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

The information processing program enhances player convenience by enabling bookmarking and reward management for partial content consumption, addressing the challenge of limited gameplay time and improving the overall gaming experience.

JP2025066013AActive Publication Date: 2025-04-22CYGAMES INC
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Patent Information

Application Number
JP2023175597
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-10
Publication Date
2025-04-22
Estimated Expiration
2043-10-10

AI Technical Summary

Technical Problem

Players with limited gameplay time face challenges in conveniently viewing content, as existing systems do not efficiently manage bookmarking and reward distribution for partial content consumption.

Method used

An information processing program that allows players to link execution start position information to content during playback, enabling resumption from intermediate stages, and associates rewards with player IDs upon content completion, while displaying relevant icons and determining display modes based on reward information.

Benefits of technology

Improves player convenience by allowing seamless resumption of content playback from bookmarked positions and facilitating reward acquisition for partial content consumption, enhancing overall gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve a player's convenience.SOLUTION: A computer is allowed to execute processing for associating execution start position information showing an intermediate stage of predetermined content with the predetermined content on the basis of a player's operation during execution of the predetermined content, processing for starting execution of predetermined content from an intermediate stage shown by execution start position information when starting execution of the predetermined content with which the execution start position information is associated, processing for associating a predetermined reward with a player ID when execution of predetermined content is completed, processing for associating reward impartation information showing that a predetermined reward has been associated with a player ID with the player ID, processing for displaying a specific predetermined display corresponding to predetermined content when execution start position information is associated with the specific predetermined content, and processing for determining a display mode of a specific display corresponding to specific, predetermined content on the basis of reward impartation information associated with a player ID.SELECTED DRAWING: Figure 8
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Description

[Technical field]

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

[0002] Patent Documents 1 to 3 disclose games that allow a player to set a bookmark in the middle of a viewed content and resume viewing of the content from the bookmarked portion. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7339458 [Patent Document 2] https: / / pjsekai.sega.jp / faq / index.html [Patent Document 3] https: / / twitter.com / pj_sekai / status / 1638882537958436866 Summary of the Invention [Problem to be solved by the invention]

[0004] Since players who have a limited amount of time to play a game also have a limited amount of time to view content, there is a demand for improved convenience for players in viewing content.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve convenience for players. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: a process of associating execution start position information indicating an intermediate stage of a predetermined content with the predetermined content based on an operation by a player during execution of the predetermined content; a process of starting execution of the predetermined content from the intermediate stage indicated by the execution start position information when starting execution of the predetermined content associated with the execution start position information; a process of linking a predetermined reward to a player ID when execution of the predetermined content is completed; A process of linking reward granting information indicating that the predetermined reward has been linked to the player ID to the player ID; a process of displaying a predetermined display corresponding to a specific predetermined content when the execution start position information is associated with the specific predetermined content; A process of determining a display mode of a specific display corresponding to the specific predetermined content based on the reward granting information linked to the player ID; The computer is made to carry out the above steps.

[0007] a process of executing an interruption process for interrupting the execution of the predetermined content in a state in which the execution start position information is linked to the predetermined content and the execution of the predetermined content is not completed, may be performed by a computer.

[0008] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: a process of associating execution start position information indicating an intermediate stage of a predetermined content with the predetermined content based on an operation by a player during execution of the predetermined content; a process of starting execution of the predetermined content from the intermediate stage indicated by the execution start position information when starting execution of the predetermined content associated with the execution start position information; a process of associating a predetermined reward with a player ID when execution of the predetermined content is completed; A process of linking reward granting information indicating that the predetermined reward has been linked to the player ID to the player ID; a process of displaying a predetermined display corresponding to a specific predetermined content when the execution start position information is associated with the specific predetermined content; A process of determining a display mode of a specific display corresponding to the specific predetermined content based on the reward granting information linked to the player ID; Includes.

[0009] In order to solve the above problem, an information processing system includes: An information processing system comprising one or more computers, The computer, a process of associating execution start position information indicating an intermediate stage of a predetermined content with the predetermined content based on an operation by a player during execution of the predetermined content; a process of starting execution of the predetermined content from the intermediate stage indicated by the execution start position information when starting execution of the predetermined content associated with the execution start position information; a process of associating a predetermined reward with a player ID when execution of the predetermined content is completed; A process of linking reward granting information indicating that the predetermined reward has been linked to the player ID to the player ID; a process of displaying a predetermined display corresponding to a specific predetermined content when the execution start position information is associated with the specific predetermined content; A process of determining a display mode of a specific display corresponding to the specific predetermined content based on the reward granting information linked to the player ID; Carry out the following. Effect of the Invention

[0010] According to the present invention, it is possible to improve convenience for players. [Brief description of the drawings]

[0011] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an ally character confirmation screen, and Fig. 3C is a diagram illustrating an example of a quest screen. [Figure 4] Fig. 4A is a diagram illustrating an example of a main quest screen, Fig. 4B is a diagram illustrating an example of a main quest selection screen, and Fig. 4C is a diagram illustrating an example of a party selection screen. [Diagram 5] Fig. 5A is a diagram illustrating an example of a battle game screen, Fig. 5B is a diagram illustrating an example of a result screen, and Fig. 5C is a diagram illustrating an example of a story release dialogue. [Figure 6] Fig. 6A is a first diagram illustrating an example of a story screen, Fig. 6B is a first diagram illustrating an example of a main story screen, and Fig. 6C is a diagram illustrating an example of a data download screen. [Figure 7] Fig. 7A is a first diagram illustrating an example of a story playback screen, Fig. 7B is a second diagram illustrating an example of a story playback screen, and Fig. 7C is a diagram illustrating an example of a reward confirmation dialogue. [Figure 8] Fig. 8A is a third diagram for explaining an example of a story playback screen, Fig. 8B is a diagram for explaining an example of a bookmark dialogue, and Fig. 8C is a second diagram for explaining an example of a main story screen. [Figure 9] Fig. 9A is a diagram for explaining an example of a playback confirmation dialogue, and Fig. 9B is a diagram for explaining an example of a bookmark deletion confirmation screen. [Figure 10] FIG. 10 is a diagram illustrating an example of the bookmark list dialog. [Figure 11] FIG. 11 is a diagram illustrating an example of the skip confirmation dialog. [Figure 12] Fig. 12A is a diagram for explaining an example of story management information, and Fig. 12B is a diagram for explaining an example of a reading completion information management table. [Figure 13] Fig. 13A is a diagram for explaining an example of story content information, and Fig. 13B is a diagram for explaining an example of bookmark management information. [Figure 14] FIG. 14 is a diagram for explaining the configuration of a storage device in a player terminal and its functions as a computer. [Figure 15] FIG. 15 is a diagram for explaining the configuration of a storage device in a server and its function as a computer. [Figure 16] FIG. 16 is a flowchart illustrating an example of a login process in a player terminal. [Figure 17] FIG. 17 is a flowchart illustrating an example of a story screen management process in a player terminal. [Figure 18] FIG. 18 is a flowchart illustrating an example of a story playback screen management process in a player terminal. [Figure 19] FIG. 19 is a flowchart illustrating an example of the player information management process in the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0013] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.

[0014] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[0015] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0016] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. In addition, the server 1000 performs processes such as updating the accumulated information and downloading images and various information to the player terminals 1 based on operations input from the player terminals 1.

[0017] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0018] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0019] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0020] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0021] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.

[0022] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0023] The storage unit 18 is composed of a semiconductor memory such as a DRAM (Dynamic Random Access Memory), and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.

[0024] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.

[0025] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0026] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0027] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which a friendly character fights against an enemy character. In the game of this embodiment, a plurality of friendly characters are provided to the player by the game operator. For example, the player can own a plurality of friendly characters obtained by a lottery called gacha or distributed by the operator.

[0028] A player can select multiple (here, five) ally characters from among those he owns and organize a party. The player can then play a battle game using the organized party. In a battle game, the objective is for the ally characters organized into the party to defeat (clear) enemy characters and acquire rewards. The player can play multiple types of battle games with different enemy characters and difficulty levels.

[0029] Fig. 3A is a diagram showing an example of a home screen 40. Fig. 3B is a diagram showing an example of an ally character confirmation screen 50. Fig. 3C is a diagram showing an example of a quest screen 70. The home screen 40 shown in Fig. 3A is a screen that is first displayed after the player taps the display 26 on a title screen (not shown) (i.e., after the game starts). As shown in Fig. 3A, on the home screen 40, a menu bar 41 is displayed at the bottom of the display 26.

[0030] The menu bar 41 is provided with a plurality of operation sections that can be operated (tapped) by the player. The menu bar 41 is provided with a home screen selection operation section 41a marked "HOME" and an ally character confirmation screen selection operation section 41b marked "CHARACTER" and a story screen selection operation section 41c marked "STORY" and a quest screen selection operation section 41d marked "QUEST" and a gacha screen selection operation section 41e marked "GACHA" and a menu screen selection operation section 41f marked "MENU". In the menu bar 41, the operation sections corresponding to each screen are highlighted so that the screen being displayed on the display 26 can be identified.

[0031] When the home screen selection operation unit 41a is tapped, the home screen 40 shown in Fig. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 41b is tapped, the ally character confirmation screen 50 shown in Fig. 3B is displayed on the display 26. When the story screen selection operation unit 41c is tapped, the story screen 60 shown in Fig. 6A is displayed on the display 26. When the quest screen selection operation unit 41d is tapped, the quest screen 70 shown in Fig. 3C is displayed on the display 26.

[0032] Furthermore, when the gacha screen selection operation section 41e is tapped, a gacha screen (not shown) is displayed on the display 26. Furthermore, when the menu screen selection operation section 41f is tapped, a menu screen (not shown) is displayed on the display 26. Although a detailed explanation is omitted, on the gacha screen, a gacha lottery can be held to acquire an ally character by lottery. Furthermore, on the menu screen, game settings and various information can be confirmed.

[0033] A header display area 42 is provided at the top of the home screen 40. In the header display area 42, player information associated with a player ID is displayed. For example, in the header display area 42, level information 42a indicating a player level and a stamina display bar 42b indicating the player's stamina are displayed. In addition, as shown in FIG. 3A, the stamina of the player is displayed as a numerical value below the stamina display bar 42b.

[0034] The player information includes a player ID, ally character identification information (hereinafter referred to as ally character ID) for identifying ally characters owned by the player, level information 42a, stamina information displayed on stamina display bar 42b, reading completion information (described below), story management information, bookmark management information, battle game completion information, and in-game currency information indicating the amount of in-game currency owned by the player.

[0035] Stamina is a parameter necessary for a player to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game is set with a stamina consumption value required for playing, a maximum number of times that the game can be played in a day, and the like. When playing a battle game in which a stamina consumption value required for playing is set, the player will consume stamina to play the battle game. Therefore, if the player does not have enough stamina, the player cannot play the battle game.

[0036] Although detailed explanation is omitted, when a player wins a battle game, the player can acquire a predetermined value as a player experience value. And, each time the player experience value reaches a certain value, the player level rises. The player level has a stamina upper limit set. As the player level rises, the stamina upper limit becomes higher. Stamina is recovered by a predetermined value (for example, 1 point) every fixed time (for example, 5 minutes) within the upper limit value. The stamina display bar 42b displays the current remaining amount of stamina against the upper limit value of stamina so that the player can visually grasp it. Also, the stamina value displayed at the bottom of the stamina display bar 42b, "260 / 277" in the example of FIG. 3A, displays the stamina upper limit value "277" in the denominator and the player's current stamina "260" in the numerator.

[0037] Furthermore, when the ally character confirmation screen selection operation unit 41b of the menu bar 41 is tapped, an ally character confirmation screen 50 shown in Fig. 3B is displayed on the display 26. On the ally character confirmation screen 50, images of all ally characters corresponding to the ally character IDs associated with the player ID are displayed.

[0038] That is, all ally characters owned by the player are displayed on the ally character confirmation screen 50. A different ally character ID is assigned to each ally character. When the player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player.

[0039] The ally character ID is stored in association with information about experience points and information about levels. The experience points increase when a player wins a battle game, which will be described later, or when a predetermined item is used. The level is set in accordance with the experience points, and increases each time the experience points reach a predetermined value. An upper limit for the level is set for each ally character, and the level increases only up to the upper limit.

[0040] In addition, base values ​​of combat power such as life points, attack power, and defense power are set for each ally character based on the character's level. The higher the ally character's combat power, the more advantageous the player can progress in the battle game. Furthermore, the higher the level of the ally character, the higher the base values ​​set for the ally character.

[0041] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has an added value set for attack power, defense power, etc. When equipment is equipped, the added value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character. Information about these weapons and armor is also associated with the allied character ID and is configured as part of the player information.

[0042] Returning to FIG. 3A, when the quest screen selection operation section 41d of the menu bar 41 is tapped, a quest screen 70 shown in FIG. 3C is displayed on the display 26. The quest screen 70 displays the menu bar 41, the header display area 42, and a plurality of game type selection operation sections 71 indicating the types of battle games provided. Here, four types of battle games are provided, and four game type selection operation sections 71 are displayed.

[0043] The game type selection operation section 71 includes a main quest selection operation section 71a marked "Main Quest," a guild battle selection operation section 71b marked "Guild Battle," a 1V1 battle selection operation section 71c marked "1V1 Battle," and a 3V3 battle selection operation section 71d marked "3V3 Battle."

[0044] When the main quest selection operation unit 71a is tapped, a main quest screen 72 (FIG. 4A), which will be described later, is displayed on the display 26. When the guild battle selection operation unit 71b is tapped, a guild battle screen (not shown) is displayed on the display 26. Similarly, when the 1V1 battle selection operation unit 71c is tapped, a 1V1 battle screen (not shown) is displayed on the display 26. When the 3V3 battle selection operation unit 71d is tapped, a 3V3 battle screen (not shown) is displayed on the display 26.

[0045] Note that some types of battle games have release conditions. Examples of the release conditions include a player level being equal to or higher than a predetermined value, clearing other predetermined battle games, etc. Each battle game type includes multiple battle games (hierarchical or laps). Release conditions are set for each of these battle games. When the release conditions are met, the game release information included in the player information is updated.

[0046] In the player terminal 1, it is determined whether or not the battle game is released based on the game release information, and only the game type selection operation unit 71 of the battle game that satisfies the release condition accepts the operation (tap) of the player. Therefore, the player can play only the battle game that satisfies the release condition.

[0047] When main quest selection operation portion 71a in quest screen 70 shown in FIG. 3C is tapped, main quest screen 72 shown in FIG.

[0048] Fig. 4A is a diagram illustrating an example of a main quest screen 72. Fig. 4B is a diagram illustrating an example of a main quest selection screen 74.

[0049] On the main quest screen 72, a menu bar 41, a header display area 42, and a main quest operation section 73 for selecting a plurality of battle games (levels) belonging to the main quest are displayed.

[0050] In the main quest, multiple levels are provided for each area. For example, the first area has 15 levels of battle games, from "1-1" to "1-15." The second area has 15 levels of battle games, from "2-1" to "2-15." For example, there are several dozen areas with multiple levels like this.

[0051] The main quest operation unit 73 also displays information on whether each battle game has been cleared. The clear information is indicated by, for example, three stars. In a battle game belonging to a main quest, when the battle game is cleared, stars are acquired according to the number of ally characters whose life points are 0 at the time of clearing. For example, if there are no ally characters whose life points are 0, three stars are acquired, if there is one ally character whose life points are 0, two stars are acquired, and if there are two or more ally characters whose life points are 0, one star is acquired.

[0052] In the example of Figure 4A, three stars are acquired in the battle game "1-1", two stars are acquired in the battle game "1-2", and one star is acquired in the battle game "1-3". In addition, no stars are acquired in the battle game "1-4", and it is notified that this battle game has not been cleared.

[0053] In the main quest, the unlocking condition is set to clear the previous battle game. For example, in the example of FIG. 4A, the battle game "1-4" is unlocked because the battle games up to "1-3" have been cleared, but the battle games after that ("1-5" and after, not shown) are not unlocked.

[0054] Also, when the last battle game in a given area is cleared, the next area is released. Specifically, for example, when the battle game "1-15" which is the last battle game in the first area is cleared, the second area is released. When the second area is released, the player can select "2-1" which is the first battle game in the second area. Similarly, when the battle game "2-15" which is the last battle game in the second area is cleared, the third area is released. When the third area is released, the player can select "3-1" which is the first battle game in the third area.

[0055] In this way, the player can unlock areas one by one by clearing selectable battle games one by one. However, when the last level battle game (e.g., "60-15") belonging to the last area (e.g., the 60th area) implemented in the game is cleared, the next area (e.g., the 61st area) is not unlocked immediately. In this case, the next area (e.g., the 61st area) is unlocked at the timing when the next area (e.g., the 61st area) is implemented. For example, a predetermined number (e.g., one or more) of new areas may be implemented (added) every predetermined period (e.g., one month).

[0056] For example, when main quest operation unit 73 for a battle game "1-4" is operated (tapped) on main quest screen 72, main quest selection screen 74 shown in Fig. 4B is displayed on display 26. On main quest selection screen 74, enemy characters appearing in that battle game and items (rewards) that can be acquired in that battle game are displayed.

[0057] Furthermore, when stamina is consumed to challenge a battle game, the stamina after consumption is displayed on the main quest selection screen 74. Specifically, as shown in FIG 4B, the event quest selection screen 174 displays that when the battle game "1-4" is executed, stamina will be consumed and will change from the current stamina of 260 to 252.

[0058] In addition, the main quest selection screen 74 displays a challenge operation section 75 marked "Challenge" for challenging the battle game selected by the player, and a cancel operation section 76 marked "Cancel" for canceling the processing corresponding to the currently displayed screen.

[0059] When the cancel operation unit 76 is operated (tapped), the main quest screen 72 shown in FIG. 4A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.

[0060] Furthermore, when the challenge operation unit 75 is operated (tapped), a party selection screen 77 shown in FIG.

[0061] 4C is a diagram illustrating an example of the party selection screen 77. All ally characters owned by the player are displayed on the party selection screen 77. In addition, below the party selection screen 77, a selected ally character display area 78 that displays the selected ally character is displayed.

[0062] When the player operates (tap) a displayed ally character on the party selection screen 77, the operated (tapped) ally character is displayed in the selected ally character display area 78. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among a plurality of ally character IDs associated with the player ID. A party is organized by the player selecting a plurality of ally characters.

[0063] Additionally, the party selection screen 77 displays a cancel operation section 76 and a battle start operation section 79 labeled "Start battle."

[0064] When the party formation is completed and the battle start operation unit 79 is operated (tapped), the battle game starts and a battle game screen 80 (FIG. 5A) is displayed on the display 26.

[0065] FIG. 5A is a diagram illustrating an example of a battle game screen 80. FIG. 5B is a diagram illustrating an example of a result screen 83. FIG. 5C is a diagram illustrating an example of a story release dialogue 90. During a battle game, the battle game screen 80 is displayed as shown in FIG. 5A. In the battle game screen 80, ally characters and enemy characters are displayed on the display 26. The ally characters operate under computer control, and inflict damage on the enemy characters and receive damage from the enemy characters. The enemy characters operate under computer control, and inflict damage on the ally characters and receive damage from the ally characters.

[0066] When damage points are given to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are given to an ally character, the damage points are subtracted from the ally character's life points. When all enemy characters' life points reach 0, the player wins (clears the game), and when all ally characters' life points reach 0 (lose), the player loses.

[0067] Here, as shown in FIG. 5A, an ally character display area 81 is provided at the bottom of the battle game screen 80. In the ally character display area 81, life points 81a and a special move gauge 81b for each ally character are displayed. The special move gauge 81b increases when an ally character receives damage from an enemy character or inflicts damage on an enemy character. When the special move gauge 81b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on an enemy character than a normal attack, recovers the life points of an ally character, or imparts a special effect to an enemy character.

[0068] Here, there are two patterns of methods for using the special move. One is a method in which the player operates (tap) an ally character whose special move gauge 81b displayed in the ally character display area 81 has reached its maximum value. The other is a method in which, when the special move gauge 81b reaches its maximum value in the auto-activation state, the ally character uses the special move by computer control. Note that an auto-selection operation unit 82 is displayed on the battle game screen 80, and the player can switch between the auto-activation state and the manual activation state by operating the auto-selection operation unit 82. When the auto-selection operation unit 82 is operated (tapped) in the manual activation state, the state becomes an auto-activation state in which the special move is used automatically. Also, when the auto-selection operation unit 82 is operated (tapped) in the auto-activation state, the state becomes a manual activation state in which the special move is used manually. Even in the auto-activation state, if the special move gauge 81b has reached its maximum value and a special move has not been used by computer control, the player can operate (tap) an ally character to use a special move.

[0069] Then, when the battle game ends normally (normal end), as shown in Fig. 5B, a result screen 83 is displayed on the display 26. Fig. 5B shows, as an example, a result screen 83 when an ally character wins.

[0070] At least a portion of the game result information of the battle game is displayed on the result screen 83. Also, on the result screen 83, a close operation section 85 marked "Close" is displayed.

[0071] When the close operation unit 85 is operated (tapped), the display of the battle screen ends, and the main quest screen 72 is displayed on the display. At this time, if a predetermined release condition is met by winning the main quest, a story release dialog 90 is displayed so as to be superimposed on the main quest screen 72, as shown in FIG. 5C. The story release dialog 90 displays the number of the released story. Also, the story release dialog 90 displays a close operation unit 92 marked "close." Note that in FIG. 5C, the player is notified that "Story 2-2" has been released. Then, when the close operation unit 92 of the story release dialog 90 is tapped, the display of the story release dialog 90 ends.

[0072] Fig. 6A is a first diagram illustrating an example of a story screen 100. Fig. 6B is a diagram illustrating an example of a main story screen 110. In this embodiment, a main story corresponding to the story of the main game, and character stories corresponding to characters appearing in the main game are provided.

[0073] When the story screen selection operation unit 41c of the menu bar 41 is tapped, a story screen 100 shown in Fig. 6A is displayed on the display 26. As shown in Fig. 6A, the story screen 100 displays the menu bar 41, the header display area 42, a main story selection operation unit 101, and a character story selection operation unit 102.

[0074] When the main story selection operation unit 101 on the story screen 100 is tapped, a main story screen 110 shown in FIG. 6B is displayed on the display 26. As shown in FIG. 6B, the main story screen 110 displays a menu bar 41, a header display area 42, and a main story selection display area 111. The main story selection display area 111 displays a number of main stories that are unlocked according to the progress of the above-mentioned "main quest." As the player progresses through the main quest, new main stories are unlocked, and the player can view the unlocked main stories from the main story screen 110.

[0075] 6B, a plurality of story selection operation units 112 are displayed in the main story selection display area 64. Note that the player can check all of the story selection operation units 112 corresponding to the implemented main stories by performing a sliding operation on the main story selection display area 111.

[0076] The player can view the contents of each main story by operating each story selection operation unit 112. Here, an unlocking condition is set for each main story, and the player can only view the main story for which the unlocking condition is met. If the unlocking condition is not met, the story selection operation unit 112 displays "???" as shown in Fig. 6B, indicating that the player cannot perform selection operation.

[0077] The conditions for unlocking a main story are set to have cleared a specific target main quest and to have viewed the previous main story. By meeting these conditions, the main story to be viewed is unlocked. When the conditions for unlocking a main story are met, the display of a mode in which selection is not possible is cancelled, and the story selection operation unit 112 displays a mode in which selection is possible. Each main story is assigned unique identification information (hereinafter referred to as a story ID).

[0078] Furthermore, when the character story selection operation unit 102 on the story screen 100 shown in FIG. 6A is operated, a character story screen (not shown) is displayed on the display 26.

[0079] As with the main story described above, each character story has an unlocking condition set, and the player can only view character stories whose unlocking conditions are met.

[0080] The conditions for unlocking a character story are that the intimacy level of an ally character reaches a specified value and that the previous character story has been viewed. By meeting these conditions, the character story to be viewed is unlocked. In other words, character stories are unlocked according to the intimacy level of an ally character. The intimacy level of an ally character increases when a battle game is won or a specified item is used. Each time the intimacy level reaches a specified value, the intimacy rank increases.

[0081] An upper limit for the intimacy rank is set for each ally character, and the rank increases only up to the upper limit. When the intimacy of an ally character reaches the upper limit, all character stories for that ally character are unlocked. Each character story is assigned unique identification information (story ID). The conditions for unlocking various stories are not limited to the above examples, and may be, for example, the consumption of a predetermined amount of in-game currency or the use of a predetermined item.

[0082] In addition, in this embodiment, when the player views the main story or the character story to the end for the first time, a reward (viewing reward) is given to the player. As shown in FIG. 6B, the story selection operation unit 112 corresponding to the story for which the player has not yet acquired the viewing reward displays reward icons 113 and 114 corresponding to the available rewards. The reward icons 113 and 114 notify the type of reward that the player can acquire. For example, the reward icon 113 indicates that in-game currency can be acquired as the viewing reward. The player can strengthen the ally character or recover stamina required to execute the quest by consuming the in-game currency that the player owns. In addition, the reward icon 114 indicates that an item for strengthening the ally character can be acquired as the viewing reward. In this way, the player can advantageously proceed with the progress of the quest, which is a different axis from the viewing of the story, by viewing and reading the story to the end.

[0083] Then, the player can view videos of the main story or character story for which the release conditions have been met (hereinafter referred to as story videos) by operating the story selection operation unit 112. At this time, if data of the story video to be viewed is stored in the memory unit 18 or the storage device 12 of the player terminal 1, the stored story video is played.

[0084] On the other hand, if data of the story video to be viewed is not currently stored in the memory unit 18 or storage device 12 of the player terminal 1, a data download confirmation dialog 120 shown in Fig. 6C is displayed on the display 26. As shown in Fig. 6C, the data download confirmation dialog 120 displays a message requesting the player to allow the data download. The data download confirmation dialog 120 displays a cancel operation section 121 marked "Cancel," a first operation section 122 marked "No Voice," and a second operation section 123 marked "With Voice."

[0085] When the cancel operation unit 121 is operated, the data of the story video to be viewed is not downloaded, and the main story screen 110 is displayed on the display 26.

[0086] Furthermore, when the first operating unit 122 is operated, a relatively small amount of data that does not include at least a portion of the voice data of the character is downloaded.

[0087] Furthermore, when the second operation unit 123 is operated, a relatively large amount of data including the voice data of the character is downloaded.

[0088] FIG. 7A is a first diagram for explaining an example of the story playback screen 130. FIG. 7B is a second diagram for explaining an example of the story playback screen 130. FIG. 7C is a diagram for explaining an example of the reward confirmation dialogue 140. FIG. 8A is a third diagram for explaining an example of the story playback screen 130. When playback of the story video starts, various videos including subtitles and images of ally characters are displayed on the story playback screen 130 as shown in FIG. 7A and FIG. 7B. In addition, the story video progresses according to the player's operation on the story playback screen 130. For example, options that the player can select are displayed on the story playback screen 130, and various videos according to the option selected by the player are displayed.

[0089] When a story video that has started to play in response to an operation of the story selection operation unit 112 is viewed to the end, the display of the story playback screen 130 ends and the main story screen 110 is displayed on the display 26. At this time, if a reward (viewing reward) is awarded to the player, as shown in FIG. 7C, a reward confirmation dialog 140 is displayed on the display 26. As shown in FIG. 7C, the reward confirmation dialog 140 notifies the player of the viewing reward that he or she has acquired. In addition, a close operation unit 141 marked "Close" is displayed on the reward confirmation dialog 140. When the close operation unit 141 is operated, the display of the reward confirmation dialog 140 ends.

[0090] 7A and 7B, a menu operation section 131 marked "MENU" is displayed in the upper right portion of the story playback screen 130. When the menu operation section 131 is operated, a menu display section 132 shown in Fig. 8A is displayed on the display 26. Note that while the menu display section 132 is displayed, playback of the story video is paused.

[0091] The menu display section 132 displays a skip operation section 132a marked "Skip," an auto operation section 132b marked "Auto," a bookmark operation section 132c marked "Bookmark," and a close operation section 132d marked "Close."

[0092] When the skip operation unit 132a is operated, a so-called skip function is used to skip playing part or all of the story video. In this embodiment, the story video is composed of multiple scenes, and when the skip function is used, the currently played scene is skipped and the display moves to the next scene.

[0093] When the automatic operation section 132b is operated, the story video is automatically played to the end, that is, the scenes are played in order, without the need for player operation. When the close operation section 132d is operated, the display of the menu display section 132 is terminated.

[0094] 8B is a diagram illustrating an example of the bookmark dialogue 150. When the bookmark operation unit 132c is operated, the bookmark dialogue 150 is displayed on the display 26. Note that while the bookmark dialogue 150 is being displayed, the playback of the story video is paused.

[0095] In this embodiment, a so-called bookmark function can be used to store the current progress stage of a story video being played and resume viewing of the story video from the stored progress stage. In this embodiment, specifically, a sequence that can be specified by further subdividing each of a plurality of scenes constituting a story video (e.g., a story video of "Story 1-2") is used as a progress stage. However, a plurality of scenes constituting a story video may also be used as a progress stage. Also, for example, a progress stage may be any one of a plurality of story videos in a predetermined order.

[0096] As shown in FIG. 8B, bookmark dialog 150 displays a cancel operation section 151 marked “Cancel,” an interrupt operation section 152 marked “Bookmark and interrupt,” and a continue browsing operation section 153 marked “Bookmark and continue browsing.”

[0097] When the cancel operation unit 151 is operated, the bookmark function is not used and the display of the bookmark dialogue 150 ends. Then, the playback of the story video on the story playback screen 130 is resumed.

[0098] When the continue viewing operation unit 153 is operated, the current progress stage of the story video being played back is stored. Then, the display of the bookmark dialogue 150 ends, and the playback of the story video on the story playback screen 130 is resumed.

[0099] When the interruption operation unit 152 is operated, the current progress stage of the story video being played is stored. Also, the display of the bookmark dialog 150 and the story playback screen 130 ends. That is, the playback of the story video on the story playback screen 130 is interrupted. Note that, when the story selection operation unit 112 is operated to interrupt the story video that has started to play, when the display of the story playback screen 130 ends, the main story screen 110 is displayed on the display 26.

[0100] 8C is a second diagram illustrating an example of main story screen 110. When a progress stage is stored for a story video being played as described above based on the operation of pause operation unit 152, a bookmark icon 115 is displayed in the corresponding story selection operation unit 112. The story selection operation unit 112 displaying bookmark icon 115 indicates that a progress stage is stored and that the story video can be played from the middle.

[0101] When the story selection operation section 112 displaying the bookmark icon 115 is operated, a playback confirmation dialog 160 is displayed on the display 26, as shown in FIG. 9A.

[0102] Fig. 9A is a diagram illustrating an example of the playback confirmation dialog 160. As shown in Fig. 9A, the playback confirmation dialog 160 displays a message requesting the player to allow the use of the bookmark function. Also, as shown in Fig. 9A, the playback confirmation dialog 160 displays a cancel operation section 161 marked "Cancel," a start operation section 162 marked "Start from the beginning," and a decision operation section 163 marked "OK."

[0103] When the cancel operation unit 161 is operated, the playback confirmation dialog 160 is hidden, and the main story screen 110 is displayed on the display 26. When the start operation unit 162 is operated, the story playback screen 130 is displayed on the display 26, and the story video is played from the beginning.

[0104] At this time, if the data of the story video to be viewed is not currently stored in the memory unit 18 or storage device 12 of the player terminal 1, a data download confirmation dialog 120 shown in FIG. 6C is displayed on the display 26.

[0105] Furthermore, when the decision operation unit 163 is operated, the story playback screen 130 is displayed on the display 26, and the story video is played back from the stored progress stage. At this time, if the data of the story video to be viewed is not currently stored in the memory unit 18 or the storage device 12 of the player terminal 1, the data download confirmation dialog 120 shown in FIG. 6C is displayed on the display 26.

[0106] Furthermore, the story video starts to be played back from the progress stage stored using the bookmark function, and when the story video is played back to the end, a bookmark deletion confirmation screen dialogue 170 is displayed on the display 26.

[0107] Fig. 9B is a diagram illustrating an example of a bookmark deletion confirmation screen dialog 170. As shown in Fig. 9B, a message is displayed on the bookmark deletion confirmation screen dialog 170, requesting the player's permission to delete a progress stage stored by the bookmark function. Also, as shown in Fig. 9B, the bookmark deletion confirmation screen dialog 170 displays a deletion operation section 171 marked "DELETE" and a non-deletion operation section 172 marked "DO NOT DELETE."

[0108] When the delete operation section 171 is operated, the progress stage stored by the bookmark function is deleted, and the bookmark deletion confirmation screen dialogue 170 is hidden.

[0109] Moreover, when the non-deletion operation section 172 is operated, the progress stage stored by the bookmark function is maintained without being deleted, and the bookmark deletion confirmation screen dialogue 170 is hidden.

[0110] Returning to FIG. 6A, a bookmark operation section 104 is displayed on the story screen 100. The bookmark operation section 104 accepts an operation for displaying a list of story videos whose progress stages are stored by the bookmark function. When the bookmark operation section 104 is operated, a bookmark list dialogue 180 is displayed on the display 26.

[0111] Fig. 10 is a diagram illustrating an example of the bookmark list dialog 180. As shown in Fig. 10, a switching display bar 181 is displayed at the top of the bookmark list dialog 180. In addition, a list display area 182 is displayed at the bottom of the switching display bar 181. The switching display bar 181 is provided with a plurality of operation units that can be operated by the player.

[0112] Specifically, the switching display bar 181 is provided with an all-display operation section 181a marked "ALL," a main story display operation section 181b marked "MAIN," and a character story display operation section 181c marked "CHARACTER." The selected operation section is highlighted in the switching display bar 181. FIG. 10 shows the case where the all-display operation section 181a is selected.

[0113] When the all display operation section 181a is selected, a story selection operation section 183 corresponding to all story videos whose progress stages are stored by the bookmark function is displayed in the list display area 182. In this way, stories for which the player has used the bookmark function are displayed in a list, which reduces the effort required to search for stories for which the player has used the bookmark function, and improves convenience.

[0114] Furthermore, when the main story display operation section 181b is selected, the list display area 182 displays a story selection operation section 183 corresponding to the main story among the story videos whose progress stages are stored by the bookmark function.

[0115] Furthermore, when the character story display operation section 181c is selected, the list display area 182 displays a story selection operation section 183 corresponding to the character story among the story moving images whose progress stages are stored by the bookmark function.

[0116] 10, story selection operation units 183 corresponding to stories for which the player has not yet acquired a viewing reward display reward icons 113, 114 corresponding to the rewards that can be acquired. Each story selection operation unit 183 also displays a bookmark icon 115 indicating that the progress stage is stored and that the story video can be played from the middle. In this way, the types of stories for which rewards can be acquired can be identified in the bookmark list dialogue 180, which improves convenience.

[0117] Also, when both the bookmark icon 115 and the reward icons 113, 114 are displayed, it is understood that the bookmark function has been used without viewing the story video to the end. Also, when the bookmark icon 115 is displayed and the reward icons 113, 114 are not displayed, it is understood that the story video has been viewed to the end and the bookmark function has been used. Therefore, the player can decide which story to view from the viewpoint of whether to review a story that has already been viewed, or to newly view a story that has not yet been viewed to the end. This makes it possible to improve convenience as well as interest.

[0118] 10, a close operation section 187 labeled "close" is displayed at the bottom of the bookmark list dialog 180. When the close operation section 187 is operated, the bookmark list dialog 180 becomes hidden.

[0119] Furthermore, when the story selection operation unit 183 is operated, the playback confirmation dialog 160 in Fig. 9A is displayed on the display 26. Note that, when the story playback screen 130 is displayed via the bookmark list dialog 180, the story screen 100 is displayed on the display 26 when the playback of the story video ends.

[0120] As described above, in this embodiment, when a story video is viewed to the end for the first time, a viewing reward is given to the player. Since a certain amount of time is required to view a story video, there is a concern that a player with a limited playing time may not be able to secure time to view the story video and may have difficulty in obtaining the viewing reward.

[0121] Therefore, in this embodiment, a browsing skip function is provided that, when a predetermined skip condition is met, considers that the player has viewed all the main story videos that the player has not actually viewed or has only viewed partway through. When the browsing skip function is used, the player can acquire the viewing rewards corresponding to the main story videos that are considered to have been viewed using the browsing skip function all at once. As the skip condition, for example, it is set that a specific target main quest has been cleared. This allows even a player with a limited playing time to acquire the viewing rewards.

[0122] 6B, a skip operation section 116 marked “Skip” is displayed on the main story screen 110. When the skip operation section 116 is operated, a skip confirmation dialog 190 is displayed on the display 26.

[0123] Fig. 11 is a diagram illustrating an example of the skip confirmation dialog 190. As shown in Fig. 11, the skip confirmation dialog 190 is provided with a cancel operation section 191 marked "Cancel" and a skip operation section 192 marked "Skip." When the cancel operation section 191 is operated, the skip confirmation dialog 190 is hidden and the main story screen 110 is displayed on the display 26.

[0124] In addition, when the skip operation unit 192 is operated, the above-mentioned browsing skip function is used, and it is considered that all the videos of the main story for which the skip condition is satisfied have been browsed at once, and a viewing reward is given to the player. At this time, the player is notified of the awarded viewing reward by the reward confirmation dialogue 140.

[0125] In addition, when the browsing skip function is used, the stored contents are maintained for the progress stage of the story video stored by the bookmark function. That is, the bookmark icon 115 is displayed on the story selection operation unit 112 or the story selection operation unit 183, which displayed the bookmark icon 115 immediately before using the browsing skip function, even after using the browsing skip function. That is, even if the browsing situation changes, the memory of the bookmark and the corresponding display (bookmark icon 115) are maintained. Therefore, when the player uses the bookmark function for the purpose of rereading and the progress stage of the story video is stored, it is possible to reduce the risk that the memory of the progress stage and the corresponding display (bookmark icon 115) will disappear and the rereading will be hindered even if the browsing situation changes. On the other hand, as described above, when the browsing skip function is used, the reward icons 113 and 114 of the story selection operation unit 112 or the story selection operation unit 183 corresponding to the main story for which a reward has been obtained by the browsing skip function are hidden.

[0126] Fig. 12A is a diagram for explaining an example of story management information. The story management information shown in Fig. 12A is stored in the player terminal 1 and the server 1000. The story management information is provided for each type of story (main story, character story). In addition, the story management information is stored in association with a player ID.

[0127] Additionally, as shown in FIG. 12A, in the story management information, various information such as “title,” “subtitle,” “first unlocking condition,” “second unlocking condition,” “first reward type,” “number of first rewards,” “second reward type,” “number of second rewards,” and “whether bookmark function can be used” are stored in association with the story ID.

[0128] The "First Release Condition" indicates the story ID of the previous character story that must be viewed in order for the character story release condition to be met. The "Second Release Condition" indicates the affinity value of a specific ally character that must be reached in order for the character story release condition to be met.

[0129] The "first reward type" indicates the type of reward (for example, in-game currency) set as the viewing reward. The "number of first rewards" indicates the number of rewards indicated by the first reward type that will be given to the player.

[0130] The "second reward type" indicates the type of reward set as the viewing reward (for example, an item for strengthening an ally character). The "second reward quantity" indicates the quantity of the reward indicated by the second reward type to be given to the player.

[0131] "Bookmark function usability" indicates whether the bookmark function is usable or not. In this embodiment, if the bookmark function is usable, "1" is stored, and if the bookmark function is not usable, a value other than "1" is stored.

[0132] FIG. 12B is a diagram illustrating an example of a reading completion information management table. The player terminal 1 and the server 1000 store the reading completion information management table shown in FIG. 12B. The reading completion information management table is stored in association with a player ID. The "reading completion information" indicates whether or not the story video has been viewed to the end, that is, whether or not the player has earned a viewing reward. In this embodiment, when the story video has been viewed to the end or when the viewing reward has been earned, "1" is stored in the "reading completion information", and when the story video has not been viewed to the end or when the viewing reward has not been earned, a value other than "1" is stored in the "reading completion information".

[0133] Fig. 13A is a diagram for explaining an example of story content information. The story content information shown in Fig. 13A is stored in the player terminal 1 and the server 1000. The story content information is provided for each story ID. As shown in Fig. 13A, in the story content information, various types of information such as "scene ID", "sequence ID", "display object data", "text data", and "audio data" are stored in association with the story ID.

[0134] The "scene ID" is identification information that can identify each of the multiple scenes that make up the story video.

[0135] The "sequence ID" is identification information that can further subdivide and identify each of the multiple scenes that make up the story video.

[0136] "Display object data" is identification information capable of specifying the type of data, such as subtitles and images of friendly characters, that are displayed in each scene in the story video.

[0137] "Text data" is identification information capable of identifying the type of data, such as lines, displayed in each scene in the story video.

[0138] "Audio data" is identification information that can specify the type of voice data that is played back in each scene in the story video.

[0139] Fig. 13B is a diagram for explaining an example of bookmark management information. The bookmark management information shown in Fig. 13B is stored in the player terminal 1 and the server 1000. The bookmark management information is stored in association with a player ID. As shown in Fig. 13B, in the bookmark management information, various types of information such as a "bookmark ID", a "story ID", a "scene ID", a "sequence ID", and an "option management number" are stored in association with a player ID.

[0140] "Bookmark ID" indicates an identification number for managing the progress stage stored using the bookmark function. When the bookmark function is used based on the player's operation, the "story ID" of the story video currently being played is stored in the bookmark management information. In addition, the "scene ID" and "sequence ID" corresponding to the scene of the story video currently being played are stored in the bookmark management information.

[0141] Also, an "option management number" indicating an option selected by the player during the currently playing story video is stored in the bookmark management information. In this embodiment, there may be a scene during the story video where the player selects an option, and the story video may progress as a conversation or the like develops according to the option selected by the player. Therefore, if the player selected multiple options at the stage of progress stored using the bookmark function, the "option management numbers" for each of the multiple options are stored.

[0142] Stories linked to "Bookmark IDs" are displayed in the bookmark list dialogue 180, and the display order may be ascending or descending based on the "Bookmark IDs." Alternatively, the display order may be chronological (oldest first or newest first) based on the progress stages stored by the bookmark function.

[0143] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 1000. Note that, here, an example of the main processing for executing the bookmark function and browsing skip function will be described, and a description of the other processing will be omitted.

[0144] (Functional configuration of player terminal 1) 14 is a diagram for explaining the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0145] The terminal-side game control program includes a game execution control program 500, a battle game execution program 502, and a display control program 504. Note that the programs listed in Fig. 14 are just examples, and the terminal-side game control program includes many other programs.

[0146] The data storage area 12b is provided with an information storage unit 550 as a storage unit for storing data. Note that the above-mentioned storage units are merely examples, and the data storage area 12b is provided with many other storage units.

[0147] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 500a, a battle game execution unit 502a, and a display control unit 504a.

[0148] Specifically, the CPU 10 runs a game execution control program 500, causing the computer to function as a game execution control unit 500a. Similarly, the CPU 10 runs a battle game execution program 502 and a display control program 504, causing them to function as a battle game execution unit 502a and a display control unit 504a, respectively.

[0149] The game execution control unit 500a controls the progress of the entire game. For example, when logging in, the game execution control unit 500a transmits login information to the server 1000. When general game information or player information is updated, the game execution control unit 500a receives the game information or player information from the server 1000 and stores it in the information storage unit 550.

[0150] Furthermore, when the player has viewed a story video to the end, the game execution control unit 500a transmits the story ID of the story video viewed to the end and reading completion information to the server 1000. Furthermore, when the skip operation unit 116 is operated, the game execution control unit 500a transmits the story ID of the story video to which the browsing skip function is to be applied and reading completion information to the server 1000. Furthermore, when the interruption operation unit 152 or the continue browsing operation unit 153 is operated and the bookmark function is used, the game execution control unit 500a transmits bookmark management information to the server 1000.

[0151] The battle game executing unit 502a is responsible for control for executing the battle game. For example, the battle game executing unit 502a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.

[0152] The display control unit 504a generates a screen to be displayed on the display 26, and causes the display 26 to display the generated screen.

[0153] (Functional configuration of server 1000) 15 is a diagram for explaining the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0154] The server-side game control program includes a game execution control program 1500, a battle game execution program 1502, and a reward granting program 1504. Note that the programs listed in Fig. 15 are just examples, and the server-side game control program includes many other programs.

[0155] The data storage area 1012b is provided with an information storage unit 1550 as a storage unit for storing data. Note that the above-mentioned storage units are merely examples, and the data storage area 112b is provided with many other storage units.

[0156] The CPU 1010 runs each program stored in the program memory area 1012a and updates data in each storage unit in the data memory area 1012b. The CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 1500a, a battle game execution unit 1502a, and a reward granting unit 1504a.

[0157] Specifically, the CPU 1010 runs a game execution control program 1500, causing the computer to function as a game execution control unit 1500a. Similarly, the CPU 1010 runs a battle game execution program 1502 and a reward giving program 1504, causing them to function as a battle game execution unit 1502a and a reward giving unit 1504a, respectively.

[0158] The game execution control unit 1500a controls the progress of the entire game. For example, when the game execution control unit 1500a receives login information from the player terminal 1, it enables the player terminal 1 to acquire the player information stored in the information storage unit 1550. The player information includes the above-mentioned reading information management table, story management information, and bookmark management information. Furthermore, when the game information or player information of the entire game is updated, the game execution control unit 1500a reads the updated game information or player information from the information storage unit 1550 and enables the player terminal 1 to acquire it.

[0159] The battle game executing unit 1502a is responsible for control for executing the battle game.

[0160] The reward granting unit 1504a grants a reward to the player. Specifically, the reward granting unit 1504a adds an item (clear reward) to the player information corresponding to the player's player ID based on the result of the battle game, and stores the player information in the information storage unit 1550. In addition, when the player views the main story or character story to the end for the first time, the reward granting unit 1504a adds a viewing reward to the player information corresponding to the player's player ID, and stores the player information in the information storage unit 1550.

[0161] (Specific Processing in Player Terminal 1 and Server 1000) Fig. 16 is a flowchart illustrating an example of login processing in the player terminal 1. The login processing shown in Fig. 16 is executed when a login operation such as a player starting up a game application is input.

[0162] The game execution control unit 500a transmits the login information to the server 1000 (P1-1).

[0163] Furthermore, the game execution control unit 500a acquires player information including the reading completion information management table, story management information, and bookmark management information from the information storage unit 1550 of the server 1000, and stores it in the information storage unit 550 of the player terminal 1 (P1-2).

[0164] Fig. 17 is a flowchart explaining an example of a story screen management process in the player terminal 1. The story screen management process shown in Fig. 17 is executed when the story screen 100, the main story screen 110, or a character story screen (not shown) is displayed on the display 26.

[0165] The game execution control unit 500a determines whether or not the main story selection operation unit 101 on the story screen 100 has been operated (P2-1). If it is determined that the main story selection operation unit 101 has been operated, the process proceeds to step P2-2. If it is determined that the main story selection operation unit 101 has not been operated, the process proceeds to step P2-3.

[0166] The display control unit 504a executes a main story screen display process (P2-2) for displaying the main story screen 110 on the display 26, and moves the process to step P2-7.

[0167] The game execution control unit 500a judges whether or not the character story selection operation unit 102 on the story screen 100 has been operated (P2-3). If the character story selection operation unit 102 has been operated, the process proceeds to step P2-4. If the character story selection operation unit 102 has not been operated, the process proceeds to step P2-5.

[0168] The display control unit 504a executes a character story screen display process (P2-4) for displaying a character story screen (not shown) on the display 26, and then moves the process to step P2-7.

[0169] The game execution control unit 500a judges whether or not the bookmark operation unit 104 of the story screen 100 has been operated (P2-5). If the bookmark operation unit 104 has been operated, the process proceeds to step P2-6. If the bookmark operation unit 104 has not been operated, the process proceeds to step P2-9.

[0170] The display control unit 504a executes a bookmark list dialogue display process for displaying the bookmark list dialogue 180 on the display 26, and the process proceeds to step P2-7.

[0171] The display control unit 504a controls the display of the reward icons 113, 114 based on the reading completion information management table and the story management information included in the player information stored in the information storage unit 550 of the player terminal 1 (P2-7). Specifically, the display control unit 504a extracts a story ID in which a value other than "1" is stored in the "reading completion information" in the reading completion information management table. That is, the display control unit 504a extracts a story ID to which no reading completion information is linked. Then, the display control unit 504a determines whether or not to display and the display mode of the reward icons 113, 114 based on the information of the first reward type and the second reward type linked to the story ID. Then, the display control unit 504a controls the display of the reward icons 113, 114 on the story selection operation unit 112 or the story selection operation unit 183 corresponding to the extracted story ID according to the determined whether or not to display and the display mode.

[0172] The display control unit 504a controls the display of the bookmark icon 115 based on the bookmark management information included in the player information stored in the information storage unit 550 of the player terminal 1 (P2-8). Specifically, the display control unit 504a extracts a story ID stored in the bookmark management information. Then, the display control unit 504a displays the bookmark icon 115 on the story selection operation unit 112 or the story selection operation unit 183 corresponding to the story ID.

[0173] The game execution control unit 500a determines whether or not the skip operation unit 116 of the main story screen 110 has been operated (P2-9). If the skip operation unit 116 has been operated, the process proceeds to step P2-10. If the skip operation unit 116 has not been operated, the story screen management process ends.

[0174] The game execution control unit 500a extracts the story ID and the reading completion information corresponding to the main story for which a predetermined skip condition is met, and transmits the extracted story ID and the reading completion information to the server 1000 (P2-10).

[0175] The game execution control unit 500a acquires the reward information from the server 1000, and stores it in the information storage unit 550 of the player terminal 1 (P2-11).

[0176] The display control unit 504a displays the remuneration confirmation dialogue 140 based on the remuneration information stored in the above step P2-11 (P2-12), and ends the story screen management process.

[0177] 18 is a flowchart illustrating an example of a story playback screen management process in the player terminal 1. The story playback screen management process is executed when the story selection operation unit 112 or the story selection operation unit 183 is operated.

[0178] The game execution control unit 500a determines whether or not the story ID corresponding to the operated story selection operation unit 112 or story selection operation unit 183 is stored in the bookmark management information (P3-1). If the story ID corresponding to the operated story selection operation unit 112 or story selection operation unit 183 is stored in the bookmark management information, the process proceeds to step P3-2. If the story ID corresponding to the operated story selection operation unit 112 or story selection operation unit 183 is not stored in the bookmark management information, the process proceeds to step P3-5.

[0179] The display control unit 504a displays the playback confirmation dialog 160 on the display 26 (P3-2).

[0180] The game execution control unit 500a judges whether the decision operation unit 163 of the playback confirmation dialog 160 has been operated to decide to use the bookmark function, or whether the first operation unit 162 of the playback confirmation dialog 160 has been operated to decide not to use the bookmark function (P3-3). If the decision operation unit 163 of the playback confirmation dialog 160 has been operated to decide to use the bookmark function, the process proceeds to step P3-4. If the first operation unit 162 of the playback confirmation dialog 160 has been operated to decide not to use the bookmark function, the process proceeds to step P3-5.

[0181] The display control unit 504a executes a playback start process for playing the story video from an intermediate stage by referring to the story content information (FIG. 13A) based on the "scene ID", "sequence ID", and "option management number" stored in the bookmark management information (P3-4). The story video may be played from the beginning of a sequence or scene identified based on the "story ID", "scene ID", "sequence ID", and "option management number". In this case, the story video is played from a good position a little before the scene where the player used the bookmark function. For example, even if the bookmark is inserted in the middle of the entire dialogue of a specific stage, the playback will be resumed from the beginning of the dialogue of the specific stage.

[0182] The display control unit 504a refers to the story content information (FIG. 13A) and executes a playback start process for playing the story video from the beginning (P3-5).

[0183] The game execution control unit 500a judges whether the interruption operation unit 152 of the bookmark dialogue 150 has been operated (S3-6). If the interruption operation unit 152 has been operated, the process proceeds to step P3-7. If the interruption operation unit 152 has not been operated, the process proceeds to step P3-9.

[0184] The game execution control unit 500a updates the bookmark management information based on the currently played story video, and transmits it to the server 1000 (P3-7). Specifically, the game execution control unit 500a identifies the "story ID," "scene ID," "sequence ID," and "option management number" of the currently played story video, and transmits bookmark management information including this information to the server 1000.

[0185] In this embodiment, multiple bookmark functions cannot be used simultaneously for one story ID. Therefore, if the story ID corresponding to the currently played story video is already stored in the bookmark management information, the game execution control unit 500a overwrites and saves various information associated with the story ID in the bookmark management information.

[0186] The display control unit 504a executes an interruption process to interrupt the playback of the story video (P3-8), and moves the process to step P3-15.

[0187] The game execution control unit 500a judges whether the continue browsing operation unit 153 of the bookmark dialogue 150 has been operated (S3-9). If the continue browsing operation unit 153 has been operated, the process proceeds to step P3-10. If the continue browsing operation unit 153 has not been operated, the process proceeds to step P3-12.

[0188] The game execution control unit 500a updates the bookmark management information based on the story video currently being played, and transmits the updated bookmark management information to the server 1000 (P3-10).

[0189] The display control unit 504a executes a continuing viewing process to resume the playback of the story video (P3-11).

[0190] The game execution control unit 500a determines whether or not the playback of the story video has ended (P3-12). If the playback of the story video has ended, the process proceeds to step P3-13. If the playback of the story video has not ended, the process proceeds to step P3-6.

[0191] The game execution control unit 500a transmits the story ID and reading completion information corresponding to the story video that has finished being played to the server 1000 (P3-13).

[0192] The game execution control unit 500a acquires the reward information from the server 1000, and stores it in the information storage unit 550 of the player terminal 1 (P3-14).

[0193] The display control unit 504a executes a display switching process to end the display of the story playback screen 130 (P3-15). At this time, if a story video that has started to be played back by operating the story selection operation unit 112 of the main story screen 110 is interrupted or ended, the display control unit 504a displays the main story screen 110 on the display 26 when the display of the story playback screen 130 ends. Also, if a story video that has started to be played back by operating the story selection operation unit 183 of the bookmark list dialog 180 is interrupted or ended, the display control unit 504a displays the story screen 100 on the display 26 when the display of the story playback screen 130 ends. Also, if some of the story videos that start to be played back in response to login are interrupted or ended, the display control unit 504a displays the home screen 40 on the display 26 when the display of the story playback screen 130 ends.

[0194] 19 is a flowchart for explaining an example of player information management processing in the server 1000. The game execution control unit 1500a judges whether or not bookmark management information has been received from the player terminal 1 (S1-1). As a result, if bookmark management information has been received, the process proceeds to step S1-2. On the other hand, if bookmark management information has not been received, the process proceeds to step S1-3.

[0195] The game execution control unit 1500a updates the bookmark management information stored in the information storage unit 1550 based on the received bookmark management information (S1-2).

[0196] The game execution control unit 1500a judges whether or not the story ID and the reading completion information have been received from the player terminal 1 (S1-3). As a result, if the story ID and the reading completion information have been received, the process proceeds to step S1-4. On the other hand, if the story ID and the reading completion information have not been received, the player information management process is terminated.

[0197] The game execution control unit 1500a updates the reading completion information management table based on the received story ID and reading completion information (S1-4).

[0198] Based on the update result of step S1-4, it is determined whether or not to grant a viewing reward to the player (S1-5). As a result, if the viewing reward is to be granted, the process proceeds to step S1-6. If the viewing reward is not to be granted, the player information management process is terminated. Specifically, in step S1-4, the reading completion information of the story indicated by the story ID is updated for each player ID, and if the value of the reading completion information in the reading completion information management table is updated from a value other than "1" to "1", it is determined that the viewing reward is to be granted. On the other hand, if the value of the reading completion information in the reading completion information management table is not updated in step S1-4, it is determined that the viewing reward is not to be granted.

[0199] The reward granting unit 1504a grants a reward to the player based on the update result of the above step S1-4. Specifically, when the player views the main story or character story to the end for the first time, the reward granting unit 1504a adds a viewing reward to the player information corresponding to the player's player ID and stores it in the information storage unit 1550.

[0200] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0201] In the above embodiment, the case where the processes shown in Figures 16 to 18 are executed on the player terminal 1 side has been described. However, this is not limited to this, and the management processes shown in Figures 16 to 18 may be executed on the server 1000 side. Alternatively, some of the processes shown in Figures 16 to 18 may be executed on the player terminal 1 side, and the remaining processes may be executed on the server 1000 side.

[0202] Also, in the above embodiment, a case has been described in which the process shown in Fig. 19 is executed on the server 1000 side. However, this is not limiting, and the process shown in Fig. 19 may be executed on the player terminal 1 side. Alternatively, a part of the process shown in Fig. 19 may be executed on the player terminal 1 side, and the remaining process may be executed on the server 1000 side.

[0203] The game characteristics and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to execute the following processing.

[0204] (Processing performed by a computer) During the execution of a specified content (in the above embodiment, as an example, a story video), a process is performed in which execution start position information indicating an intermediate stage of the specified content (in the above embodiment, as an example, the bookmark management information in FIG. 13B) is linked to the specified content based on the player's operation (in the above embodiment, as an example, the operation of the pause operation unit 152 or the continue browsing operation unit 153) (in the above embodiment, as an example, steps P3-10 and P3-7). When starting execution of a predetermined content linked with the execution start position information, processing for starting execution of the predetermined content from an intermediate stage indicated by the execution start position information (in the above embodiment, step P3-4 as an example). When execution of a predetermined content is completed, a process of linking a predetermined reward (in the above embodiment, reward information as an example) to a player ID (in the above embodiment, step P3-14 as an example). A process of linking reward granting information (read completion information, as an example, in the above embodiment) indicating that a predetermined reward has been linked to a player ID to a player ID (step S3-13, as an example, in the above embodiment). 2. Processing for displaying a predetermined display (bookmark icon 115) corresponding to a specific predetermined content when execution start position information is linked to the specific predetermined content (in the above embodiment, step P2-8 is taken as an example). A process of determining the display mode of a specific display (reward icons 113, 114) corresponding to a specific predetermined content based on the reward granting information linked to the player ID (in the above embodiment, step P2-7 is taken as an example).

[0205] In addition, after linking the execution start position information to the specified content, the computer may be caused to execute a process (in the above embodiment, as an example, step P3-8) of executing an interruption process to interrupt the execution of the specified content when the execution of the specified content is not completed.

[0206] Furthermore, the process of linking the execution start position information to the predetermined content may be capable of linking different execution start position information to each of a plurality of predetermined contents.

[0207] In addition, when different pieces of execution start position information are associated with each of a plurality of predetermined contents, the process of displaying the predetermined display may display a predetermined display corresponding to each piece of execution start position information. That is, as shown in Fig. 10, bookmark icons 115 may be displayed for each of a plurality of story selection operation units 183.

[0208] In addition, based on the player's skip operation (in the above embodiment, as an example, operation of the skip operation unit 192), the computer may be caused to perform a process of linking reward granting information to a specified content whose execution has not been completed (in the above embodiment, as an example, step P2-10).

[0209] In addition, when the reward granting information is linked to a predetermined content to which the execution start position information is linked, the execution start position information linked to the predetermined content may be maintained. In other words, when the browsing skip function is used, the stored contents may be maintained for the progress stage of the story video stored by the bookmark function.

[0210] In addition, the process of linking a specified reward to a player ID may be such that when reward granting information is linked to a specified content whose execution has not been completed based on a skip operation by the player, the execution of the specified content is deemed to have been completed and the specified reward is linked to the player ID (in the above embodiment, as an example, steps P2-9 to P2-11).

[0211] In the above embodiment, a case where a story video is played is shown as an example of the specified content, but the specified content is not limited to a video, and may be a manga, an image, a novel, etc., and the specific content is not limited to the above embodiment.

[0212] In addition, in this embodiment, the reward icons 113, 114 corresponding to the rewards that can be obtained are displayed on the story selection operation units 112, 183 corresponding to the stories for which the player has not yet obtained the viewing reward, but this is not limited to this. For example, various characters or images may be displayed instead of icons.

[0213] In the above embodiment, when the player acquires the viewing reward, the reward icon 113, 114 displayed on the corresponding story selection operation unit 112, 183 is hidden. However, the present invention is not limited to this. For example, various characters or images may be displayed instead of the icon. For example, when the player acquires the viewing reward, the display mode of the reward icon 113, 114 displayed on the corresponding story selection operation unit 112, 183 may be changed (for example, grayed out). Alternatively, when the player acquires the viewing reward, a message indicating "reward acquired" may be displayed instead of the reward icon 113, 114 displayed on the corresponding story selection operation unit 112, 183. In any case, the display mode of the specific display (reward icon 113, 114) may be determined based on the reward grant information (reading completion information) linked to the player ID.

[0214] In addition, in this embodiment, the bookmark icon 115 is displayed on the story selection operation unit 112, 183 corresponding to the story whose progress stage is stored, but this is not limited to this. For example, various characters and images may be displayed instead of the icon. In any case, when execution start position information is linked to a predetermined content, a predetermined display (bookmark icon 115) may be displayed.

[0215] In addition, in this embodiment, a case has been shown in which both a "scene ID" and a "sequence ID" are linked to a story ID and stored, but this is not limited to this. For example, a "scene ID" may not be provided, and multiple scenes constituting a story video may be individually identifiable by a "sequence ID." Also, a "sequence ID" may not be provided, and multiple scenes constituting a story video may be individually identifiable by a "scene ID."

[0216] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a non-transitory computer-readable storage medium and provided as the storage medium. Furthermore, a game terminal device including this storage medium may be provided. The above-described embodiment and various modified examples may also be information processing methods for realizing the functions and steps shown in the flowcharts. [Explanation of symbols]

[0217] 1 Player terminal 1000 servers S Information Processing System

Claims

1. a process of associating execution start position information indicating an intermediate stage of a predetermined content with the predetermined content based on an operation by a player during execution of the predetermined content; a process of starting execution of the predetermined content from the intermediate stage indicated by the execution start position information when starting execution of the predetermined content associated with the execution start position information; a process of associating a predetermined reward with a player ID when execution of the predetermined content is completed; A process of linking reward granting information indicating that the predetermined reward has been linked to the player ID to the player ID; a process of displaying a predetermined display corresponding to a specific predetermined content when the execution start position information is associated with the specific predetermined content; determining a display mode of a specific display corresponding to the specific predetermined content based on the reward granting information associated with the player ID; An information processing program that causes a computer to carry out the above.

2. a process of executing an interruption process for interrupting the execution of the predetermined content in a state in which the execution start position information is linked to the predetermined content and the execution of the predetermined content is not completed, 2. The information processing program according to claim 1, which causes a computer to execute the steps of:

3. 1. An information processing method performed by one or more computers, comprising: a process of associating execution start position information indicating an intermediate stage of a predetermined content with the predetermined content based on an operation by a player during execution of the predetermined content; a process of starting execution of the predetermined content from the intermediate stage indicated by the execution start position information when starting execution of the predetermined content associated with the execution start position information; a process of associating a predetermined reward with a player ID when execution of the predetermined content is completed; A process of linking reward granting information indicating that the predetermined reward has been linked to the player ID to the player ID; a process of displaying a predetermined display corresponding to a specific predetermined content when the execution start position information is associated with the specific predetermined content; determining a display mode of a specific display corresponding to the specific predetermined content based on the reward granting information associated with the player ID; An information processing method comprising:

4. An information processing system including one or more computers, The computer, a process of associating execution start position information indicating an intermediate stage of a predetermined content with the predetermined content based on an operation by a player during execution of the predetermined content; a process of starting execution of the predetermined content from the intermediate stage indicated by the execution start position information when starting execution of the predetermined content associated with the execution start position information; a process of associating a predetermined reward with a player ID when execution of the predetermined content is completed; A process of linking reward granting information indicating that the predetermined reward has been linked to the player ID to the player ID; a process of displaying a predetermined display corresponding to a specific predetermined content when the execution start position information is associated with the specific predetermined content; determining a display mode of a specific display corresponding to the specific predetermined content based on the reward granting information associated with the player ID; An information processing system that carries out the above.

Citation Information

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