Program, information processing device and system

The program enhances the interest and engagement of the game by allowing dynamic movement of game media between areas, based on progress and object placement, thereby creating a more interactive and immersive gaming experience.

JP2025047264AActive Publication Date: 2025-04-03CAPCOM CO LTD
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Patent Information

Application Number
JP2023155666
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-21
Publication Date
2025-04-03
Estimated Expiration
2043-09-21

AI Technical Summary

Technical Problem

The existing game technology, as described in Patent Document 1, lacks sufficient interest and engagement for users.

Method used

A program that enables a computer to progress a first game in a virtual space by incorporating a progression mechanism with multiple areas, a determination system to move game media between areas based on game progress, and a display system to show the movement of game media between areas.

Benefits of technology

This solution enhances the interest and engagement of the game by allowing dynamic movement of game media between areas, based on progress and object placement, thereby creating a more interactive and immersive gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase the interest of a game.SOLUTION: A program according to one embodiment of the present disclosure causes a computer 70 to function as progression means 100 for progressing a first game in a virtual space including a first area in which a first game medium is placed and a second area different from the first area, determination means 106 for determining whether or not the first game medium can be moved from the first area to the second area on the basis of the progress state of the first game, first movement means 102a for moving the first game medium from the first area toward the second area on the basis of the determination by the determination means 106 that the first game medium can be moved from the first area toward the second area, and display means 108 for displaying at least a part of the first area and at least a part of the second area in a list and displaying the first game medium moving from the first area toward the second area.SELECTED DRAWING: Figure 10
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Description

[Technical field]

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

[0002] Conventionally, there are techniques for games in which character objects appear in a virtual space. For example, Patent Document 1 describes a game in which animal characters that can be placed in a normal area are invited to a campsite. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-076190 A Summary of the Invention [Problem to be solved by the invention]

[0004] The game described in Patent Document 1 leaves room for improvement in terms of its entertainment value. According to the present disclosure, it is possible to improve the entertainment value of the game. [Means for solving the problem]

[0005] A first aspect is a program that causes a computer to function as: an advancement means for progressing a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; a determination means for determining whether the first game medium can be moved from the first area to the second area based on the progress of the first game; a first movement means for moving the first game medium from the first area toward the second area based on the determination by the determination means that the first game medium can be moved; and a display means for displaying at least a portion of the first area and at least a portion of the second area in a list and displaying the first game medium moving from the first area toward the second area.

[0006] In a first aspect, the second area includes one or more sections in each of which an object is set, and the computer can further function as a first determination means for determining progress based on the objects set in each of the one or more sections.

[0007] In a first aspect, one or more second game media different from the first game medium are placed in the second area, and the first identification means can identify the progress status further based on the number of the one or more second game media.

[0008] In a first aspect, the computer further functions as a second identification means for identifying a first number that is a reference for the number of game media that may be placed in the second area based on objects set in each of the one or more sections, and a second number that is the number of game media that may be moved from an area other than the second area to the second area in excess of the first number, and the first identification means can identify a progress status based on the first number, the second number, and the number of one or more second game media.

[0009] In a first aspect, the game medium placed in the second area may include owned game medium associated with the user by the user progressing through a second game different from the first game, and non-owned game medium not associated with the user, and the game medium that may be moved from an area different from the second area to the second area may include owned game medium.

[0010] In a first aspect, the computer is further made to function as a third identification means for identifying the number of game media that can be moved to the second area based on objects placed in each of the one or more sections, and the first identification means can identify a progress status based on the number of game media that can be moved to the second area identified by the third identification means and the number of game media that have moved from other areas to the second area among the one or more second game media.

[0011] In the first aspect, the computer can further function as second moving means for moving, within the first area, the first game medium before being moved by the first moving means.

[0012] In a first aspect, the first area includes one or more sections in each of which an object is set, and a movement position for moving the first game medium to the second area, and the second movement means is capable of moving the first game medium to a destination of the first game medium determined from among the one or more sections and the movement positions.

[0013] A second aspect is an information processing device comprising: a progression unit that progresses a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; a judgment unit that determines whether the first game medium can be moved from the first area to the second area based on the progress of the first game; a first movement unit that moves the first game medium from the first area toward the second area based on the determination by the judgment unit that the first game medium can be moved; and a display unit that displays at least a portion of the first area and at least a portion of the second area in a list, and displays the first game medium moving from the first area toward the second area.

[0014] A third aspect is a system comprising: a progression unit that progresses a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; a judgment unit that determines whether the first game medium can be moved from the first area to the second area based on the progress of the first game; a first movement unit that moves the first game medium from the first area toward the second area based on the judgment by the judgment unit that the first game medium can be moved; and a display unit that displays at least a portion of the first area and at least a portion of the second area in a list, and displays the first game medium moving from the first area toward the second area. Effect of the Invention

[0015] According to the present disclosure, the entertainment value of a game can be improved. [Brief description of the drawings]

[0016] [Figure 1] FIG. 1 is a functional block diagram of the system 1. [Diagram 2] 10 is a diagram illustrating an example of the operation of the terminal device 2. FIG. [Diagram 3] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 4] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Diagram 5] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 6] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 7] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 8] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 9] 10 is a diagram illustrating an example of the operation of the terminal device 2. FIG. [Figure 10] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 11] FIG. 2 is a diagram illustrating an example of the hardware of each device in the system 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] An embodiment of a system 1 of the present disclosure will be described with reference to the drawings. In the system 1 shown in Fig. 1, a server device 3 and a plurality of terminal devices 2 are communicably connected to each other via a communication network 4, and a game is executed on the terminal devices 2.

[0018] The game of this embodiment is an online game executed in the system 1, and is configured by combining a puzzle game in which pieces arranged on a puzzle board are erased, and a simulation game in which a virtual game space can be developed. Such a game is executed using a terminal device 2 which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet. In the following, a case where the terminal device 2 is a smartphone will be exemplified.

[0019] <1. Overview of System 1> [System 1 configuration overview] The system 1 is made up of a server device 3 and a plurality of terminal devices 2. The server device 3 stores game programs and game data, and manages the game data of the terminal devices 2, more specifically, manages the game data for each account.

[0020] The terminal device 2 executes a game based on the user's operation. To this end, the terminal device 2 receives, specifically downloads and installs, a game program and game data from the server device 3 via the communication network 4. Each user is assigned account information including identification information and a password in association with the terminal device 2. This account information is transmitted from the terminal device 2 to the server device 3 at the time of login, and is used for user authentication in the server device 3.

[0021] After the user is authenticated, mutual communication becomes possible between the server device 3 and the terminal device 2. After logging in, the terminal device 2 receives data necessary for the game progress, for example data related to the game progress status, from the server device 3, and progresses the game while outputting game images and sounds based on the user's operations.

[0022] [Outline of the game executed on System 1] Next, an overview of the games executed in the system 1 will be described. A user can select and play either a puzzle game or a simulation game by operating the terminal device 2. The puzzle game and the simulation game are typically executed by common application software.

[0023] In a puzzle game, for example, among pieces of multiple colors that appear one after another on a game screen, a player must match a predetermined number of pieces of the same color on a puzzle board and eliminate them. The virtual game space in which a puzzle board in which a puzzle game can be played is displayed can be called a puzzle game space or a first virtual space. A plurality of quests are prepared in advance for the puzzle game. A different puzzle board and a clearing condition to be achieved on the puzzle board are set for each quest. The clearing condition may be, for example, a condition to eliminate a predetermined number of pieces within a predetermined time from the start of the puzzle game, a condition to eliminate a specific piece, or a condition that the score at the end of the puzzle game is equal to or greater than a predetermined value. When a user operates the terminal device 2 to play a puzzle game corresponding to a predetermined quest and achieves the clearing condition corresponding to the quest, a predetermined reward including a game medium is given to the user. The game medium is electronic data representing elements related to the game. Hereinafter, the reward given to the user by the quest is referred to as a "quest reward." The game medium included in the quest reward includes a game medium corresponding to a puzzle game, a game medium corresponding to a simulation game, and the like.

[0024] Game media corresponding to a puzzle game include consumable media that can be used in the puzzle game. The consumable media are, for example, consumable items that can give an advantage in the puzzle game. Such consumable items include pre-game consumable items that can be selected for use before starting the puzzle game, and in-game consumable items that can be used while playing the puzzle game.

[0025] The game media corresponding to the simulation game include, for example, non-player characters that can be placed in the simulation game, and progress items necessary for progressing through the simulation game. A simulation game develops a virtual game space by, for example, placing facilities, which are game objects, in the virtual game space, and increasing the number of resident characters, which are non-player characters, that exist in the virtual game space. The virtual game space in which the simulation game is executed may also be referred to as a simulation game space or a second virtual space. In the following description, the virtual game space in which the simulation game is executed is referred to as a simulation game space.

[0026] Resident characters are placed in the simulation game space. When the user operates the terminal device 2 to select a resident character, the user can accept a task from the resident character. The user can complete the resident character's tasks by consuming progress items acquired in the puzzle game. When the user consumes multiple progress items to complete all tasks required by the resident character, a facility corresponding to that resident character is newly placed in the simulation game space. In addition, every time a new facility is placed in the simulation game space, a new resident character appears in the simulation game space.

[0027] Therefore, in the game of this embodiment, players can play the puzzle game to obtain progress items, and then consume those progress items in the simulation game, thereby increasing the number of facilities and resident characters in the simulation game space and enjoying the development of the simulation game space.

[0028] In addition, a resident character given to a user as a quest reward for the puzzle game described above is also placed in the simulation game space. Since this resident character is a special character given to a user as a quest reward for the puzzle game with a certain probability, hereinafter, this character will be referred to as a "special resident character." In contrast, a resident character that appears by placing a facility in the simulation game space is a character that a user can easily obtain as the simulation game progresses, hereinafter, this character will be referred to as a "normal resident character." In addition, the special resident character and the normal resident character will be collectively referred to as a "resident character."

[0029] As described above, a special resident character is a resident character that is placed in the simulation game space on the condition that it has been assigned to a user. On the other hand, a normal resident character is a resident character that is placed in the simulation game space even if it has not been assigned to a user. Therefore, a special resident character can also be said to be a character owned by a user, and a normal resident character can also be said to be a non-owned character. A special resident character can also be said to be a unique character whose design (i.e., the appearance of a special resident character) and name do not overlap with other resident characters. On the other hand, a normal resident character can also be said to be a non-unique character whose design and name may overlap with other resident characters, or a mob character.

[0030] In addition to clearing the above-mentioned quests, users can also obtain game media such as various items that can be used in puzzle games and simulation games by purchasing them at a shop or by a lottery method called gacha. Gacha is a method of selecting arbitrary game media such as items by lottery based on a predetermined selection ratio. The arbitrary selected game media is given to the user. Game media consumed to perform gacha include, for example, "paid stones," which are paid game media given to users by a billing operation, and "free stones," which are free game media given to users through gaming activities. Free stones can be obtained, for example, as a quest reward in a puzzle game.

[0031] In addition, "granting a game medium to a user" can be rephrased as "associating the game medium with identification information indicating the user." In addition, "the user owns the game medium" can be rephrased as "the game medium is associated with identification information indicating the user." A user can acquire various game media by consuming paid stones and unpaid stones. Game media that can be acquired by consuming paid stones include the above-mentioned progress items, as well as game media that can be used in puzzle games and simulation games. In addition, even if a user is unable to meet the clearing conditions when performing a quest in the above-mentioned puzzle game, the user can retry the quest by consuming paid stones.

[0032] The simulation game and the puzzle game can also be referred to as the first game and the second game, respectively.

[0033] [Structure of simulation game space] The simulation game space includes a plurality of island spaces. The island space includes a plurality of areas. The areas include a plurality of partitions. In this way, the simulation game space has a tree structure with the simulation game space as the root node and the partitions as the leaf nodes. Each of these will be described in detail below.

[0034] A resident character is placed in each of the multiple island spaces. In the simulation game, for example, in the initial state, the first island space is opened, and the other island spaces are not yet opened. In this state, when the first island space is developed to a predetermined condition by placing multiple buildings in the first island space or increasing the number of resident characters present in the first island space to a predetermined number, the next second island space is opened. This allows the user to accept a new task from the resident character present in the second island space, and by completing this task, the second island space can be further developed. In other words, by developing the opened island space, multiple island space areas can be developed sequentially. The user can move between the multiple opened island spaces by operating the terminal device 2.

[0035] The island's resident characters are distributed throughout each of the multiple areas. As with the island, there are open and closed areas, and by developing the open areas, the multiple areas can be developed in sequence.

[0036] The multiple sections include opened sections and unopened sections. A user can place facilities in the opened sections. On the other hand, a user cannot place facilities in the unopened sections. A user can open the unopened sections by consuming progress items that can be acquired as quest rewards, for example.

[0037] In one embodiment, a resident character arranged in an area moves toward one of one or more open sections. When the resident character arrives at a section, the resident character executes an action corresponding to the section. For example, if a swing is arranged as a facility in the section, the resident character who arrives at the section plays on the swing. Also, for example, if no facility is arranged in the section (i.e., the section is vacant), the resident character exercises or takes a nap in the section. Note that an unreleased section may be excluded from candidates for the destination of the resident character, so that the resident character does not reach the section. Alternatively, in a case where a resident character can move to an unreleased section, the resident character who arrives at the unreleased section may execute a general-purpose action different from the special action set according to the section, as in the case where the resident character arrives at the vacant section described above.

[0038] In one embodiment, a resident character arranged in an area moves to a movement position set in the area in addition to the section. When the resident character arrives at the movement position, the resident character moves to another area corresponding to the movement position. Typically, the resident character cannot move to another area from any position other than the movement position.

[0039] That is, the resident character basically moves around one or more sections within the area, and when it arrives at the destination, it moves to another area. The user can enjoy watching the resident character perform various actions according to the section while moving around the island space in this way.

[0040] <2. Functional configuration of System 1> The functions of a terminal device 2 and a server device 3 included in a system 1 will be described with reference to FIG.

[0041] [Terminal device 2] The terminal device 2 includes a control unit 10, a storage unit 14, a network interface unit 18, and a bus 16. The control unit 10, the storage unit 14, and the network interface unit 18 are electrically connected via the bus 16.

[0042] (Storage unit 14) The storage unit 14 stores various information for executing the game, and various programs executed by the control unit 10, which will be described later.

[0043] (Control unit 10) The control unit 10 executes various programs stored in the storage unit 14, thereby functioning as a progression means 100, a determination means 106, a movement means 102, a display means 108, and a specification means 104.

[0044] -Progress method 100- The progression means 100 progresses the game in the virtual space. In one embodiment, the progression means 100 progresses the puzzle game in the puzzle game space, and progresses the simulation game in the simulation game space and the island space. Progressing the game can also be referred to as executing the game.

[0045] --Transportation 102-- The moving means 102 includes a first moving means 102a and a second moving means 102b.

[0046] The first moving means 102a moves the resident character between areas. Specifically, the first moving means 102a moves the resident character from the first area to the second area. The first area and the second area are both areas included in a predetermined island space in the simulation game space. In one embodiment, the first moving means 102a moves the resident character from the first area to the second area based on the determination by the determination means 106 described later that the resident character is movable.

[0047] In one embodiment, a resident character that can move from an area different from the second area to the second area is a special resident character. The first movement means 102a may restrict movement of normal resident characters between areas and move special resident characters between areas.

[0048] The second moving means 102b moves the resident character within the area. In one embodiment, the second moving means 102b moves, within the first area, the resident character before being moved from the first area to the second area by the first moving means 102a. In one embodiment, the second moving means 102b moves the resident character toward a destination determined from one or more sections and moving positions in the first area.

[0049] In one embodiment, the moving means 102 moves the resident character autonomously (i.e., without user manipulation).

[0050] In one embodiment, the moving means 102 moves the resident character so as to correspond to an action related to the movement of the resident character. For example, the moving means 102 moves the resident character at a walking speed and in a walking direction so as to correspond to a walking action of the resident character.

[0051] In one embodiment, the moving means 102 moves the resident character along a route from a starting position to a destination. More specifically, the moving means 102 moves the resident character to the destination while sequentially passing through a plurality of coordinates on the route from the starting position to the destination.

[0052] -Specifying means 104- The identifying means 104 includes a first identifying means 104a, a second identifying means 104b, and a third identifying means 104c.

[0053] The first specifying means 104a specifies the progress of the simulation game.

[0054] In one embodiment, the first determination means 104a determines the progress of the simulation game based on the objects arranged in each of the one or more sections included in the second area. In this case, the progress of the simulation game can be said to be the development degree of the second area.

[0055] In one embodiment, the first determination means 104a determines the progress of the simulation game based on the number of resident characters arranged in the second area. The first determination means 104a may determine the progress of the simulation game based on the number of resident characters arranged in the second area, and a reference number of residents and an upper limit number of excess residents, which will be described later. In this case, the progress of the simulation game can be said to be the degree of congestion in the second area.

[0056] The number of resident characters placed in the second area is calculated, for example, by the following formula. (Number of resident characters initially placed in the second area) + (Number of resident characters who moved from other areas to the second area) - (Number of resident characters who moved from the second area to other areas)

[0057] In one embodiment, the first determination unit 104a determines the progress of the simulation game based on the upper limit of reception, which will be described later, and the number of resident characters that have moved from other areas to the second area among the game contents arranged in the second area. In this case, the progress of the simulation game can be said to be the utilization rate of the reception capacity of the second area.

[0058] The number of resident characters that have moved from other areas to the second area among the game contents placed in the second area is calculated, for example, by the following formula. (Number of resident characters who moved from another area to the second area) - (Number of resident characters who moved from another area to the second area and then moved to another area)

[0059] The second identification means 104b identifies a standard resident number, which is the standard for the number of resident characters that may be placed in the second area. The second identification means 104b also identifies an excess upper limit number, which is the number of resident characters that may move to the second area from an area different from the second area in excess of the standard resident number. The sum of the standard resident number and the excess upper limit number is the upper limit of resident characters that may be placed in a specified area. The standard resident number and the excess upper limit number can also be referred to as the first number and the second number, respectively.

[0060] In one embodiment, the second identification means 104b identifies the standard resident number and the excess upper limit number based on objects placed in each of one or more sections included in the second area. For example, the higher the number of objects placed in the second area, the higher the identified standard resident number and excess upper limit number. On the other hand, for example, the lower the number of objects placed in the second area, the lower the identified standard resident number and excess upper limit number.

[0061] The third specifying means 104c specifies an upper limit number of acceptances, which is the number of resident characters that can move from an area different from the second area to the second area. The upper limit number of acceptances can also be called a third number.

[0062] In one embodiment, the third determination unit 104c determines the upper limit number of acceptance based on the objects arranged in each of one or more sections included in the second area. For example, the higher the number of objects arranged in the second area, the higher the determined upper limit number of acceptance. On the other hand, for example, the lower the number of objects arranged in the second area, the lower the determined upper limit number of acceptance.

[0063] -Judgment means 106- The determination means 106 determines whether or not the resident character is able to move from the first area to the second area. In one embodiment, the determination means 106 determines whether or not the resident character is able to move from the first area to the second area based on the progress of the simulation game.

[0064] In one embodiment, the determination means 106 determines whether or not a resident character can move from the first area to the second area based on whether or not objects placed in each of one or more sections included in the second area satisfy a predetermined condition (i.e., whether or not the development level of the second area satisfies a predetermined condition).

[0065] In addition, in one embodiment, the determination means 106 determines whether a resident character can move from the first area to the second area based on whether the number of resident characters that have moved from other areas to the second area, among the game media placed in the second area, has reached the upper limit number that the second area can accommodate (i.e., whether the utilization rate of the second area's accommodation capacity has reached 100%).

[0066] In addition, in one embodiment, the determination means 106 determines whether or not the resident characters can move from the first area to the second area based on whether or not the number of resident characters placed in the second area has reached the sum of the standard resident number and the excess upper limit number.

[0067] -Display means 108- The display means 108 displays at least a part of the first area and at least a part of the second area in a list, and displays a resident character moving from the first area to the second area. Displaying at least a part of the first area and at least a part of the second area in a list by the display means 108 includes displaying at least a part of the first area and at least a part of the second area so that both of them fit within one screen of the display screen of the terminal device 2.

[0068] In one embodiment, the display means 108 displays, in a list form, a portion of the first area that includes a first movement position and a portion of the second area that includes a second movement position that corresponds to the first movement position, as shown in FIG. 10 described below.

[0069] Displaying a resident character moving from the first area toward the second area includes displaying the resident character crossing the boundary between the first and second areas and entering the second area, as shown in Figure 10 described below.

[0070] (Network Interface Unit 18) The network interface unit 18 realizes communication with other devices via the communication network 4 .

[0071] [Server device 3] The server device 3 transmits to the terminal device 2 various types of information required to execute the game.

[0072] [Communication Network 4] The communication network 4 realizes communication between the terminal device 2 and the server device 3. The communication network 4 realizes communication based on, for example, the TCP / IP protocol.

[0073] <3. Operation of terminal device 2> An example of the operation of the terminal device 2 will be described with reference to Figs. 2-10. Fig. 2 is a flowchart showing an example of the operation of the terminal device 2 when the user plays a part in which the user obtains a quest reward in a puzzle game (hereinafter referred to as the "puzzle part") and a part in which the user observes resident characters moving within and between areas of the island space in a simulation game (hereinafter referred to as the "simulation part"). Figs. 3-6 are diagrams showing examples of the display screen of the terminal device 2 in the puzzle part. Figs. 7-8 and 10 are diagrams showing examples of the display screen of the terminal device 2 in the simulation part. Fig. 9 is a flowchart for explaining an example of a method for moving a resident character.

[0074] [Puzzle part actions] First, the terminal device 2 starts up application software relating to a game, and then displays a menu screen (S10).

[0075] 3 is a diagram showing an example of a display screen of a menu screen, in which a title d1, a gacha button Mb1, a quest button Mb2, an island button Mb3, and a shop button Mb4 are displayed.

[0076] Title d1 indicates the title of the display screen. In the example display screen of FIG. 3, "Menu" is displayed. Gacha button Mb1 is a button for transitioning to a screen for executing gacha. Quest button Mb2 is a button for transitioning to a screen for selecting a quest in a puzzle game. Island button Mb3 is a button for transitioning to a screen for selecting an island space in a simulation game. Shop button Mb4 is a button for transitioning to a shop screen. In this example, it is assumed that the user presses quest button Mb2.

[0077] Returning to Fig. 1, the terminal device 2 then accepts a quest selection from the user (S12).

[0078] Fig. 4 is a diagram showing an example of a display screen when the terminal device 2 accepts a quest selection from the user. The example display screen in Fig. 4 displays a title d100, a first quest selection button Qb1, a second quest selection button Qb2, a third quest selection button Qb3, a fourth quest selection button Qb4, a status d102, a status d104, a status d106, and a status d108.

[0079] The title d100 indicates the title of the display screen. In the example display screen of FIG. 4, "Quest Selection" is displayed. The first quest selection button Qb1, the second quest selection button Qb2, the third quest selection button Qb3, and the fourth quest selection button Qb4 are buttons for starting puzzle games related to the first to fourth quests, respectively. Note that the first quest selection button Qb1, the second quest selection button Qb2, and the third quest selection button Qb3 can be pressed, whereas the fourth quest selection button Qb4 cannot start the puzzle game related to the fourth quest even if pressed. The statuses d102-d108 are elements that display the clear status of the first to fourth quests, respectively. The statuses d102-d108 are displayed as "Cleared", "Retired", "First Time", and "Not Opened", respectively. In this example, the description will be given assuming that the user presses the third quest selection button Qb3.

[0080] Returning to Fig. 1, the terminal device 2 then starts a puzzle game relating to the third quest (S14).

[0081] Fig. 5 is a diagram showing an example of a display screen when the terminal device 2 is executing a puzzle game related to the third quest. The example of the display screen in Fig. 5 shows a title d200, an enemy character icon d202, a target d204, and a puzzle display area d206.

[0082] The title d200 indicates the title of the display screen. In the example display screen of FIG. 5, "Quest Q3" is displayed. Note that "Quest Q3" corresponds to the third quest. The enemy character icon d202 is an icon of an enemy character corresponding to the quest. The goal d204 is a condition for determining that the third quest has been cleared. In the example display screen of FIG. 5, the clearing condition is displayed as removing 15 pieces with "△" marks. In the puzzle display area d206, a plurality of pieces with "△" marks, "○" marks, and "☆" marks are displayed. The user can switch the position of one of the pieces with the piece adjacent to the piece by swiping while pressing the piece. In this example, the user is assumed to clear the third quest.

[0083] Returning to Fig. 1, the terminal device 2 then awards the user a quest reward for completing the third quest (S16).

[0084] Fig. 6 is a diagram showing an example of a display screen when the terminal device 2 displays a quest reward. The example display screen of Fig. 6 displays a title d300, an enemy character icon d302, a quest reward display area d304, and a back button d310. Of these, the title d300 and the enemy character icon d302 are similar to the title d200 and the enemy character icon d202 described with reference to the example display screen of Fig. 5, and therefore description thereof will be omitted below.

[0085] The quest reward display area d304 is an area that displays game media granted to the user by clearing a quest. A progress item icon d306 and a resident character icon d308 are displayed in the quest reward display area d304. This indicates that a progress item and a resident character have been granted to the user. The resident character granted here is a special resident character (also called a owned character). The back button d310 is a button for transitioning to a menu screen. In this example, it is assumed that the user presses the back button d310 after clearing the third quest.

[0086] [Operation during simulation part] Returning to Fig. 1. Next, the terminal device 2 displays a menu screen in response to the user pressing the back button d310 (S20). An example of the display screen of the menu screen is as described with reference to Fig. 3. In this example, the user is assumed to press the island button Mb3 next.

[0087] The terminal device 2 starts the simulation game and accepts the selection of an island space from the user (S22).

[0088] Fig. 7 is a diagram showing an example of a display screen when the terminal device 2 accepts the selection of an island space. In the example of the display screen in Fig. 7, a title d400, an island selection button Ib1, an island selection button Ib2, and an island selection button Ib3 are displayed.

[0089] Title d400 indicates the title of the display screen. In the example display screen of FIG. 7, "Island Selection" is displayed. Island selection buttons Ib1-Ib3 are buttons for selecting island space Isp1, island space Isp2, and island space Isp3, respectively. In this example, the user is assumed to press island selection button Ib1 (i.e., to select island space Isp1).

[0090] Returning to FIG. 1, the terminal device 2 then reads data for the island space Isp1 (S24). The data read here includes various information necessary for displaying the island space Isp1 on the terminal device 2. The data read here includes, for example, information on open areas in the island space Isp1, information on open sections in each area, information on objects located in each section, and information on the initial placement of resident characters in each area.

[0091] In one embodiment, the initial placement of resident characters is determined according to the ratio of the standard number of residents in each area. For example, when placing a total of 18 resident characters in the island space Isp1, if the ratio of the standard number of residents in the three areas of the island space Isp1 is 1:2:3, 3, 6, and 9 resident characters will be initially placed in the three areas, respectively.

[0092] Next, the terminal device 2 displays the state of the resident characters in the island space Isp1 (S26).

[0093] 8 is a diagram showing an example of a display screen of the island space Isp1. The island space Isp1 includes areas Ar1, Ar2, and Ar3. In FIG. 8, special resident characters are represented by white cat icons, and normal resident characters are represented by black cat icons.

[0094] Area Ar1 includes section Se10, section Se12, movement position Mp10, and movement position Mp12. A "school" object is located in section Se10. A "factory" object is located in section Se12. Movement position Mp10 corresponds to area Ar3. Movement position Mp12 corresponds to area Ar2. Also, special resident character Ac10 is located in area Ar1. Special resident character Ac10 is a special resident character assigned by the user in S16.

[0095] Area Ar2 includes sections Se20, Se22, Se24, Se26, movement position Mp20, and movement position Mp22. A "kiln" object is placed in section Se20. Section Se22 is open, but no object is placed therein. A "beach" object is placed in section Se24. A "sofa" object is placed in section Se26. Movement position Mp20 corresponds to area Ar3. Movement position Mp22 corresponds to area Ar1. In addition, special resident character Ac20, special resident character Ac22, special resident character Ac24, normal resident character Nc20, and normal resident character Nc22 are placed in area Ar1. A user can place an object in section Se22 by using a progress item provided as a quest reward.

[0096] Area Ar3 includes sections Se30, Se32, Se34, Se36, movement positions Mp30 and Mp32. A "store" object is placed in section Se30. A "windmill" object is placed in section Se32. A "castle" object is placed in section Se34. Section Se36 is not opened. Movement position Mp30 corresponds to area Ar1. Movement position Mp32 corresponds to area Ar2. In addition, special resident character Ac30, special resident character Ac32, normal resident character Nc30 and normal resident character Nc32 are placed in area Ar3. The user can open section Se36 by using a progress item granted as a quest reward.

[0097] Each resident character autonomously (i.e., without relying on the user's operation) determines the destination and moves around the island space Isp1. Fig. 9 is a flowchart for explaining an example of a method for moving a resident character. The following description focuses on the movement of a special resident character Ac10 in the area Ar1.

[0098] First, the terminal device 2 determines the destination of the special resident character Ac10 from one or more sections and movement positions in the area Ar1 (S100). Since the special resident character Ac10 is located in the area Ar1, the terminal device 2 determines one of the sections Se10, Se12, movement position Mp10, and movement position Mp12 as the destination. For example, the terminal device 2 determines the sections Se10, Se12, movement position Mp10, and movement position Mp12 as the destination with equal probability (i.e., 25% each).

[0099] Next, the terminal device 2 determines whether or not the determined destination is a moving position (S102).

[0100] (Resident character movement within the area) If the determined destination is not a movement position (S102 NO), that is, if the determined destination is a section, the terminal device 2 moves the special resident character Ac10 toward the section (S104). In this example, the terminal device 2 moves the special resident character Ac10 toward the section Se10.

[0101] After the special resident character Ac10 arrives at the section Se10, the terminal device 2 causes the special resident character Ac10 to perform an action corresponding to the section Se10. In this example, since a "school" object is placed in the section Se10, the terminal device 2 displays the special resident character Ac10 performing the "study" action in the section Se10.

[0102] After the action by the special resident character Ac10 is completed, the terminal device 2 again determines the movement destination of the special resident character Ac10 from one or more sections and movement positions within the area Ar1 (S100).

[0103] In steps S104-106, the movement of the special resident character Ac10 is completed within the area Ar1. Therefore, such movement can also be called movement within the area.

[0104] (Resident character movement between areas) On the other hand, if the destination determined in S100 is the movement position (S102 YES), the terminal device 2 determines whether or not the special resident character Ac10 can move to the area corresponding to the movement position (S108). In this example, it is assumed that the movement position Mp12 is determined as the destination in S100. That is, the terminal device 2 determines whether or not the special resident character Ac10 can move to the area Ar2 corresponding to the movement position Mp12.

[0105] The terminal device 2 determines whether or not the special resident character Ac10 is allowed to move to the area Ar2, for example, by a series of processes shown in the following (1)-(4). (1) Based on the number of objects placed in area Ar2, the standard number of residents, the upper limit of excess, and the upper limit of acceptance for area Ar2 are determined. (2) It is determined whether or not the number of resident characters placed in area Ar2 has reached the sum of the standard resident number and the excess upper limit number. (3) It is determined whether or not the number of resident characters who have moved to area Ar2 from area Ar1 or area Ar3 among the resident characters in area Ar2 has reached the upper acceptance limit number. (4) If a negative determination is made in both (2) and (3), it is determined that the special resident character Ac10 can move to the area Ar2. Otherwise, it is determined that the special resident character Ac10 cannot move to the area Ar2.

[0106] If it is determined that the special resident character Ac10 cannot move to the area Ar2 (S108 NO), the terminal device 2 stops the movement of the special resident character Ac10 and again determines the movement destination of the special resident character Ac10 from one or more sections and movement positions within the area Ar1 (S100).

[0107] If it is determined that the special resident character Ac10 can move to the area Ar2 (S108 YES), the terminal device 2 moves the special resident character Ac10 toward the movement position Mp12 (S110). Next, the terminal device 2 moves the special resident character Ac10 to the area Ar2, which is the area corresponding to the movement position Mp12 (S112). Next, the terminal device 2 determines the next movement destination of the special resident character Ac10 from one or more sections and the movement position in the area Ar2 (S100).

[0108] Fig. 10 is an enlarged view of the island space Isp1 within the range of the frame Fr in Fig. 8. An example of the display screen of the terminal device 2 in S110-112 and the subsequent S100 will be described with reference to Fig. 10.

[0109] The terminal device 2 displays at least a part of the area Ar1 and at least a part of the area Ar2 in a list, and also displays a special resident character Ac10 moving from the area Ar1 to the area Ar2. More specifically, the terminal device 2 displays how the special resident character Ac10 moves on foot from a starting position to a movement position Mp12 which is a movement destination (S110), crosses the boundary between the area Ar1 and the area Ar2 and enters the area Ar2 (S112), and moves to the next movement destination within the area Ar2 (S110).

[0110] In S108-112, the terminal device 2 moves the special resident character Ac10 from the area Ar1 to the area Ar2. Such a movement can also be called an inter-area movement.

[0111] To summarize the above, a program according to one embodiment of the present disclosure causes the computer 70 of the terminal device 2 to function as: a progression means 100 for progressing a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; a determination means 106 for determining whether the first game medium can be moved from the first area to the second area based on the progress of the first game; a first movement means 102a for moving the first game medium from the first area toward the second area based on the determination by the determination means 106 that movement is possible; and a display means 108 for displaying at least a portion of the first area and at least a portion of the second area in a list, and displaying the first game medium moving from the first area toward the second area.

[0112] <4. Effects of terminal device 2> According to the terminal device 2, the interest of the game can be improved. The terminal device 2 judges whether or not the resident character can move from the first area to the second area based on the progress of the simulation game, and moves the resident character based on the judgment result. Therefore, the terminal device 2 can arrange the resident characters in a well-balanced manner in a plurality of areas. Furthermore, the terminal device 2 displays the resident character moving from the first area to the second area. Therefore, the user can enjoy watching the resident character roaming freely within the island space. Furthermore, according to the above program, the resident character moves under certain restrictions, so that the calculation load of the terminal device 2 can be reduced.

[0113] In one embodiment, the second area includes one or more sections in each of which an object is placed, and the program further causes the computer 70 to function as a first determination means 104a that determines progress based on the objects placed in each of the one or more sections.

[0114] According to this configuration, whether or not the resident character can move to the second area is determined based on at least the objects arranged in the second area. This allows the terminal device 2 to move the resident character according to the development level of each area, which can further increase the entertainment value of the game.

[0115] In one embodiment, one or more second game media different from the first game media are placed in the second area, and the first identification means 104a identifies the progress status further based on the number of the one or more second game media.

[0116] According to this configuration, whether or not a resident character can move to the second area is determined based on at least the number of other resident characters placed in the second area. This allows the terminal device 2 to move the resident character depending on the level of excitement in each area, further increasing the entertainment value of the game.

[0117] In one embodiment, the program further causes the computer 70 to function as a second identification means 104b that identifies a first number that is a reference for the number of game media that may be placed in the second area based on objects placed in each of one or more sections, and a second number that is the number of game media that may be moved from an area other than the second area to the second area in excess of the first number, and the first identification means 104a identifies a progress status based on the first number, the second number, and the number of one or more second game media.

[0118] According to this configuration, whether or not a resident character can move to the second area is determined based on at least the standard number of residents and the upper limit number of excess residents in the second area, and the number of other resident characters currently placed in the second area. This prevents the terminal device 2 from moving the resident character to an area where many other resident characters are already placed, thereby preventing uneven placement of resident characters between areas and further increasing the entertainment value of the game.

[0119] In one embodiment, the game media placed in the second area includes owned game media associated with the user by the user progressing through a second game different from the first game, and non-owned game media not associated with the user, and the game media that may be moved from an area different from the second area to the second area includes owned game media.

[0120] According to this configuration, the resident characters that move between areas include special resident characters. In addition, since the special resident characters are resident characters that the user has been given as a quest reward, the user often has a stronger attachment to them than the normal resident characters. This allows the user to observe the special resident character that the user has a strong attachment to moving between areas, so the terminal device 2 can further increase the entertainment value of the game.

[0121] In one embodiment, the above program further causes the computer 70 to function as a third determination means 104c that determines the number of game media that can be moved to the second area based on objects placed in each of the one or more sections, and the first determination means 104a determines the progress status based on the number of game media that can be moved to the second area and the number of one or more second game media.

[0122] According to this configuration, whether or not a resident character can move to the second area is determined based on at least the second area's upper limit number of characters and the number of other resident characters that have moved to the second area from other areas. This prevents the terminal device 2 from moving a resident character to an area where many other resident characters have already flown in, thereby preventing uneven placement of resident characters between areas and further increasing the entertainment value of the game.

[0123] In one embodiment, the program further causes the computer 70 to function as second moving means 102b that moves, within the first area, the first game medium before being moved by the first moving means 102a.

[0124] According to this configuration, the resident characters move not only between areas but also within the area. This allows the user to observe the resident characters moving around within the area, so the terminal device 2 can further increase the entertainment value of the game.

[0125] In one embodiment, the first area may include one or more sections in each of which an object is set, and a movement position for the first game medium to move to the second area, and the second movement means 102b may move the first game medium toward a destination of the first game medium determined from among the one or more sections and the movement positions.

[0126] According to this configuration, the resident character moves to another area, for example, probabilistically, while moving around objects in the area. This allows the terminal device 2 to prevent the user from getting bored of observing the resident character.

[0127] The effects of the terminal device 2 described above are merely examples and do not limit the scope of application of the present disclosure.

[0128] <5. Modifications> The matters described in the above embodiment can be modified as appropriate within a range that does not cause inconsistencies.

[0129] In the above embodiment, the terminal device 2 executes the process according to the present disclosure, but this is not limited to the above. Specifically, the same process may be executed by the server device 3, and the terminal device 2 may display the result of the process.

[0130] In the above embodiment, the reference number of residents, the upper limit of excess, and the upper limit of acceptance are described as being determined based on the number of objects located in the second area, but this is not limited thereto. The reference number of residents, the upper limit of excess, and the upper limit of acceptance may be determined according to the level, rarity, and period of use of the objects located in the second area, etc.

[0131] In the above embodiment, the movement position has been described as corresponding to one area (for example, the movement position Mp12 corresponds to the area Ar2), but the movement position may correspond to two or more areas. In this case, the terminal device 2 may move the resident character that has arrived at the movement position toward an area selected from the two or more corresponding areas based on a probability, or toward an area selected based on the progress of the simulation game.

[0132] In the above embodiment, the terminal device 2 determines whether the resident character can move to the area corresponding to the moving position after determining the moving destination of the resident character to the moving position, but this is not limited to the above. For example, the terminal device 2 may store whether the resident character can move to each of a plurality of areas, and exclude the moving position corresponding to the area to which the resident character cannot move from the candidates for the moving destination.

[0133] In the above embodiment, when a resident character moves within an area, one or more sections and movement positions are determined as a movement destination with equal probability, but this is not limited to the above. The resident character may travel around one or more sections and movement positions in a predetermined order. In addition, the movement destination may be determined based on a probability determined based on the attributes and preferences of the resident character.

[0134] In the above embodiment, the resident character performs an action when arriving at a section, but this is not limited to the above. The resident character may perform a predetermined action (e.g., wiping sweat, taking a deep breath, starting to dance, etc.) while moving toward the destination.

[0135] When a resident character can move from a predetermined area to a plurality of other areas, the area to which the resident character moves may be determined based on the number of other resident characters arranged in the plurality of other areas. The terminal device 2 may, for example, preferentially move the resident character to an area where many other resident characters are arranged (i.e., an area that is lively). The terminal device 2 may also, for example, preferentially move the resident character to an area where few other resident characters are arranged (i.e., an area that is empty).

[0136] In the above embodiment, the resident character is described as moving on foot, but this is not limited to this. The movement of the resident character by the movement means 102 includes making the resident character use an object corresponding to a moving device (e.g., a car, a boat, a bicycle, etc.).

[0137] In the above embodiment, it has been described that a special resident character moves between areas, but the terminal device 2 may also move a normal resident character between areas.

[0138] <6. Hardware configuration> 11, an example of a hardware configuration in which each device including the above-mentioned terminal device 2 is realized by a computer 70 will be described. Note that the functions of each device can also be realized by dividing them into multiple devices.

[0139] As shown in FIG. 11, a computer 70 includes a processor 700, a storage device 702, an input I / F 704, a data I / F 706, a communication I / F 708, and a display device 710.

[0140] The processor 700 controls various processes in the computer 70 by executing programs stored in the storage device 702. For example, each functional unit included in the control unit 10 of the terminal device 2 can be realized by the processor 700 executing the programs stored in the storage device 702.

[0141] The storage device 702 is a storage medium such as a random access memory (RAM), etc. The RAM temporarily stores the program code of the program executed by the processor 700 and data required when the program is executed.

[0142] The storage device 702 may also be a non-volatile storage medium such as a hard disk drive (HDD) or a flash memory. The storage device 702 stores an operating system and various programs for implementing the above-mentioned configurations. The storage medium storing the various programs may be a non-transitory computer readable medium. In addition, the storage device 702 may store a table for registering various information and a DB for managing the table. Such programs and data are loaded into the storage device 702 as necessary and referred to by the processor 700.

[0143] The input I / F 704 is a device for receiving input from a user. Specific examples of the input I / F 704 include a camera, a button, a microphone, a keyboard, a mouse, a touch panel, various sensors, a wearable device, etc. The input I / F 704 may be connected to the computer 70 via an interface such as a Universal Serial Bus (USB).

[0144] The data I / F 706 is a device for inputting data from outside the computer 70. A specific example of the data I / F 706 is a drive device for reading data stored in various storage media. The data I / F 706 may be provided outside the computer 70. In that case, the data I / F 706 is connected to the computer 70 via an interface such as a USB.

[0145] The communication I / F 708 is a device for performing data communication with an external device of the computer 70 via the communication network 4 in a wired or wireless manner. The communication I / F 708 may be provided outside the computer 70. In that case, the communication I / F 708 is connected to the computer 70 via an interface such as a USB.

[0146] The display device 710 is a device for displaying various types of information. Specific examples of the display device 710 include a liquid crystal display, an organic EL (Electro-Luminescence) display, a display of a wearable device, and the like. The display device 710 may be provided outside the computer 70. In that case, the display device 710 is connected to the computer 70 via, for example, a display cable. In addition, when a touch panel is adopted as the input I / F 704, the display device 710 can be configured integrally with the input I / F 704.

[0147] The components of the terminal device 2 described in the above embodiment are assumed to realize a predetermined process in cooperation with other hardware by the processor 700 executing a program stored in the storage device 702. In other words, these components are assumed to be software or firmware, and also corresponding hardware, and in both concepts, they are also described as "functions," "means," "parts," "processing circuits," "units," or "modules," and can be interpreted as each of these.

[0148] 7. EMBODIMENTS OF THE DISCLOSURE The present disclosure includes, for example, the following embodiments.

[0149] [Appendix 1] A program according to one embodiment of the present disclosure causes a computer 70 to function as: progression means 100 for progressing a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; determination means 106 for determining whether the first game medium can be moved from the first area to the second area based on the progress of the first game; first movement means 102a for moving the first game medium from the first area toward the second area based on the determination by the determination means 106 that movement is possible; and display means 108 for displaying at least a portion of the first area and at least a portion of the second area in a list, and displaying the first game medium moving from the first area toward the second area.

[0150] [Appendix 2] In the program described in Appendix 1, the second area may include one or more sections in each of which an object is placed, and the program may further cause the computer 70 to function as a first determination means 104a that determines a progress status based on the objects placed in each of the one or more sections.

[0151] [Appendix 3] In the program described in Appendix 2, one or more second game media different from the first game medium may be placed in the second area, and the first identification means 104a may identify the progress status further based on the number of the one or more second game media.

[0152] [Appendix 4] The program described in Appendix 3 may further cause the computer 70 to function as a second identification means 104b that identifies a first number that is a reference for the number of game media that may be placed in the second area based on objects placed in each of one or more sections, and a second number that is the number of game media that may be moved from an area other than the second area to the second area in excess of the first number, and the first identification means 104a may identify a progress status based on the first number, the second number, and the number of one or more second game media.

[0153] [Appendix 5] In the program described in Appendix 4, the game medium placed in the second area may include owned game medium associated with the user by the user progressing through a second game different from the first game, and non-owned game medium not associated with the user, and the game medium that may be moved from an area different from the second area to the second area may include owned game medium.

[0154] [Appendix 6] The program described in Appendix 3 may further cause the computer 70 to function as a third determination means 104c that determines the number of game media that can be moved to the second area based on objects placed in each of the one or more sections, and the first determination means 104a may determine the progress status based on the number of game media that can be moved to the second area and the number of one or more second game media.

[0155] [Appendix 7] The program described in any one of Supplementary Notes 1 to 6 may further cause the computer 70 to function as second movement means 102b that moves the first game medium within the first area before it is moved by the first movement means 102a.

[0156] [Appendix 8] In the program described in Appendix 7, the first area may include one or more sections in each of which an object is set, and a movement position for moving the first game medium to the second area, and the second movement means 102b may move the first game medium toward a destination of the first game medium determined from among the one or more sections and the movement positions.

[0157] [Appendix 9] An information processing device according to another embodiment of the present disclosure includes a progression unit that progresses a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; a determination unit that determines whether the first game medium can be moved from the first area to the second area based on the progress of the first game; a first movement unit that moves the first game medium from the first area toward the second area based on the determination by the determination unit that movement is possible; and a display unit that displays at least a portion of the first area and at least a portion of the second area in a list, and displays the first game medium moving from the first area toward the second area.

[0158] [Appendix 10] A system according to another embodiment of the present disclosure includes a progression unit that progresses a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; a determination unit that determines whether the first game medium can be moved from the first area to the second area based on the progress of the first game; The game device includes a first movement unit that moves the first game medium from the first area toward the second area based on the determination by the determination unit that the first game medium is movable, and a display unit that displays at least a portion of the first area and at least a portion of the second area in a list and displays the first game medium moving from the first area toward the second area. [Explanation of symbols]

[0159] 1. System 2...Terminal device 2. Information processing device 3. Server equipment 10...Control section 14...Storage section 70…Computer 100…Progress means 102...Transportation 102a…first means of transportation 102b…Second transportation means 104…Identification means 104a…First Specific Means 104b…Second specific means 104c…Specified means No. 3 106…Determination method 108…Means of expression

Claims

1. Computer, A progression means for progressing a first game in a virtual space, the virtual space including a first area in which a first game medium is placed and a second area different from the first area; a determination means for determining whether or not the first game medium is capable of moving from the first area to the second area based on a progress status of the first game; a first moving means for moving the first game medium from the first area toward the second area based on the determination by the determination means that the first game medium is movable; a display means for displaying at least a part of the first area and at least a part of the second area in a list and displaying the first game medium moving from the first area to the second area; A program that functions as a

2. the second area includes one or more sections in each of which an object is placed; The computer, The program according to claim 1 , further functioning as a first determination means for determining the progress status based on an object placed in each of the one or more sections.

3. one or more second game media different from the first game media are placed in the second area; The program according to claim 2 , wherein the first determination means determines the progress status further based on the number of the one or more second game media.

4. The computer, and further functioning as a second determination means for determining, based on the objects placed in each of the one or more sections, a first number that is a reference for the number of game contents that may be placed in the second area, and a second number that is the number of game contents that may be moved from an area other than the second area to the second area in excess of the first number, The program according to claim 3 , wherein the first determination means determines the progress status based on the first number, the second number, and the number of the one or more second game media.

5. the game media placed in the second area include owned game media associated with the user by the user progressing through a second game different from the first game, and non-owned game media not associated with the user; The program according to claim 4 , wherein game media that can be moved to the second area from an area different from the second area includes the owned game media.

6. The computer, a third determination means for determining a number of game contents that may be moved relative to the second area based on the objects arranged in each of the one or more sections; The program according to claim 3, wherein the first identification means identifies the progress status based on the number of game media that can be moved to the second area identified by the third identification means and the number of game media among the one or more second game media that have moved to the second area from other areas.

7. The computer, The program according to claim 1 , further functioning as a second moving means for moving the first game medium within the first area before being moved by the first moving means.

8. the first area includes one or more sections in each of which an object is set, and a movement position for moving the first game medium to the second area; The program according to claim 7 , wherein the second movement means moves the first game medium toward a destination of the first game medium determined from among the one or more sections and the movement position.

9. a progression unit that progresses a first game in a virtual space, the virtual space including a first area in which a first game medium is placed and a second area different from the first area; a determination unit that determines whether or not the first game medium is capable of moving from the first area to the second area based on a progress status of the first game; a first movement unit that moves the first game medium from the first area toward the second area based on the determination by the determination unit that the first game medium is movable; a display unit that displays at least a portion of the first area and at least a portion of the second area in a list and displays the first game medium moving from the first area toward the second area; An information processing device comprising:

10. a progression unit that progresses a first game in a virtual space, the virtual space including a first area in which a first game medium is placed and a second area different from the first area; a determination unit that determines whether or not the first game medium is capable of moving from the first area to the second area based on a progress status of the first game; a first movement unit that moves the first game medium from the first area toward the second area based on the determination by the determination unit that the first game medium is movable; a display unit that displays at least a portion of the first area and at least a portion of the second area in a list and displays the first game medium moving from the first area toward the second area; A system comprising:

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