Program and information processing system

JP2025016309AActive Publication Date: 2025-01-31COLOPL

Patent Information

Application Number
JP2023119510
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-21
Publication Date
2025-01-31
Estimated Expiration
2043-07-21

AI Technical Summary

Benefits of technology

【0011】 本発明に係るプログラム及び情報処理システムによれば、ユーザの利便性を向上させ、ユーザの興趣低下を防止できる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025016309000001_ABST
    Figure 2025016309000001_ABST
Patent Text Reader

Abstract

To improve convenience for a user and prevent deterioration in the user's interest.SOLUTION: A program selects an event according to a user's selection operation, and starts the selected event according to the user's start operation. When determining that the user does not own an object, the program selects an event in which the object can be obtained according to the user's state without the user's selection operation.SELECTED DRAWING: Figure 10
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a program and an information processing system. [Background technology]

[0002] Conventionally, in a game in which so-called items and equipment can be synthesized, a program capable of generating output information for displaying a quest selection screen including a list of quests in which material items required for synthesis can be obtained on a user's terminal device is known (see Patent Document 1). On the quest selection screen, quests that have been opened by the user and quests that have not been opened are displayed in a distinguishable manner, and the user can easily know whether a quest in which the required material items can be obtained is opened or not. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2019-193695 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the above-mentioned program, although the quest in which the necessary material item can be obtained is displayed, the user must perform a selection operation and a start operation to start the quest, which is a problem that is cumbersome. Although the above-mentioned Patent Document 1 is an invention for a material item, this problem is not limited to the material items required for synthesis, but is also applicable to other items and similar objects required by the user, and a wide range of improvements have been desired. In addition, when a user needs multiple items and the quests that can be obtained for each material are different, the user must display a quest selection screen for each material, perform a selection operation for the quest, and perform a start operation, and repeat the series of operations multiple times. Such so-called routine work reduces the user's motivation to play the game, leading to a decrease in the user's interest.

[0005] An object of the present invention is to provide a program and an information processing system that can improve user convenience and prevent a decline in the user's interest. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention is configured as follows.

[0007] The program of the present invention causes a computer to function as a first selection means for selecting an event in response to a user's selection operation, a first start means for starting the event selected by the selection operation in response to the user's start operation, a determination means for determining whether or not the user possesses an object, and a second selection means for selecting an event at which the object can be obtained without going through the selection operation in accordance with the user's situation if it is determined that the user does not possess the object.

[0008] The program of the present invention causes the computer to function as: a determination means for determining a first object to be granted to a user from among objects associated with an event in response to the user playing the event; and a generation means for executing generation control for generating a new third object from a material object including at least the first object and a second object possessed by the user, wherein the determination means determines whether or not there is a shortage of the material object required to generate the third object, and when it is determined that there is a shortage of the material object, the second selection means may select an event in which the missing material object can be determined as the first object, depending on the user's situation, without going through the selection operation.

[0009] The program according to the present invention may cause the computer to function as second starting means for starting the event selected by the second selection means in response to a start operation by a user.

[0010] The information processing system of the present invention comprises a first selection means for selecting an event in response to a user's selection operation, a first start means for starting the event selected by the selection operation in response to a user's start operation, a determination means for determining whether or not the user possesses an object, and a second selection means for selecting an event at which the object can be obtained in accordance with the user's situation if it is determined that the user does not possess the object, without going through the selection operation. Effect of the Invention

[0011] According to the program and information processing system of the present invention, it is possible to improve user convenience and prevent a decline in the user's interest. [Brief description of the drawings]

[0012] [Figure 1] FIG. 1 is an explanatory diagram of an overall configuration of an information processing system. [Diagram 2]FIG. 2 is an explanatory diagram of the hardware configuration of a server and a user terminal. [Diagram 3] FIG. 2 is an explanatory diagram of the functional configuration of a server and a user terminal. [Figure 4] FIG. 2 is an explanatory diagram showing a portal stage PS. [Diagram 5] FIG. 13 is an explanatory diagram showing an example of a party screen. [Figure 6] FIG. 13 is an explanatory diagram showing an example of a training screen. [Figure 7A] An explanatory diagram showing each part of the training screen. [Figure 7B] An explanatory diagram showing each part of the training screen. [Figure 7C] An explanatory diagram showing each part of the training screen. [Figure 8] FIG. 13 is an explanatory diagram showing a confirmation window. [Figure 9A] An explanatory diagram showing the flow of the training presentation. [Figure 9B] An explanatory diagram showing the flow of the training presentation. [Figure 10] FIG. 13 is an explanatory diagram showing an example of an alternative button. [Figure 11] FIG. 13 is an explanatory diagram showing an example of a material acquisition screen. [Figure 12] 11 is a flowchart illustrating an example of a specific control process. [Figure 13] An explanatory diagram showing a modified example of the training screen. [Figure 14A] An explanatory diagram showing an example of a modified training screen. [Figure 14B] An explanatory diagram showing an example of a modified training screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Note that the following embodiment is merely one aspect for explaining the present invention, and the numerical values ​​and the like shown in the present embodiment are merely examples and do not limit the present invention. In addition, not all of the configurations described in the present embodiment are necessarily essential components of the present invention. Furthermore, in this specification and drawings, elements having substantially the same functions and configurations are assigned the same reference numerals as much as possible to omit redundant explanations, and elements not directly related to the present invention are omitted from illustration.

[0014] (Configuration of Information Processing System S) 1, an information processing system S according to this embodiment is a so-called client-server system constructed by connecting a server 100 and a user terminal 200 via a network 300. In this embodiment, a case will be described in which a game is provided by the information processing system S.

[0015] The information processing system S according to this embodiment functions as an information processing device that provides a game through cooperation between the server 100 and the user terminal 200. The server 100 and the user terminal 200 are responsible for executing various functions in the game and controlling the progress of the game, and the server 100 and the user terminal 200 cooperate to execute the various functions and the game.

[0016] The server 100 is connected to a plurality of user terminals 200 via a network 300 so as to be able to communicate with each other. Each user terminal 200 can transmit and receive various information to and from the server 100 via the network 300. Each user terminal 200 can also transmit and receive various information to and from other user terminals 200 via the network 300 and the server 100. The server 100 can store various information (for example, user information) for each user (hereinafter also referred to as a player) who plays a game using the user terminal 200, and can also store various information related to the game. The server 100 can execute processes such as updating the stored information and transmitting (downloading) images and various information to the user terminal 200 based on an input operation by the user terminal 200. Each user terminal 200 may be able to transmit and receive various information directly between the user terminals 200 without going through the network 300 or the server 100, using a wireless communication function provided in itself.

[0017] The network 300 is configured by the Internet, a mobile phone network, a LAN (Local Area Network), a WAN (Wide Area Network), a dedicated line, etc. The server 100 and the user terminal 200 are connected via the network 300 wirelessly or by wire.

[0018] (Hardware configuration of server 100) 2, the server 100 has a CPU (Central Processing Unit) 110, a memory 120, a storage unit 130, a communication unit 140, an input unit 150, an output unit 160, an input / output interface 170, etc. Hereinafter, the CPU 110, the memory 120, the storage unit 130, the communication unit 140, the input unit 150, the output unit 160, and the input interface 170 of the server 100 will also be referred to as the server CPU 110, the server memory 120, the server storage unit 130, the server communication unit 140, the server input unit 150, the server output unit 160, and the server input / output interface 170, respectively.

[0019] The server CPU 110 performs various processes such as executing various functions in the game and progressing the game in accordance with the programs and data stored in the server memory 120 .

[0020] The server memory 120 is composed of a ROM (Read Only Memory), a RAM (Random Access Memory), etc., and stores various programs and data used for executing various functions in the game, processing the game progress, etc. The server CPU 110 and the server memory 120 are connected to each other via a server internal bus (not shown).

[0021] The server storage unit 130 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various programs and data. The programs and data stored in the server storage unit 130 are read (loaded) into the server memory 120 by the server CPU 110.

[0022] The server communication unit 140 is composed of a communication interface and the like, and transmits and receives information such as various data and programs to and from the user terminal 200 via the network 300. In the server 100, the server communication unit 140 receives various information from the user terminal 200, and the received various information is stored in the server memory 120 or the server storage unit 130. In addition, information on the results of various processes executed by the server CPU 110 and the like are transmitted to the user terminal 200 by the server communication unit 140.

[0023] The server input unit 150 is composed of a keyboard, a mouse, etc. Based on an input operation by the server input unit 150, various processes such as storing various programs and data in the server memory 120 and the server storage unit 130, and updating the various stored programs and data are executed.

[0024] The server output unit 160 is composed of a display capable of displaying characters, images, etc., a speaker capable of outputting sound, etc. The contents of various processes executed based on the input operation by the server input unit 150 are output by the server output unit 160.

[0025] The server storage unit 130, the server communication unit 140, the server input unit 150, and the server output unit 160 are connected to a server input / output interface 170, which is connected to an internal bus of the server (not shown).

[0026] (Hardware configuration of user terminal 200) Examples of the user terminal 200 include a smartphone, a tablet, a mobile phone, a personal computer, a portable game machine, a stationary game machine installed in a store or at home, etc. In this embodiment, a case where a smartphone is used as the user terminal 200 will be described.

[0027] 2, the user terminal 200 has a CPU 210, a memory 220, a storage unit 230, a communication unit 240, an input unit 250, an output unit 260, an input / output interface 270, etc. Hereinafter, the CPU 210, the memory 220, the storage unit 230, the communication unit 240, the input unit 250, the output unit 260, and the input / output interface 270 of the user terminal 200 will also be referred to as the terminal CPU 210, the terminal memory 220, the terminal storage unit 230, the terminal communication unit 240, the terminal input unit 250, the terminal output unit 260, and the terminal input / output interface 270, respectively.

[0028] In addition, the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus (not shown), and terminal input / output interface 270 have substantially the same configurations and functions as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server internal bus 170, and server input / output interface 170, respectively, and therefore detailed explanations will be omitted with some exceptions.

[0029] In the user terminal 200, the terminal CPU 210 and the terminal memory 220 are connected to each other via a terminal internal bus (not shown), and the terminal storage unit 230, the terminal communication unit 240, the terminal input unit 250, and the terminal output unit 260 are connected to a terminal input / output interface 270, which is connected to the terminal internal bus (not shown). The user terminal 200 also performs various processes such as execution of various functions in the game and progress of the game according to the programs and data stored in the terminal memory 220. In the user terminal 200, the terminal communication unit 240 receives various information from the server 100, and the received various information is stored in the terminal memory 220 or the terminal storage unit 230. Information on the results of the various processes executed by the terminal CPU 210 is transmitted to the server 100 by the terminal communication unit 240.

[0030] The terminal input unit 250 is composed of, for example, a touch panel, a keyboard, a mouse, a controller, physical buttons, etc., capable of inputting operations to the user terminal 200, and may be mounted on the user terminal 200 itself, or may be provided separately from the user terminal 200 and connected to the user terminal 200 via a connection cable or the like. The terminal input unit 250 may also be a microphone capable of voice input, or an acceleration sensor capable of detecting the inclination, movement, vibration, etc. of the user terminal 200 and inputting the detected information. In this embodiment, the user terminal 200 is provided with a touch panel 262 that serves both the functions of the terminal input unit 250 and the terminal output unit 260.

[0031] (Functional configuration of information processing system S) Next, the functional configuration of the information processing system S will be described with reference to Fig. 3. The server memory 120 of the server 100 and the terminal memory 220 of the user terminal 200 store programs for executing the above-mentioned games, various information related to the games, information related to users, game data, etc. The server CPU 110 of the server 100 executes each stored program to cause the server 100 to function as a data transmission / reception unit 182, a storage processing unit 184, and a game control unit 186. The terminal CPU 210 of the user terminal 200 executes each stored program to cause the user terminal 200 to function as a data transmission / reception unit 280, a storage processing unit 282, an operation control unit 284, a game control unit 286, and a screen control unit 288.

[0032] These are merely examples of functional units, and the server 100 and the user terminal 200 are provided with various other functional units. Each functional unit may be provided in either the server 100 or the user terminal, and functional units performing the same role may be provided in both the server 100 and the user terminal 200.

[0033] The data transmission / reception unit 182 of the server 100 and the data transmission / reception unit 280 of the user terminal 200 both transmit and receive various information and data between the server 100 and the user terminal 200. For example, when the data transmission / reception unit 182 of the server 100 receives login information for logging in to a game from the user terminal 200 at the time of starting an application, the data transmission / reception unit 182 of the server 100 transmits to the user terminal 200 information on the user corresponding to the login information (e.g., account name, etc.), information on the game (information on the character used, items and currency possessed, equipment possessed, Petmons that have been made friends, game progress information, etc.), and game data (data such as various setting information necessary for constructing a virtual space (game space)).

[0034] The storage processing unit of the server 100 stores various information and data received from the user terminal 200 in the server storage unit 130 .

[0035] The storage processing unit 282 of the user terminal 200 stores various information and data received from the server 100 in the terminal memory 220 and the terminal storage unit 230 .

[0036] The operation control unit 284 of the user terminal 200 receives and controls operations of the player input by the terminal input unit 250 via the touch panel 262. The operation control unit 284 detects the type of input operation from the operation position and operation direction of the player. Examples of the input operation include touch operation, tap operation, slide operation, swipe operation, flick operation, pinch in / out operation, etc. In addition, it is also possible to detect long press and touch off operation.

[0037] Both the game control unit 186 of the server 100 and the game control unit 286 of the user terminal 200 control the overall progress of the game. Specific examples of each control are described below, focusing on the control in the game control unit 286. It goes without saying that the control performed by the game control unit 286 may also be performed by the game control unit 186 of the server 100.

[0038] The game control unit 286 constructs a virtual field as a game space (virtual space) based on the game data, and arranges character objects such as a player character, an NPC, an enemy monster, a pet monster, etc., and structural objects including various buildings and structures including trees, mountains, stones, rocks, etc. The game control unit 286 controls the game space and these objects arranged in the game space. For example, it changes the weather, day and night, etc. in the game space, causes objects to perform predetermined actions, and changes the color, shape, etc.

[0039] The game control unit 286 progresses the game using the input operations detected by the operation control unit 284 as instructions from the player. For example, it judges touch operations or tap operations on various icons as "confirmation" or "selection" operations and performs corresponding processing, or judges drag operations or swipe operations as "movement" operations and performs processing to move the player character.

[0040] The game control unit 286 controls a virtual camera that captures an image of the game space. Specifically, the position, orientation, and angle of the virtual camera are specified to define an area of ​​the game space that is visually recognized by the player as a visual recognition area. The game control unit 286 sends an instruction to the screen control unit 288 to display the defined area of ​​the game space and various objects placed within this area. The game control unit 286 adjusts the virtual camera and updates and controls the visual recognition area so as to follow the action and movement of the player character. Note that the position, orientation, and angle of the virtual camera may be arbitrarily adjustable according to the operation of the player.

[0041] The screen control unit 288 of the user terminal 200 controls various screens displayed on the touch panel 262 based on various data stored in the terminal memory 220 and the terminal storage unit 230. The screen control unit 288 generates an image according to an instruction from the game control unit 286 and displays it on the touch panel 262. The screen control unit 288 displays a UI (User Interface) such as icons, buttons, status display, menu screens, and a map of the game space, which are superimposed on the visual recognition area and are used for operating the game or displaying game information.

[0042] (Outline of the game and control processing provided by the information processing system S) The game provided by the information processing system S according to this embodiment is an action RPG game in which the player character controlled by the user cooperates with his or her companion pet monster (hereinafter also referred to as Petmon) to clear quests and progress through episodes that form the main story within a virtual field (game space) constructed with natural objects such as fields, rivers, and oceans, and man-made objects such as various buildings. The following description will be given by taking as an example a case in which the configuration according to this embodiment is applied to the above game.

[0043] When playing a game for the first time, the user installs a dedicated game application in advance on the user terminal 200 and registers the user on the server 100 (for example, registering information such as a user ID and a player name to be used in the game). When the application is then started, the game control unit 286 receives various data stored in the server 100 and instructs the screen control unit 288 to display images related to the game. Upon receiving the instruction from the game control unit 286, the screen control unit 288 generates and displays a corresponding image.

[0044] FIG. 4 shows a state in which the portal stage PS is displayed on the touch panel 262.

[0045] The screen control unit 288 receives an instruction from the game control unit 286 and displays the portal stage PS on the touch panel 262. As shown in FIG. 4, the portal stage PS displays various icons 10, 20, 30, and 40 together with the virtual pad VP and the player character P operated by the user. The portal stage PS is constructed in the game space as a village that serves as the player's base, and functions as a so-called out-game. In addition to facilities such as shops and Petmon training grounds (not shown), NPCs and the like are also arranged, and the player can operate the player character P to use each facility and talk to the NPCs (Non Player Characters).

[0046] The virtual pad VP includes a substantially circular operation area V1 displayed on the left side of the touch panel 262, and indicators V2 to V5 displayed on the top, bottom, left and right sides within the area V1. The operation control unit 284 is capable of detecting the coordinates touched by the user within the operation area V1. The operation control unit 284 calculates the user's operation direction based on the detected coordinates and the origin O. The game control unit 286 controls the movement of the player character P in accordance with the operation direction calculated by the operation control unit 284.

[0047] The icon 10 is an icon for a quest. The game control unit 286 performs control so as to display a quest screen (not shown) in response to a tap operation on the icon 10. The quest screen displays currently playable quests as well as episodes in a list format.

[0048] Although quests are not necessarily required to advance the main story, they allow players to acquire useful equipment and materials, and they allow substories involving the player character P, his / her companion characters, and other NPCs to unfold. Clearing some quests may be a necessary condition for advancing the main story (episodes). Quests also function as events in the present invention.

[0049] Episodes are the main story of the game, and progress stepwise through chapters, for example from chapter 1 to chapter 10. The game control unit 286 controls the game so that the user taps (selects) a desired quest or episode from a list on a quest screen (not shown), and starts the selected quest in response to a tap (start) of a "quest (episode) start" button (not shown). Note that quests and episodes function as so-called in-game events. Also, episodes function as events in the present invention. Also, in the following description, quests and episodes may be collectively referred to simply as "quests."

[0050] The icon 20 is an icon for search. The game control unit 286 performs control so as to display a search screen (not shown) in response to a tap operation on the icon 20. A currently playable search area is displayed on the search screen. The game control unit 286 performs control so as to start a selected search in response to a tap operation (selection operation) on the search area and a tap operation (start operation) on a "search start" button (not shown).

[0051] In exploration, the player can freely wander around areas (areas on the virtual field) prepared for quests and episodes, and gather materials and experience points. By providing areas that can only be played in exploration (for example, shrines and temples) and enemy monsters that only appear in exploration (for example, rare monsters and rare bosses), material items and reward items that can only be obtained by playing exploration may be prepared. Exploration also functions as an event in the present invention. In the following description, quests, episodes, and explorations may be collectively referred to simply as "quests."

[0052] Icon 30 is an icon for training. The game control unit 286 performs control so as to display a training screen (not shown) in response to a tap operation on icon 30. The training screen displays the Petomons currently in the player's company. In addition, by selecting training or breeding from the training screen, the player can train a Petomon to strengthen its parameters, or breed Petomons with each other to create a new Petomon.

[0053] The icon 40 is an icon for a party. In response to a tap operation on the icon 40, the game control unit 286 performs control to display a party screen 41 as shown in Fig. 5. On the party screen 41, as shown in Fig. 5, a formation button 42, a character strengthening button 43, a training button 44, and a back button 45 are displayed.

[0054] The organize button 42 is a button for organizing a party. The game control unit 286 controls to display a party organization screen (not shown) in response to the tap operation of the organize button 42. In this game, a party of up to three characters can be formed to face quests and episodes. In addition, each character can have one of the pet monsters that have been made friends as a partner. In the party organization screen, characters and petmons to be in a party can be organized. In addition, characters in this game can improve their attack power and defense power and obtain various additional effects by equipping them with equipment such as weapons and accessories. In the party organization screen, the weapons and accessories of each character can also be changed.

[0055] The character strengthening button 43 is a button for strengthening the player character P or a companion character. The game control unit 286 performs control to display a character strengthening screen (not shown) in response to a tap operation on the character strengthening button 43. On the character strengthening screen, any character can be strengthened by consuming experience points obtained by clearing quests or episodes or defeating enemy monsters.

[0056] The refinement button 44 is a button for synthesizing equipment such as weapons and accessories. In this embodiment, the game control unit 286 can execute a process (generation control) of generating a new object (third object) by combining objects possessed by the player. In this embodiment, this is called "refining". The objects used in refinement include objects called material objects. The material objects are set as objects that can be used for refinement among the objects possessed by the player (second objects), and include items obtained during the play of a quest, reward items (first objects) obtained when a quest is cleared, and equipment items such as weapons and accessories purchased by the player from a shop prepared in the virtual field. In the following, the "reward item" may be simply referred to as "reward", and the "equipment item" may be simply referred to as "equipment". The game control unit 286 controls to display a refinement screen 50 as shown in FIG. 6 in response to a tap operation of the refinement button 44. The refinement screen 50 is a screen for refining weapons, but the screen for refining accessories is constructed in a similar manner, so the refinement screen 50 will be used for explanation.

[0057] On the training screen 50, a category screen corresponding to a weapon category can be selected. As shown in FIG. 6, four category screens are prepared: a sword category screen 52, an axe category screen 54, a spear category screen 56, and a staff category screen 58. Since each category screen has a common format, the sword category screen 52 shown in FIG. 6 will be used for explanation.

[0058] The sword category screen 52 includes a visual display section 60 , a material display section 66 , a recipe display section 72 , a currency display section 81 , a name display section 82 , and a refinement start button 83 .

[0059] As shown in Fig. 7A, the visual display section 60 displays a weapon object 62 and a star object 64. The weapon object 62 displays a visual image of the weapon after it has been refined. The star object 64 indicates the rarity of the weapon, and the more stars there are, the more difficult it is to obtain the weapon.

[0060] As shown in FIG. 7B, the material display section 66 has five frames, namely, a frame 67, a frame 68, a frame 69, a frame 70, and a frame 71. Each frame displays one type of material object (hereinafter, also referred to as a material item) required for refining. For example, in the frame 67, an image of material A is displayed in the image display section 67a, the number of materials currently possessed is displayed in the possessed number display section 67b, and the required number of materials A required for refining is displayed in the required number display section 67c. The same is true for the frames 68, 69, and 70, so their explanations are omitted. Also, as in the frame 71, when there is no data of the corresponding material object, it is displayed as a blank display with only the outer edge displayed (indicated by a dotted line in FIG. 7B). Depending on the difficulty of obtaining the material item, the rarity may be displayed. For example, the image display section 67a displays two star objects 64 side by side, which indicates that the rarity of material A is 2.

[0061] The material items may be obtained from defeated enemy monsters, from treasure chests installed on the virtual field, from collection or excavation that can be performed depending on the area of ​​the virtual field, from NPCs, or from events that occur when certain conditions are met. However, the material items are not limited to these. For example, they may be obtained as a reward when a quest or the like is cleared. In this case, the material items include material items that can only be obtained by clearing a quest or the like (so-called rare materials, which are set to be relatively rare). In addition, the material items may be obtained as "recipes" required for synthesizing equipment or as "cain," which is the currency in this game. These material items may be obtained outside the in-game environment as described above. For example, they may be given by satisfying certain conditions in the so-called out-game environment, or may be given as prizes in so-called gacha, or as gifts in login bonuses or campaigns.

[0062] As shown in FIG. 7C, the recipe display section 72 includes a recipe number display section 73 and a recipe display area 74. The recipe number display section 73 displays the number of recipes currently owned. The recipe display area 74 displays recipe data that displays the contents of the recipe. In FIG. 7C, four recipe data 75, 76, 77, and 78 of recipes A to D are displayed. The contents of the recipe include the name and attributes of the sword that can be refined with the recipe. A refinement possibility display 79 indicating whether or not refinement is possible may be displayed above the recipe data. The refinement possibility display 79 indicates that the displayed recipe data can be refined. In FIG. 7C, the refinement possibility display 79 is displayed above the three recipe data 75, 76, and 77 of recipes A to C, so it can be seen that refinement based on these recipe data 75, 76, and 77 is possible. On the other hand, the refinement possibility display 79 is not displayed above the recipe data 78 of recipe D, so it can be inferred that some material or condition is not satisfied, and it can be seen that refinement based on the recipe data 78 is impossible.

[0063] The "cannot be refined" 79 may be displayed when refinement is impossible, not when refinement is possible. In that case, it is preferable to display "Refinement NG!!". Also, it may be displayed when refinement is possible or impossible. Also, the recipe data may display rarity. For example, in recipe C, three star objects 64 are displayed side by side, which indicates that the rarity of the weapon refined in recipe C is 3. In this embodiment, the larger the rarity number, the higher the attack power of the weapon and the higher the effect added to the player character when equipped. However, the rarity may be set based on factors other than the ability of the weapon, such as the cuteness of the appearance or the rarity of the weapon being available only during a campaign. Also, in the recipe display area 74, a cursor 80 indicating the currently selected recipe data is displayed.

[0064] As shown in FIG. 6, the currency display section 81 displays the currency (cain) currently possessed by the player and the currency (cain) required for refinement side by side.

[0065] As shown in FIG. 6, the name display section 82 displays the recipe data selected by the cursor 80 and the name of the weapon to be forged using this recipe data.

[0066] The training start button 83 is displayed at the bottom right of the sword category screen 52, as shown in FIG.

[0067] The refinement system in this embodiment will be described below mainly with reference to Figures 8 to 10. Here, an example of refinement of a weapon "sword" will be described.

[0068] In this embodiment, material items including a base sword, a recipe corresponding to the base sword, and Cain are required for the forging. For example, in FIG. 6, material A corresponds to the base sword, materials B to D are material items, and recipe C is a recipe corresponding to the base sword. Note that some of these may not be required, and other special conditions may be required.

[0069] Here, when the number of possessed materials displayed in the frames 67 to 70 exceeds the number required for each material, if the game control unit 286 detects that the refinement start button 83 has been tapped, the game control unit 286 instructs the screen control unit 288 to display a confirmation window 84. As shown in FIG. 8, the confirmation window 84 functions as a screen for confirming with the player whether or not to refine, and the player can tap either the affirmative area 85 displaying "I will!" or the negative area 86 displaying "I will not." When the player taps the affirmative area 85, as shown in FIG. 9A, a start dialogue 87 displaying "Refining Start!!" and a refinement cauldron object 88 resembling a cauldron are displayed. After that, a predetermined animation display in which the refinement cauldron object 88 rattles and shakes is performed, and as shown in FIG. 9B, a success dialogue 89 displaying "Refining Success!!" and a refinement object name 90 displaying "Triple Sword" are displayed.

[0070] On the other hand, if the number of each material displayed in the frames 67 to 70 is less than the required number for that material, the refinement start button 83 as shown in Fig. 6 is not displayed, and an alternative button 91 is displayed. Specifically, as shown in Fig. 10, the alternative button 91 with the message "GO TO QUEST TO OBTAIN MISSING MATERIALS!" is displayed.

[0071] 10 shows a state in which recipe C has been selected as the recipe, and a refinement screen 50 is displayed showing materials A to D as material items required to refine the "Triple Sword" related to recipe C. In addition, the number of material C possessed is "9", while the number required is "13".

[0072] In this case, in the game according to the present embodiment, the player can select a quest or the like in which the missing material item can be obtained as a reward. For example, if the player wants to collect the material C displayed in the frame 69, the player taps the image display section 69a (see FIG. 7B) of the frame 69. Then, the "material acquisition" screen shown in FIG. 11 is displayed, and a list of quests in which the material C "great fluffy wet scales" can be obtained as a reward is displayed. Then, the player taps the quest start button 96 displayed in the desired quest, and the corresponding quest is started. This configuration has the advantage of improving the user's convenience since it is no longer necessary to look up the quests in which the material C can be obtained on the Internet, etc. On the other hand, it is inconvenient for players who do not have knowledge of quests, etc. because they do not know which one is best to select, and it is also disadvantageous for players who need a large amount of material items to select a quest, etc. each time. Therefore, the game according to the present embodiment employs a function to eliminate such disadvantages.

[0073] Returning to FIG. 10, the explanation will be given. In the figure, when recipe C is selected, the game control unit 286 executes a judgment control to judge whether there is a missing material item for the selected recipe data. In the judgment control, if there is a missing material item, the game control unit 286 instructs the screen control unit 288 to display a substitute button 91 instead of the refinement start button 83. In addition, a specification control is executed to specify a quest in which the missing material item can be obtained as a reward according to the player's situation. For example, as shown in FIG. 11, two exploration quests 92, 94 and two episodes 93, 95 that can be played according to the player's progress in the game (progression of the episode) are specified as quests in which material C "Great Fluffy Wet Scales" can be obtained as a reward. In addition, "player's status" may refer to the progress of the game, as well as the player or party's level and proficiency, strong attributes, weak attributes (weaknesses), acquired skills, characteristics and compatibility of equipment such as weapons and accessories, the presence and quantity of items owned, Petmon's level and proficiency, strong attributes, weak attributes (weaknesses), acquired skills, total experience points and total play time, number of quests cleared, number of quests failed, amount of money spent, etc., any value or data that can be referenced as functioning as parameters related to the player.

[0074] Then, when the alternative button 91 is tapped, the game control unit 286 determines which quest, etc. to start from among the search quests 92, 94 and episodes 93, 95 specified in the specific control in accordance with predetermined conditions, and starts the determined quest, etc. With this configuration, the player does not need to select a quest, etc. each time, the process until the start of a quest, etc. can be shortened, the convenience for the player is improved, and a decrease in interest can be prevented.

[0075] The predetermined conditions may be determined randomly, for example, by simple lottery, or when multiple material items are lacking, priority may be given to quests that provide a larger number or variety of material items. The conditions may also be based on factors similar to the "player's situation" described above, and these factors may be taken into consideration, for example, to prioritize quests that are easier to complete, taking into account the player's party, equipment, attributes, etc. The quests may also be determined in ascending or descending order of difficulty. In addition, if the amount of reward for the determined quest, etc. is fixed, the most efficient quest, etc. for making up for the shortage of material items may be determined. Also, the next quest, etc. to be started may be determined based on the results of the previously executed quest, etc. (for example, the acquisition status of the desired material item, etc.).

[0076] Next, the flow of processing in this embodiment will be described with reference to Fig. 12. Here, the processing related to the training system described above will be mainly described, and the description of other processing will be omitted.

[0077] First, when the game control unit 286 transitions to the refinement screen, it compares the material items related to the selected recipe with the material items possessed by the player, and determines whether or not there are any missing material items (step S1).

[0078] If there is a missing material (Y in step S1), it is determined whether or not there is a quest for which the missing material is the reward (step S2).

[0079] If there is no missing material (N in step S1), the process ends.

[0080] If it is determined that there is a quest for which the missing material is the reward (Y in step S2), the quest etc. is identified (step S3).

[0081] If it is determined that there is no quest for which the missing material is the reward (N in step S2), the process ends.

[0082] (Modification) A modification of this embodiment will now be described. In the above embodiment, when the game control unit 286 determines that there is a missing material item in its judgment control, the alternative button 91 is displayed instead of the training start button 83, but this is not limited to this.

[0083] For example, as shown in FIG. 13, even if the number of possessed items is insufficient, the start training button 83 may be displayed as it is, and the function when the start training button 83 is tapped may be changed depending on whether or not there is a missing material item. Specifically, when it is determined that there is no missing material item, training is started as it is, but when there is a missing material item, a quest or the like in which the missing material item may be obtained as a reward is started. In this case, since it is expected that the player will be surprised if a quest or the like is suddenly started after tapping the start training button 83 with the intention of training, it is user-friendly and preferable to display a speech bubble 97 as shown in FIG. 14A to alert the player. Also, instead of a simple alert, a selection window 98 as shown in FIG. 14B may be displayed so that the player can select whether or not to start a quest or the like. Note that the selection window 98 may show, for example, the minimum number of quests required, the points consumed each time a quest is started, and the like. This is useful as a guide for players when there are two or more quests in which the missing material items may be obtained as a reward, or when there are many missing materials and the player has to complete multiple quests.

[0084] Alternatively, the game may be configured to allow the player to arbitrarily select multiple material items that he or she wishes to collect, and a quest that will provide all of the material items as rewards may be specified and started. In this case, multiple quests may be started. The quests may be repeated continuously until all of the specified material items are acquired. If multiple quests are to be performed or are to be performed continuously, the game may be configured to ask the player whether or not he or she really wants to start the quest before starting the quests, and to allow the player to select whether or not to start the quests. If multiple material items are selected and no matching quest exists, the game may be configured to display a message to that effect. In such a case, the game may suggest alternatives that will best satisfy the player's wishes.

[0085] In the above embodiment, the quest that the player wants to collect as a reward is specified and started, but the target is not limited to the material item. For example, the quest that the player wants to collect may be specified and started. In other words, the quest that the player wants to collect may be selected according to the player's situation. For example, when there are multiple quests that can obtain items required for the progress of the game, a quest that corresponds to the player's situation (for example, the player's level is appropriate for the difficulty level of the quest, the player's attributes, skills, and equipment are advantageous for clearing the quest, and other elements of the "player's situation" described above) is specified from among the multiple quests based on the tap operation of a predetermined start button, and the specified quest is started. With such a configuration, even a player who is unfamiliar with the game can smoothly progress through the game, and it is possible to suppress a decrease in the player's motivation to play the game.

[0086] Each process in the above embodiment and the above modified example may be executed by at least one of the server 100 and the user terminal, and the execution timing and device are not particularly limited. The functions of the server 100 may be provided in one server 100 or may be distributed among multiple servers 100.

[0087] In the above embodiment and modified example, a smartphone is used as the user terminal 200, and a game can be executed by a dedicated application installed on the user terminal 200, but the type of user terminal 200 and the tool for executing the game are not limited to this. For example, a personal computer may be used as the user terminal 200, and the game may be executed by a general web browser.

[0088] In the above embodiment and modified example, various information input and selection processes can be performed by tapping on the touch panel 262 of the smartphone, but the operation modes for performing these processes are not limited to the above. For example, when a personal computer is used as the user terminal 200, the above processes may be performed by clicking, dragging, dropping, etc. with a mouse.

[0089] The programs for executing the processes in the above embodiment and the above modification may be stored in a computer-readable storage medium and provided as a storage medium. Also, the above embodiment, the above other aspects, and the above modification may be an information processing device that stores the above programs and is capable of independently executing the same processes as the information processing system S, instead of a client-server type information processing system S, or may be an information processing method that realizes each function and the steps shown in the flowchart. [Explanation of symbols]

[0090] S Information Processing System 50 Refining Screen 91 Alternate Button 100 Servers 200 User terminals 286 Game Control Unit

Claims

1. a first selection means for selecting an event in response to a selection operation by a user; a first starting means for starting the event selected by the selection operation in response to a start operation by a user; A determination means for determining whether or not a user possesses an object; A program that causes a computer to function as a second selection means that, when it is determined that the user does not possess the object, selects an event at which the object can be obtained without the selection operation depending on the user's situation.

2. a determination means for determining, in response to a user playing an event, a first object to be granted to the user from among objects associated with the event; causing the computer to function as a generating means for executing generation control for generating a new third object from a material object including at least the first object and a second object possessed by a user; The determination means is determining whether or not the material object required for generating the third object is insufficient; The second selection means is 2. The program according to claim 1, wherein when it is determined that the material object is insufficient, an event in which the missing material object can be determined as the first object is selected without going through the selection operation, depending on the user's situation.

3. 3. The program according to claim 1, further comprising: second starting means for starting the event selected by the second selection means in response to a start operation by a user.

4. a first selection means for selecting an event in response to a selection operation by a user; a first starting means for starting the event selected by the selection operation in response to a start operation by a user; A determination means for determining whether or not a user possesses an object; and a second selection means for selecting an event at which the object can be obtained without the selection operation depending on the user's situation when it is determined that the user does not possess the object.

Citation Information

Patent Citations

  • Computer, and control method and control program thereof

    JP2016010483A

  • Game information processing device, method for controlling information processing device and control program

    JP2020074925A

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

    JP2019193695A

Cited By

  • program

    JP7880473B1

  • Game delivery system, game delivery method, and game delivery program

    JP7937070B1