Program and information processing device
The program and information processing apparatus addresses memory gaps in games by storing event progress information and generating a recollection image to enhance player immersion and engagement.
Patent Information
- Application Number
- JP2025063902
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-08
- Publication Date
- 2025-07-03
AI Technical Summary
Players in games experience a loss of immersion due to memory gaps caused by game interruptions and resumptions, leading to a diminished sense of engagement with the game story.
A program and information processing apparatus that stores event progress information, acquires and extracts relevant events based on player information and game state, and generates a recollection image to supplement the player's memory upon resuming the game.
The solution effectively reduces memory gaps by providing a recollection image that complements the player's memory, enhancing their sense of immersion and engagement with the game story.
Smart Images

Figure 2025100647000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
[0002] Conventionally, there has been known a game in which various game events (such as conversations, explorations, battles, etc.) are executed on a character assigned to a player to allow the player to enjoy a story.
[0003] Regarding this, Patent Document 1 discloses a technique for enhancing interest by dividing one game content along a story into a plurality of sub - contents.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In such games, due to game interruptions (saves) and resumptions (loads), players sometimes play the game in a state where they lack the memory of the events (story) in the game that they have executed so far. For this reason, there has been a problem of impairing the player's sense of immersion in the game.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of suppressing the impairment of the player's sense of immersion in the game.
Means for Solving the Problems
[0007] In order to solve the above problems, the program according to the first aspect of the present invention causes a computer to function as storage means for storing event progress information at the interruption time when the player interrupts the game, acquisition means for acquiring events that have occurred or been achieved from the event progress information, extraction means for extracting a number of events corresponding to the period from the interruption time to the restart time when the game is restarted among the acquired events, and control means for outputting a recollection image based on each of the extracted events to the screen when the game is restarted.
[0008] Further, in the second aspect of the present invention, the extraction means extracts more events as the period is longer.
[0009] Further, in the third aspect of the present invention, importance is set for the events, and the extraction means preferentially extracts events with high importance among the acquired events.
[0010] Further, in the fourth aspect of the present invention, the event progress information includes the occurrence date and time or achievement date and time of the event, and the extraction means preferentially extracts the events that have occurred or been achieved most recently among the acquired events.
[0011] Further, in the fifth aspect of the present invention, the acquisition means acquires player information regarding the player, and the extraction means extracts a number of events according to the player information.
[0012] Further, in the sixth aspect of the present invention, the player information includes an evaluation value based on the play content of the game, and the extraction means extracts a number of events according to the evaluation value.
[0013] Further, in the seventh aspect of the present invention, the evaluation value is higher as the play time of the event by the player is longer, and the extraction means extracts more events as the evaluation value is higher.
[0014] Further, in the eighth aspect of the present invention, the evaluation value becomes higher when the player performs the same action, and the extraction means extracts more events as the evaluation value is higher.
[0015] Further, in the ninth aspect of the present invention, the player information includes the age of the player, and the extraction means extracts a number of events corresponding to the age.
[0016] Further, the program according to the tenth aspect of the present invention causes a computer to function as storage means for storing event progress information at the time of interruption when the player interrupts the game, acquisition means for acquiring player information regarding the player and events that have occurred or been achieved from the event progress information, extraction means for extracting a number of events corresponding to the player information from among the acquired events, and control means for outputting a recollection image based on each of the extracted events to the screen.
[0017] Further, the information processing apparatus according to the eleventh aspect of the present invention includes storage means for storing event progress information at the time of interruption when the player interrupts the game, acquisition means for acquiring events that have occurred or been achieved from the event progress information, extraction means for extracting a number of events corresponding to the period from the time of interruption to the time of resuming the game among the acquired events, and control means for outputting a recollection image based on each of the extracted events to the screen when resuming the game.
[0018] Further, the information processing apparatus according to the twelfth aspect of the present invention includes storage means for storing event progress information at the time of interruption when the player interrupts the game, acquisition means for acquiring player information regarding the player and events that have occurred or been achieved from the event progress information, extraction means for extracting a number of events corresponding to the player information from among the acquired events, and control means for outputting a recollection image based on each of the extracted events to the screen.
Advantages of the Invention
[0019] According to the present invention, it is possible to suppress the impairment of the player's sense of immersion in the game.
Brief Description of the Drawings
[0020]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Modes for Carrying Out the Invention
[0021] Hereinafter, embodiments of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0022] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the present embodiment.
[0023] As shown in FIG. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. These server device 10 and terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.
[0024] The server device 10 is an information processing device (computer) that provides the game program 14 to each terminal device 12 via the communication network NT. Note that the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Also, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT.
[0025] Each terminal device 12 is an information processing device (computer) possessed by each player. After downloading the game program 14 from the server device 10 or reading the game program 14 from a storage medium (e.g., game software), the game program 14 is executed to provide a game to each player. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0026] <Hardware Configuration> FIG. 2 is a diagram showing an example of the hardware configuration of a video game machine as the terminal device 12 shown in FIG. 1.
[0027] As shown in FIG. 2, the terminal device 12 includes a control device 20, an input device 26, a communication device 28, and a storage device 30. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0028] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24, the storage device 30, or the like. Details of this functional means will be described later. This control device 20 is connected to an input device 26, a communication device 28, a storage device 30, a speaker 32, and a display 34. And the control device 20 has a function of inputting and outputting information to and from these connection destinations.
[0029] The input device 26 has a function of receiving an input operation from the player. This input device 26 is, for example, a controller composed of a joystick, a cross key, buttons, a touch pad, and the like.
[0030] The communication device 28 is connected to the communication network NT and transmits and receives various information to and from other devices such as the server device 10 connected to the communication network NT.
[0031] The storage device 30 is composed of a hard disk, a storage medium, and the like. This storage device 30 stores various programs and various information necessary for the execution of processing in the control device 20, including the game program 14, and information on the processing results. In the storage device 30, for example, various programs and various data such as the game progress information and play data of the game program 14 are stored. Note that the play data may be stored in the server device 10.
[0032] The speaker 32 has a function of outputting game sounds and the like.
[0033] The display 34 has a function of outputting (displaying) a game screen and the like.
[0034] Note that FIG. 2 only shows a part of the main hardware configuration of the terminal device 12, and the terminal device 12 can be provided with other configurations generally provided in a video game machine, a smartphone, or the like. Specifically, the terminal device 12 may be provided with a speaker 32 and a display 34. Further, a touch panel may be used for the input device 26 and the display 34. Further, the hardware configuration of the server device 10 can also have the same configuration as that of the terminal device 12.
[0035] <Functional means> FIG. 3 is a block diagram showing an example of the functional configuration of the terminal device 12.
[0036] As shown in FIG. 3, the terminal device 12 includes, as a functional configuration, a storage means 40, an acquisition means 42, an extraction means 44, and a control means 46. The storage means 40 is realized by one or a plurality of storage devices 30. The functional means other than the storage means 40 are realized by the control device 20 executing a game program 14 stored in the storage device 30 or the like.
[0037] The storage means 40 is a functional means for storing player information 40A, event information 40B, and the like.
[0038] The player information 40A is stored in association with the player ID of each player who uses the terminal device 12. This player information 40A includes, as information about the player, for example, the player's name, age, event progress information, evaluation value, and save data. The player's name and age are registered, for example, by the player inputting using a controller. The event progress information includes, for example, the occurrence date and time, achievement date and time, and play time of each event in the game described later. The occurrence date and time includes the date and time when the event occurred. Note that, for the occurrence date and time of an event that has not occurred, "#N / A" is included. The achievement date and time includes the date and time when the player (player character) achieved the event that occurred. Note that, for the achievement date and time of an event that the player has not achieved, "#N / A" is included. The play time includes the play time (elapsed time) of the game from the date and time when the event occurred if the player has not achieved the event, and includes the play time of the game until the achievement of the event if the player has achieved the event. This event progress information is updated at any time while the player is playing the game. The evaluation value is a value indicating the tendency of the player to be likely to lack memory regarding in-game events (game story) based on the player's play content. This evaluation value, for example, increases as the play time of the event by the player becomes longer. Also, the evaluation value increases when the player performs the same action in the game (such as talking to the same character, falling into the same trap, etc.). The save data includes, for example, event progress information, evaluation value, player character information, owned item information, save date and time, etc. This save data stores, for example, event progress information, evaluation value, etc. at the time (interruption time) when the player gives an instruction to interrupt (save) the game. The player character information includes the ability parameters (such as level and attack power) of the player character, equipped items, special skills acquired in the game, etc. The owned item information includes various items owned by the player (player character). The save date and time includes the date and time when the game was interrupted (saved). Also, this save data is loaded by the control means 46 when the player gives an instruction to resume the game, and the player can resume the game from the interruption (save) time point.
[0039] The event information 40B is stored in association with the event ID of each event in the game. Examples of such events include obtaining or using an important item (key or means of transportation), the content of a conversation with a specific character (appearing character), defeating a specific enemy character (boss character), an increase in a specific ally character, the level being increased to a predetermined value, etc. This event includes generation conditions, importance, standard play time, and recall information. Examples of the generation conditions include that one or more other events have been achieved. As a result, when an event is achieved, other events occur one after another, so that the player can enjoy the game story. The importance level is a value indicating the importance of an event. For example, a high value (e.g., 5) is set for the importance level of a main event (e.g., an event of obtaining an important item, an event of learning the weakness of a boss character, etc.) that is highly relevant to subsequent events (story). On the other hand, a low value (e.g., 1) is set for the importance level of a sub-event (e.g., an event of helping a character) that is not relevant to subsequent events (story). The standard play time includes the standard play time (e.g., 1 hour) from the occurrence to the achievement of an event. The recollection information includes, for example, a description text (text) explaining the outline of an event. Note that this description text may have different contents for the occurring event and the achieved event, or may have different contents depending on the actions (e.g., speech) selected by the player from the occurrence to the achievement of the event.
[0040] The acquisition means 42 is a functional means for acquiring various information. In this embodiment, the acquisition means 42 acquires the event that is occurring or has been achieved at the interruption time when the player interrupts the game. For example, the acquisition means 42 refers to the event progress information in the save data of the player information 40A to acquire the event that is occurring or has been achieved. Specifically, the acquisition means 42 acquires the occurring event according to the occurrence date and time included in the event progress information. Also, the acquisition means 42 acquires the achieved event according to the achievement date and time included in the event progress information.
[0041] Also, the acquisition means 42 acquires the age and evaluation value of the player in the player information 40A.
[0042] The extraction means 44 is a functional means for extracting events. In the present embodiment, the extraction means 44 extracts a number of events corresponding to the period from the interruption time of the game to the restart time (for example, the load time) of restarting the game among the events acquired by the acquisition means 42. For example, the extraction means 44 extracts more events as the period is longer. Specifically, when the period is less than 1 day, the extraction means 44 does not extract events; when the period is 1 day or more and 5 days or less, the extraction means 44 extracts 5 events; when the period is 6 days or more and 10 days or less, the extraction means 44 extracts 7 events; and when the period is 11 days or more, the extraction means 44 extracts 9 events.
[0043] In addition, the extraction means 44 preferentially extracts events with high importance among the events acquired by the acquisition means 42. For example, the extraction means 44 refers to the event information 40B and sets more than half of the number of events to be extracted as events with an importance of 3 or more.
[0044] In addition, the extraction means 44 preferentially extracts events that have occurred or been achieved most recently among the events acquired by the acquisition means 42. For example, the extraction means 44 refers to the occurrence date or achievement date included in the event progress information and preferentially extracts the event that has occurred or been achieved at the time closest to the current date and the event that has occurred or been achieved at the second-closest time to the current date from the current date.
[0045] In addition, the extraction means 44 extracts a number of events according to the player information 40A. For example, the extraction means 44 extracts a number of events according to the age in the player information 40A. Specifically, the extraction means 44 extracts more events as the age is higher. Also, for example, the extraction means 44 extracts a number of events according to the evaluation value in the player information 40A. Specifically, the extraction means 44 extracts more events as the evaluation value is higher.
[0046] The control means 46 is a functional means for controlling the entire game. In the present embodiment, when resuming the game, the control means 46 generates a recollection image based on each of the events extracted by the extraction means 44, and outputs the recollection image to the display 34 (screen). For example, the control means 46 refers to the occurrence date and time or achievement date and time in the event progress information of the player information 40A and the recollection information of the event information 40B, and generates a recollection image in which explanatory texts explaining the outline of each of the extracted events are combined in an order (chronological order) according to the occurrence date and time or achievement date and time.
[0047] In addition, the control means 46 updates the evaluation value of the player information 40A. For example, the control means 46 refers to the play time of the event progress information in the player information 40A, and increases the evaluation value as the play time of the event by the player is longer. Specifically, when the play time of a certain event exceeds twice (for example, 2 hours) the standard play time (for example, 1 hour), the control means 46 increases the evaluation value by 1, and when the play time exceeds three times (for example, 3 hours) the standard play time, the control means 46 further increases the evaluation value by 1. In addition, when the player performs the same action during the game play, the control means 46 increases the evaluation value. For example, when the player talks to the same character three times or falls into the same trap three times, the control means 46 increases the evaluation value by 1 each time.
[0048] <Flow of processing> (Specific example 1) FIG. 4 is a flowchart showing an example (specific example 1) of the flow of processing performed by each functional means shown in FIG. 3 in the game system according to the present embodiment. In addition, the processing of the following steps is started, for example, when the player resumes the game, that is, at the timing when the control means 46 executes the load of the save data. Note that the order and content of the following steps can be changed as appropriate.
[0049] (Step SP10) The control means 46 acquires the save date and time of the save data (the interruption time when the game was interrupted) and the current date and time (the restart time when the game is restarted) from the clock function provided in the terminal device 12 or the server device 10, and calculates the period from the save date and time to the current date and time. Then, the process proceeds to the process of step SP12.
[0050] (Step SP12) The control means 46 determines whether the period calculated in step SP10 is equal to or longer than a predetermined period. This predetermined period is, for example, one day (24 hours). If the determination is affirmative, the process proceeds to the process of step SP14. On the other hand, if the determination is negative, the process ends the series of processes shown in FIG. 4.
[0051] (Step SP14) The acquisition means 42 refers to the event progress information in the save data and acquires the events that have occurred or been achieved. Then, the process proceeds to the process of step SP16.
[0052] (Step SP16) The extraction means 44 extracts a number of events corresponding to the period calculated in step SP10 from among the events acquired in step SP14. For example, the extraction means 44 extracts more events as the period is longer. Also, for example, the extraction means 44 refers to the event information 40B and sets more than half of the number of events to be extracted as events with an importance level of 3 or higher. Then, the process proceeds to the process of step SP18.
[0053] (Step SP18) The control means 46 generates a recollection image by combining explanatory texts that explain the outline of each of the events extracted in step SP16 in the order (chronological order) corresponding to the occurrence date and time or achievement date and time of the event. Then, the process proceeds to the process of step SP20.
[0054] (Step SP20) The control means 46 outputs (displays) the recalled image generated in step SP18 to the display 34.
[0055] FIG. 5 is a diagram showing an example of the recalled image 50 according to the present embodiment. Here, FIG. 5A shows the recalled image 50 when the period from the save date and time to the current date and time is short. FIG. 5B shows the recalled image 50 when the period from the save date and time to the current date and time is long.
[0056] As shown in FIG. 5, the recalled image 50 is provided with a play history information area 52. In the play history information area 52, information (synopsis) combining explanatory texts regarding the events that have occurred or been achieved is presented in chronological order. Also, in the play history information area 52, after the occurrence of an event, the achieved events and the events that have not yet been achieved are presented in different display forms. For example, in the play history information area 52, the events that have not yet been achieved are presented with underlines.
[0057] Then, the process ends the series of processes shown in FIG. 4.
[0058] (Specific Example 2) In the above-described specific example 1, in step SP16, it was explained that the extraction means 44 extracts a number of events corresponding to the period from the interruption point of the game (for example, the save point) to the restart point of the game (for example, the load point). However, it may be possible to extract a number of events corresponding to the age or evaluation value in the player information 40A.
[0059] FIG. 6 is a flowchart showing an example (specific example 2) of the processing flow performed by each functional means shown in FIG. 3 in the game system according to the present embodiment. Also, the processing of the following steps is started, for example, at the timing when an instruction to display a recalled image is given from the player during the game. Note that the order and content of the following steps can be changed as appropriate. Also, the processing of the following steps may be started, for example, when the player restarts the game, that is, at the timing when the control means 46 executes the load of the save data.
[0060] (Step SP30) The acquisition means 42 refers to the event progress information in the player information 40A to acquire the events that have occurred or been achieved. Then, the process proceeds to the process of step SP32.
[0061] (Step SP32) The acquisition means 42 acquires the age and evaluation value in the player information 40A. Then, the process proceeds to the process of step SP34.
[0062] (Step SP34) The extraction means 44 extracts a number of events corresponding to the age acquired in step SP32 from among the events acquired in step SP30. For example, the extraction means 44 increases the number of events to be extracted by one each time the player's age increases by 10 years, in addition to a reference number of events to be extracted (for example, 3). Also, the extraction means 44 increases the number of events by the same number as the number obtained by dividing the evaluation value by a predetermined value (for example, 5), or by the same number as the evaluation value. Further, the extraction means 44 preferentially extracts the events that have most recently occurred or been achieved. Then, the process proceeds to the process of step SP36.
[0063] (Steps SP36 to SP38) The processes of steps SP36 to SP38 are omitted because they are the same as the processes of steps SP18 to SP20 described above. Then, the process ends the series of processes shown in FIG. 6.
[0064] <Effect> As described above, in the present embodiment, the computer is made to function as a storage means 40 that stores event progress information at the interruption time when the player interrupts the game, an acquisition means 42 that acquires events that have occurred or been achieved from the event progress information, an extraction means 44 that extracts a number of events corresponding to the period from the interruption time to the restart time when the game is restarted from among the acquired events, and a control means 46 that outputs a recollection image based on each of the extracted events to the screen when the game is restarted.
[0065] According to this configuration, since the number of events used for the recall image is changed according to the period from the interruption to the resumption of the game, it is possible to suppress the deterioration of the player's sense of immersion in the game.
[0066] Also, in this embodiment, the extraction means 44 extracts more events as the period is longer.
[0067] According to this configuration, as the period from the interruption to the resumption of the game is longer, the number of events used for the recall image increases. Therefore, depending on the period, it is possible to provide a recall image with less annoyance to players who are likely to have no memory gaps, and to provide a recall image that can complement the memory gaps to players who are likely to have memory gaps.
[0068] Also, in this embodiment, an importance level is set for the events, and the extraction means 44 preferentially extracts events with a high importance level among the acquired events.
[0069] According to this configuration, since events with a high importance level are preferentially extracted, it is possible to complement the player's memory gaps and let the player enjoy the story, thereby suppressing the deterioration of the player's sense of immersion in the game.
[0070] Also, in this embodiment, the event progress information includes the event occurrence date or achievement date, and the extraction means 44 preferentially extracts the events that have occurred or been achieved most recently among the acquired events.
[0071] According to this configuration, since the events that have occurred or been achieved most recently are preferentially extracted, it is possible to complement the memory of the events before the interruption of the game, and to suppress the deterioration of the player's sense of immersion in the game.
[0072] Also, in this embodiment, the acquisition means 42 acquires player information regarding the player, and the extraction means 44 extracts a number of events corresponding to the player information.
[0073] According to this configuration, since the number of events used for the recall image is changed according to the player information, different recall images can be provided for each player, thereby suppressing the impairment of the player's immersion in the game.
[0074] Also, in this embodiment, the player information includes an evaluation value based on the play content of the game, and the extraction means 44 extracts a number of events corresponding to the evaluation value.
[0075] According to this configuration, since the number of events used for the recall image is changed according to the evaluation value based on the play content of the game, a recall image with less annoyance can be provided to a player who is highly likely not to have memory gaps, and a recall image that can complement the memory gaps can be provided to a player who is highly likely to have memory gaps.
[0076] Also, in this embodiment, the evaluation value is higher as the play time of the event by the player is longer, and the extraction means 44 extracts more events as the evaluation value is higher.
[0077] According to this configuration, assuming that a player with a long play time of an event is a player who tends to be prone to memory gaps, and increasing the number of events used for the recall image, the memory gaps of the player can be complemented, thereby suppressing the impairment of the player's immersion in the game.
[0078] Also, in this embodiment, the evaluation value becomes higher when the player performs the same action, and the extraction means 44 extracts more events as the evaluation value is higher.
[0079] According to this configuration, assuming players who have performed the same action are players who tend to have memory lapses, in order to increase the number of events used in the recall image, the memory lapses of the players can be complemented, thereby suppressing the impairment of the players' sense of immersion in the game.
[0080] Also, in this embodiment, the player information includes the player's age, and the extraction means 44 extracts a number of events corresponding to the age.
[0081] According to this configuration, since the number of events used in the recall image is changed according to the player's age, it is possible to suppress the impairment of the sense of immersion in the game for players of each age group.
[0082] Also, in this embodiment, the computer is made to function as a storage means 40 for storing event progress information at the time of interruption when the player interrupts the game, an acquisition means 42 for acquiring player information regarding the player and events that have occurred or been achieved from the event progress information, an extraction means 44 for extracting a number of events corresponding to the player information from the acquired events, and a control means 46 for outputting a recall image based on each of the extracted events to the screen.
[0083] According to this configuration, since the number of events used in the recall image is changed according to the player information, it is possible to provide different recall images for each player, thereby suppressing the impairment of the sense of immersion in the game.
[0084] <Modification Example> Note that the present invention is not limited to the above specific examples. That is, those obtained by appropriately making design changes by those skilled in the art to the above specific examples are also included in the scope of the present invention as long as they have the features of the present invention. Also, each element included in the above-described embodiment and the modification examples described later can be combined as far as technically possible, and those obtained by combining these are also included in the scope of the present invention as long as they include the features of the present invention.
[0085] For example, in the above embodiment, the extraction means 44 has been described as preferentially extracting events with high importance among the events acquired by the acquisition means 42, but events with low importance may also be preferentially extracted. Note that the player information 40A may include priority information on whether to extract events with high importance or events with low importance. This priority information is registered in the player information 40A, for example, by the player inputting it in advance using a controller. Also, the extraction means 44 may extract events according to the event progress information in the player information 40A. For example, it may be possible to extract events that are the premise of the currently occurring event or events that have a high relevance to the currently occurring quest. Note that information regarding the relevance to other events may be included in the event information 40B or the like.
[0086] Also, in the above embodiment, the extraction means 44 has been described as preferentially extracting events that have recently occurred or been achieved among the events acquired by the acquisition means 42, but events that occurred or were achieved a certain period (for example, one week or one month) before the current date and time, or events that occurred or were achieved between the resumption (load) of the game a certain number of times (for example, three times) ago and the interruption (save) may also be preferentially extracted.
[0087] Also, in the above embodiment, the extraction means 44 has been described as extracting a number of events according to the evaluation value, but a number of events according to an input value input by the player himself / herself (for example, the degree indicating the tendency to be prone to memory lapses) may also be extracted. This input value is registered in the player information 40A, for example, by the player inputting it in advance using a controller.
[0088] Also, in the above embodiment, the control means 46 has been described as outputting a recall image to the display 34 when the period from the interruption point to the restart point of restarting the game is equal to or longer than a predetermined period (for example, one day). However, if setting information for not displaying the recall image on the display 34 in advance by the player is registered, it is not necessary to display the recall image on the display 34. This setting information is registered in the player information 40A, for example, by the player inputting it in advance with the controller.
[0089] Also, in the above embodiment, the control means 46 has been described as generating a recall image at the timing when the player restarts the game, that is, at the timing of executing the load of the save data. However, the recall image may be generated in real time while the player is playing the game. In this case, the control means 46 may output a part or all of the recall image generated in real time at the timing of executing the load or at the timing when an instruction to display the recall image is given by the player during the game. Thereby, the processing load during the load can be reduced. In the case of a part, some events may be extracted according to the period from the interruption point to the restart point of restarting the game, the age of the player, and the evaluation value.
[0090] Also, in the above embodiment, the case where the recall information includes a description (text) has been described. However, the recall information may be a video related to an event (for example, a play video or a cut-out video of an event scene). In that case, the past operation contents and input contents of the user may be stored, and a video for reproducing the contents may be generated. In addition, the recall information may include a short text description (short video) for players who are less likely to forget memories related to events, or a long text description (long video) for players who are more likely to forget memories related to events. As a result, the control means 46 can change the length of the description text (video length) included in the recall image according to the period from the interruption point to the restart point of resuming the game, the player's age, evaluation value, etc. Specifically, when the period is long, the control means 46 generates a recall image using a long text description (long video), and when the period is short, the control means 46 generates a recall image using a short text description (short video). Similarly, when the player's age or evaluation value is high, the control means 46 generates a recall image using a long text description (long video), and when the player's age or evaluation value is low, the control means 46 generates a recall image using a short text description (short video).
Description of Signs
[0091] 12…Terminal device (computer, information processing device), 40…Storage means, 42…Acquisition means, 44…Extraction means, 46…Control means
Claims
1. A program for causing a computer to function as: storage means for storing event progress information at the time of interruption when the player interrupts the game; acquisition means for acquiring events that have occurred or been achieved from the event progress information; extraction means for extracting a number of events corresponding to the period from the time of interruption to the time of resuming the game among the acquired events; control means for outputting a recollection image based on each of the extracted events to the screen when resuming the game.
2. The extraction means extracts more events as the period is longer. The program according to claim 1.
3. An importance level is set for the events, and the extraction means preferentially extracts events with a high importance level among the acquired events. The program according to claim 2.
4. The event progress information includes the occurrence date and time or achievement date and time of the event, and the extraction means preferentially extracts the events that have occurred or been achieved most recently among the acquired events. The program according to claim 2 or 3.
5. The acquisition means acquires player information regarding the player, and the extraction means extracts a number of events according to the player information. The program according to any one of claims 1 to 4.
6. The player information includes an evaluation value based on the play content of the game, and the extraction means extracts a number of events according to the evaluation value. The program according to claim 5.
7. The higher the evaluation value is, the longer the play time of the event by the player is, and the extraction means extracts more events as the evaluation value is higher. The program according to claim 6.
8. The evaluation value increases when the player performs the same action, and the extraction means extracts more events as the evaluation value is higher. The program according to claim 6 or 7.
9. The player information includes the age of the player, and the extraction means extracts a number of events according to the age. The program according to any one of claims 5 to 8.
10. A program for causing a computer to function as: storage means for storing event progress information at the time of interruption when the player interrupts the game; acquisition means for acquiring player information regarding the player and events that have occurred or been achieved from the event progress information. Extraction means for extracting a number of events corresponding to the player information from the acquired events; Control means for outputting a recollection image based on each of the extracted events to the screen; A program that functions as.
11. Storage means for storing event progress information at the time of interruption when the player interrupts the game; Acquisition means for acquiring events that have occurred or been achieved from the event progress information; Extraction means for extracting a number of events corresponding to the period from the interruption time point to the restart time point when the game is restarted from among the acquired events; Control means for outputting a recollection image based on each of the extracted events to the screen when the game is restarted; An information processing apparatus comprising.
12. Storage means for storing event progress information at the time of interruption when the player interrupts the game; Acquisition means for acquiring player information regarding the player and events that have occurred or been achieved from the event progress information; Extraction means for extracting a number of events corresponding to the player information from among the acquired events; Control means for outputting a recollection image based on each of the extracted events to the screen; An information processing apparatus comprising.
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