Program and information processing system

JP2025030893AActive Publication Date: 2025-03-07COLOPL
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Patent Information

Application Number
JP2023136577
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-24
Publication Date
2025-03-07
Estimated Expiration
2043-08-24

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、ゲームの興趣性を向上させることができる。

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Abstract

To improve amusement properties of a game.SOLUTION: A program causes a computer to function as: game control means for starting a predetermined game by the use of a first in-game value owned by a user; and in-game value control means for raising a rank of the first in-game value owned by the user by the use of a second in-game value owned by the user. The predetermined game is progressed in response to the user's operation after being started, and can acquire a predetermined item. An expectation degree for the acquisition of the predetermined item in the started predetermined game differs depending on the rank of the used first in-game value.SELECTED DRAWING: Figure 5
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Description

[Technical field]

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

[0002] 2. Description of the Related Art It has been known in the past to allow a user to play a predetermined game using in-game value owned by the user (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-042296 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is a demand for games to be more entertaining.

[0005] An object of the present invention is to improve the entertainment value of a game. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, A game control means for starting a predetermined game by using a first in-game value owned by a user; and an in-game value control means for increasing the rank of the first in-game value owned by the user by using the second in-game value owned by the user; the predetermined game progresses in response to an operation of the user after the game has started, and the user can acquire a predetermined item; The expectation of acquiring the predetermined item in the predetermined game to be started varies depending on the class of the first in-game value used. The program is provided. Effect of the Invention

[0007] According to the present invention, the entertainment value of the game can be improved. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Diagram 3] FIG. 13 is a diagram showing an example of a game screen. [Figure 4] FIG. 13 is a diagram showing an example of a play screen of a mini-game. [Diagram 5] FIG. 13 is a diagram showing an example of a screen displaying a list of tickets owned by a user. [Figure 6] 13 is a diagram for explaining the relationship between ticket rank and the expectation of acquiring an item. FIG. [Figure 7] 13 is a flowchart showing an example of a process for increasing the rank of a ticket. [Figure 8] 13 is a flowchart showing an example of a process related to a time-elapsed event and a mini-game progress. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. In addition, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it in the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores the programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser launched in the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured with a storage device such as a flash memory or a hard disk drive (HDD), etc. The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 etc. via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other via a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it in the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured with a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 may be of a capacitive type or a resistive film type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, an image sensor, or the like), an operation stick, a camera, a microphone, etc. The display unit 18 may be, for example, a projector, etc.

[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function of providing each of the terminal devices 10 with various data and programs required to realize a game, a function of collecting and managing data related to the game from each of the terminal devices 10, and a function of performing synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user's account to the server 20 based on a user's operation, and the server 20 may create and store an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 refers to when executing the game program.

[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side, in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.

[0034] The game information includes, for example, information for defining various virtual spaces. A virtual space is, for example, a space in which various objects, such as an object of a character used by a user, are arranged. The game information includes, for example, various setting information related to objects common between accounts, such as background objects, such as buildings, trees, and stones, arranged in the virtual space, and the arrangement position, size, color, and shape of an object of a non-player character (NPC). The game information also includes, for example, setting values ​​of various parameters of an NPC. Hereinafter, the object of a character arranged in a virtual space may be simply referred to as a "character".

[0035] User information is information managed for each game account. User information includes, for example, information about the character used by the user, information about owned assets, and information indicating the progress of the game. Owned assets can be said to be value owned by the user in the virtual space. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, characters, and the like. Also, examples of electronic currency include in-game currency that can be used in the game and crypto assets.

[0036] The control unit 210 controls various processes relating to the game by executing a game program stored in the storage unit 220. The control unit 210 includes a transmission / reception unit 211, a server processing unit 212, and a data management unit 213, for example.

[0037] The transmitting / receiving unit 211 transmits or receives various data. For example, the transmitting / receiving unit 211 receives a transmission request for various data and a program from each terminal device 10 and passes it to the server processing unit 212. In addition, the transmitting / receiving unit 211 transmits the various data and programs to each terminal device 10 according to the control of the server processing unit 212.

[0038] The server processing unit 212 executes arithmetic processing described in a game program in response to a request from the terminal device 10, thereby providing a game to the terminal device 10. The server processing unit 212 also issues a command to the transmitting / receiving unit 211 to transmit game information or user information. The server processing unit 212 also issues a command to the data management unit 213 to add, update, or delete records of the game information or user information.

[0039] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads game information or user information in accordance with instructions from the server processing unit 212, and transmits it to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information or user information in accordance with instructions from the server processing unit 212.

[0040] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.

[0041] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program, game information, and user information. The game program is a program for implementing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0042] The control unit 110 executes a game program stored in the memory unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.

[0043] The operation reception unit 111 receives an operation (hereinafter, also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the types of input operations include various operations using fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one aspect of the input operation.

[0044] Here, the operation reception unit 111 can also receive an input operation performed using an operation device connected via the input / output IF 15 in the same manner as an input operation to the input unit 17 .

[0045] The transmitting / receiving unit 112 transmits or receives various types of data. For example, the transmitting / receiving unit 112 transmits game information and user information to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, and the like from the server 20.

[0046] The transmitting / receiving unit 112 transmits operation information related to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information related to an operation input by another user in another terminal device 10.

[0047] The game progression unit 113 executes various processes related to the progression of the game. A specific example will be explained below.

[0048] The game progression unit 113 defines a virtual space based on information for defining the virtual space, which is included in the game information. The game progression unit 113 places objects in the virtual space based on setting information for the objects, which is included in the game information. The game progression unit 113 controls the objects placed in the virtual space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0049] The game progression unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game progression unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game progression unit 113 generates an image that depicts the field of view defined by the virtual camera and the objects placed in this field of view.

[0050] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. At that time, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, tree, or stone. Examples of dynamic objects include a character that operates based on a user's operation (in other words, a character used by the user) and an NPC that operates based on a game program.

[0051] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, a virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

[0052] The display control unit 114 causes the display unit 18 to display an image. A specific example will be described below.

[0053] The display control unit 114 generates an image that depicts the area of ​​the field of view of the virtual camera defined by the game progression unit 113 in the virtual space and objects present in that area, and displays it on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0054] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each of the terminal device 10 and the server 20 may have at least a part of the functions of the other device. Each of the devices such as the terminal device 10 and the server 20 may not be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. The information processing system 1 may be configured by, for example, only the terminal device 10 or the server 20. In other words, the information processing system 1 may not be realized by a plurality of devices connected via a network.

[0055] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 executes a game program stored in the information processing system 1 to perform each processing described later. However, at least a part of each processing described later may be executed by a processor other than the processor 11. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0056] In the following, the configuration according to this embodiment will be described by taking as an example a case where it is applied to a miniscape game (in other words, a sandbox game). The miniscape game of this embodiment is a simulation game in which an island (in other words, a town) is developed as an object to be developed, but the object to be developed is not particularly limited, and may be, for example, a specific object such as a character or a building, or an organization (for example, a soccer team, a baseball team, or a company).

[0057] The flow of the game of this embodiment will be described. The game of this embodiment is set on an island in a virtual space. The user grows crops on the island (in other words, the virtual space), harvests the grown crops, processes the harvested crops, and sells the harvested crops and their processed products. It is also possible to acquire electronic currency and items by selling the crops and their processed products. It is also possible to develop the island and build new facilities (e.g., processing plants) on the island using the electronic currency and items acquired by selling the crops and their processed products. That is, the game of this embodiment is a game in which the island grows (in other words, develops) by going through a cycle of growing crops, harvesting crops, processing crops, selling crops and processed products, developing the island, and building facilities.

[0058] The basic cycle of the game and the associated operation methods and various processes can be the same as those of conventional miniscape games.

[0059] An example of a game screen displayed on the display unit 18 is shown in FIG.

[0060] Crop cultivation may be performed, for example, as follows. First, crops are planted in a specific location in the virtual space based on a predetermined input operation by the user. The crops mature and become harvestable a predetermined time after planting. Then, based on a predetermined input operation by the user, the mature crops are harvested and the harvested crops are given to the user.

[0061] Specifically, for example, the game progression unit 113 accepts an input operation (for example, a touch operation on the specific field 31 displayed on the display unit 18) for selecting a specific location (for example, a specific field 31 provided on an island) in the virtual space displayed on the display unit 18, and an input operation for selecting a type of crop to be grown (for example, a touch operation on a specific crop in a list of crops displayed on the display unit 18 based on a touch operation on the specific field 31) as an operation by the user to plant the selected type of crop. In the game of this embodiment, a character owned by the user grows crops in the virtual space, and an operation to plant a crop can also be said to be an operation to instruct the character to start growing the crop. When an operation to plant a crop is performed, a predetermined item such as the seeds of the crop is consumed.

[0062] Furthermore, the game progression unit 113 starts measuring the time related to growing the crop based on an operation to plant the crop (in other words, an operation related to starting growing the crop). Specifically, the time until harvesting is possible for each type of crop is set, and when an operation to plant a specific crop is performed, the game progression unit 113 starts measuring the time, and when a predetermined time until harvesting of the specific crop has elapsed, the game progression unit 113 accepts an operation related to harvesting of the specific crop by the user. Then, the game progression unit 113 grants the specific crop to the user based on the operation related to harvesting of the specific crop. Specifically, for example, when harvesting of the crop becomes possible, the display control unit 114 displays an image 32 of the mature crop on the field 31 where the crop is planted based on an instruction from the game progression unit 113 (in other words, displays a display indicating that harvesting is possible on the display unit 18). Then, when a touch operation is performed on the image 32 of the mature crop, the game progression unit 113 grants the crop (in other words, the grown crop) to the user. It should be noted that when the crop matures (in other words, when it becomes possible to harvest), the crop may be automatically given to the user without any operation by the user.

[0063] Furthermore, crop processing may be performed, for example, as follows. First, a facility such as a crop processing plant can be installed in the virtual space based on a predetermined input operation by the user. Then, in the installed processing plant, crop processing is started based on a predetermined input operation by the user. Crop processing is completed when a predetermined time has elapsed since the start of crop processing, and a processed product is completed. Then, the completed processed product is given to the user based on a predetermined input operation by the user.

[0064] Specifically, for example, the game progression unit 113 presents installable facilities to the user based on an input operation by the user to a predetermined button 33 displayed on the display unit 18 while the virtual space is being displayed (for example, instructs the display control unit 114 to display a list of installable facilities on the display unit 18). In addition, the game progression unit 113 accepts an input operation by the user to select a processing plant to install from the presented facilities (for example, an operation to select a specific processing plant from the list of installable facilities displayed on the display unit 18) as an operation related to installing a processing plant.

[0065] Furthermore, the game progression unit 113 starts measuring the time required for constructing the processing plant based on an operation related to the installation of the processing plant. Specifically, the time required for each type of facility that can be installed on the island to be completed is set, and when an operation related to the installation of a specific processing plant is performed, the game progression unit 113 starts measuring the time, and when a predetermined time until the specific processing plant is completed has elapsed, the game progression unit 113 allows the user to use the specific processing plant. Note that, after the predetermined time until the specific processing plant is completed has elapsed, the game progression unit 113 may notify the user that the specific processing plant has been completed based on a predetermined input operation by the user (for example, a touch operation on the completed processing plant displayed on the display unit 18), and then allow the user to use the specific processing plant.

[0066] Furthermore, the game progression unit 113 accepts an input operation for selecting an available processing plant in the virtual space (for example, a touch operation on a specific processing plant 34 displayed on the display unit 18) and an input operation for selecting a processed product to be created at that processing plant (for example, a touch operation on a specific processed product in a list of createable processed products displayed on the display unit 18 based on a touch operation on the specific processing plant 34) as operations related to creating a processed product. Note that materials for processed products, such as harvested crops, are required to create a processed product, and when an operation related to creating a processed product is performed, a specified item is consumed as a material.

[0067] Furthermore, the game progression unit 113 starts measuring the time required to create the processed product based on an operation related to the creation of the processed product. Specifically, the time required to complete each type of processed product is set, and when an operation related to the creation of a specific processed product is performed, the game progression unit 113 starts measuring the time, and when a predetermined time until the specific processed product is completed has elapsed, the game progression unit 113 accepts an operation by the user related to receiving the specific processed product. Then, the game progression unit 113 grants the specific processed product to the user based on the operation related to receiving the specific processed product. Specifically, for example, when it becomes possible to receive the specific processed product, the display control unit 114 displays an image of the completed processed product on the processing plant where the processed product was created based on an instruction from the game progression unit 113 (in other words, causes the display unit 18 to display a display indicating that it is possible to receive the processed product). Then, when a touch operation is performed on the image of the completed processed product, the game progression unit 113 grants the completed processed product to the user. Note that when the processed product is completed, the completed processed product may be automatically granted to the user without the intervention of a user operation.

[0068] Also, the sale of crops and processed products may be carried out, for example, as follows. First, a store 36 for selling crops and processed products may be set up in the virtual space. Also, characters may visit the store 36 as customers. The customers may be, for example, non-player characters, but may also be characters operated by other users. Then, the crops and processed products that the customers want may be sold to the customer, and payment may be received.

[0069] Specifically, for example, the game progression unit 113 instructs the display control unit 114 to display products (e.g., crops or processed goods) desired by customers on the display unit 18 based on an operation (e.g., a touch operation) on the store 36 in the virtual space. Furthermore, based on a user operation instructing the sale of the products desired by the customers, the game progression unit 113 causes the products to be sold to be removed from the user's possessions and provides the user with a consideration (e.g., electronic currency, an item, etc.). Note that, for example, by setting the products to be put up for sale in advance, when a customer desires the products, the products may be automatically sold and the consideration provided.

[0070] In the game of this embodiment, in order to set up a facility such as a processing plant, certain items such as materials, tools, etc. are required. In other words, the materials, tools, etc. are items used to develop (in other words, develop) the island.

[0071] For example, obstacles such as trees and rocks may be placed in a location where a facility such as a processing plant is to be installed in the virtual space. In such a case, the tree can be removed by using (in other words, consuming) the axe item, and the rock can be removed by using (in other words, consuming) the pickaxe item. Specifically, the game progression unit 113 accepts an input operation (e.g., a touch operation on a specific tree 38 displayed on the display unit 18) specifying an obstacle to be removed in the virtual space, and an input operation (e.g., a touch operation on a display showing usable tools displayed on the display unit 18 based on the touch operation on the specific tree 38) as an operation by the user to specify the obstacle to be removed, and causes the selected tool to be lost from the user's possession, thereby removing the specified obstacle.

[0072] As described above, the installation of facilities such as processing plants is performed based on an operation related to the installation of the facility, but materials are required to install the facility, and when an operation related to the installation of the facility is performed, a specific item is consumed as a material. For example, materials such as wood and paint are required to install a specific processing plant, and when an operation related to the installation of the specific processing plant is performed, the game progression unit 113 causes the materials required for installation to be lost from the user's possession and installs the specific processing plant in the virtual space.

[0073] Furthermore, in the game of this embodiment, predetermined items such as materials and tools used in setting up facilities can be acquired by playing mini-games (in other words, missions).

[0074] After the mini-game is started, it progresses according to the user's operation. Specifically, the mini-game is a game in which the user operates a predetermined object in the game to play. The game progression unit 113 progresses the game according to the user's play, and grants the user a predetermined item according to the user's play. The type of the mini-game is not particularly limited, and may be, for example, a puzzle game in which a predetermined object such as a block, piece, piece, or character is operated to play. The mini-game may be, for example, an action game in which a predetermined character is operated, or a game in which a predetermined enemy character is fought. The mini-game may be a shooting game, a sports game, a quiz, a quest, or the like.

[0075] FIG. 4 is a diagram showing an example of a play screen of a mini-game displayed on the display unit 18 of the terminal device 10. As shown in FIG.

[0076] The mini-game of this embodiment is a puzzle game, and proceeds according to the following rules. (1) At the start of the game, blocks are placed in each square on a board that is divided into squares. In other words, at the start of the game, the game progression unit 113 instructs the display control unit 114 to display on the display unit 18 a board on which multiple blocks are arranged in a square pattern. (2) There are multiple types of blocks (four types in the example shown in FIG. 4). (3) The user progresses through the game by selecting blocks on the board one by one. (4) Blocks of the same type that are connected to the block selected by the user (vertically or horizontally adjacent) are simultaneously erased. In other words, the game progression unit 113 erases blocks of the same type that are connected to the block selected by the user. (5) Isolated blocks (blocks with no adjacent blocks of the same type) cannot be erased. In other words, if the block selected by the user is an isolated block, the game progression unit 113 will not erase the block. (6) The blocks that were above the erased block fall down. In other words, the game progression unit 113 moves the blocks that were above the erased block down. (7) When all blocks in a vertical column are removed, the column to the right of this column is moved to the left (a column from which all blocks have been removed disappears). In other words, when all blocks in a vertical column are removed, the game progression unit 113 moves the column to the right of this column to the left. (8) When there are no more erasable blocks, that is, when all the blocks on the board are gone or when only isolated blocks remain, the game ends. In other words, the game progression unit 113 ends the game when it determines that there are no more erasable blocks.

[0077] For example, at the start of the game, multiple types of blocks are placed on the board as shown in Fig. 4. In this state, for example, if the user touches any of the blocks in area A surrounded by a dashed line, all the blocks in area A disappear. Then, based on the disappearance of the blocks in area A, the blocks in area B surrounded by a two-dot chain line move down.

[0078] Furthermore, in the mini-game of this embodiment, the multiple types of blocks include blocks corresponding to specific items (hereinafter referred to as "special blocks 40"). Then, items corresponding to the special blocks 40 are given to the user according to the number of special blocks 40 that disappear simultaneously. For example, when two special blocks 40 disappear simultaneously, the game progression unit 113 gives one corresponding item, when three special blocks 40 disappear simultaneously, four corresponding items, and when four special blocks 40 disappear simultaneously, eight corresponding items. In other words, the more special blocks 40 that disappear simultaneously, the more corresponding items are given to the user.

[0079] In this way, the game progression unit 113 grants predetermined items, etc., in accordance with the user's play in the mini-game. Here, "in accordance with the user's play" is not limited to granting predetermined items in accordance with the number of blocks simultaneously erased as in this embodiment, but may also mean granting items in accordance with, for example, the score of the mini-game, or the number or type of goals that the user has achieved among multiple goals set in the mini-game.

[0080] The multiple types of blocks may include blocks corresponding to predetermined objects in addition to the special blocks 40. For example, the special blocks 41 corresponding to electronic currency (in other words, in-game currency) may be included, and the game progression unit 113 may grant the user electronic currency according to the number of special blocks 41 that disappear at the same time.

[0081] Also, it is possible to challenge a mini-game by using (in other words, consuming) a specific in-game value. In this embodiment, a ticket is required to challenge a mini-game, and it is possible to challenge a mini-game by consuming a ticket. Note that the specific in-game value used to challenge a mini-game is not limited to a ticket, and may be, for example, another item, electronic currency, or a predetermined point owned by the user.

[0082] In addition, in the game of this embodiment, there are multiple types of tickets with different obtainable items. Specifically, as shown in Fig. 5, there are axe tickets 50 (50a, 50b, 50c, 50d) associated with an axe as a first item, pickaxe tickets 51 (51a, 51b) associated with a pickaxe as a second item, wood tickets 52 (52a, 52b, 52c) associated with wood as a third item, and paint tickets 53 (53a, 53b) associated with paint as a fourth item.

[0083] Also, there are classes for each of the various tickets corresponding to different items. Specifically, there are four classes, 1st class, 2nd class, 3rd class, and 4th class, in order from the lowest class. That is, each of the axe ticket, pickaxe ticket, wood ticket, and paint ticket has multiple classes, such as the 1st class axe ticket 50d, the 2nd class axe ticket 50c, the 3rd class axe ticket 50b, and the 4th class axe ticket 50a. In this embodiment, the higher the class of the ticket, the higher the rarity.

[0084] A mini-game with content corresponding to the ticket used is then executed. Specifically, for example, based on an input operation by the user to select a ticket to be used from the tickets the user owns, the game progression unit 113 starts a mini-game corresponding to the type of the selected ticket.

[0085] More specifically, the game progression unit 113 starts a mini-game using the special block 40 corresponding to the item associated with the selected ticket. That is, for example, when an axe ticket 50 is selected, the special block 40 becomes a block corresponding to an axe, and when a pickaxe ticket 51 is selected, the special block 40 becomes a block corresponding to a pickaxe. That is, the game progression unit 113 starts a mini-game in which the item associated with the selected ticket can be acquired.

[0086] Furthermore, the game progression unit 113 starts a mini-game of a rank corresponding to the rank of the selected ticket. In other words, the game progression unit 113 determines the rank of the mini-game to be started according to the rank of the selected ticket. Specifically, when a first rank ticket is used, a first rank mini-game is started. When a second rank ticket is used, a second rank mini-game is started. When a third rank ticket is used, a third rank mini-game is started. When a fourth rank ticket is used, a fourth rank mini-game is started. Note that the ticket ranks and the mini-game ranks do not have to correspond one-to-one. For example, the higher the ticket rank, the more likely a high-rank mini-game is to be selected.

[0087] The number of squares in the mini-games varies depending on the rank. Specifically, as shown in FIG. 4, the number of squares in the first rank mini-game is 8 squares vertically and 12 squares horizontally. The number of squares in the second rank mini-game is 9 squares vertically and 15 squares horizontally. The number of squares in the third rank mini-game is 10 squares vertically and 20 squares horizontally. The number of squares in the fourth rank mini-game is 10 squares vertically and 20 squares horizontally. The number of squares may be the same regardless of the ticket rank. In this embodiment, the types of blocks that appear are the same (in other words, four types) regardless of the rank of the mini-game, but different types of blocks may appear or the number of types of blocks that appear may differ depending on the rank.

[0088] Also, in the mini-games, the expectation of acquiring items (specifically, items corresponding to tickets) differs depending on the rank. Specifically, in the mini-games, the maximum number of items (specifically, items corresponding to tickets) that can be acquired differs depending on the rank. Also, in the mini-games, the expected number of special blocks 40 that will appear on the board differs depending on the rank. In other words, in the mini-games, the probability of the appearance of special blocks 40 (in other words, the probability of the item corresponding to the ticket appearing on the board) differs depending on the rank. In other words, in the mini-games, the expectation of the number of acquireable items (specifically, items corresponding to tickets) differs depending on the rank. Specifically, the higher the rank, the higher the probability of acquiring more items corresponding to tickets.

[0089] The expectation of obtaining an item according to the rank will be described with reference to Fig. 6. In this embodiment, the number of special blocks 40 that appear on the board is determined by lottery.

[0090] Specifically, when the game progression unit 113 starts a mini-game by using a first-class ticket, it executes a lottery to obtain any one of lottery result 1, lottery result 2, lottery result 3, or lottery result 4. Here, the probability of obtaining lottery result 1 is 70%, the probability of obtaining lottery result 2 is 20%, the probability of obtaining lottery result 3 is 8%, and the probability of obtaining lottery result 4 is 2%. When lottery result 1 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 5 to 7. When lottery result 2 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 8 to 10. When lottery result 3 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 11 to 15. When lottery result 4 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 16 to 19. That is, in the first rank mini-game, a minimum of 5 and a maximum of 19 special blocks 40 appear. Note that the number of special blocks 40 to be placed on the board when each lottery result is obtained may be determined by lottery by the game progression unit 113 from within each range shown here.

[0091] Furthermore, when the game progression unit 113 starts a mini-game by using a second-class ticket, it executes a lottery to obtain any one of the lottery results 5, 6, 7, or 8. Here, the probability of obtaining the lottery result 5 is 70%, the probability of obtaining the lottery result 6 is 20%, the probability of obtaining the lottery result 7 is 8%, and the probability of obtaining the lottery result 8 is 2%. When the lottery result 5 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 15 to 20. When the lottery result 6 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 21 to 25. When the lottery result 7 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 26 to 30. When the lottery result 8 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 31 to 35. That is, in the second tier mini-game, a minimum of 15 and a maximum of 35 special blocks 40 will appear.

[0092] Furthermore, when the game progression unit 113 starts a mini-game by using a third-class ticket, it executes a lottery to obtain any one of lottery results 9, lottery result 10, lottery result 11, and lottery result 12. Here, the probability of obtaining lottery result 9 is 30%, the probability of obtaining lottery result 10 is 30%, the probability of obtaining lottery result 11 is 30%, and the probability of obtaining lottery result 12 is 10%. When lottery result 9 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 31 to 35. When lottery result 10 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 36 to 40. When lottery result 11 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 41 to 45. When lottery result 12 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 46 to 50. That is, in the third tier mini-game, a minimum of 31 and a maximum of 50 special blocks 40 will appear.

[0093] Furthermore, when the game progression unit 113 starts a mini-game by using a fourth-class ticket, it executes a lottery to obtain one of the lottery results 13, 14, 15, or 16. Here, the probability of obtaining the lottery result 13 is 30%, the probability of obtaining the lottery result 14 is 30%, the probability of obtaining the lottery result 15 is 30%, and the probability of obtaining the lottery result 16 is 10%. When the lottery result 13 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 71 to 75. When the lottery result 14 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 76 to 80. When the lottery result 15 is obtained, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 81 to 85. When the lottery result is 16, the game progression unit 113 determines the number of special blocks 40 to be placed on the board to be one of 86 to 90. That is, in the fourth rank mini-game, a minimum of 71 and a maximum of 90 special blocks 40 will appear.

[0094] In this way, the higher the mini-game rank (in other words, the ticket rank), the more likely it is that special blocks 40 will appear. In other words, the higher the mini-game rank (in other words, the ticket rank), the higher the expectation of acquiring an item (specifically, an item corresponding to the ticket). Specifically, the higher the mini-game rank (in other words, the ticket rank), the higher the expected number of items acquired.

[0095] The mini-game may have a different difficulty level depending on the rank. For example, the higher the rank of the mini-game (in other words, the ticket rank), the higher the difficulty level of the mini-game. Also, for example, the higher the rank of the mini-game (in other words, the ticket rank), the lower the difficulty level of the mini-game.

[0096] Also, the time required to complete a mini-game may differ depending on the rank. For example, the higher the rank of the mini-game (in other words, the ticket rank), the longer the time required to complete it. Also, for example, the higher the rank of the mini-game (in other words, the ticket rank), the shorter the time required to complete it.

[0097] The number of the special blocks 40 that appear does not have to be determined by lottery, and may be a fixed number according to the rank of the mini-game (in other words, the rank of the ticket), for example.

[0098] Also, for example, each of the lottery results 1 to 16 may not be obtainable only with a ticket of a specific class. For example, each of the lottery results 1 to 16 may be obtainable regardless of the ticket class. In this case, the lower the ticket class, the higher the probability of obtaining a lottery result with a lower number (for example, lottery result 1), and the higher the ticket class, the higher the probability of obtaining a lottery result with a higher number (for example, lottery result 16). Also, at least some of the lottery results may be obtainable only with tickets of a specific class (in other words, not obtainable with tickets of other classes). For example, the lottery result 16 may be obtainable only with tickets of the fourth class. Also, for example, the lottery result 1 may be obtainable only with tickets of the first class and second class, and not with tickets of the third class and fourth class. In this case, if the lottery results 1 to 4 are obtained, the number of squares will be 8 squares vertically and 12 squares horizontally, if the lottery results 5 to 8 are obtained, the number of squares will be 9 squares vertically and 15 squares horizontally, and if the lottery results 9 to 16 are obtained, the number of squares will be 10 squares vertically and 20 squares horizontally.

[0099] Also, the rank of the mini-game may be determined by the result of a lottery executed by using a ticket. That is, for example, the mini-game executed when lottery result 1 is obtained is the first rank mini-game, and the mini-game executed when lottery result 2 is obtained is the second rank mini-game, and so on. Each lottery result can be regarded as a mini-game rank.

[0100] Next, the screen displays relating to the mini-game will be described.

[0101] The display control unit 114 causes the display unit 18 to display a list of tickets owned by the user, based on instructions from the game progression unit 113. For example, when the game screen illustrated in Fig. 3 is displayed, the game progression unit 113 accepts an input operation for displaying a list of tickets owned by the user (for example, a touch operation on a button (not shown) displayed in a predetermined area of ​​the game screen), and causes the display unit 18 to display the list of owned tickets based on the input operation.

[0102] 5 shows an example of a display in which a user has one fourth-class axe ticket 50a, three third-class axe tickets 50b, two second-class axe tickets 50c, five first-class axe tickets 50d, five third-class pickaxe tickets 51a, eight first-class pickaxe tickets 51b, two fourth-class wood tickets 52a, three third-class wood tickets 52b, two first-class wood tickets 52c, three second-class paint tickets 53a, and four first-class paint tickets 53b. The numbers displayed under each ticket indicate the number of each ticket owned.

[0103] Each ticket has a corresponding item depicted on it (e.g., an axe, a pickaxe, wood, or paint) giving the corresponding item a recognizable appearance.

[0104] Each ticket has a color indicating its rank, making its appearance easy to distinguish the rank. In this embodiment, the first-rank tickets (e.g., tickets 50d, 51b, 52c, 53b) are light blue. The second-rank tickets (e.g., tickets 50c, 53a) are silver. The third-rank tickets (e.g., tickets 50b, 51a, 52b) are gold. The fourth-rank tickets (e.g., tickets 50a, 52a) are rainbow-colored.

[0105] Each ticket has the same pattern and color, except for the portion depicting the corresponding item, regardless of the corresponding item. In other words, at least a portion of the design (e.g., the background portion) of each ticket is the same regardless of the corresponding item, and the design of that portion corresponds to the rank.

[0106] The list of owned tickets may display the tickets owned by the user in hierarchical order. The list of owned tickets may display the tickets owned by the user sorted by the items they correspond to. Furthermore, the order of the tickets in the list of owned tickets may be changeable. For example, on the screen displaying the list of owned tickets, a pull-down menu 56 may be displayed as a user interface that accepts operations related to sorting of tickets, and the game progression unit 113 may rearrange the tickets based on a user operation on the pull-down menu 56 (specifically, an operation of selecting one of a plurality of sorting methods displayed in the pull-down menu 56).

[0107] Furthermore, based on the user's operation of selecting a ticket to be used, the game progression unit 113 uses (in other words, consumes) the selected ticket to start a mini-game corresponding to the selected ticket. For example, the game progression unit 113 accepts a touch operation on a specific ticket in the list of owned tickets and a touch operation on a mini-game start button 57 displayed on the display unit 18 based on the touch operation as an operation of selecting a ticket to be used (in other words, an operation related to the start of a mini-game), and starts the mini-game corresponding to the selected ticket. FIG. 5 shows an example of a screen display when a touch operation is performed on a second-rank axe ticket 50c in the list of owned tickets.

[0108] In the mini-game, based on instructions from the game progression unit 113, the display control unit 114 causes the display unit 18 to display a play screen as shown in FIG.

[0109] The background 43 of the play screen of the mini-game corresponds to the rank of the mini-game (in other words, the rank of the ticket). Specifically, in the first rank mini-game (in other words, the mini-game started by using the first rank ticket), the background 43 is an image based on light blue (for example, an image of a blue sky). In the second rank mini-game (in other words, the mini-game started by using the second rank ticket), the background 43 is an image based on purple (for example, an image of a night sky). In the third rank mini-game (in other words, the mini-game started by using the third rank ticket), the background 43 is an image based on yellow. In the fourth rank mini-game (in other words, the mini-game started by using the fourth rank ticket), the background 43 is an image based on rainbow colors. In other words, the color of the background 43 of the play screen of the mini-game corresponds to the color of the ticket used (in other words, the rank). In addition, the pattern of the background 43 of the mini-game play screen is based on the rank of the ticket used.

[0110] The background 43 of the first rank mini-game (in other words, the mini-game started by using the first rank ticket) is the same as or similar to the background 59 (see FIG. 5) of the screen displaying the list of owned tickets. In this embodiment, the background 59 of the screen displaying the list of owned tickets is light blue in color, and the pattern is the same as the background 43 of the first rank mini-game (for example, a blue sky background).

[0111] In addition, in the game of this embodiment, it is possible to increase the rank of the ticket by using (in other words, consuming) a specific in-game value. In this embodiment, it is possible to increase the rank of the ticket by using a special item (specifically, a stone having a specific effect (hereinafter referred to as a "special stone")) as the specific in-game value. Note that the specific in-game value used to increase the rank of the ticket is not limited to a special stone, and may be, for example, another item, electronic currency, or a predetermined point owned by the user.

[0112] For example, based on an operation of selecting a ticket to increase the rank from among the tickets owned by the user, the game progression unit 113 uses (in other words, consumes) the special stones owned by the user to increase the rank of the selected ticket. For example, the game progression unit 113 accepts a touch operation on a specific ticket in a list of owned tickets as an operation of selecting a ticket to increase the rank, and when a touch operation is performed on the rank increase button 58 displayed on the display unit 18 based on the touch operation, the game progression unit 113 increases the rank of the selected ticket. In the situation illustrated in FIG. 5, the second rank axe ticket 50c is selected from the tickets owned by the user, and in this situation, when an operation is performed on the rank increase button 58, the game progression unit 113 changes the second rank axe ticket 50c to the third rank axe ticket 50b. At this time, the game progression unit 113 consumes multiple special stones owned by the user (for example, "30") to increase the rank of the ticket by one. Note that the number of special stones (in other words, a specific in-game value) required to increase the rank of the ticket by one may be one. Also, the number of special stones required to increase the ticket rank by one may be different depending on the ticket rank (specifically, the rank before the increase and the rank after the increase) or may be the same regardless of the rank. Also, the number of special stones required to increase the ticket rank may be different depending on the type of item associated with the ticket or may be the same regardless of the type of item. Also, the type of in-game value required to increase the ticket rank may be different depending on the ticket rank (specifically, the rank before the increase and the rank after the increase) or the type of item associated with the ticket or may be the same regardless of the rank or the type of item. Also, it may be possible to increase the ticket rank by multiple steps at once (for example, by one operation).

[0113] In addition, the special stone as a specific in-game value used to increase the rank of the ticket may or may not have other uses. For example, the special stone may be used to allow the user to go to a place in the virtual space that he / she could not go to before (in other words, to enable the user to interfere with a place that he / she could not interfere with). For example, the game progression unit 113 uses the special stone based on a predetermined input operation by the user to allow the user to enter an area in the virtual space that the user was prohibited from entering. In addition, the special stone may be usable for purchasing items used to progress the game, such as materials and tools (in other words, exchanging for the items).

[0114] The special stone may be obtainable, for example, in the following manner. For example, the special stone may be sold at a store in the game (specifically, a store where the user can purchase items) and may be purchased using electronic currency owned by the user. The special stone may be given to the user as payment for selling harvested crops or processed products thereof to a character in the game (for example, a non-player character).

[0115] Furthermore, tickets as a specific in-game value used to challenge mini-games may or may not have other uses.

[0116] Also, the tickets may be obtainable, for example, in the following manner. For example, the tickets may be sold at a store in the game (specifically, a store where the user can purchase items) and may be purchaseable using electronic currency owned by the user. Also, the tickets may be given to the user as a consideration for selling harvested crops or processed products thereof to a character in the game (for example, a non-player character). Also, the tickets that may be obtained in consideration for crops or processed products thereof may be tickets of the first to third classes, and tickets of the fourth class may not be obtainable. In other words, tickets of a predetermined class or higher may not be obtainable in consideration for crops or processed products thereof. Also, the tickets that may be purchased using electronic currency may be tickets of the first to fourth classes. In other words, the class of tickets that may be obtained in consideration for crops or processed products thereof may be lower than the class of tickets that may be purchased.

[0117] In the game of this embodiment, as described above, events that end when a predetermined time has elapsed (hereinafter, referred to as "time-passing events") are provided. Specifically, as the time-passing events, a crop growing event is provided, which is started based on an operation related to starting the growth of crops, and the crop is completed (in other words, harvesting becomes possible) after the predetermined time has elapsed. Also, as the time-passing events, a processing plant creation event is provided, which is started based on an operation related to setting up a processing plant, and the processing plant is completed after the predetermined time has elapsed. Also, as the time-passing events, a processed product creation event is provided, which is started based on an operation related to the creation of a processed product, and the processed product is completed after the predetermined time has elapsed. The game progression unit 113 controls the execution of these time-passing events. Also, the game progression unit 113 grants a reward (for example, a completed crop, a processing plant, or a processed product, etc.) to the user based on the elapse of a predetermined time in the time-passing event.

[0118] Also, the time passing event may proceed in parallel with the mini-game. That is, the time passing event ends as time passes, but the time of the event also progresses during the period in which the mini-game is being executed. In other words, the game progression unit 113 starts measuring time based on an operation related to the start of a specific event, but the measurement of time also progresses while the mini-game is being executed. In other words, the game progression unit 113 determines whether a predetermined time has passed including the period in which the mini-game was executed in parallel with the time passing event. For example, in the case where the time passing event is an event that ends three minutes after it starts, the mini-game starts one minute after it starts, and ends one minute and thirty seconds after it starts. In this case, the game progression unit 113 determines that two minutes and thirty seconds have passed since the start of the time passing event at the end of the mini-game, and when 30 seconds (i.e., a total of three minutes) have passed since then, it determines that the end condition of the time passing event has been met and ends the time passing event.

[0119] The time-passing event may be, for example, a character training event or a so-called quest. For example, the game progression unit 113 may start a quest in which a character owned by the user automatically (in other words, without the user's operation) searches for treasure or defeats a monster based on a predetermined input operation by the user, and may notify the user of the result of the quest (for example, the success or failure of the quest, the reward obtained by the quest, etc.) based on the passage of a predetermined time. The time-passing event may end automatically when a predetermined time has passed, or may end when a specific input operation by the user is accepted after the predetermined time has passed and the specific input operation is executed. The time-passing event may be started by a user's input operation related to the start of the event, or may be started by another trigger. The reward for the time-passing event may not be an item such as a crop, but may be an increase in the parameters of a specific object such as a character, electronic currency, or a specific point. In this embodiment, the time-passing event proceeds without the user's operation, but the user may perform a specific operation during the progress of the event. For example, in a crop cultivation event, the user may be able to water the crops, and whether or not the crops grow well may depend on whether or not the user waters them (in other words, the success or failure of a time-elapsed event may change depending on the user's operation).

[0120] In the game of this embodiment, the user can increase his / her own rank by various actions in the game. The rank can be said to be a parameter indicating the user's proficiency. The rank includes what is called a level in a general game. By increasing the rank, the number of actions possible in the game increases. For example, by increasing the rank, the types of crops that can be cultivated, the types of facilities that can be installed, the types of items that can be acquired, etc. increase. The rank can be increased by accumulating experience points as predetermined points that contribute to increasing the rank. The experience points can be acquired by harvesting the cultivated crops, processing the harvested crops, selling the harvested crops and their processed products, and creating a processing plant. On the other hand, the experience points cannot be acquired by executing a mini-game. For example, the game progression unit 113 grants the user experience points when granting the user a crop based on an operation related to the harvesting of a completed crop, when granting the user a processed product based on an operation related to receiving the completed processed product, when granting the user a price for the sale of the crop or the processed product, or when notifying the user that the processing plant has been completed. On the other hand, experience points are not awarded by playing a mini-game, regardless of the outcome of the mini-game. In other words, in the game of this embodiment, an item corresponding to a ticket may be awarded by playing a mini-game, but experience points are not awarded with the award of the item by playing a mini-game. On the other hand, in the mini-game, items (specifically, materials and tools) necessary for performing actions that can earn experience points in the game can be acquired.

[0121] Next, an example of a process for increasing the rank of a ticket will be described with reference to FIG.

[0122] The game progression unit 113 accepts an input operation by the user to select a ticket to increase the rank from among the owned tickets (Step S101). Specifically, the game progression unit 113 accepts a touch operation on a specific ticket while a list of owned tickets is displayed on the display unit 18 (see FIG. 5).

[0123] When a ticket to increase the rank is selected, the game progression unit 113 provides the user with information about the in-game value required to increase the rank of the selected ticket (step S102). Specifically, the game progression unit 113 instructs the display control unit 114 to display on the display unit 18 the type and number of in-game value required to increase the rank of the selected ticket, and informs the user of the type and number of the in-game value. In this embodiment, the user is informed of how many special stones are required.

[0124] Next, the game progression unit 113 accepts an input operation by the user to instruct a rise in the rank of the selected ticket (Step S103).

[0125] When an input operation is performed to instruct the user to increase the rank of the selected ticket, the game progression unit 113 increases the rank of the ticket by consuming the in-game value required for the increase in rank (step S104). Specifically, the game progression unit 113 reduces the number of special stones owned by the user by the number required to increase the rank of the ticket, reduces the number of tickets owned by the user for the rank before the change by one, and grants the user one ticket for the rank after the change.

[0126] Next, an example of a process related to a time-passing event and progress of a mini-game will be described with reference to FIG.

[0127] The game progression unit 113 starts a time passage event based on a user operation related to the start of a time passage event (Step S201). Specifically, the game progression unit 113 starts a time passage event based on an operation related to the start of growing crops, an operation related to setting up a processing plant, an operation related to creating a processed product, or the like.

[0128] Furthermore, with the start of the time passage event, the game progression unit 113 begins measuring the time since the start of the time passage event (Step S202).

[0129] Next, the game progression unit 113 determines whether or not a predetermined time has elapsed since the start of the time passage event (Step S203). In other words, the game progression unit 113 determines whether or not a predetermined time has elapsed since the start of the time passage event, which is an end condition for the time passage event.

[0130] When a predetermined time has passed since the time passage event started (YES in step S203), the game progression unit 113 ends the time passage event (step S204). On the other hand, if the predetermined time has not passed since the time passage event started (NO in step S203), the game progression unit 113 does not end the time passage event.

[0131] Furthermore, the game progression unit 113 accepts an input operation related to the start of a mini-game regardless of whether a time passage event is in progress. In other words, the game progression unit 113 determines whether an input operation related to the start of a mini-game has been performed (Step S205).

[0132] If an input operation related to starting the mini-game has been performed (YES in step S205), the game progression unit 113 starts the mini-game (step S206). Then, the game progression unit 113 controls the progress of the mini-game, and ends the mini-game when the end condition of the mini-game is satisfied (step S207). Specifically, when there are no more blocks that can be erased in the mini-game, the game progression unit 113 determines that the end condition of the mini-game has been satisfied and ends the mini-game. Note that if a predetermined input operation (for example, a touch operation on the end button 44 illustrated in FIG. 4) is performed while the mini-game is in progress, the game progression unit 113 may end the mini-game midway (in other words, retire).

[0133] Even after the mini-game ends, the process of step S203 is performed until the time-passing event ends. Here, the time of the time-passing event progresses even during the period during which the mini-game was executed, and the game progression unit 113 determines whether or not a predetermined time has passed, including the period during which the mini-game was executed, in parallel with the time-passing event. Note that, here, "determining whether or not a predetermined time has passed, including the period during which the mini-game was executed" may mean that the time-passing event ends when the predetermined time has passed, including the period during which the mini-game was executed. That is, for example, in a configuration in which a predetermined timer is used to determine whether or not a predetermined time has passed, the predetermined timer may be updated during the period during which the mini-game was executed, or the update of the predetermined timer may be stopped during that period (for example, when the update is stopped, the time spent on the mini-game may be added after the mini-game ends). Also, for example, the process of step S203 may be performed during the period during which the mini-game was executed, or may not be performed during that period.

[0134] The configuration according to this embodiment is not limited to miniscape games, and may be applied to any games including role-playing games, action games, sports games, board games, etc. The configuration according to this embodiment may be applied to games played by one person, or may be applied to games that allow multiplayer.

[0135] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the gist of the present invention. The present invention can also be applied to services other than games. Within the scope of the present invention, the components can be freely combined, any components can be modified, or any components can be omitted. The process flow described in this specification is merely an example, and the order and configuration of each process may be different. Some processes shown in the flowchart may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0136] <Additional Notes> The matters described in the above embodiment can also be described as follows.

[0137] (Appendix 1) Computer, A game control means (e.g., a game progression unit 113) that starts a predetermined game by using a first in-game value owned by a user; and functioning as an in-game value control means (e.g., a game progression unit 113) for increasing the rank of the first in-game value owned by the user through the use of the second in-game value owned by the user; the predetermined game progresses in response to an operation of the user after the game has started, and the user can acquire a predetermined item; The expectation of acquiring the predetermined item in the predetermined game to be started varies depending on the class of the first in-game value used. program. With this configuration, it is possible to add a strategic element to the game by considering whether or not to use the second in-game value to increase the rank of the first in-game value and change the expectation of acquiring a specified item, thereby making the game more entertaining.

[0138] (Appendix 2) A corresponding item is set to the first in-game value, the predetermined item is an item corresponding to the first in-game value to be used; The higher the rank of the first in-game value used, the higher the expectation regarding the number of the predetermined items that can be acquired in the predetermined game that is started. 2. The program described in Appendix 1. With this configuration, it is possible to add a strategic element to the game, such as considering whether or not to increase the number of specified items that can be acquired in a specified game by using the second in-game value, thereby making the game more interesting.

[0139] (Appendix 3) The computer, functioning as an event control unit (e.g., the game progression unit 113) that controls the execution of an event that ends after a predetermined time has elapsed; The event and the predetermined game can proceed in parallel, The event control means determines whether or not the predetermined time has elapsed, including a period during which the predetermined game was played in parallel with the event. 2. The program according to claim 1 or 2. According to such a configuration, it is possible to play a predetermined game during the waiting time for an event that will end over time, so that the user will not have to waste time.

[0140] (Appendix 4) The predetermined item is an item used to develop a subject in a game in which the subject is developed. 2. The program according to claim 1 or 2. With this configuration, in a game in which a player develops a training object, the cycle of developing the training object can be incorporated with the acquisition of items by playing a specified game, thereby making the game more entertaining.

[0141] (Appendix 5) The computer, functioning as a display control means (e.g., the display control unit 114) that causes a display means (e.g., the display unit 18) to display the first in-game value owned by the user; The first in-game value has a color indicating a rank. 2. The program according to claim 1 or 2. According to this configuration, it is possible to easily determine the rank of the first in-game value from its appearance.

[0142] (Appendix 6) The computer, functioning as a display control means (e.g., the display control unit 114) that causes a display means (e.g., the display unit 18) to display the first in-game value owned by the user; The first in-game value has a color indicating a rank and an appearance that can distinguish the corresponding item. 2. The program described in Appendix 2. With this configuration, it is possible to easily determine the type of item that can be acquired by using the first in-game value, and it is also possible to easily determine the expectation of acquiring the item.

[0143] (Appendix 7) A game control means (e.g., a game progression unit 113) that starts a predetermined game by using a first in-game value owned by a user; an in-game value control means (e.g., a game progression unit 113) for increasing the rank of the first in-game value owned by the user by using the second in-game value owned by the user; the predetermined game progresses in response to an operation of the user after the game has started, and the user can acquire a predetermined item; The expectation of acquiring the predetermined item in the predetermined game to be started varies depending on the class of the first in-game value used. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]

[0144] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 50, 51, 52, 53 Ticket, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progress unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 220 Storage unit

Claims

1. Computer, a game control means for starting a predetermined game by using a first in-game value owned by a user; and an in-game value control means for increasing the rank of the first in-game value owned by the user by using the second in-game value owned by the user; the predetermined game progresses in response to an operation of the user after the game has started, and the user can acquire a predetermined item; The expectation of acquiring the predetermined item in the predetermined game to be started varies depending on the class of the first in-game value used. program.

2. a corresponding item is set to the first in-game value; the predetermined item is an item corresponding to the first in-game value to be used, The higher the rank of the first in-game value used, the higher the expectation regarding the number of the predetermined items that can be acquired in the predetermined game that is started. The program according to claim 1.

3. The computer, functioning as an event control means for controlling the execution of an event that ends upon the passage of a predetermined time; The event and the predetermined game can proceed in parallel, The event control means determines whether or not the predetermined time has elapsed, including a period during which the predetermined game was played in parallel with the event.

3. The program according to claim 1 or 2.

4. The predetermined item is an item used to develop a subject in a game in which the subject is developed.

3. The program according to claim 1 or 2.

5. The computer, a display control means for causing a display means to display the first in-game value owned by the user; The first in-game value has a color indicating a rank.

3. The program according to claim 1 or 2.

6. The computer, a display control means for causing a display means to display the first in-game value owned by the user; The first in-game value has a color indicating a rank and an appearance that can distinguish the corresponding item. The program according to claim 2.

7. a game control means for starting a predetermined game by using a first in-game value owned by a user; an in-game value control means for increasing the rank of the first in-game value owned by the user by using the second in-game value owned by the user; the predetermined game progresses in response to an operation of the user after the game has started, and the user can acquire a predetermined item; The expectation of acquiring the predetermined item in the predetermined game to be started varies depending on the class of the first in-game value used. Information processing system.

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