Program, information processing method, and information processing system
The program enables users to choose a process that provides an advantageous effect during gameplay, addressing the inconvenience of conventional rewards by aligning them with the game situation, thereby improving user experience.
Patent Information
- Application Number
- JP2025091960
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-02
- Publication Date
- 2025-08-15
AI Technical Summary
Conventional techniques fail to provide rewards that are tailored to the game situation, leading to inconvenience for users.
A program that allows users to select whether to execute a specific process during a game part, providing an advantageous effect that contributes to achieving the game's achievement condition, based on game situation information.
Enhances user convenience by offering rewards that align with the game situation, increasing the user's sense of accomplishment and enjoyment.
Smart Images

Figure 2025120233000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, an information processing method, and an information processing system. [Background technology]
[0002] BACKGROUND ART Conventionally, there is known a technique for providing a reward that enables a player to advance a quest advantageously by having the player view an advertisement before the start of the quest (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2021-137164 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional techniques have not been able to provide rewards according to the game situation, which can be inconvenient for users.
[0005] In view of the above circumstances, the present disclosure provides a technology that further improves user convenience. [Means for solving the problem]
[0006] According to one aspect of the present disclosure, a program is provided. The program causes a computer to execute the following steps: In the game control step, a game part in which a game achievement condition is set is controlled; In the presentation step, based on situation information regarding the game situation, a user is presented with options to select whether or not to execute a specific process at least during the period from after the start of the game part to before the end of the game part; The specific process is a process that provides the user with an advantageous effect that contributes to the achievement of the achievement condition.
[0007] According to the present disclosure, it is possible to further improve user convenience. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram showing an example of a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] 2 is a block diagram showing an example of a functional configuration of an information processing device 2 according to the present embodiment. FIG. [Figure 3] 2 is an activity diagram showing an example of the flow of information processing executed by the information processing device 2. FIG. [Figure 4] FIG. 10 is an image diagram showing an example of a map screen 5. [Figure 5] FIG. 10 is an image diagram showing an example of a quest screen 6. [Figure 6] FIG. 2 is an image diagram showing an example of a presentation window 7. [Figure 7] FIG. 10 is an image diagram showing an example of a quest screen 6. [Figure 8] FIG. 10 is an image diagram showing a modified example of the quest screen 6. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0011] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values of signal values representing voltages and currents, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.
[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0013] 1. Game Description 1 is an example of a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in FIG. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.
[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters to move around in a virtual space and to pit the player characters against enemy characters, which are non-player characters. The characters are an example of objects.
[0015] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), a virtual reality (VR) game console such as Oculus VR (registered trademark) equipped with a VR (Virtual Reality) headset, or an electronic device such as a personal computer, smartphone, or tablet terminal.
[0016] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.
[0017] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.
[0018] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.
[0019] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.
[0020] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0021] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information received by the information processing device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information related to game media obtained through gacha, etc.
[0022] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.
[0023] Specifically, for example, the storage unit 22 stores a user database, a lottery list, and the like. The user database stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding the game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, if the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.
[0024] The control unit 23 is configured by a microcomputer including a CPU (Central Processing Unit) and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.
[0025] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters or to execute a specific process. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user database, and the user is thereby awarded the game media that he or she won as a result of his or her gacha draw.
[0026] To further expand on the above, "game content" refers to electronic data representing elements related to a game, such as the name of a character used as a player character, items (weapons, armor, accessories, tools) used by the player character in a virtual space, and in-game currency. Users can acquire game content through direct purchase, quest completion, or a lottery system known as gacha. The acquired game content is stored and managed in a user database in association with the identification information of the user who has acquired the game content. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game content from a lottery list based on a predetermined selection ratio. The selected game content is then granted to the user's game device 3. The phrase "granting the game content selected through gacha to a user / owning the user" is synonymous with "associating the game content selected through the lottery process with / being associated with the identification information identifying the user."
[0027] <Game Device 3> The game apparatus 3 has a display 4a, a speaker 4b, and an input device 4c either externally connected or built-in. The game apparatus 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30. For example, in the case of a headset-type game apparatus 3, the display 4a and the speaker 4b are included in the game apparatus 3. Specifically, for example, the speaker 4b may be headphones or earphones. Furthermore, a headset-type game apparatus 3 further including an input device 4c may be configured to accept input via eye movement.
[0028] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.
[0029] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, etc. The user information is at least a part of the information in a user database stored in the storage unit 22 of the information processing device 2. The user database manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.
[0030] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.
[0031] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.
[0032] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual space, in a moving image or VR format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to a display 4a, such as an LCD display, and the rendered game images in a moving image or VR format are displayed on the display 4a as a game screen or a field of view corresponding to the user. The audio processing unit 34b is connected to a speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to an input device 4c and exchanges data related to operation inputs with the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a collective term for a touch panel integrated with the display 4a, an external game pad, a mouse or keyboard, a microphone for inputting audio, an imaging device for tracking facial expressions or physical movements, a motion capture device for tracking physical movements, etc.
[0033] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.
[0034] 2 is a block diagram showing an example of the functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 executes various programs stored in the storage unit 22, thereby functioning as a game control unit 230, a presentation unit 231, a determination unit 232, an execution unit 233, a reception unit 234, a display control unit 235, and a determination unit 236. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0035] The game control unit 230 is configured to execute game control steps, for example, the game control unit 230 controls quests, which are an example of game parts in which game achievement conditions are set, as game control steps.
[0036] The presentation unit 231 is configured to execute a presentation step. For example, the presentation unit 231 is configured to present various information to the user. As an example, the presentation unit 231 presents the user with options to select whether or not to execute a specific process.
[0037] The determination unit 232 is configured to execute a determination step. For example, the determination unit 232 is configured to determine various information. As an example, the determination unit 232 determines the content of the specific process based on the situation information IF1.
[0038] The execution unit 233 is configured to execute an execution step, for example, to execute a specific process as an example of various information processes.
[0039] The reception unit 234 is configured to execute a reception step. For example, the reception unit 234 is configured to receive various data. For example, the reception unit 234 receives user account information, game data, input from the user, and the like from the storage unit 22 of the information processing device 2 or the game device 3. As an example, the reception unit 234 receives input from the user via the input device 4c via the communication unit 31, the communication network 11, the communication unit 21, and the like. In the present embodiment, the description will be given assuming that the various information received by the reception unit 234 is stored in the storage unit 22.
[0040] The display control unit 235 is configured to execute a display step. For example, the display control unit 235 displays various pieces of information stored in the storage unit 22 or the storage unit 32 or screens containing such information on the display 4a of the game device 3 in a visible manner. As a specific example, the display control unit 235 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, or text, or may generate rendering information for displaying the visual information on the display 4a and transmit the information.
[0041] The determination unit 236 is configured to execute a determination of various conditions in the game as a determination step. For example, the determination unit 236 determines whether a quest completion condition or achievement condition has been met.
[0042] 3. Operational flow of information processing system 1 3.1 Overview of Information Processing In this section, the flow of an information processing method that the program causes the computer, which is the information processing device 2, to execute will be described.
[0043] Fig. 3 is an activity diagram showing an example of the flow of information processing executed by the information processing device 2. The flow of information processing will be described below with reference to Fig. 3. In this example, it is assumed that the game device 3 is a smartphone.
[0044] First, the reception unit 234 receives a request to start a quest from the user via the communication unit 21 and the communication network 11 (activity A001).
[0045] Next, the game control unit 230 starts a quest based on a request from the user and controls the progress of the quest (activity A002). As a specific example, the reception unit 234 receives a game operation instruction from the user via the communication unit 21, and the game control unit 230 progresses the quest based on the operation instruction. The operation instruction is generated, for example, by a command input from the input device 4c. The operation instruction is an instruction to perform an operation to move an object.
[0046] Here, as an example, the quest will be described as a puzzle game. As a specific example, the game control unit 230 controls, as a game control step, a game part that progresses by erasing an object that satisfies a matching condition related to an attribute in response to an operation of moving an object on a game board that includes an object having at least one of a plurality of attributes. The game board is an example of a game space in which the game progresses. The operation of moving an object is performed by, for example, clicking, tapping or swiping on the screen.
[0047] Next, the determination unit 236 determines whether or not the quest end condition has been met (activity A003). The quest end condition is a condition related to the timing for ending the quest. The end condition may be, for example, that the quest achievement condition set for each quest has been met, or that the remaining time limit or the number of possible moves of the object set for each quest has reached zero. If the quest end condition is met without the quest achievement condition being met, the quest will fail.
[0048] If it is determined that the quest end condition has been met, the processing of activities A004 to A010 is skipped and the process proceeds to activity A011. That is, the game control unit 230 ends the quest. On the other hand, if it is determined that the quest end condition has not been met, the process proceeds to the next activity (activity A004).
[0049] In activity A004, the reception unit 234 reads and receives situation information IF1 relating to the game situation from the storage unit 22. The situation information IF1 is information managed, for example, by a situation information management table, and is stored in the storage unit 22. The situation information IF1 includes information such as the number or arrangement of various objects placed on the game board, the number of objects deleted by the user, the remaining number of times the user can operate objects, the remaining time until the quest ends, and the number of times the user has consecutively failed the currently ongoing quest. The situation information IF1 is updated by the game control unit 230 as the quest progresses.
[0050] In this example, the situation information IF1 is described as including information about the number of obstacle objects on the game board that cause adverse effects. From another perspective, the situation information IF1 includes at least adverse effects that hinder the achievement of the achievement condition.
[0051] Next, the determination unit 232 determines the content of the specific process based on the situation information IF1 as a determination step (activity A005). If the content of the specific process is not determined here, or from another perspective, if the situation information IF1 does not satisfy a predetermined condition, the process returns to the processing of activity A003. From another perspective, while the quest is in progress, it is continuously determined whether the situation information IF1 satisfies a predetermined condition.
[0052] stomach On the other hand, if the content of the specific process has been determined, the process proceeds to the next activity (activity A006). In this example, the determined specific process is a process of granting the user an advantageous effect that contributes to the neutralization of an obstruction object, as an example of an advantageous effect that contributes to the removal of an adverse effect. From another perspective, the specific process is a process of granting the user an advantageous effect that contributes to the achievement of the achievement condition.
[0053] In activity A006, the determination unit 236 determines whether a condition regarding the timing for presenting the user with the option to execute a specific process has been met. If the condition is met, the process proceeds to the next activity (activity A007). On the other hand, if the condition is not met, the process returns to the determination process of activity A003. The timing at which the option to execute a specific process is presented is associated with, for example, the remaining number of times the user can operate an object or the remaining time until the quest ends. For example, the option is presented when the remaining number of times or the remaining time falls below a threshold.
[0054] In activity A007, the presentation unit 231 presents options to the user to select whether or not to execute a specific process based on situation information IF1 related to the game situation, as a presentation step. From another perspective, the presentation unit 231 presents options to the user at least from the time after the quest starts until the time before the quest ends.
[0055] The time after the quest has started refers to a time when the user can at least recognize the game situation. The time after the quest has started may be, for example, a time after the quest has started but before any user operation has been accepted. The time after the quest has started is at least a time after the game control unit 230 has determined the situation of the game board. Note that this does not include a time before a request to start the quest has been accepted.
[0056] A point in time before the quest ends refers to a point in time when at least the quest's end conditions have not been met. The success or failure of the quest has not been determined before the quest ends. A point in time before the quest ends refers, for example, to a point in time when neither the achievement conditions nor the end conditions have been met. Note that this does not include a point in time after the end conditions have been met, such as a point in time when an option is displayed to allow the player to choose whether or not to continue the quest (i.e., continue), or a point in time after the player has continued.
[0057] Next, the reception unit 234 receives an instruction to execute the specific process from the user via the communication unit 21 or the like (activity A008). When the instruction to execute the specific process is received, the process proceeds to the next activity (activity A009). That is, in response to the reception unit 234 receiving payment of the first consideration from the user (activity A009), the execution unit 233 executes the specific process (activity A010). Specifically, the execution unit 233 executes a process to grant the user an advantageous effect that contributes to neutralizing the obstruction object. From another perspective, the execution unit 233 executes the specific process as an execution step in response to payment of the first consideration by the user. Note that if the user selects not to execute the specific process, the processes of activity A009 and activity A010 are omitted.
[0058] Next, the game control unit 230 ends the quest (activity A011). As a specific example, the game control unit 230 ends the quest in response to the determination unit 236 determining that the condition for ending the quest has been satisfied.
[0059] Next, the determination unit 236 determines whether the conditions for completing the quest have been met (activity A012). If it is determined that the conditions for completing the quest have been met, the processing of activities A013 to A017 is skipped, and the processing proceeds to activity A018. On the other hand, if it is determined that the conditions for ending the quest have not been met, the presentation unit 231 presents the user with options to select whether or not to continue the quest (activity A013).
[0060] Next, the reception unit 234 receives an instruction to continue the quest from the user via the communication unit 21 or the like (activity A014). When the instruction to continue the quest is received, the process proceeds to the next activity (activity A015). That is, in response to the reception unit 234 receiving payment of the second payment from the user (activity A015), the game control unit 230 resumes the quest (activity A016). From another perspective, the reception unit 234 receives, as a reception step, an input from the user to continue the game part in exchange for payment of the second payment when the game part ends without the achievement condition being satisfied. For example, the second payment is set to be more expensive than the first payment.
[0061] Next, the game control unit 230 ends the quest (activity A017). As a specific example, the game control unit 230 ends the quest in response to the determination unit 236 determining that the quest end condition has been satisfied.
[0062] Next, the display control unit 235 displays the result of the quest on the display 4a in a manner that is visible to the user (activity A018). For example, the success or failure of the quest, the score, the reward acquired by the user, etc. are displayed.
[0063] To summarize the above, the information processing device 2 includes a control unit 23. The control unit 23 includes the following units. As a game control step, the game control unit 230 controls a game part in which a game achievement condition is set. As a presentation step, the presentation unit 231 presents the user with options to select whether or not to execute a specific process, based on situation information IF1 related to the game situation, at least during the period from after the start of the game part to before the end of the game part. The specific process is a process that provides the user with an advantageous effect that contributes to the achievement of the achievement condition.
[0064] According to these aspects, it is possible to provide a reward according to the game situation, thereby improving user convenience. Note that the concept of reward includes advantageous effects given to the user. In particular, by presenting the option of whether or not to execute a specific process before the end of the game, it is possible to give the user a stronger sense of having completed the quest on their own, even if they execute the specific process. This is expected to increase the user's sense of accomplishment when they execute and complete the specific process.
[0065] In addition, a method for increasing the difficulty of a game may involve inflicting disadvantageous effects on the game. By presenting users with advantageous effects that help them overcome these disadvantageous effects, it is possible to provide a game with an appropriate game balance for users of various skill levels. This allows users to enjoy the game even more.
[0066] Furthermore, by determining the content of the specific process depending on the number of obstruction objects in the game space, it becomes easier to determine the threshold value, which can further reduce the calculation load on the control unit 23.
[0067] In addition, by setting the first consideration for performing a specific process lower than the second consideration for restarting the quest if it fails, the user's psychological barrier to performing the specific process can be reduced.
[0068] Furthermore, by presenting the information based on the number of remaining moves or the remaining time limit, it is possible to reduce the stress that can be caused to the user by presenting advantageous effects more than necessary, thereby enabling the user to play the game more comfortably.
[0069] 3.2 Details of information processing The details of the information processing outlined above will be described using the drawings. Note that the display aspects of the screen examples, the aspects of screen transitions, and the aspects of processing executed by operating the screens are examples of an embodiment.
[0070] <Map Screen 5> 4 is an image diagram showing an example of the map screen 5. The map screen 5 includes a map 50 and a quest display window 51. The map screen 5 is configured to be able to accept a quest selection by the user.
[0071] The map 50 includes a character 501 and a quest selection button 502. The quest selection button 502 is arranged on the map 50. In response to the user's input on the quest selection button 502, the reception unit 234 receives the selection of a quest. A level indicating the difficulty of the achievement condition is set for each quest, and when the user achieves a quest, the next level of quest becomes selectable. The character 501 is displayed in association with the quest selection button 502 selected by the user.
[0072] The quest display window 51 is a window that is displayed by the display control unit 235 based on the user's selection of a quest. The example in FIG. 4 shows a state in which the quest display window 51 is displayed in response to input of the quest selection button 502 indicating level 31. The quest display window 51 displays, for example, an explanation of the quest's level, content, and achievement conditions. The quest display window 51 also includes operation buttons 511 that accept various operations from the user. The various operations include, for example, starting a quest, closing the quest display window 51, displaying operation instructions, selecting an item to be used in the quest, and pausing the game. In response to input of the "start quest" operation button 511, the game control unit 230 starts the quest.
[0073] <Quest screen 6> FIG. 5 is an image diagram showing an example of a quest screen 6. The quest screen 6 in FIG. 5 is an example of a screen displayed immediately after the start of a quest. The quest screen 6 includes a partner 61, a number of moves display area 62, an achievement condition display area 63, a score display area 64, a game board 65, operation buttons 66, and an item display area 67. In one example, the quest controlled by the game control unit 230 is a puzzle game in which the user operates objects on the game board 65. As a preferred embodiment, an example in which the puzzle game is a so-called match-3 puzzle game will be described. Note that the operation button 66 may have the same function as the operation button 511, and therefore a description thereof will be omitted.
[0074] The partner 61 is at least one character selected by the player, and is displayed on the quest screen 6 while the quest is in progress. For example, depending on the type of character selected, the display mode of the partner 61 or its background, the music played while the quest is in progress, the advantageous effects given to the user, etc. will change.
[0075] The number of moves display area 62 displays the number of times the user can operate the object. A specific value is set for the remaining number of moves for each quest, and it is reduced by one each time the user operates an object on the game board 65. If the achievement conditions are not met before the remaining number of moves reaches zero, the quest is determined to have failed. Note that there may be quests with no limit on the number of moves, in which case, for example, a time limit is set for playing the quest.
[0076] Information regarding the conditions for completing the quest is displayed in the completion condition display area 63. In the example of Figure 5, the completion condition is to collect a specified number of material objects 652 displayed in the completion condition display area 63.
[0077] The score display area 64 displays the score for the quest. The score display area 64 includes a score display bar 641. The score display bar 641 graphically displays the current score in a manner that the user can intuitively recognize. For example, points are added by clearing objects. Furthermore, the added points may change when certain conditions are met, such as clearing objects consecutively.
[0078] The game board 65 is a two-dimensional space in which the puzzle game progresses, and is defined by an arbitrary figure. The game board 65 is displayed in the form of a board with one object placed in each square (not shown). The game board 65 includes a normal object 651, a material object 652, an obstacle object 653, and a progress direction indicator 654.
[0079] Objects are game elements that make up a puzzle game. Objects are classified into normal objects 651 that do not have special effects and special objects that do have special effects. Material objects 652, obstacle objects 653, and bomb objects 655 (see FIG. 7) are included in the special objects.
[0080] Each normal object 651 has a specific attribute, and is displayed in a manner that allows the user to identify the attribute. The attribute is displayed in a manner that allows the user to identify it, for example, by shape or color. When a match condition is met by an operation to move an object, the object that meets the match condition disappears. The match condition is met, for example, when three or more objects with the same attribute are placed adjacent to each other. The progress direction display 654 indicates the direction in which objects will be replenished when an object disappears. In the example of FIG. 5, the objects move from the top of the screen to the bottom.
[0081] Special objects include those that generate beneficial effects that contribute to the achievement of the quest conditions, and those that generate detrimental effects that hinder the achievement of the conditions. Special objects may or may not have the same attributes as normal objects 651.
[0082] The material object 652 is an example of an object that generates a beneficial effect. The material object 652 has no attributes and cannot be eliminated by fulfilling the matching conditions. However, the material object 652 can be collected by reaching the edge of the game board 65 where the progress direction indicator 654 is displayed. In the example of FIG. 5, the quest is successful when all of the specified material objects 652 are collected.
[0083] The obstruction object 653 is an example of an object that generates an adverse effect. Examples of adverse effects include making it difficult to eliminate an object, blocking advantageous effects generated by other special objects, subtracting points, generating objects that generate adverse effects, or combinations of these. As examples of making it difficult to eliminate an object, the obstruction object 653 may have characteristics such as being unable to be moved or being unable to be eliminated unless conditions different from the normal match conditions are met.
[0084] The item display area 67 displays a list of items that can be used during the quest. The item display area 67 includes a plurality of item buttons 671 that indicate the respective items. The item to be used is selected by the user pressing an item button 671. As an example, the use of an item may confer a beneficial effect on the user that contributes to the achievement of the achievement conditions.
[0085] Examples of advantageous effects include eliminating all objects that meet certain conditions at once, eliminating or replacing an object arbitrarily selected by the user, increasing the number of remaining moves by a certain amount, increasing the remaining time limit by a certain amount, changing the attributes of an object, neutralizing an obstruction object 653, collecting any material object 652, generating a normal object 651 with certain attributes, generating an object that generates an advantageous effect, or a combination thereof. Neutralizing an obstruction object 653 is a concept that includes neutralizing an adverse effect and eliminating the obstruction object 653 itself. Note that removing an adverse effect is a concept that includes temporarily removing the effect, and neutralizing it means permanently removing the effect.
[0086] Examples of ways to erase objects that meet certain conditions at once include erasing objects that are located in the same column or row, erasing objects that are located within a certain adjacent range, and erasing all objects that have certain attributes.
[0087] <Presentation window 7> FIG. 6 is an image diagram showing an example of the presentation window 7. The presentation window 7 is configured to be able to accept a user's selection of whether or not to execute a specific process. The presentation window 7 is an example of a screen displayed in activity A007 in FIG. 3. The presentation window 7 is displayed on the quest screen 6 when a condition is met between the time after the quest starts and the time before the quest ends. While the presentation window 7 is displayed, the game control unit 230 suspends the progress of the quest.
[0088] 6, the presentation window 7 is a window that presents to the user, as an example of the specific process, the addition of an effect of generating a bomb object 655. For example, the bomb object 655 has the advantageous effect of eliminating the obstruction object 653.
[0089] The presentation window 7 includes a plurality of operation buttons 71. The operation buttons 71 may have the same function as the operation button 511. For example, by selecting the operation button 71 via the input device 4c, it is selected whether or not to execute a specific process. In the example of FIG. 6, in response to the selection of the "Purchase" operation button 71, payment of the first consideration is accepted from the user, and the specific process is executed. On the other hand, in response to the selection of the "Do not purchase" operation button 71, it is selected not to execute the specific process. In other words, the presentation window 7 is closed, and the quest is resumed. The first consideration and the second consideration may be paid, for example, by real-world currency, virtual currency, game media, etc.
[0090] FIG. 7 is an image diagram showing an example of the quest screen 6. The execution of the specific process will be specifically described using the examples of FIGS. 5 to 7. First, the state of the game board 65 immediately after the start of the quest, as shown in FIG. 5, is determined by the game control unit 230 at the same time as the quest starts. The state of the game board 65 is, for example, the arrangement of objects on the game board 65, the shape of the game board 65, etc. The determination unit 232 determines the content of the specific process to be presented based on state information IF1 related to the state of the game board 65. Specifically, for example, the determination unit 232 determines the content of the specific process based on reference information IF2 that associates state information IF1 with the content of the specific process.
[0091] For example, it is assumed that the reference information IF2 is stored in advance to present an effect of generating a bomb object 655 (an example of a specific process) when there are five or more obstruction objects 653 on the game board 65 (an example of situation information IF1). In the example of FIG. 5, immediately after the start of a quest, six obstruction objects 653 exist on the game board 65. The determination unit 232 determines, as the specific process, to present an effect of generating a bomb object 655, based on the situation information IF1 indicating the presence of five or more obstruction objects 653. Thereafter, the presentation unit 231 presents the presentation window 7 shown in FIG. 6 in a manner that is visible to the user. Note that the threshold value for the number of obstruction objects may be any value.
[0092] The quest screen 6 shown in Fig. 7 is an example of a screen that is displayed when the user selects to execute a specific process. The example in Fig. 7 shows a state in which the game control unit 230 has placed a bomb object 655 on the game board 65 in response to the user's selection and payment of the first price. For example, the bomb object 655 has the same attributes as the normal object 651. When the bomb object 655 meets a match condition with the normal object 651, the game control unit 230 may activate the effect of the bomb object 655.
[0093] [others] The information processing method according to the above-described embodiment may be modified as follows.
[0094] In one aspect, the obstruction objects are a plurality of obstruction objects, including at least two or more types. For example, the specific process may be a process of granting the user an advantageous effect that contributes to the neutralization of at least one type of obstruction object that satisfies a condition regarding the number in the game space. For example, when a first obstruction object and a second obstruction object are present on the game board, the content of the specific process may be determined according to the number of each type of obstruction object. For example, when the number of first obstruction objects is equal to or greater than a threshold, a suggestion of granting an effect that contributes to the elimination of the first obstruction object may be presented. In another aspect, the specific process may be a process of granting the user an advantageous effect that contributes to the neutralization of a plurality of obstruction objects that satisfies a condition regarding the total number in the game space. For example, when the sum of the first obstruction object and the second obstruction object is equal to or greater than a threshold, a suggestion of granting an effect that contributes to the elimination of these obstruction objects may be presented. These aspects enable the user to receive appropriate suggestions according to the game situation, thereby further improving user convenience.
[0095] The timing of presenting the options may be determined based on the number of game parts that ended without the achievement condition being met among the multiple game parts. Here, the multiple game parts may be, for example, quests in a specific event, quests executed within a predetermined time period, or the same quest repeatedly executed. For example, if the number of repeated executions of the same quest is equal to the number of quests that ended without the achievement condition being met, the user has failed to complete the quests consecutively. For example, if the number of consecutive quests that ended without the achievement condition being met is equal to or exceeds a threshold, the options may be presented to the user during the progress of the next quest executed. In this manner, if the user is struggling with a difficult quest, help can be provided to complete the quest. This reduces the likelihood that the user will abandon the game midway.
[0096] FIG. 8 is an image diagram showing a modified example of the quest screen 6. The example in FIG. 8 shows a state in which the user has performed multiple operations after the start of the quest. In the example in FIG. 8, the condition for completing the quest is that a predetermined number of objects having a specific attribute have been eliminated. The type and number of normal objects 651 are displayed in the quest elimination condition display area 63 as the quest elimination condition. The specific processing in this example may provide the user with an advantageous effect that contributes to the creation or elimination of objects having a specific attribute on the game board.
[0097] In the example of Fig. 8, among the normal objects 651 displayed in the achievement condition display area 63, one type of object has a larger remaining number than the others. In this way, if progress toward the achievement condition for a specific normal object 651 is delayed, an advantageous effect may be presented for generating or removing the corresponding normal object 651 from the game board. This embodiment makes it possible to provide the user with appropriate suggestions regarding quests with various achievement conditions, further improving user convenience.
[0098] In one embodiment, the situation information IF1 is information regarding the number of objects having a specific attribute on the game board. In the example of FIG. 8 , the number of normal objects 651 on the game board 65 that are furthest behind in progress toward the achievement condition is small, making it difficult to fulfill the match condition. In such a case, an effect of generating the normal objects 651 that are furthest behind in progress may be presented on the game board 65. Conversely, if there are many such normal objects 651 on the game board 65, an effect of eliminating a certain number or more of the normal objects 651 may be presented. This embodiment makes it possible to present to the user suggestions that are more appropriate for the game situation.
[0099] In one aspect, the timing at which the options are presented is determined according to the content of the specific process. For example, if the user can obtain the benefit of an advantageous effect in a short period of time, the advantageous effect may be presented even when the number of moves remaining is small. On the other hand, if the user needs a certain number of moves to obtain the benefit of the advantageous effect, the advantageous effect is presented when the number of moves remaining is equal to or greater than the certain number. This allows the user to more reliably obtain the benefit of the advantageous effect, and is expected to improve user satisfaction.
[0100] 8, the example has been described in which the content of the specific process is determined based on the game situation after the user has performed multiple operations, but the content of the specific process may also be determined based on the game situation immediately after the start of a quest. Immediately after the start of a quest, if the number of specific normal objects 651 related to the achievement condition is large or small on the game board 65, an effect of generating or erasing the normal objects 651 may be presented.
[0101] In one embodiment, the advantageous effect given to the user may be the giving of an item that generates the advantageous effect. The given item is displayed in the item display area 67 and may be used by the user at any time.
[0102] Games to which the present disclosure is applicable are not limited to puzzle games. For example, the games may include action games, role-playing games, simulation games, adventure games, shooting games, racing games, music games, and the like. For example, in a role-playing game, if a quest is set with the objective of defeating an enemy character, the user may be presented with an effect to purchase a recovery item or restore the stamina of an allied character in a game situation immediately before all allied characters are annihilated. For example, in an action game, obstacle objects are placed within a game space in which a player character can move, and an effect that contributes to neutralizing the obstacle objects may be presented to the user. In this example, the obstacle objects may be, for example, enemy characters, mines, poisonous swamps, etc.
[0103] Furthermore, for example, the information processing device 2 may be distributed across two or more devices, or may be replaced by a cloud computing system. The functional configuration shown in FIG. 2 is also an example and is not limited to this. For example, the functions of the information processing device 2 may be distributed across two or more devices. Furthermore, the operation performed by one function may be distributed across two or more functions, or two or more functions may be integrated into one function. In short, as long as the functions shown in FIG. 2 are realized by the information processing system 1 as a whole, the devices that realize those functions may have any configuration.
[0104] The various pieces of information described in the above example, such as the situation information IF1 and the reference information IF2, may be stored in a distributed manner across multiple devices. The information processing system 1 may also include a blockchain system that shares a blockchain. The device operated by the user is not limited to the game device 3, and there are no particular restrictions on the type of device as long as it has a similar configuration.
[0105] The above-described embodiment may be an information processing method, which includes the steps of the above-described program.
[0106] Furthermore, it may be provided in the following aspects.
[0107] (1) A program that causes a computer to execute the following steps: in a game control step, a game part in which game achievement conditions are set is controlled; and in a presentation step, based on situation information regarding the status of the game, a user is presented with options to select whether or not to execute a specific process at least between the start of the game part and the end of the game part, wherein the specific process is a process that gives the user an advantageous effect that contributes to the achievement of the achievement conditions.
[0108] (2) In the program described in (1) above, the situation information includes at least an adverse effect that hinders the achievement of the achievement condition, and the specific processing is a processing that grants the user an advantageous effect that contributes to the removal of the adverse effect.
[0109] (3) In the program described in (2) above, further, in the determination step, the content of the specific processing is determined based on the situation information, wherein the situation information is information regarding the quantity of obstruction objects that cause the disadvantageous effect in the game space in which the game progresses.
[0110] (4) In the program described in (3) above, the obstruction object is a plurality of obstruction objects including at least two or more types, and the specific processing is a processing that gives the user an advantageous effect that contributes to neutralizing at least one type of obstruction object that satisfies a condition regarding the number in the game space.
[0111] (5) In the program described in (3) or (4) above, the obstruction objects are a plurality of obstruction objects including at least two or more types, and the specific processing is a processing that grants the user an advantageous effect that contributes to neutralizing the plurality of obstruction objects that meet a condition regarding their total number in the game space.
[0112] (6) In the program described in any one of (1) to (5) above, further, in the execution step, the specific processing is executed in response to payment of a first consideration by the user, and in the reception step, if the game part ends without the achievement condition being met, an input is received from the user to continue the game part in exchange for payment of a second consideration, wherein the second consideration is set to be higher than the first consideration.
[0113] (7) In the program described in any one of (1) to (6) above, the timing at which the options are presented is determined based on the number of game parts among the multiple game parts that ended without the achievement condition being met.
[0114] (8) In the program described in any one of (1) to (7) above, the game control step controls the game part, which progresses by erasing objects for which a matching condition is met when a matching condition related to an attribute is met in response to an operation of moving an object on a game board including the object having at least one of a plurality of attributes, wherein the achievement condition is that a predetermined number or more of objects having a specific attribute have been erased, and the specific processing gives the user an advantageous effect that contributes to the generation or erasure of objects having the specific attribute on the game board.
[0115] (9) In the program described in (8) above, further, in the determination step, the content of the specific processing is determined based on the situation information, wherein the situation information is information regarding the number of objects having the specific attribute on the game board.
[0116] (10) In the program described in (8) or (9) above, the timing at which the options are presented is associated with the remaining number of times the user can operate the object or the remaining time until the end of the game part.
[0117] (11) In the program according to any one of (8) to (10) above, the timing at which the options are presented is determined according to the content of the specific process.
[0118] (12) An information processing method comprising the steps of the program described in any one of (1) to (11) above.
[0119] (13) An information processing system comprising a control unit, the control unit being configured to execute each step described in any one of (1) to (11) above. Of course, this is not the case.
[0120] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]
[0121] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 230: Game control unit 231: Presentation section 232: Decision section 233: Executive Department 234: Reception 235: Display control unit 236: Judgment section 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 5: Map screen 50: Map 501: Character 502: Quest selection button 51: Quest display window 511: Operation button 6: Quest screen 61: Partner 62: Movement count display area 63: Achievement condition display area 64: Score display area 641: Score display bar 65: Game Board 651: Normal object 652: Material object 653: Obstruction object 654: Direction display 655: Bomb Object 66: Operation button 67: Item display area 671: Item button 7: Presentation window 71: Operation button IF1: Status information IF2 : Reference Information
Claims
[Claim 1] A program, Have the computer perform the following steps: In the game control step, the game part in which the achievement conditions of the game are set is controlled, In the presenting step, options are presented to the user to select whether or not to execute a specific process at least during a period from a point after the start of the game part to a point before the end of the game part, based on situation information relating to the situation of the game, The specific process is a process that provides the user with an advantageous effect that contributes to the achievement of the achievement condition.
Citation Information
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