditions are met:

[0114] When an enemy character's hit points become "zero." In this case, the enemy character becomes unable to fight, so the game control unit 100 determines that the user character and the possessed character have won, even if the hit points of the enemy's possessed character are not "zero." When the hit points of an enemy character or an enemy character become "zero." In this case, the enemy character and the enemy's owned character are unable to fight, so the game control unit 100 determines that the user character and the owned character have won. When the user character's hit points become "zero". In this case, the user character is unable to fight, and the game control unit 100 determines that the user character and the possessed character have been defeated, even if the hit points of the possessed character are not "zero." When the hit points of the user character or possessed characters become "zero." In this case, the user character and the possessed character are unable to fight, and the game control unit 100 determines that the user character and the possessed character have been defeated.

[0115] (Game Process 9: Attacking and capturing field characters simultaneously) The process of attacking and capturing a field character is substantially the same as the process in the battle described in "(Game Process 4: Battle with Field Character and Change in Ease of Capture)" except that the user character uses a weapon that can simultaneously attack and capture a field character (hereinafter, sometimes referred to as a "capture weapon"). Therefore, detailed description will be omitted except for the differences. By using a capture weapon, the user can efficiently capture multiple field characters.

[0116] First, when the user character attacks one or more field characters in response to a user instruction, the game control unit 100 starts a battle between the user character and the one or more field characters (S40).

[0117] Here, the game control unit 100 can execute a game presentation in which the user character uses the captured weapon in a battle with the field character in response to a user instruction. Specifically, the game control unit 100 executes an attack on the field character with the captured weapon of the user character based on the user instruction (S60). The game control unit 100 reduces a predetermined parameter (e.g., hit points) of the field character based on the attack, and determines whether or not the capture of the field character has been realized (S62). When it is determined that the capture of the field character has been realized (Yes in S62), the game control unit 100 outputs information indicating the realization of the capture, associates the field character with the user, causes the user to possess the field character, and stops output of the field character to the field (S64).

[0118] The game control unit 100 can automatically change the presentation speed of the game presentation of an attack on a field character with a captured weapon based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 speeds up the presentation speed of the presentation related to the attack on the field character with the captured weapon (for example, a presentation including a state in which the field character is attacked by the captured weapon) compared to when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the state of the field character being attacked by the captured weapon at the increased presentation speed.

[0119] On the other hand, if the game control unit 100 determines that the capture has failed due to the attack (No in S62), it inflicts damage from the attack with the captured weapon on the field character and reduces the hit points of the field character by a predetermined value (S66). Then, the game control unit 100 determines whether the hit points of the field character have become "zero" (S44). If the hit points have become "zero" (Yes in S44), the processes of S46 to S50 are executed.

[0120] Furthermore, if the hit points of the field character are not "zero" (No in S44), the game control unit 100 determines whether or not the user character is continuing to fight the field character (S52). If it is determined that the fight is continuing (Yes in S52), the game control unit 100 repeats steps S60 and onward. On the other hand, if it is determined that the fight is not continuing (No in S52), at least one of steps S54 to S56 and steps S12 to S38 may be executed.

[0121] In addition, when the captured weapon is used in the system 1, a predetermined effect may be given to the attack depending on the type of the captured weapon. For example, when the captured weapon comes into contact with the field character in the step S60, a predetermined abnormal status may be generated in the field character with a predetermined probability. Examples of the abnormal status include paralysis, sleep, fatigue, petrification, and slowness. When the abnormal status is paralysis, sleep, and / or paralysis, the field character stops attacking the user character for a certain period of time. This allows the user to unilaterally reduce the hit points of the field character. Also, when the abnormal status is poison, burn, or confusion, the hit points of the field character may be reduced over time. The game control unit 100 may end the abnormal status and return the field character to a normal state when a predetermined period of time has passed, when the field character performs a predetermined action (for example, when the field character uses a predetermined item by itself), and / or when the field character is attacked by the user character or a possessed character. This allows the user to not only reduce a field character's hit points by attacking the field character with bare hands, weapons, and / or capture weapons, but also to unilaterally reduce a field character's hit points with abnormal statuses or without attacking, making it easier to defeat and capture field characters.

[0122] Further, examples of capture weapons include capture weapons (hereinafter, sometimes referred to as "special capture weapons") that have an effect of reducing the value of a predetermined parameter of a field character or enemy character (hereinafter, sometimes referred to as "opponent character") by a predetermined amount when attacked, but not to the extent that the parameter value becomes "zero" (i.e., not to the extent that an attack by the user character and / or owned character results in immediate defeat) (hereinafter, sometimes referred to as "head-strike effect"). For example, examples of special capture weapons include weapons that have the function of inflicting a predetermined amount of damage (e.g., damage amount "x", where x is a positive number equal to or greater than 1) on an opponent character when they come into contact with the opponent character, and reducing the opponent character's hit points (e.g., hit points "y", where y is a positive number equal to or greater than 1) by the predetermined amount. Here, when the hit points of the opponent character exceed a predetermined amount of damage due to an attack using a special capture weapon by the user character and / or the possessed character (i.e., when y>x), the game control unit 100 reduces the hit points of the opponent character by the predetermined amount of damage (i.e., the hit points of the opponent character become "yx"). On the other hand, when the hit points of the opponent character are equal to or less than the predetermined amount of damage (i.e., when y≦x), the hit points of the opponent character become "1". In this state, the game control unit 100 accepts a capture instruction from the user and executes steps S12 to S38. This allows the user to, for example, simultaneously attack and capture a field character, thereby significantly lowering a predetermined parameter of the field character, thereby improving the success rate of the capture of the field character and making it easier to capture the field character.

[0123] In addition, in a battle between a user character and / or a possessed character and multiple opponent characters, if the user character and / or the possessed character has a special capture weapon, the game control unit 100 may prohibit the use of the special capture weapon on the opponent character (first opponent character) that is first to be attacked by the user character and / or the possessed character, or may not cause a "head-to-head strike effect" even if the special capture weapon is used. In this case, if the damage to the hit points of the first opponent character due to an attack by the user character and / or the possessed character using the special capture weapon is less than a predetermined amount of damage (i.e., if y≦x), the game control unit 100 does not cause a "head-to-head strike effect" and sets the opponent character's hit points to "zero."

[0124] Furthermore, a predetermined attribute may be associated with the captured weapon, and damage inflicted on a field character associated with the predetermined attribute by an attack using a captured weapon associated with a certain attribute may be determined based on the compatibility between the certain attribute and the certain attribute.

[0125] Compatibility is information indicating, when an object with one attribute has a predetermined effect with an object with another attribute (which may be the same as the one attribute), which object with which attribute will be advantageous, disadvantageous, or neither advantageous nor disadvantageous in a predetermined process in the game. In this embodiment, a compatibility can be set for a given attribute with attributes different from the given attribute and with attributes the same as the given attribute.

[0126] Specifically, the system 1 is configured to make it possible to perform a predetermined parameter correction in a game by comparing attributes set to objects. For example, the object is a character or a predetermined item, attributes are set to each of one or more characters or predetermined items, and the attribute of one character is compared with the attribute of another character or one item, and the predetermined parameter correction is set to be executable based on the comparison result. Note that the correspondence between attributes may be set as compatibility, and the predetermined parameter correction may be set to be executable based on the compatibility. In this case, the correspondence between one attribute and another attribute is referred to as compatibility.

[0127] For example, when an object with a "fire" attribute set faces an object with a "water" attribute set in a battle, and the object with the "fire" attribute set is the attacking side (for example, when the object is a captured weapon), a correspondence is set indicating that the "effect of the attack is unfavorable" to a character with the "water" attribute set (for example, a field character). Also, when an object with a "fire" attribute set faces an object with a "wind" attribute set in a battle, and the object with the "fire" attribute set is the attacking side (for example, when the object is a captured weapon), a correspondence is set indicating that the "effect of the attack is favorable" to a character with the "wind" attribute set (for example, a field character).

[0128] As the parameter correction, for example, a correction is executed to increase or decrease a parameter indicating the attack power and / or defense power of each character or object based on the correspondence. In the above example, since a correspondence is set indicating that the effect of an attack is unfavorable to a field character with a "water" attribute set by a capture weapon with a "fire" attribute, a parameter correction is executed to decrease the attack power of the capture weapon with a "fire" attribute set and / or increase the defense power of a character with a "water" attribute set. Also, since a correspondence is set indicating that the effect of an attack is favorable to a field character with a "wind" attribute set by a capture weapon with a "fire" attribute set, a parameter correction is executed to increase the attack power of the capture weapon with a "fire" attribute set and / or decrease the defense power of a character with a "wind" attribute set. As a result, when a user captures a specific field character, the user can easily capture the field character by using a capture weapon having an attribute that is favorable for the capture of the field character.

[0129] (Game Process 10: Throwing multiple capture items at the same time) When the user character uses a capture item to capture a field character, the game control unit 100 may enable the user character to use multiple capture items. In "game process 10", processing is performed that is substantially similar to "game process 2" and the like, except that the user character uses multiple capture items, and therefore detailed explanations will be omitted except for the differences.

[0130] That is, when the user character brings a capture item into contact with the field character, the game control unit 100 enables the user character to throw multiple (for example, two, but may be three or more) capture items at the same time at the field character. Then, the game control unit 100 executes a game presentation in which the user character throws multiple capture items at the field character at the same time. For example, in response to a throwing instruction of multiple capture items by the user received via the input unit 4, the game control unit 100 causes the user character to throw multiple capture items toward the field character, and executes a game presentation in which the multiple capture items are thrown over a wide range. Here, for at least one of the multiple capture items, even if the throwing direction of each of the multiple capture items is a direction that does not contact the field character (the field character may be one or multiple), or even if the throwing trajectory of each of the multiple capture items does not intersect with the movement trajectory of the field character, the game control unit 100 executes a game presentation in which at least one capture item comes into contact with the field character. That is, the game control unit 100 controls the movement of the one capture item (for example, controls the movement of the capture item so as to move toward the field character that is located closest to the user character) to bring the one capture item into contact with the field character. This allows the user to not only have the user character throw multiple capture items toward the field character, but also to throw multiple capture items without aiming at the field character, to reliably bring the capture items into contact with the field character.

[0131] The system 1 can make available a capture item that is thrown in one throwing motion (hereinafter, unless otherwise specified, a capture item refers to a capture item that is thrown in one throwing motion), a capture item that is thrown in multiple motions (hereinafter, may be referred to as a "special capture item"). For example, in response to a user's instruction to select and / or throw a special capture item received via the input unit 4, the game control unit 100 may execute a game presentation in which the user character throws multiple capture items toward the field character with one throwing motion, and a game presentation in which multiple capture items fly toward the field character. The game control unit 100 can also make available, as the special capture item, a special capture item that is one item when thrown by the user character and that splits into multiple capture items after being thrown by the user character (or one capture item increases to multiple items). In this case, the game control unit 100 may execute a game presentation in which, in response to a user instruction to select and / or throw the special capture item received via the input unit 4, the user character throws one special capture item toward the field character, and after being thrown, the one special capture item changes into multiple capture items and flies toward the field character.

[0132] Furthermore, the game control unit 100 can receive a throwing instruction to throw one capture item and a throwing instruction to throw multiple capture items as a user's capture item throwing instruction received via the input unit 4. For example, a throwing instruction to throw one capture item is associated with one area of ​​the input unit 4, and a throwing instruction to throw multiple capture items is associated with another area, and in response to an input instruction by the user for either area, the game control unit 100 receives an instruction to throw one or multiple capture items. In response to a throwing instruction to throw one capture item, the game control unit 100 causes the user character to throw one capture item, and in response to a throwing instruction to throw multiple capture items, causes the user character to throw multiple capture items.

[0133] The game control unit 100 can automatically change the presentation speed of the game presentation in which the user character throws multiple capture items at the field character simultaneously, based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 makes the presentation speed of the presentation in which the user character throws multiple capture items at the field character simultaneously faster than when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the user character throwing multiple capture items at the field character simultaneously at the increased presentation speed.

[0134] (Game process 11: Processing the movement speed of the user character in a throwing stance) When a user character uses a capture item to capture a field character, the game control unit 100 may execute a game presentation in which the moving speed of the user character is changed while the user character is in a posture (throwing posture) in which the user character is ready to touch the capture item toward the field character. In "game process 11", substantially the same processing as "game process 2" and the like is executed, except that the moving speed of the user character is changed while the user character is in a throwing posture, and therefore detailed explanation will be omitted except for the differences.

[0135] That is, the game control unit 100 changes the moving speed (second moving speed) of the user character while the user character is in a throwing posture for bringing the capture item into contact with the field character from the moving speed (first moving speed) of the user character when not in a throwing posture. For example, the game control unit 100 makes the second moving speed slower than the first moving speed. This makes it easier for the user to aim at the field character in order to bring the capture item into contact with the field character, since the moving speed of the user character when in a throwing posture is slower than when not in a throwing posture.

[0136] (Game process 12: Capturing a field character by placing a capture item) In the system 1, as a modified example of the method of capturing a field character with a capture item, a capture item can be placed on the field, and when a field character comes into contact with the capture item, the field character can be captured by the capture item. For example, the capture item can be placed or placed on the field. Then, when a capture item is placed or placed on the field and a field character tries to pass over the capture item (for example, when a field character walking or running on the field passes over the capture item and comes into contact with it), the action of capturing the field character with the capture item is executed. Then, with a predetermined probability, the field character is captured by the capture item.

[0137] For example, the game control unit 100, in response to a user's instruction to place a capture item received via the input unit 4, causes the user character to place the capture item at a position on the field designated by the user. Even if the user character is not present in the vicinity of the capture item, if there is a field character passing over the capture item, the capture item executes an operation to capture the field character. Then, when the field character passes over the capture item, the game control unit 100 executes a lottery with a predetermined probability, and if the lottery is won, causes the capture item to capture the field character. Note that, when the field character passes over the capture item, the game control unit 100 may execute a game presentation in which the capture item captures the field character (for example, a game presentation in which the capture item captures the field character, and a game presentation in which the capture is successful or unsuccessful).

[0138] The game control unit 100 can automatically change the presentation speed of the game presentation in which the capture item captures the field character based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 speeds up the presentation speed of the game presentation in which the capture item captures the field character, compared to when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the state in which the field character is captured by the capture item at the increased presentation speed, or the state in which the capture fails.

[0139] (Game process 13: Change in probability of successful capture depending on contact position of capture item on field character) When the user character uses a capture item to capture a field character, the game control unit 100 can vary the probability of successful capture depending on the position where the capture item thrown by the user character comes into contact with the field character. In "game process 13", processes substantially similar to "game process 2" to "game process 5" are executed, except for the point that the probability of successful capture varies based on the position where the thrown capture item comes into contact with the field character, and therefore detailed explanations will be omitted except for the differences.

[0140] In the game process 13, a different probability of successful capture may be associated with each of the body of the field character and various parts constituting the body of the field character. For example, the body of the field character is divided into a plurality of regions or parts, such as the head of the field character, the front of the torso (chest and abdomen), the back of the torso (back), arms, and legs. A different probability of successful capture may be associated with each of the body and parts. Different divisions may be used depending on the form of the field character (for example, human-shaped, animal-shaped, etc.). In other words, the way in which the body is divided may be changed depending on the form of the field character. Each division has at least an area where the capture item comes into contact. However, each region may be a point. As an example, the success probability may decrease in the order of the abdomen, head, back, legs, and arms, but the order of the success probability is not limited to this. Furthermore, each of the multiple regions may be further divided into a plurality of different small regions. A probability of successful capture may be associated with each of the small regions.

[0141] Then, when a capture item thrown by a user character comes into contact with a field character, the game control unit 100 may determine by lottery whether or not the throw resulted in a successful capture of the field character, based on the probability of successful capture associated with the position of the contacted field character.

[0142] Furthermore, the game control unit 100 may display a target for capturing the field character when the user character assumes a throwing stance to throw the capture item at the field character, or while the user character is in the throwing stance, and may display the probability of success in capturing the field character that corresponds to the position of the field character included in the target. This allows the user to adjust the position at which the capture item comes into contact when throwing the capture item, thereby improving the probability of success in capturing the field character.

[0143] (Game process 14: Acquiring items by battling / capturing field characters) In "game process 14", except that the experience points and items obtained when the user character and / or owned character defeats a field character are different from those obtained when the user character captures a field character, the capture of a field character and combat with a field character are carried out in a manner substantially similar to "game process 2" to "game process 5", etc., and therefore detailed explanations will be omitted except for the differences.

[0144] For example, when the user character and / or possessed character (possessed character accompanying the user character on the adventure) is present in the field, the game control unit 100 grants a predetermined experience value and / or a predetermined item to the user character and / or possessed character by a battle between the user character and / or possessed character and a field character, or by the user character and / or possessed character capturing a field character. The game control unit 100 may also grant a predetermined experience value to possessed characters possessed by the user character. However, the game control unit 100 does not need to grant experience value to possessed characters not possessed by the user character (i.e., possessed characters not accompanying the adventure). In addition, the game control unit 100 increases the level of the user character and / or the level of the possessed character each time the user character and / or possessed character acquires experience value and the accumulated value of the acquired experience value reaches a predetermined standard.

[0145] Note that a "owned character" refers to a owned character that the user character takes with them on an adventure in the field, among one or more owned characters owned by the user. The system 1, for example, stores all information of one or more owned characters owned by the user in the information storage unit 102 as one piece of owned information. The system 1 also sets, for example, a owned storage area for storing the owned characters that the user character takes with them on an adventure. The game control unit 100 then stores one or more owned characters in the owned storage area based on an instruction by the user to select a owned character. In the game, the one or more owned characters stored in the owned storage area will go on an adventure into the field together with the user character.

[0146] The game control unit 100 can differentiate between a predetermined experience value and / or a predetermined item (first experience value and / or first item) given to the user character and / or the possessed character when the user character and / or the possessed character defeats the field character in a battle with the field character, and a predetermined experience value and / or a predetermined item (second experience value and / or second item) given to the user character and / or the possessed character when the user character and / or the possessed character captures the field character. For example, the second experience value can be set to a value larger than the first experience value, and / or the rarity of the second item can be set to a value higher than the rarity of the first item. This makes it easier for the user to be conscious of capturing the field character without damaging it as much as possible, rather than defeating it in battle, from the perspective of acquiring a higher experience value and / or acquiring an item with a higher rarity. In addition, when the user character and / or the possessed character captures the field character without damaging the field character (i.e., when the user character and / or the possessed character captures the field character without attacking it even if the user character and / or the possessed character enters a combat state with the field character, or when the user character and / or the possessed character captures the field character using a capture item without combating the field character, etc.), the field character is considered to have been successfully captured when the probability of successful capture of the field character is low. In this case, the game control unit 100 may respect the successful capture even if the probability of successful capture is low, and / or the field character that captures the field character without damaging the field character (i.e., without injuring the field character), and may grant the second experience value and / or the second item as a reward to the user character and / or the possessed character (the friendly user character and / or the friendly possessed character) that performed a gentle capture play on the field character. In this case, the game control unit 100 may grant the second experience value and / or the second item to the friendly user character and / or the friendly possessed character as an additional reward for the first experience value and / or the first item.

[0147] (Game process 15: Processing for improving the probability of successful capture by achieving a specified condition) When the user character achieves a predetermined condition in the game, the game control unit 100 can improve the probability of successful capture of the field character. In "game process 15", substantially the same processes as "game process 2" to "game process 5" are executed, except that the probability of successful capture varies based on the user character's achievement of the predetermined condition, and therefore detailed explanations will be omitted except for the differences.

[0148] For example, when a specified condition is met, such as when a user character performs a specified action in the game or obtains a specified item, the game control unit 100 increases the probability of successful capture of a field character after the specified condition is met compared to the probability of successful capture before the specified condition is met.

[0149] Here, the predetermined action may be, for example, performing a predetermined mission or clearing a predetermined mini-game in the game, and / or performing a predetermined movement. The predetermined item may be an item that the user character can acquire in the game or an item that can be purchased at a predetermined shop in the game. The predetermined condition may be a condition that the level of the user character reaches a predetermined level. The game control unit 100 may limit the period during which the probability of successful capture is improved. For example, the game control unit 100 may limit the period during which the probability of successful capture is improved to a predetermined time period after the user character achieves the predetermined condition. The game control unit 100 may increase the probability of successful capture of the field character by a predetermined number of capture executions after the user character achieves the predetermined condition.

[0150] (Game Process 16: Item that improves the success rate of capture) When the user character uses a predetermined item in the game, the game control unit 100 can improve the probability of successful capture of the field character. In "game process 16", substantially the same processes as "game process 2" to "game process 5" are executed, except that the probability of successful capture varies based on the user character's use of a predetermined item, and therefore detailed explanations will be omitted except for the differences.

[0151] For example, when the user character uses a predetermined item (item that improves the probability of successful capture) in the game, the game control unit 100 improves the probability of successful capture of a field character that exists within a predetermined area centered on the user character (for example, within a circular area having a predetermined radius centered on the position where the user character exists) compared to the probability of successful capture of a field character that exists outside the predetermined range, compared to when the predetermined item is not used. This makes it easier for the user to capture field characters that exist around the user character. Note that the predetermined area may be configured to move in conjunction with the movement of the user character.

[0152] Here, the capture success probability improvement item may be acquired by the user character clearing a predetermined mission or the like in the game, or may be purchased at a predetermined shop or the like in the game. In addition, the game control unit 100 may limit the period during which the capture success probability improvement item improves the capture success probability after the user character starts using the capture success probability improvement item. For example, the game control unit 100 may limit the period during which the capture success probability improvement item improves the capture success probability to a predetermined time after the user character starts using the capture success probability improvement item (that is, a time limit is set for the effect of improving the capture success probability by the capture success probability improvement item). Furthermore, the game control unit 100 may execute a game presentation indicating that the effect of the capture success probability improvement item is occurring after the user character starts using the capture success probability improvement item until the effect of the capture success probability improvement item ends. For example, the game control unit 100 may generate a predetermined effect (for example, an effect in which a smoke-like object occurs around the user character, etc.) around the user character while the effect of the capture success probability improvement item is continuing.

[0153] (Game process 17: Capturing a field character with certainty based on clearing a given condition) The game control unit 100 may confirm the capture of the field character on the condition that the user character clears a predetermined mission or the like in the game (i.e., sets the success rate of the capture of the field character to 100%). Specifically, when the user character clears a predetermined mission or the like, the game control unit 100 makes the predetermined field character voluntarily available to be captured by the user character.

[0154] For example, when the user character clears a predetermined mission or the like in the game, the game control unit 100 causes a predetermined field character to appear around or beside the user character, or outputs a scene in which the predetermined field character approaches the user character and stares at the user character in front of the user character. Then, based on a user's instruction to capture a field character received via the input unit 4, the game control unit 100 causes the user character to capture the field character, and makes the field character a character owned by the user. Note that the game control unit 100 may also make the field character a character owned as a companion of the user character, based on an instruction to make the field character a companion of the user character (a companion designation instruction) instead of the capture instruction.

[0155] The game control unit 100 can execute a game presentation in which a predetermined field character spontaneously becomes a possessed character when the user character clears a predetermined mission, etc. In this case, the game control unit 100 may cause the output unit 9 to output a state in which the field character spontaneously desires to become a possessed character of the user character, and text explaining the state.

[0156] The game control unit 100 can automatically change the rendering speed of the game rendering in which a predetermined field character spontaneously becomes a possessed character based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 speeds up the rendering speed of the game rendering in which a predetermined field character spontaneously becomes a possessed character, compared to when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the appearance of the predetermined field character spontaneously becoming a possessed character at the increased rendering speed.

[0157] (Game process 18: Capture item rebound process) The game control unit 100 can also determine whether the capture item thrown by the user character collides with an object or the ground / floor in the field, bounces off, and whether the capture of the field character is successful when the bounced capture item comes into contact with the field character. In other words, in "game process 18", the lottery for capturing the field character is not executed when the user character throws the capture item, but is executed when the capture item comes into contact with an object or the like and bounces off, and when the bounced capture item comes into contact with the field character. In "game process 18", the process is substantially the same as "game process 2" to "game process 5", etc., except for the capture item colliding with an object or the like and bouncing off, and detailed description will be omitted except for the differences.

[0158] For example, the game control unit 100 causes the user character to throw a capture item based on a user's instruction received via the input unit 4. The game control unit 100 controls the movement of the capture item in the air in the field. The game control unit 100 also controls the action of the moving capture item colliding with objects (trees, rocks, walls, etc.) in the field or the ground / floor in the field and bouncing off. Then, the game control unit 100 determines whether the capture item that has bounced off after colliding with an object, floor, etc. contacts the field character. When the game control unit 100 determines that the capture item has contacted the field character, it executes a predetermined lottery to determine whether the field character has been captured by the capture item. On the other hand, when the game control unit 100 determines that the capture item has not contacted the field character, it determines that the capture item has been lost. Alternatively, when the game control unit 100 determines that the capture item has not contacted the field character, it may cause the capture item (i.e., the capture item that has not captured the field character) to be in a state in the field for a certain period of time. In this case, the game control unit 100 may cause the user character to collect the capture item present in the field in response to a collection instruction from the user received via the input unit 4. After a certain time has passed, the game control unit 100 may determine that the capture item that has not been collected has been lost. In this way, even if the capture item thrown by the user character does not directly contact the field character in the system 1, the field character may be captured by a lottery that is executed when the capture item collides with an object or the like in the field and rebounds and contacts the field character. Therefore, even if the capture item does not directly contact the field character when the user throws the capture item, the user can watch the user character's capture action of the field character with a sense of tension until the capture item is lost.Furthermore, even if the user character is in a blind spot of the field character, the capture item can be brought into contact with the field character by utilizing the rebound or reflection of the capture item.

[0159] (Game process 19: Capturing a field character by fishing / battling a field character) In the game of system 1, terrain having a water surface such as a river, pond, marsh, lake, or sea can be arranged within the field. The game control unit 100 then allows the user character to fish in a river or the like, and when the user character fishes up a field character in the water, the game control unit 100 can capture the field character or execute a battle between the field character and the user character. Note that in "game process 19", processes are executed that are substantially similar to "game process 2" to "game process 5", etc., except that the user character executes a fishing action, and so detailed explanations will be omitted except for the differences.

[0160] For example, when a predetermined field character exists in water such as a river, the game control unit 100 executes a game presentation in which the water surface of the river or the like is shaken or ripples are generated (i.e., a game presentation in which the water surface is changed from its normal state). Then, based on a user's instruction received via the input unit 4, the game control unit 100 causes the user character to fish at a location where the water surface is shaken or ripples are generated. The game control unit 100 executes a predetermined lottery to determine whether or not the user character's fishing has succeeded in catching the field character in the water. If the user character's attempt to catch the field character has failed, the game control unit 100 executes a game presentation in which the field character escapes into the water and disappears.

[0161] On the other hand, if the user character succeeds in reeling in the field character, the game control unit 100 makes the field character appear on the field and enables a battle between the field character and the user character, or determines whether the user character has succeeded in capturing the field character based on a predetermined probability of successful capture. If the user character captures the field character, the game control unit 100 makes the field character a character owned by the user. If the user character fails to capture a field character that has appeared on the field, the game control unit 100 causes the output unit 9 to output a scene of the field character escaping into the water. Note that when the user character performs fishing in the "game process 19", a fishing rod or the like is a type of capture item.

[0162] (Game process 20: Capturing a character owned by another user character) The game control unit 100 can also control gameplay by multiple users simultaneously. For example, the game control unit 100 can control various actions of the user characters and / or possessed characters of each of the first user to the n-th user in the same field (n is a positive number of 2 or more). As an example, the game control unit 100 will now be described with respect to a battle between a first user character and / or a first possessed character of a first user and a second user character and / or a second possessed character of a second user (i.e., an example of Player versus player (PvP)).

[0163] Here, the processing in the battle between the first user character and / or the first possessed character and the second user character and / or the second possessed character is substantially the same as the processing in "game processing 4", "game processing 5", "game processing 7" to "game processing 9" and the like described above, except that the opponent in the battle changes to the second user character and / or the second possessed character. Also, in the battle, the first possessed character and the second possessed character can be captured by the same processing as "game processing 2" to "game processing 4", "game processing 9" and the like described above. Therefore, detailed explanation of the battle processing and the capture processing will be omitted.

[0164] That is, the game control unit 100 enables the first user character and / or the first possessed character to capture the second possessed character, and enables the second user character and / or the second possessed character to capture the first possessed character. The game control unit 100 can make the captured possessed character the possessed character of the user character of the capturing user.

[0165] (Game process 21: exchange of owned characters by handing over user character) In the system 1, a character possessed by a user can be exchanged with a character possessed by another user. First, the game control unit 100 enables the one user and the other user to simultaneously play a game on the same field with one user character and a character possessed by the one user and another user character and a character possessed by the other user, based on instructions of each user received from the information terminal of the one user and the information terminal of the other user. Furthermore, information on the characters possessed by each user is stored in the information storage unit 102 in association with a capture item used when the character possessed was captured.

[0166] Then, the game control unit 100 receives an instruction from the first user to exchange the character possessed by the first user with another user via the input unit 4. Then, the game control unit 100 receives from the other user via the input unit 4 of the information terminal of the other user whether or not to accept the instruction to exchange the possessed character from the first user. When the game control unit 100 receives an input to accept the exchange instruction from the other user, it executes an exchange between the one possessed character of the first user and the other possessed character of the other user (the other possessed character may be a possessed character designated by the first user or a possessed character designated by the other user). In this case, the game control unit 100 executes a game presentation in which the possessed characters are exchanged by exchanging the possessed character contained in the capture item by hand-to-hand exchange between the one user character of the first user and the other user character of the other user in the field. That is, the game control unit 100 causes the output unit 9 to output a state in which the one user character holds the one capture item containing the one possessed character in its hand, and the other user character holds the other capture item containing the other possessed character in its hand. Next, the game control unit 100 causes the output unit 9 to output a state in which the first user character hands over the first capture item to the other user character, and the other user character hands over the other capture item to the first user character. Then, the game control unit 100 changes the other possessed character to a possessed character of the first user character, and changes the first possessed character to a possessed character of the other user character. This allows the first user and the other user to refer to a state in which their own user character (avatar) in the virtual space is handing over and exchanging possessed characters with the other user character on the output unit 9, so that the first user and the other user can have the feeling that they are exchanging possessed characters in the real world.

[0167] (Game process 22: Creating a crafted item using a base item) In a game executed in the system 1, a user character can use a predetermined base item to create a predetermined crafted item. Examples of the crafted item include a captured item. Specifically, the game control unit 100 causes the user character to create the predetermined crafted item based on a crafting instruction from the user for the predetermined crafted item. The game control unit 100 can also cause a character possessed by the user character to cooperate with the user character in crafting the crafted item based on an instruction from the user or automatically.

[0168] Here, a given crafting item can be created by consuming one or more of one or more types of base items. For example, if it is set that a first crafting item can be created by consuming one first base item, two second base items, and three third base items, when the user possesses all of these base items, the game control unit 100 enables the creation of the first crafting item. In other words, the nth crafting item is associated with x first base items, y second base items, z mth base items, etc., as materials required for the creation of the nth crafting item (where n is an integer of 1 or more, m is an integer of 3 or more, and x, y, and z are integers). When the game control unit 100 receives an instruction to create the nth crafting item from the user, it compares the materials associated with the nth crafting item with the base items possessed by the user. Then, when the user possesses enough base items as materials to create the nth crafting item, the game control unit 100 enables the creation of the nth crafting item and creates the nth crafting item based on the creation instruction from the user. When the n-th production item is produced, the game control unit 100 deletes the base item required for production from the base items possessed by the user.

[0169] Here, when a possessed character cooperates in the creation of a production item, the game control unit 100 can reduce the type and / or amount of base items required to create the production item and / or shorten the time required to create the production item. Furthermore, the game control unit 100 may have one or more possessed characters cooperate in the creation of a production item. In this case, the game control unit 100 can vary the amount of reduction in the type and / or amount of base items required to create the production item (for example, increase the amount of reduction) and / or vary the time required to create the production item (for example, further shorten the time required for creation) according to the number of possessed characters that cooperate in the creation. Furthermore, the game control unit 100 may impart a predetermined effect to the production item that is determined based on the characteristics, etc., of the possessed character that cooperates in the creation of the production item. For example, the predetermined effect may be an effect of increasing the capture probability when the production item is a capture item, an effect of recovering a predetermined parameter of the captured field character, etc.

[0170] The game control unit 100 can automatically change the presentation speed of the game presentation when the production item is completed based on the accumulated play time of the game associated with the user, without notifying the user in advance. For example, when the accumulated play time stored in the information storage unit 102 exceeds a predetermined reference time, the game control unit 100 speeds up the presentation speed of the game presentation when the production item is completed compared to when the accumulated time is equal to or shorter than the predetermined reference time. Then, the game control unit 100 causes the output unit 9 to display the predetermined presentation when the production item is completed at the increased presentation speed.

[0171] [program] Each of the components of the system 1 according to this embodiment shown in Figs. 1 to 3 can be realized by having a processor such as a central processing unit (CPU) execute a program (for example, a program capable of executing various games such as open-world games), that is, by software processing. Alternatively, the components can be realized by writing the program in advance into hardware such as an integrated circuit (IC) or other electronic component. The processor is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, a register, peripheral circuits, etc. Also, software and hardware can be used in combination.

[0172] That is, the program according to the present embodiment is a program for causing a computer having a processor and a memory to execute various games such as an open world type. The program according to the present embodiment can be incorporated in advance, for example, in an IC or a ROM. The program can also be provided as a computer program by recording the program in a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium in an installable or executable format. The recording medium storing the program may be a non-transitory recording medium such as a CD-ROM or a DVD. Furthermore, the program can be stored in advance in a computer connected to a communication network such as the Internet, and can be provided by downloading via the communication network.

[0173] The program of this embodiment acts on the CPU and the like to cause the program to function as the input unit 4, output unit 9, game control unit 100, information storage unit 102, output control unit 104, input communication unit 106, input unit communication unit 400, analog stick 402, button unit 404, sensor unit 406, etc., as described in Figures 1 to 3.

[0174] [Effects of the embodiment] The system 1 according to the present embodiment can change the presentation speed of a predetermined game presentation in a game based on the user's continuous game play. This can shorten the output time of game presentation related to routine game play to the output unit 9, for example. Therefore, the system 1 according to the present embodiment can output game presentation appropriate for the user according to the time the user plays the game, so that the user can have an appropriate game experience.

[0175] Although the present embodiment has been described in detail as above, it is easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel matters and effects of the present disclosure. Therefore, all such modifications are considered to be included in the scope of the present disclosure. It goes without saying that the above-described embodiments do not limit the invention according to the claims. Furthermore, not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. The technical elements of the above-described embodiments may be applied alone, or may be applied by dividing them into multiple parts such as program parts and hardware parts.

[0176] The program according to this embodiment may also be referred to in the following appended claims, which should not be confused with the claims.

[0177] (Additional note 1) A program to be executed by a computer having a processor and a memory, The program causes the processor to: a step of having a user character operated by the user hold a capture item for capturing a field character in a virtual space based on a first instruction input by the user; a step of displaying a predetermined target and continuously outputting a success probability of capturing the field character while the first instruction input continues; when the first instruction input is completed, causing the user character to perform an action of throwing the capture item at the field character; a step of, when the capture item comes into contact with the field character, making an output layer of the capture item and an output layer of the field character in the virtual space different from each other and continuing to output the success probability in the vicinity of the capture item, and determining whether or not the capture is realized; a step of ending output of the image of the captured item and the success probability when it is determined in the determining step that the capture of the field character has been successful, and allowing the user to possess the field character; A program that executes the following. (Additional note 2) A program to be executed by a computer having a processor and a memory, The program causes the processor to: a step of bringing a capture item for capturing a field character into contact with the field character in a virtual space based on an instruction from a user; reducing a predetermined parameter of the field character based on the contact of the capture item with the field character; increasing a success probability of capturing the field character using the capture item in accordance with a decrease in the predetermined parameter, and determining whether or not the field character is successfully captured; a step of making the user possess the field character when it is determined in the determining step that the capture of the field character has been realized; A program that executes the following. [Explanation of symbols]

[0178] 1 system, 3, 3a, 3n information terminal, 4, 4a, 4n input section, 5 communication network, 7 server, 9, 9a, 9n output section, 40 input surface, 42 input control section, 100 game control section, 102 information storage section, 104 output control section, 106 input communication section, 400 input section communication section, 402 analog stick, 404 button section, 406 sensor section

Claims

1. A program to be executed by a computer having a processor and a memory, The program causes the processor to: storing an accumulated play time during which a user has played a predetermined game in association with the user; determining an action to be performed in a virtual space by a user character operated by the user based on an instruction input by the user; determining a game presentation according to the action content; changing a presentation speed of the game presentation determined in the determining step based on the accumulated play time associated with the user without notifying the user in advance; A step of controlling the display of the game presentation in accordance with the changed presentation speed; Run the command, The step of changing the presentation speed is a program that does not change the presentation speed according to the instruction input by the user, and does not change the presentation speed according to the number of times the game presentation has been executed in the past.

2. The program according to claim 1 , wherein the step of changing the presentation speed makes the presentation speed faster when the cumulative play time exceeds a predetermined reference time compared to when the cumulative play time is equal to or less than the predetermined reference time.

3. the action content is an action content that exerts a predetermined effect on an object in the virtual space, 2. The program according to claim 1, wherein the game presentation is a game presentation in which a predetermined base item appears from the object.

4. the action content is an action content that causes the user character to take a predetermined posture or ends the user character from taking the predetermined posture, The program according to claim 1 , wherein the game presentation is a game presentation in which the user character has a posture of the predetermined posture, or a game presentation in which the user character has a posture of a different posture from the predetermined posture.

5. the action content is an action content that causes a character possessed by the user to appear in a field or an action content that causes the possessed character in the field to be stored in a predetermined storage area, 2. The program according to claim 1, wherein the game presentation is a game presentation in which the possessed character appears on the field, or a game presentation in which the possessed character is stored in the predetermined storage area.

6. A system comprising means for carrying out all the steps performed in the invention according to any one of claims 1 to 5.

7. 6. An information processing apparatus comprising a control unit and a storage unit, the control unit executing all the steps executed in the invention according to any one of claims 1 to 5.

8. A server comprising a control unit and a storage unit, the control unit executing all the steps executed in the invention according to any one of claims 1 to 5.

9. 1. A method implemented on a computer having a processor and a memory, comprising: A method, wherein the processor performs all of the steps performed in the invention according to any one of claims 1 to 5.

Citation Information

Patent Citations

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

    JP2022121054A