Program and information processing system

By introducing selection, start and terminate control processes in the game, users are allowed to select and start multiple tasks at once, solving the problem of reducing user interest caused by tedious operations in existing games and improving user experience.

JP2025018157AActive Publication Date: 2025-02-06COLOPL

Patent Information

Application Number
JP2023121635
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-26
Publication Date
2025-02-06
Estimated Expiration
2043-07-26

AI Technical Summary

Technical Problem

In existing games, users need to repeat tedious operations such as selecting and starting tasks, especially when synthesising equipment that requires a large amount of materials, they need to complete a large number of tasks, resulting in a decrease in user interest.

Method used

A program and information processing system is introduced, which allows users to select and start multiple tasks at once by selecting, starting and terminating the control process of the game part, and automatically switch to the next part when the conditions are met, reducing repeated operations.

Benefits of technology

It improves user convenience, reduces repetitive operations, and increases user interest and participation in games.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025018157000001_ABST
    Figure 2025018157000001_ABST
Patent Text Reader

Abstract

To improve convenience for a user and prevent deterioration in the user's interest.SOLUTION: A program executes first start processing for starting an in-game (second part) selected according to first selection processing in an out-game (first part), and second start processing for starting a plurality of in-games selecting according to second selection processing in a predetermined order. When the in-game started by the second start processing is finished, control means can execute special processing for executing start processing related to a next in-game without executing transfer processing related to the in-game.SELECTED DRAWING: Figure 7
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Description

[Technical field]

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

[0002] Conventionally, games have been known that allow players to expand their collection of items and equipment by completing quests that give them material items needed to synthesize items and equipment as a reward for completing the quests (see Patent Document 1). [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 games, there was a problem that the user had to perform selection and start operations to start a quest, which was cumbersome. In particular, when synthesizing equipment that requires a large number of material items, a considerable number of quests had to be cleared, and the user had to repeat a routine series of operations, such as displaying a quest selection screen for each quest, selecting the quest, and starting the quest, hundreds or thousands of times. Such routine work significantly reduces the user's interest, and improvements were needed.

[0005] The present invention aims to provide a program and an information processing system that can improve user convenience and prevent the user's interest from declining. [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 control means capable of executing a selection process for selecting a second part in response to a user's selection operation in a first part, a start process for starting the second part selected by the selection operation, a termination process for terminating the second part in response to a predetermined termination condition being satisfied in the started second part, and a transition process for transitioning to the first part in response to the end of the second part, wherein the selection process includes a first selection process that allows only one second part to be selected and a second selection process that allows multiple second parts to be selected, and the start process includes a first start process that starts the second part selected in response to the first selection process and a second start process that starts the multiple second parts selected in response to the second selection process in a predetermined order, and the control means is capable of executing a special process for executing the start process for another second part selected by the second selection process when the one second part started by the second start process has ended, without executing the transition process for the one second part.

[0008] The control means may determine the predetermined order based on an order in which a user performs the selection operations.

[0009] The control means may be capable of executing a third selection process for extracting and selecting a second part according to a condition set by a user.

[0010] The information processing system of the present invention comprises a selection means for performing a selection process to select a second part in response to a user's selection operation in a first part, a start means for performing a start process to start the second part selected by the selection operation, a termination means for performing a termination process to terminate the second part in response to a predetermined termination condition being satisfied in the started second part, and a transition means for performing a transition process to transition to the first part in response to the end of the second part, wherein the selection process includes a first selection process that allows only one second part to be selected and a second selection process that allows multiple second parts to be selected, and the start process includes a first start process that starts the second part selected in response to the first selection process and a second start process that starts the multiple second parts selected in response to the second selection process in a predetermined order, and comprises a special processing means for executing the start process for the other second part selected by the second selection process when the one second part started by the second start process has ended, without executing the transition process for the one second part. 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 the user's interest from declining. [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 quest screen. [Figure 6] FIG. 13 is an explanatory diagram showing an example of a quest selection screen. [Figure 7] FIG. 13 is an explanatory diagram showing an example of a collective quest selection screen. [Figure 8] 13 is a flowchart illustrating an example of a quest setting process. [Figure 9] 13 is a flowchart illustrating an example of special processing in a collective quest. 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 a game in which the user controls a player character within a virtual field (game space) constructed with natural objects such as fields, rivers, and oceans, and man-made objects such as various buildings, and progresses through episodes that form the main story while clearing various quests and events. 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 player. The portal stage PS is constructed in the game space as a village serving as the player's base, and serves as a portal-like stage that serves as a starting point at the start of the game and at the end of a quest or the like (functions as a so-called out-game). In addition, facilities such as weapon shops, tool shops, and training centers are located as shops (not shown), as well as NPCs, and the player can operate the player character P to use each facility and talk to the NPCs (Non Player Characters).

[0046] Here, the game in this embodiment can be roughly divided into a first part (outgame) and a second part (ingame). The first part of the game, the outgame, is a part other than the second part (ingame). This first part (outgame) mainly refers to the part where the player prepares to start the second part (ingame) and gathers information related to the quest in advance. On the other hand, the second part of the game, the in-game, is a part where the player plays to achieve a set objective. This second part (in-game) ends when a predetermined end condition is met. The predetermined end condition is set as a condition for ending the in-game, and specifically includes a case where a clear condition (achievement condition) set for an in-game quest, mission, event, episode, etc. is met, or a stop condition such as the death of the player character (including inability to fight, etc.) or the player's own choice to retire is met. Such a second part (in-game) is a part where the game progresses as the player plays quests, missions, events, episodes, etc. and achieves a set objective (clear condition), and refers to the core part of the game. Generally, the player clears quests, etc. by treating the first part and the second part, in other words, the out-game and the in-game, as one set.

[0047] 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 player within the operation area V1. The operation control unit 284 calculates the operation direction of the player 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.

[0048] Icon 10 is an icon for a quest. In response to a tap operation on icon 10, the game control unit 286 performs control to display a quest screen 50 as shown in Fig. 5. It performs control to display a quest window 52 displaying "Quest Selection" and a quest window 54 displaying "Multiple Quest Selection".

[0049] In response to a tap operation on the quest window 52, ​​the game control unit 286 performs control to display a quest selection screen 56 as shown in Fig. 6. In response to a tap operation on the quest window 54, the game control unit 286 performs control to display a collective quest selection screen 58 as shown in Fig. 7. The quest selection screen 56 and the collective quest selection screen 58 will be described later.

[0050] Although quests are not necessarily required to progress through the main story, they allow players to acquire useful equipment and materials, and they develop substories involving the player character P, his / her companion characters, other NPCs, etc. Clearing some quests may be a necessary condition for progressing through the main story (episodes).

[0051] Episodes are the main story of the game, and progress in stages, for example, from chapter 1 to chapter 10. The player can play the desired quest or episode by selecting (tapping) the corresponding quest or episode from the list on the quest screen. Quests and episodes function as in-game.

[0052] 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. The search screen displays a currently playable search area.

[0053] In exploration, players 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), it is possible to provide material items and reward items that can only be obtained by playing exploration.

[0054] 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.

[0055] 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 so as to display a party screen (not shown).

[0056] Next, the quest selection screen 56 and the quest selection screen 58 will be described with reference to FIG. 6 and FIG.

[0057] The quest selection screen 56 displays a list of quests in a list format, as shown in Fig. 6. The player can start a quest via this quest selection screen 56.

[0058] The quest selection screen 56 displays a name display section 60, a reward display section 62, and a level display section 64.

[0059] The quest selection screen 56 displays a first quest display section 66, a second quest display section 68, a third quest display section 70, and corresponding quest start sections 72.

[0060] The first quest display section 66 shows that the number is "No. 1", the quest name is "Diamond City", the reward types are "〇", "☆", and "EXP", and the appropriate level is "10". The "〇" and "☆" of the reward indicate the type of reward, and "EXP" indicates experience points. The appropriate level is also an indicator that suggests the level at which the player character can successfully clear the quest.

[0061] The first quest display section 66 informs the player that clearing the quest "Diamond City" will reward the player with a "◯" or "☆" and 10 EXP, and that the appropriate level for clearing this quest is 10. The quest selection screen 56 displays the type of reward but does not specify the number of rewards. However, the number may be displayed instead. The second quest display section 68 and the third quest display section 70 are similar to the first quest display section 66, and therefore will not be described here.

[0062] The player can compare the first quest display area 66, the second quest display area 68, and the third quest display area 70, and if there is a quest that the player wishes to play, the player can start the quest by tapping the quest start area 72 corresponding to that quest.

[0063] The processing of this embodiment via the quest selection screen 56 will be described. For example, when the first quest display section 66 is tapped on the quest selection screen 56 (selection process), an EF display is performed in which the color of the first quest display section 66 changes to indicate that the first quest display section 66 has been selected (selected state). When the quest start section 72 of the first quest display section 66 is tapped in this selected state, the in-game quest "Diamond City" is started (start process). Then, when the end condition of the quest "Diamond City" is met (for example, "defeat the boss enemy in the final stage and take back the diamond"), the quest ends and the game moves to the out-game, where a result screen (reward acquisition screen) is displayed, etc. It is configured to return to the portal stage PS.

[0064] 7, the collective quest selection screen 58 displays quests in a list format, similar to the quest selection screen 56. Also, similar to the quest selection screen 56, the player can start a quest via this collective quest selection screen 58. However, the collective quest selection screen 58 has different functions from those of the quest selection screen 56. These different functions will be explained below.

[0065] As shown in FIG. 7, the collective quest selection screen 58 displays a repeat count display section 74, a MAX acquisition count display section 76, and an order display section 78.

[0066] The repeat count display section 74 displays how many times the quest will be repeated, and can be set via the increment / decrement operation section 80. Also, by operating the special setting button 82 without using the increment / decrement operation section 80, it is possible to set the quest to be repeated until a material item designated by the player is acquired.

[0067] The MAX acquisition number display unit 76 displays the type of reward that can be obtained by clearing a quest and the maximum number that can be obtained. In this embodiment, the number of rewards is determined randomly by a predetermined lottery, but the MAX acquisition number display unit 76 allows the player to recognize the maximum number that can be obtained. Note that, in this embodiment, the number of rewards is determined by lottery, but the type of reward that can be obtained may also be determined by lottery.

[0068] The order display section 78 displays the order in which the quests will be started, and allows the player to specify the order in which the quests will be played by inputting and setting the order of their choice. It is also possible to specify a random order by operating the random setting button 84.

[0069] As shown in FIG. 7, a selection section 86 and a collective quest start button 88 are displayed on the collective quest selection screen 58.

[0070] The selection unit 86 allows the player to select a quest that he or she wishes to start playing, and the selection can be made by tapping the selection unit 86 (second selection process). When a selection has been made, it is preferable for the player to easily understand if a check mark is superimposed on the selection unit 86 as shown in Fig. 7. Furthermore, the selection made in the selection unit 86 applies the above-mentioned repeat count and order settings.

[0071] The collectively start quest button 88 is a button for collectively starting the quests that have check marks in the selection section 86 (a second start process).

[0072] The player can collectively select the quests to start (second selection process) and collectively start the quests (second start process) on the collective quest selection screen 58. In addition, the manner in which the quests are started can also be set in detail.

[0073] In this embodiment, the collective quest selection screen 58 is selectable from the quest screen 50 by default, but the collective quest selection screen 58 may be made selectable only when certain conditions are met (for example, a certain campaign is running, or the quest is triggered by a charge, etc.). Also, although the collective quest selection screen 58 itself can be selected by default, certain conditions may be required as unlocking conditions for each setting element (number of repeats, order, etc.) that can be set on the collective quest selection screen 58.

[0074] The processing of this embodiment via the quest selection screen 58 will be explained below. For example, when the first quest display section 66 and the second quest display section 68 are tapped on the collective quest selection screen 58, the first quest display section 66 and the second quest display section 68 are displayed with an EF display in which the colors of the first quest display section 66 and the second quest display section 68 change to indicate that the first quest display section 66 and the second quest display section 68 have been selected (selected state). In this selected state, the repeat count display section 74 is operated (the repeat count of the first quest display section 66 is 1, and the repeat count of the second quest display section 68 is 3) and the order is set (the order of the first quest display section 66 is 2, and the order of the second quest display section 68 is 1). In this state, when the collective quest start button 88 is tapped, the in-game quest is started. Here, the start order is "Ruby Mountain" followed by "Diamond City". Also, because "Ruby Mountain" is set to repeat three times, the quest sequence this time will be Quest 1 "Ruby Mountain" → Quest 2 "Ruby Mountain" → Quest 3 "Ruby Mountain" → Quest 4 "Diamond City."

[0075] Here, when multiple quests are started via the collective quest selection screen 58, a special process is performed so that the game does not transition to an out-game between the quests. In other words, in this example, the special process is such that the result screen (reward acquisition screen) as an out-game is not displayed between the first and second quests, between the second and third quests, and between the third and fourth quests, and the game does not return to the portal stage PS, but the next remaining quest is started. When the end condition of the fourth quest "Diamond City" (for example, "defeat the boss enemy in the final stage and get back the diamond") is met, the collective quest ends, transitions to an out-game, and the game returns to the portal stage PS after displaying a result screen (reward acquisition screen) that combines the results of the first to fourth quests.

[0076] In this embodiment, the results are displayed in total, but they may be displayed individually. Also, if the display of the result screen is not treated as an outgame, only the result screen may be displayed at the end of each quest.

[0077] With this configuration, when multiple quests must be cleared to obtain a desired material item, i.e., when a player must play in a loop, the player does not have to go back to the Portal Stage PS and select the quest again each time a quest ends, which significantly improves the convenience of the player. This increases the player's motivation to collect materials, which in turn increases their motivation to play the game, leading to increased interest.

[0078] Next, the flow of processing in this embodiment will be described with reference to Fig. 8. Here, the processing relating to the collective quest setting described above will be mainly described, and the description of other processing will be omitted.

[0079] First, the game control unit 286 determines whether or not a batch of quests has been selected on the quest screen 50 (step S1).

[0080] If it is determined that the quests have been set together (Y in step S1), it is determined whether or not the order has been input (step S2).

[0081] If it is determined that no collective quests have been set (N in step S1), the selected quest is set (step S6) and the process ends.

[0082] If it is determined that the order has been input (Y in step S2), a process for setting the order is performed (step S3).

[0083] If it is determined that the order has not been set (N in step S2), the process proceeds to step S6.

[0084] Next, the game control unit 286 determines whether or not the number of repetitions has been input (step S4).

[0085] If it is determined that the number of repetitions has been input (Y in step S4), the number of repetitions is set (step S5), and the selected quest, the set order, and the set number of repetitions are set, and the process ends.

[0086] If it is determined that the number of repetitions has not been input (N in step S4), the selected quest and the order are set (step S6) and the process ends.

[0087] Next, a process flow in this embodiment will be described with reference to Fig. 9. Here, the process related to the collective quest setting will be mainly described, and a description of other processes will be omitted.

[0088] First, the game control unit 286 performs a start process (step S10) to start the quest.

[0089] Next, the game control unit 286 determines whether or not a quest end condition is met (step S11).

[0090] If it is determined that the quest end condition is met (Y in step S11), an end process is performed (step S12).

[0091] If it is determined that the quest end condition is not met (N in step S11), the process of step S11 is repeated.

[0092] Next, the game control unit 286 determines whether or not there are any remaining quests (step S13).

[0093] If it is determined that there are remaining quests (Y in step S13), a special process is carried out (step S14).

[0094] If it is determined that there are no remaining quests (N in step S13), a transition process is performed (step S15).

[0095] (Modification) A modification of this embodiment will now be described. In the above embodiment, it is assumed that the player plays and clears all quests started in the collective quest, but this is not limited to this. For example, by paying a fee, the player may be considered to have played some or all of the quests and may receive a reward equivalent to that of clearing these quests. In addition, when paying a fee, the number of rewards obtained may be set to the maximum number.

[0096] Also, the type and quantity of items desired by the player may be set as a setting item for the collective quest. In this case, the next quest to be executed may be determined according to the status of the reward obtained in the previously executed quest. For example, if the 〇 item is the item desired first and the ☆ item is the second, and the quest in which the ☆ item can be obtained is scheduled to be executed for the third time after the 1st and 2nd quests in which the 〇 item can be obtained are executed consecutively, if the 〇 item is obtained in the first quest, the quest scheduled for the second time may be skipped and the quest in which the ☆ item can be obtained that was scheduled for the third time may be executed. Also, the quest may be ended all at once when a pre-specified quantity of items is obtained. It is preferable to notify the player when the specified item is obtained and to confirm whether or not to continue, which further improves the convenience of the player.

[0097] In addition, the player may be able to switch between manual and automatic (auto) play of quests in a group quest. When automatic play is selected, the amount of rewards that can be obtained may be reduced, or the rank may be lowered.

[0098] In the above embodiment, an application example in which so-called quests can be executed all at once is given, but the present invention is not limited to this. For example, the present invention may be applied to a rhythm game (a so-called music game) in which a score is added by performing a tap operation at a good timing when an object that flows along with the music overlaps with a reference position, or sound effects and voices are generated as if a part of the music is being played (sung). Specifically, the present invention is configured such that when a plurality of pieces of music to be played are selected all at once on a selection screen and a performance start operation is performed, the selected pieces of music are executed continuously in a predetermined order without going through the selection screen each time.

[0099] In addition to rhythm games, the present invention may also be applied to dance games and exercise games in which the player performs actions in accordance with the actions of a character displayed on the screen. Specifically, the present invention is configured so that when the player selects multiple desired performances on a selection screen and then performs a start operation, the selected performances are executed consecutively in a predetermined order without going through the selection screen each time.

[0100] In addition, the present invention may be applied not only to games but also to karaoke. Specifically, the present invention may be configured such that a user selects a number of songs to sing on a selection screen and then performs a singing start operation, so that the selected songs are played consecutively in a predetermined order without going through the selection screen each time.

[0101] In the above embodiment, the application example of the "reward" is an item in the game, but the present invention is not limited thereto. For example, the "calories consumed" that are assumed to be consumed by the player's operation or singing may be set as the reward. In particular, it is preferable to apply the present invention to games such as the rhythm game described above, in which the player operates more frequently than in normal games, or to games such as the dance game, exercise game, and karaoke, in which the player is made to perform new actions, in order to provide new interest. In this case, when the player sets a target calorie consumption on the selection screen, the game (songs in the case of karaoke) may be continuously executed until the set calorie consumption is achieved. In addition, in this case, the games (songs in the case of karaoke) to be continuously executed may be arbitrarily set by the player, or may be set randomly. In addition, when the set calorie consumption is achieved, an achievement notification to notify the player of the achievement (an end notification in the case of ending the game when the calorie consumption is achieved) may be executed.

[0102] In the above embodiment, the end process is executed when the quest end condition is satisfied, and then, when there is a remaining quest, the transition process is not executed and the special process is executed. However, the execution timing of the special process is not limited to this. For example, when the quest end condition is satisfied, it is determined whether there is a remaining quest, and when it is determined that there is a remaining quest, the end process is not executed or the special process is executed in parallel. Also, a special end condition different from the quest end condition may be set, and the special process may be executed when this special end condition is satisfied. The special end condition may be a part of the quest end condition.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] 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]

[0107] S Information Processing System 50 Quest Screen 56 Quest Selection Screen 58 Quest Selection Screen 100 Servers 200 User terminals 286 Game Control Unit

Claims

1. a selection process for selecting a second part in response to a user's selection operation on the first part; a start process for starting the second part selected by the selection operation; a termination process for terminating the second part in response to a predetermined termination condition being satisfied in the second part that has been started; a transition process for transitioning to the first part in response to the end of the second part; the selection process includes a first selection process in which only one second part can be selected, and a second selection process in which a plurality of second parts can be selected; the start process includes a first start process that starts a second part selected in response to the first selection process, and a second start process that starts a plurality of second parts selected in response to the second selection process in a predetermined order, The control means is a program capable of executing a special process for executing the start processing for another second part selected by the second selection process when a second part started by the second start processing has ended, without executing the transition processing for the one second part.

2. 2. The program according to claim 1, wherein the control means determines the predetermined order based on an order in which a user performs the selection operations.

3. 3. The program according to claim 1, wherein the control means is capable of executing a third selection process for extracting and selecting a second part according to a condition set by a user.

4. a selection means for performing a selection process for selecting a second part in response to a user's selection operation on the first part; a start means for performing a start process for starting the second part selected by the selection operation; a termination means for performing a termination process for terminating the second part in response to a predetermined termination condition being satisfied in the second part that has been started; A transition means for performing a transition process to transition to the first part in response to the end of the second part, the selection process includes a first selection process in which only one second part can be selected, and a second selection process in which a plurality of second parts can be selected; the start process includes a first start process that starts a second part selected in response to the first selection process, and a second start process that starts a plurality of second parts selected in response to the second selection process in a predetermined order, An information processing system having a special processing means for, when a second part started by the second start processing is terminated, executing the start processing for another second part selected by the second selection processing without executing the transition processing for the one second part.

Citation Information

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