Program, information processing device, and information processing method
By visually representing game situations with icons and arrows, the solution addresses the challenge of managing multiple save data points, improving user navigation and selection in game devices.
Patent Information
- Application Number
- JP2025108107
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-26
- Publication Date
- 2025-08-28
AI Technical Summary
Game devices struggle to help users easily understand the relationship between multiple save data points, making it difficult to grasp which situation each save data corresponds to as the number of save data increases.
A display control unit is implemented to visually represent the relationship between different game situations using icons and arrows on a save list screen, allowing users to easily identify and select desired game restart points.
The solution enables users to intuitively understand and select the appropriate game restart points, enhancing user experience by simplifying the management of multiple save data.
Smart Images

Figure 2025126290000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, an information processing device, and an information processing method. [Background technology]
[0002] BACKGROUND ART In the field of home games and the like, there is known a game device that stores multiple game progresses (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-106776 Summary of the Invention [Problem to be solved by the invention]
[0004] A game device stores multiple save data in a storage unit, each corresponding to a different situation during the game, thereby saving multiple game progress records. A game user can restart the game from a desired situation by selecting save data corresponding to a desired situation from among the multiple situations (phases). However, as the number of save data increases, it may become difficult for the user to grasp which situation each of the multiple save data corresponds to.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and one of its problems to be solved is to provide technology that makes it possible to easily grasp the relationship between multiple situations reproduced based on multiple save data. [Means for solving the problem]
[0006] In order to solve the above problems, a program according to one embodiment of the present invention is characterized in that it causes a processor to function as a display control unit that displays, on a display unit, a first icon corresponding to first save data for recreating a first situation in a game and a second icon corresponding to second save data for recreating a second situation in which the game has progressed from the first situation, in a manner that makes it possible to visually recognize the relationship between the first situation and the second situation. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is an explanatory diagram illustrating an example of a game system including a terminal device according to an embodiment. [Figure 2] FIG. 2 is a hardware configuration diagram illustrating an example of a hardware configuration of a terminal device. [Figure 3] FIG. 2 is an explanatory diagram illustrating an outline of the operation of the terminal device. [Figure 4] FIG. 2 is an explanatory diagram showing an example of the data configuration of a save data management table; [Figure 5] 10 is a flowchart illustrating an example of an operation of the terminal device. [Figure 6] 10 is a flowchart showing an example of a second game process. [Figure 7] FIG. 10 is an explanatory diagram showing an example of a save list screen according to Modification 1. [Figure 8] FIG. 10 is an explanatory diagram showing an example of a save list screen according to Modification 2. [Figure 9] FIG. 10 is an explanatory diagram showing another example of the save list screen according to the second modification example. [Figure 10] FIG. 13 is an explanatory diagram showing an example of a save list screen according to Modification 3. [Figure 11] FIG. 13 is an explanatory diagram showing an example of a save list screen according to Modification 4. [Figure 12] FIG. 13 is an explanatory diagram showing an example of a save list screen according to Modification 5. [Figure 13] FIG. 20 is an explanatory diagram showing an example of a save list screen according to Modification 6. [Figure 14]FIG. 20 is an explanatory diagram showing another example of the save list screen according to the sixth modification example. [Figure 15] FIG. 20 is an explanatory diagram showing an example of a save list screen according to Modification 7. [Figure 16] FIG. 20 is an explanatory diagram showing an example of a save list screen according to Modification 8. [Figure 17] FIG. 20 is an explanatory diagram showing an example of the data configuration of a save data management table according to Modification 9. [Figure 18] FIG. 13 is an explanatory diagram showing an overview of a game system according to an eleventh modification. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that in each drawing, the dimensions and scale of each part are appropriately different from those of the actual parts. Furthermore, the embodiments described below are preferred examples of the present invention, and therefore various technically preferable limitations are applied. However, the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to the effect that the present invention is limited.
[0009] [1. Embodiment] Hereinafter, an embodiment of the present invention will be described.
[0010] FIG. 1 is an explanatory diagram showing an example of a game system 1 including a terminal device 10 according to an embodiment. The game system 1 includes a terminal device 10 capable of executing a predetermined game, and a display device 30 provided in correspondence with the terminal device 10. The terminal device 10 is, for example, an information processing device such as a home game device, a desktop personal computer, a smartphone, or a tablet terminal. However, the terminal device 10 may also be, for example, an information processing device such as an arcade game device. Furthermore, the home game device may be a portable game device or a stationary game device.
[0011] The terminal device 10 is capable of communicating with the display device 30. For example, when the terminal device 10 executes a predetermined game, the terminal device 10 can display an image related to the predetermined game on a display unit 31 provided in the display device 30. The display device 30 may be, for example, a liquid crystal display, a television set, or a touch panel. The display device 30 may be included in the terminal device 10.
[0012] In this embodiment, as an example, a case where the terminal device 10 executes a predetermined game by itself is illustrated, but the present invention is not limited to this aspect. For example, the terminal device 10 may execute a predetermined game (a so-called online game) while communicating with another terminal device 10 (not shown) via a network or the like. An example of the predetermined game executed by the terminal device 10 will be described later in FIG. 3 when explaining the outline of the operation of the terminal device 10. Hereinafter, the predetermined game executed by the terminal device 10 may also be simply referred to as a game.
[0013] The terminal device 10 has a control unit 110 that controls each unit of the terminal device 10, a storage unit 120 that stores various information, a communication unit 130 for communicating with external devices, an operation unit 140 that accepts operations by the user of the terminal device 10, and an information reading unit 150 that reads information from a recording medium such as an optical disc. A user of the terminal device 10 corresponds to a "game user." Hereinafter, a user of the terminal device 10 may also be simply referred to as a "user."
[0014] The control unit 110 includes a game control unit 111, a display control unit 112 (an example of a "display control unit"), and an operation reception unit 113. The game control unit 111 controls the progress of the game executed on the terminal device 10. The game control unit 111 can save multiple game progresses by storing multiple save data SDs in the storage unit 120, each of which corresponds one-to-one to multiple situations during the game. This allows the user to restart the game from a desired situation by selecting save data SD corresponding to a desired situation from among the multiple situations (phases). The game control unit 111 may execute the process of saving the game situation in response to a user operation or automatically. For example, when the game situation satisfies a predetermined saving condition, the game control unit 111 may execute the process of saving the game situation regardless of a user operation. The saving condition may be, for example, that the elapsed time in the game reaches a predetermined elapsed time.
[0015] Here, the save data SD is data for reproducing the situation at the time of saving the game when, for example, a process for saving the game status is executed. In the example shown in FIG. 1, m (m is a natural number equal to or greater than 2) save data SD are stored in the storage unit 120. However, for example, if the process for saving the game status has never been executed, the storage unit 120 does not store any save data SD. Also, for example, if the process for saving the game status has been executed only once, the number of save data SD stored in the storage unit 120 may be one. Hereinafter, one save data SD among the save data SD1 to SDm may be referred to by adding a subscript such as α, β, or γ to the end of the symbol SD (α, β, and γ are natural numbers equal to or greater than 1 and equal to or less than m). For example, one of the save data SD1 to SDm may be referred to as save data SDα.
[0016] Furthermore, as shown in the save list screen G2 in FIG. 3, which will be described later, the icon corresponding to the save data SD has the same suffix (number, α, β, γ, etc.) added to the end of the code ICN of the icon as the suffix added to the code SD of the save data SD. Note that, hereinafter, the icons ICN1 to ICNm, which correspond one-to-one to the save data SD1 to SDm, may also be referred to as icons ICN without any particular distinction. The icon ICN is used, for example, as one element among multiple elements that realize a graphical user interface. Specifically, the icon ICN may be an object such as an image, figure, or text displayed on the display unit 31.
[0017] Returning to FIG. 1 for the explanation, the display control unit 112 controls the display unit 31 so that the display unit 31 displays images related to the game. For example, as shown in a save list screen G2 in FIG. 3 (described later), the display control unit 112 causes the display unit 31 to display an icon ICNα corresponding to save data SDα for recreating a first situation of the game and an icon ICNβ corresponding to save data SDβ for recreating a second situation in a manner that makes the relationship between the first situation and the second situation visible. The save data SDα for recreating the first situation is an example of "first save data," and the icon ICNα corresponding to the save data SDα is an example of a "first icon." The save data SDβ for recreating the second situation is an example of "second save data," and the icon ICNβ corresponding to the save data SDβ is an example of a "second icon." The "second situation" is, for example, a situation in which the game has progressed from the first situation.
[0018] In the example shown in FIG. 1, the display control unit 112 has a display information generation unit 1121 (an example of a "display information generation unit") and an image display control unit 1122 (an example of an "image display control unit"). The display information generation unit 1121 generates display information for displaying images related to the game (for example, a start screen G1, a save list screen G2, and a virtual field screen G3 shown in FIG. 3, which will be described later) on the display unit 31. Then, the image display control unit 1122 causes the display unit 31 to display an image based on the display information generated by the display information generation unit 1121.
[0019] When a user operates the operation unit 140, the operation reception unit 113 receives the operation content input by the operation.
[0020] The storage unit 120 stores a control program PRG for the terminal device 10. The control program PRG is a program that controls the terminal device 10. In this embodiment, the control program PRG includes an application program (an example of a "program") that allows the terminal device 10 to execute a game. However, the control program PRG may also include an operation system program that controls each part of the terminal device 10. Note that the application program may be read by the information reading unit 150 and stored in the storage unit 120, for example, when a user starts a game.
[0021] As described above, the storage unit 120 also stores the save data SD. In the example shown in Fig. 1, the storage unit 120 also stores a save data management table TBL. The save data management table TBL stores information indicating the relationships between the save data SD. Details of the save data management table TBL will be described with reference to Fig. 4.
[0022] The configuration of the game system 1 and the configuration of the terminal device 10 are not limited to the example shown in Fig. 1. For example, the terminal device 10 may have a vibration generating unit that vibrates the terminal device 10. In this case, the control unit 110 may control the vibration generating unit so that the vibration generating unit vibrates the terminal device 10, for example, when the game situation changes to a specific situation. Furthermore, the information stored in the storage unit 120 is not limited to the example shown in Fig. 1. Next, the hardware configuration of the terminal device 10 will be described with reference to Fig. 2.
[0023] 2 is a hardware configuration diagram showing an example of the hardware configuration of the terminal device 10. The terminal device 10 has a processor 11 (an example of an "information processing device") that controls each part of the terminal device 10, a memory 12 that stores various information, a communication device 13 for executing communication with an external device located outside the terminal device 10, an input operation device 14 for accepting operations by a user, and a disk device 15 for reading information from a recording medium.
[0024] The memory 12 includes, for example, a volatile memory such as a random access memory (RAM) that functions as a work area for the processor 11, and a non-volatile memory such as an electrically erasable programmable read-only memory (EEPROM) that stores various information such as the control program PRG of the terminal device 10, and functions as a storage unit 120. The memory 12 may be detachable from the terminal device 10. Specifically, the memory 12 may be a storage medium such as a memory card that is detachable from the terminal device 10. The memory 12 may also be, for example, a storage device (e.g., online storage) that is communicably connected to the terminal device 10 via a network or the like.
[0025] The processor 11 is, for example, a CPU (Central Processing Unit), and executes a control program PRG stored in the memory 12, and operates in accordance with the control program PRG, thereby functioning as the control unit 110. For example, the processor 11, which operates in accordance with a game-related program stored in the memory 12, functions as the control unit 110 including a game control unit 111, a display control unit 112, and an operation reception unit 113.
[0026] The communication device 13 is hardware for communicating with external devices located outside the terminal device 10 via one or both of a wired network and a wireless network, and functions as a communication unit 130. The input operation device 14 is, for example, an operation button, and functions as an operation unit 140 that accepts user operations. The disk device 15 is, for example, an optical disk device, and functions as an information reading unit 150 that reads various information such as a control program PRG recorded on a recording medium such as an optical disk.
[0027] The processor 11 may be configured to include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array) in addition to or instead of a CPU. In this case, part or all of the control unit 110 realized by the processor 11 may be realized by hardware such as a DSP. Next, an overview of the operation of the terminal device 10 will be described with reference to FIG. 3.
[0028] Fig. 3 is an explanatory diagram illustrating an outline of the operation of the terminal device 10. In Fig. 3, an outline of the operation of the terminal device 10 will be explained using as an example a case where the game executed on the terminal device 10 is a game in which the user aims to achieve a predetermined goal set in the game by moving the player character CP within a virtual field Fd. However, the game executed on the terminal device 10 is not limited to a game in which the aim is to achieve a predetermined goal.
[0029] Here, the "predetermined goal" refers to, for example, defeating a predetermined enemy character CE in the game, acquiring a predetermined item in the game, rescuing a predetermined ally character CB in the game, the user's game play time reaching a predetermined time, or the points (e.g., experience points) acquired by the user in the game reaching a predetermined value, etc. In other words, the user aims to achieve the predetermined goal set in the game by moving the player character CP in the virtual field Fd related to the game.
[0030] The start screen G1 shown in FIG. 3 is displayed on the display unit 31, for example, when execution of a program related to a game is started. Specifically, the start screen G1 is displayed on the display unit 31 when the user inputs a predetermined start operation to start the game from the input operation device 14. That is, the display control unit 112 causes the start screen G1 to be displayed on the display unit 31 when the operation acceptance unit 113 accepts a predetermined start operation to start the game via the operation unit 140. The start screen G1 is a screen on which, for example, buttons BTN (BTN1, BTN2, BTN3, and BTN4) serving as a graphical user interface are displayed. Hereinafter, the operation of selecting a button BTN may also be referred to as pressing a button BTN.
[0031] Button BTN1 is pressed when the user wants to start a new game, and button BTN2 is pressed when the user wants to resume the game from a saved state. In other words, button BTN2 is pressed when the game is to be resumed from where it left off. Button BTN3 is pressed when the user wants to set or confirm items related to the game. Button BTN4 is pressed when the user wants to end a program related to the game. In other words, button BTN4 is pressed when an operation related to the game is to be ended.
[0032] 3, an image including text such as "NEW GAME" that evokes the process executed by pressing the button BTN is displayed as the button BTN on the start screen G1 so that the user can easily understand the process that will be executed by pressing the button BTN. For example, when the button BTN2, which is represented by an image including the text "LOAD GAME," is pressed, the display control unit 112 displays the save list screen G2 on the display unit 31.
[0033] The save list screen G2 is a screen that displays, for example, a list of save data SD stored in the storage unit 120. For example, if multiple save data SD are stored in the storage unit 120, the save list screen G2 displays multiple icons ICN that correspond one-to-one to the multiple save data SD in a manner that allows the user to visually recognize the relationship between the multiple situations (multiple game situations) that correspond one-to-one to the multiple save data SD. In the example shown in FIG. 3, an image including characters such as "Save 1" that indicate the name of the save data SD is displayed as the icon ICN on the save list screen G2 so that the user can easily identify the save data SD that corresponds to the icon ICN. Hereinafter, the game situation reproduced based on the save data SDα that corresponds to the icon ICNα may also be referred to as the game situation corresponding to the icon ICNα or the game situation corresponding to the save data SDα.
[0034] In the example shown in FIG. 3, arrows are used to display the relationships between multiple game situations, making the relationships between multiple game situations visible. For example, the game situation corresponding to icon ICN, which is the end point of the arrow, is the situation where the game has progressed from the game situation corresponding to icon ICN, which is the start point of the arrow. Specifically, the game situation corresponding to icon ICN2 is the situation where the game has progressed from the game situation corresponding to icon ICN1. Furthermore, the game situation corresponding to icon ICN3 is the situation where the game has progressed from the game situation corresponding to icon ICN2.
[0035] Furthermore, the game situation corresponding to icon ICN4 is a situation in which the game has progressed from the game situation corresponding to icon ICN1, separate from the game situation corresponding to icon ICN2. Furthermore, the game situation corresponding to icon ICN6 is a situation in which the game has progressed from the game situation corresponding to icon ICN1, separate from the game situations corresponding to icons ICN2 and ICN4. In other words, the game situations corresponding to icons ICN2, ICN4, and ICN6 are situations branched off from the game situation corresponding to icon ICN1.
[0036] In the example shown in Fig. 3, in addition to the icon ICN, the save list screen G2 displays a button BTN5 as a graphical user interface, but the button BTN5 does not have to be displayed. The button BTN5 is pressed when the user wants to return the screen displayed on the display unit 31 to the previous screen (the start screen G1 in the example shown in Fig. 3). Hereinafter, the button BTN5 may also be referred to as the button BTN without being particularly distinguished from the buttons BTN1 to BTN4.
[0037] On the save list screen G2, the relationships between multiple game situations are visible using arrows or the like, allowing the user to easily understand which situation each of the multiple save data SD corresponds to. For example, if the user wants to resume the game from the game situation saved immediately before the game situation corresponding to icon ICN8, the user selects icon ICN7, which is the start point of the arrow that ends at icon ICN8. In this case, the display control unit 112 displays on the display unit 31 a virtual field screen G3 based on the game situation reproduced based on the save data SD7 corresponding to icon ICN7.
[0038] The virtual field screen G3 is a screen on which a player character CP (more precisely, an image representing the player character CP) operated by the user is displayed within a virtual field Fd related to the game. The user can operate the operation unit 140 to move the player character CP within the virtual field Fd displayed on the virtual field screen G3. The user can also save the game situation by operating the operation unit 140. For example, when the operation reception unit 113 receives a save operation indicating saving of the game situation via the operation unit 140, the game control unit 111 stores save data SD in the storage unit 120 to reproduce the game situation at the time the save operation was performed. This saves the game situation. After the game situation is saved, the user may continue playing the game or may end the game. Note that in this embodiment, for example, time in the game passes during the period during which the player character CP or the like is moving and progressing the game within the virtual field Fd displayed on the virtual field screen G3.
[0039] In the example shown in FIG. 3, a status display image Pg showing the status of the player character CP is displayed on the virtual field screen G3. The status display image Pg includes an image PH showing the physical strength state (hereinafter also referred to as hit points) of the player character CP, and an image PS showing the stamina of the player character CP. In addition to the player character CP, the virtual field screen G3 may also display an enemy character CE (more precisely, an image showing the enemy character CE) that the player character CP must defeat, and an ally character CB (more precisely, an image showing the ally character CB) that cooperates with the player character CP in achieving a predetermined goal related to the game. One or both of the hit points and stamina of the player character CP are examples of "predetermined parameter values."
[0040] 3, any one of the icons ICN1, ICN2, ICN4, and ICN7, which are the starting points of the arrows, corresponds to the "first icon," and any one of the save data SD1, SD2, SD4, and SD7 that has a one-to-one correspondence with the icons ICN1, ICN2, ICN4, and ICN7 corresponds to the "first save data." Any one of the multiple game situations that has a one-to-one correspondence with the save data SD1, SD2, SD4, and SD7 corresponds to the "first situation."
[0041] Furthermore, among the icons ICN2 to ICN8 that are the end points of the arrows, the icon ICN that is the end point of the arrow that starts from the icon ICN that corresponds to the "first icon" corresponds to the "second icon." Among the save data SD2 to SD8 that have a one-to-one correspondence with the icons ICN2 to ICN8, the save data SD that corresponds to the icon ICN that corresponds to the "second icon" corresponds to the "second save data." Furthermore, among the multiple game situations that have a one-to-one correspondence with the save data SD2 to SD8, the game situation that corresponds to the save data SD that corresponds to the "second save data" corresponds to the "second situation."
[0042] The "second situation" may be a situation in which save data SDα for recreating a first situation of the game is stored in the storage unit 120, and then the recreated first situation is progressed using the save data SDα read from the storage unit 120. Alternatively, the "second situation" may be a situation in which, for example, save data SDα for recreating the first situation of the game is stored in the storage unit 120, and then the game is continued to progress without reading the save data SDα from the storage unit 120. In other words, the "second situation" may be a situation in which the game is continued to progress from the first situation of the game.
[0043] Furthermore, on the save list screen G2 shown in FIG. 3, any of the icons ICN2, ICN4 to ICN7 at the end of the branching arrows corresponds to the "third icon." Specifically, if any of the icons ICN2, ICN4, and ICN6 corresponds to the "second icon," then any of the icons ICN2, ICN4, and ICN6 other than the icon ICN corresponding to the "second icon" corresponds to the "third icon." Similarly, if any of the icons ICN5 and ICN7 corresponds to the "second icon," then any of the icons ICN5 and ICN7 other than the icon ICN corresponding to the "second icon" corresponds to the "third icon." In this case, among the save data SD2, SD4 to SD7 that correspond one-to-one to the icons ICN2, ICN4 to ICN7, the save data SD corresponding to the icon ICN corresponding to the "third icon" corresponds to the "third save data." Furthermore, among the multiple game situations that correspond one-to-one to the save data SD2, SD4 to SD7, the game situation that corresponds to the save data SD that corresponds to the "third save data" corresponds to the "third situation."
[0044] For example, if icon ICN6 corresponds to the "third icon," then either icon ICN2 or ICN4 corresponds to the "second icon," and icon ICN1 corresponds to the "first icon." In this case, save data SD6 corresponding to icon ICN6 corresponds to the "third save data," and the game situation corresponding to save data SD6 corresponds to the "third situation." Furthermore, for example, if icon ICN7 corresponds to the "third icon," then icon ICN5 corresponds to the "second icon," and icon ICN4 corresponds to the "first icon." In this case, save data SD7 corresponding to icon ICN7 corresponds to the "third save data," and the game situation corresponding to save data SD7 corresponds to the "third situation."
[0045] It should be noted that the image displayed on the display unit 31 by the display control unit 112 is not limited to the example shown in Fig. 3. For example, the button BTN4 does not have to be displayed on the start screen G1. Next, the save data management table TBL will be described with reference to Fig. 4.
[0046] 4 is an explanatory diagram showing an example of the data configuration of the save data management table TBL. The save data management table TBL has records that correspond one-to-one with all of the save data SD stored in the storage unit 120. The records in the save data management table TBL include save data identification information, original save data identification information, save data name, save date and time, and hit points. In FIG. 4, the save data identification information, original save data identification information, save data name, save date and time, and hit points will be explained using an example in which eight save data SD (SD1 to SD8) that correspond one-to-one with the eight icons ICN (ICN1 to ICN8) displayed on the save list screen G2 shown in FIG. 3 are stored in the storage unit 120.
[0047] The save data identification information is information for identifying the save data SD stored in the storage unit 120. In the example shown in Fig. 4, the value indicated by the save data identification information corresponds to the last number of the code SD of the save data SD shown in Fig. 3 and other figures. For example, the save data identification information "0001" indicates the save data SD1, and the save data identification information "0002" indicates the save data SD2. Hereinafter, the game situation reproduced based on the save data SD indicated by the save data identification information may also be referred to as the game situation corresponding to the save data identification information.
[0048] The original save data identification information is save data identification information corresponding to the save data SD for reproducing the game situation that is the basis for the game situation corresponding to the save data identification information. For example, in the record corresponding to the save data SD1, since there is no game situation that is the basis for the game situation corresponding to the save data identification information "0001" (the game situation corresponding to the save data SD1), information indicating that there is no original game situation ("-" in FIG. 4) is stored as the original save data identification information.
[0049] Furthermore, for example, the game situation corresponding to the save data identification information "0002" (the game situation corresponding to the save data SD2) is an advanced version of the game situation corresponding to the save data identification information "0001." Therefore, in the record of the save data SD2, "0001," which indicates the save data SD1, is stored as the original save data identification information. Hereinafter, the game situation reproduced based on the save data SD indicated by the original save data identification information may also be referred to as the game situation corresponding to the original save data identification information.
[0050] The save data name is information indicating the name of the save data SD. For example, the save data name may be information that allows a user (person) to identify the save data SD by characters. Specifically, in the record of the save data SD1, information indicating the name of the save data SD1, "Save 1," is stored as the save data name.
[0051] The save date and time is information indicating the date and time when the game status corresponding to the save data identification information was saved, that is, information indicating the date and time when the save data SD was stored in the storage unit 120. According to the save data management table TBL shown in FIG. 4, the save data SD1 is save data SD that was stored in the storage unit 120 at 3:30 PM on February 3, 2019.
[0052] The hit points are information indicating the hit points of the player character CP at the time the game situation was saved. For example, the hit points indicate a large value when the player character CP has good physical strength, and a small value when the player character CP has poor physical strength.
[0053] The data configuration of the save data management table TBL is not limited to the example shown in FIG. 4. For example, hit points may be omitted from the information included in the records of the save data management table TBL. Furthermore, the game control unit 111 may include in the save data SD information similar to the information included in the records of the save data management table TBL, and store the save data SD in the storage unit 120. In this case, the save data management table TBL does not need to be stored in the storage unit 120. In other words, the method of managing the save data SD is not limited to the method using the save data management table TBL. Next, the operation flow of the terminal device 10 will be described with reference to FIGS. 5 and 6.
[0054] Fig. 5 is a flowchart showing an example of the operation of the terminal device 10. The operation shown in Fig. 5 is performed, for example, by executing a program related to a game. For example, when a user inputs a predetermined start operation to start the game from the input operation device 14, the process of step S100 is performed. Note that Fig. 5 assumes that the start screen G1 described in Fig. 3 is displayed on the display unit 31 by the series of processes of steps S100 and S102.
[0055] First, in step S100, the display information generation unit 1121 included in the display control unit 112 generates display information for displaying the start screen G1 on the display unit 31. Then, the display control unit 112 advances the process to step S102.
[0056] In step S102, the image display control unit 1122 included in the display control unit 112 controls the display unit 31 so that the display unit 31 displays the start screen G1 based on the display information generated in step S100. As a result, the start screen G1 is displayed on the display unit 31. After executing the process of step S102, the display control unit 112 advances the process to step S104.
[0057] In step S104, the control unit 110 determines whether or not to start a new game. For example, the control unit 110 determines whether or not the operation reception unit 113 has received a press of the button BTN1 shown in FIG. 3. If the result of the determination in step S104 is negative, the control unit 110 proceeds to step S108. On the other hand, if the result of the determination in step S104 is positive, the control unit 110 proceeds to step S106.
[0058] In step S106, control unit 110 executes a first game process to progress the game from the beginning. The first game process will be described later when explaining an example of the second game process in FIG. 6. When control unit 110 has finished the first game process (for example, when the progress of the game has ended), control unit 110 returns the process to step S100.
[0059] In step S108, the control unit 110 determines whether or not to resume the game from where it left off. For example, the control unit 110 determines whether or not the operation reception unit 113 has received a press of the button BTN2 shown in FIG. 3. If the result of the determination in step S108 is negative, the control unit 110 proceeds to step S112. On the other hand, if the result of the determination in step S108 is positive, the control unit 110 proceeds to step S110.
[0060] In step S110, the control unit 110 executes a second game process for continuing the game from where it left off. The second game process will be described later with reference to Fig. 6. When the second game process ends (for example, when the progress of the game has ended), the control unit 110 returns the process to step S100. In step S112, the control unit 110 determines whether or not to execute the setting of a game item. Note that the setting of a game item may be, for example, the setting of an item related to the game, or the confirmation of an item related to the game. For example, the control unit 110 determines whether or not the operation receiving unit 113 has received the pressing of button BTN3 shown in FIG. 3. If the result of the determination in step S112 is negative, the control unit 110 proceeds to step S116. On the other hand, if the result of the determination in step S112 is positive, the control unit 110 proceeds to step S114. In step S114, control unit 110 executes a process for setting game items. Note that the process for setting game items may be, for example, a process for setting the content of items related to the game, or a process for confirming the content of items related to the game. For example, control unit 110 executes the process for setting game items based on an operation by the user. When the process for setting game items ends, control unit 110 returns the process to step S100. In step S116, the control unit 110 determines whether or not to end the game program. For example, the control unit 110 determines whether or not the operation reception unit 113 has received a press of the button BTN4 shown in FIG. 3. If the result of the determination in step S116 is negative, the control unit 110 returns the process to step S104. On the other hand, if the result of the determination in step S116 is positive, the control unit 110 proceeds to step S118. In step S118, the control unit 110 executes termination processing. The termination processing is, for example, processing for terminating a program related to the game. Specifically, the termination processing may be processing for shutting down the terminal device 10. Alternatively, if a working area has been allocated in the storage unit 120 to execute the program related to the game, the termination processing may be processing for freeing the working area. With the completion of the processing in step S118, the operation related to the game ends. Next, the second game processing in step S110 will be described with reference to FIG. 6.
[0061] 6 is a flowchart showing an example of the second game processing. The processing of step S120 is executed, for example, when the result of the determination in step S108 of FIG.
[0062] In step S120, the display information generation unit 1121 included in the display control unit 112 references the save data management table TBL stored in the storage unit 120, and generates display information for displaying the save list screen G2 on the display unit 31. For example, when multiple save data SD are stored in the save data management table TBL, the display information generation unit 1121 generates display information for displaying multiple icons ICN that correspond one-to-one to the multiple save data SD.
[0063] The display information for displaying the plurality of icons ICN includes information for visually recognizing the relationships between the plurality of situations that correspond one-to-one to the plurality of save data SD stored in the storage unit 120 (for example, information for displaying arrows in the save list screen G2 shown in FIG. 3). For example, the display information generation unit 1121 identifies the relationships between the plurality of situations that correspond one-to-one to the plurality of save data SD stored in the storage unit 120 based on the original save data identification information included in each record of the save data management table TBL. Then, the display information generation unit 1121 includes information for visually recognizing the relationships between the plurality of situations identified based on the original save data identification information in the display information for displaying the plurality of icons ICN. In this way, display information for displaying the plurality of icons ICN in a manner that allows the relationships between the plurality of game situations to be visually recognized is generated.
[0064] That is, the display information generation unit 1121 generates display information for displaying an icon ICN corresponding to the save data SD for reproducing the first situation and an icon ICN corresponding to the save data SD for reproducing the second situation in a manner that allows the relationship between the first situation and the second situation in the game to be visually recognized. After executing the process of step S120, the display information generation unit 1121 proceeds to the process of step S122.
[0065] In step S122, the image display control unit 1122 included in the display control unit 112 controls the display unit 31 so that the display unit 31 displays the save list screen G2 based on the display information generated in step S120. As a result, the save list screen G2 is displayed on the display unit 31. After executing the process of step S122, the image display control unit 1122 proceeds to step S124.
[0066] In step S124, the control unit 110 determines whether or not to read the save data SD from the storage unit 120. For example, the control unit 110 determines whether or not the operation receiving unit 113 has received an operation to select one of one or more icons ICN displayed on the save list screen G2. If the result of the determination in step S124 is positive, the control unit 110 proceeds to step S128. On the other hand, if the result of the determination in step S124 is negative, the control unit 110 proceeds to step S126.
[0067] In step S126, the control unit 110 determines whether or not to return the screen displayed on the display unit 31 to the previous screen. For example, the control unit 110 determines whether or not the operation reception unit 113 has received a press of button BTN5 displayed on the save list screen G2. If the result of the determination in step S126 is negative, the control unit 110 returns the process to step S124. On the other hand, if the result of the determination in step S126 is positive, the control unit 110 ends the second game process. With the second game process finished, the process returns to step S100 in FIG. 5. As a result, the start screen G1, which is the screen immediately before the save list screen G2, is displayed on the display unit 31.
[0068] In step S128, the control unit 110 recreates the game situation selected by the user. Specifically, the game control unit 111 included in the control unit 110 reads out from the storage unit 120 the save data SD corresponding to the icon ICN selected by the user in step S124. The game control unit 111 then recreates the game situation based on the save data SD read out from the storage unit 120. The display control unit 112 included in the control unit 110 generates display information based on the game situation recreated by the game control unit 111, and causes the display unit 31 to display a virtual field screen G3 based on the generated display information. This allows the game to resume from the situation desired by the user. After executing the process of step S128, the control unit 110 proceeds to step S130.
[0069] In step S130, the control unit 110 updates the game status in response to user operations and the like, and progresses the game. For example, the game control unit 111 moves the player character CP in response to user operations, and progresses the game. Furthermore, the display control unit 112 generates display information based on the game status progressed by the game control unit 111, and displays a virtual field screen G3 and the like based on the generated display information on the display unit 31. After executing the process of step S130, the control unit 110 proceeds to the process of step S132.
[0070] In step S132, the control unit 110 determines whether or not to save the game situation. For example, the control unit 110 determines whether or not the operation receiving unit 113 has received a save operation indicating that the game situation should be saved. Alternatively, in a game in which the game situation is automatically saved when a predetermined save condition is satisfied, the control unit 110 may determine whether or not the current game situation satisfies the save condition. The save condition may be, for example, that the elapsed time in the game reaches a predetermined elapsed time, as described with reference to FIG. 1. Alternatively, the save condition may be that the player character CP passes through a predetermined checkpoint. Note that the save condition is not limited to the above examples.
[0071] If the result of the determination in step S132 is positive, control unit 110 advances the process to step S134. On the other hand, if the result of the determination in step S132 is negative, control unit 110 advances the process to step S138.
[0072] In step S134, the game control unit 111 saves the game situation. Specifically, the game control unit 111 stores, in the storage unit 120, save data SD for reproducing the game situation when the operation reception unit 113 received the save operation. This saves the game situation when the operation reception unit 113 received the save operation. After executing the process of step S134, the game control unit 111 proceeds to step S136.
[0073] In step S136, the game control unit 111 updates the save data management table TBL stored in the storage unit 120. Specifically, the game control unit 111 adds a record related to the save data SD stored in the storage unit 120 in step S134 to the save data management table TBL. As described with reference to FIG. 4, the record added to the save data management table TBL includes the save data identification information, original save data identification information, save data name, save date and time, and hit points related to the save data SD stored in the storage unit 120 in step S134. In this case, the hit points are, for example, the hit points of the player character CP in the game situation reproduced based on the save data SD stored in the storage unit 120 in step S134, i.e., the hit points of the player character CP at the time the game situation was saved. After executing the process of step S136, the game control unit 111 proceeds to step S138.
[0074] In step S138, the control unit 110 determines whether or not to end the game. For example, the control unit 110 determines whether or not the operation receiving unit 113 has received an operation instructing the end of the game. Here, ending the game may mean, for example, ending the progress of the game. Ending the progress of the game may mean, for example, ending play by the user to progress the game.
[0075] If the result of the determination in step S138 is negative, the control unit 110 returns the process to step S130 and continues the game. On the other hand, if the result of the determination in step S138 is positive, the control unit 110 ends the second game process. In this way, for example, the series of processes in steps S130, S132, and S138 are repeatedly executed until the result of the determination in step S138 is positive. When the second game process ends, the process returns to step S100 in FIG. 5. As a result, the start screen G1 is displayed on the display unit 31.
[0076] Here, the first game processing of step S106 shown in FIG. 5 will be briefly described with reference to FIG. 6. In the first game processing, the series of processes of steps S120, S122, S124, S126, and S128 in FIG. 6 are omitted from the operations shown in FIG. 6. Also, in the first game processing, before the process of step S130 is executed, initial settings are executed to allow the game to proceed from the beginning. The initial settings may be, for example, a process of determining a player character CP from a plurality of characters. Other operations in the first game processing are the same as those shown in FIG. 6.
[0077] The operation of the terminal device 10 is not limited to the examples shown in Figures 5 and 6. For example, when the first game process in step S106 or the second game process in step S110 in Figure 5 is completed, the control unit 110 may proceed to step S118 without returning the process to step S100.
[0078] Furthermore, the control unit 110 may determine whether to display detailed information about the save data SD corresponding to the icon ICN selected by the user before determining whether to read the save data SD from the storage unit 120 in step S124 of Fig. 6. The detailed information about the save data SD may be, for example, the hit points of the player character CP in the game situation reproduced based on the save data SD. In this case, the user can determine the save data SD to read from the storage unit 120 by referring to information other than the information displayed on the save list screen G2.
[0079] As described above, in this embodiment, the display control unit 112 displays an icon ICNα corresponding to the save data SDα for recreating a first situation of the game and an icon ICNβ corresponding to the save data SDβ for recreating a second situation resulting from the progression of the game from the first situation on the display unit 31 in a manner that makes it possible to visually recognize the relationship between the first situation and the second situation. This allows the user to easily grasp the relationship between the first situation corresponding to the save data SDα and the second situation corresponding to the save data SDβ.
[0080] Furthermore, in this embodiment, when save data SDγ for recreating a third situation in which the game has progressed from the first situation, separate from the second situation, exists, the display control unit 112 causes the display unit 31 to display icons ICNα, ICNβ, and ICNγ in a manner that allows the relationship between the first situation and the second situation and the relationship between the first situation and the third situation to be visually recognized. Note that icon ICNγ is the icon ICN corresponding to the save data SDγ for recreating the third situation. In this case, in this embodiment, the user can easily grasp the relationship between the first situation corresponding to the save data SDα and the second situation corresponding to the save data SDβ, and the relationship between the first situation corresponding to the save data SDα and the third situation corresponding to the save data SDγ.
[0081] Therefore, according to this embodiment, the user can easily identify the icon ICN corresponding to the save data SD for reproducing a desired situation from among the multiple icons ICN displayed on the display unit 31.
[0082] As described above, in this embodiment, the terminal device 10 can store multiple save data SD in the storage unit 120, thereby increasing the degree of freedom in replaying a game. For example, the greater the number of save data SD that can be stored in the storage unit 120, the more various playthroughs the user can try and save. Note that if the relationship between multiple situations recreated based on multiple save data SD is not visually displayed, it may be difficult for the user to grasp which situation each of the multiple save data SD corresponds to, as the number of save data SD increases. In this embodiment, as described above, the relationship between multiple situations recreated based on multiple save data SD is visually visible, so even if the number of save data SD stored in the storage unit 120 increases, the user can easily grasp the relationship between the multiple situations recreated based on the multiple save data SD. Therefore, in this embodiment, even if the number of save data SD stored in the storage unit 120 increases, the user can grasp which situation each of the multiple save data SD corresponds to.
[0083] [2. Modifications] Each of the above embodiments can be modified in various ways. Specific modified embodiments are exemplified below. Two or more embodiments arbitrarily selected from the following examples can be combined as appropriate within a range that does not contradict each other. In the modified examples exemplified below, elements whose actions and functions are equivalent to those of the embodiments will be designated by the same reference numerals as in the above description, and detailed descriptions of each will be omitted as appropriate.
[0084] [Variation 1] In the above-described embodiment, a case has been illustrated in which multiple icons ICN are displayed on the display unit 31 without being particularly associated with events that have occurred in the game, but the present invention is not limited to this aspect. For example, as shown in Fig. 7, the display control unit 112 may associate event information IF indicating events that have occurred in the game until the game progresses from a first situation to a second situation with icon ICNα or ICNβ and display the event information IF on the display unit 31. In this case, icon ICNα is an icon ICN corresponding to save data SDα for recreating the first situation, and icon ICNβ is an icon ICN corresponding to save data SDβ for recreating the second situation.
[0085] An event may be, for example, an occurrence related to the progress of a game. For example, an event may be an occurrence that brings about a specific change in the progress of the game. The specific change may be an irreversible change or a change that is essential for the progress of the game. Specifically, an event may be capturing a specific fortress in a strategy simulation game, or confessing one's love in a romance simulation game. Alternatively, an event may be a mission with a predetermined achievement condition. Furthermore, an event may be when the game play time exceeds a predetermined time, or when a predetermined item is obtained. Next, a specific example of Modification 1 will be described with reference to FIG. 7.
[0086] Fig. 7 is an explanatory diagram showing an example of a save list screen G2 according to Modification 1. The save list screen G2 shown in Fig. 7 is similar to the save list screen G2 shown in Fig. 3, except that event information IFs (IF1 to IF8) are displayed. Therefore, the display of the event information IFs will be described with reference to Fig. 7.
[0087] The star image shown in the save list screen G2 of FIG. 7 indicates that an event has occurred in the game. That is, in the example shown in FIG. 7, event information IF indicating an event that has occurred in the game is displayed on the save list screen G2 using a star image. Furthermore, in the example shown in FIG. 7, the star image displayed as the event information IF includes a character related to the event, such as "A," so that the user can easily understand the event that has occurred in the game. For example, event information IF1 indicates that event A has occurred.
[0088] In the example shown in FIG. 7 , the color of the star indicates the outcome of the event. Specifically, a white star indicates a successful event, and a black star indicates a failed event. For example, event information IF2 indicates that event B, which occurred after event A, failed, and event information IF3 indicates that event B, which occurred after event A, was successful. Similarly, event information IF4 indicates that event B, which occurred after event A, was successful. For example, event information IF5 indicates that event C occurred before the game progressed from the game state corresponding to save data SD2 to the game state corresponding to save data SD3, and that event C was successful. Event information IF6 indicates that event D occurred before the game progressed from the game state corresponding to save data SD4 to the game state corresponding to save data SD5, and that event D was successful. Event information IF7 indicates that event D occurred before the game progressed from the game state corresponding to save data SD4 to the game state corresponding to save data SD7, and that event D was successful. Event information IF8 indicates that event E occurred while the game was progressing from the game situation corresponding to save data SD7 to the game situation corresponding to save data SD8, and that event E failed.
[0089] As shown in FIG. 7, for example, when a predetermined event occurs in a game and the game situation after the predetermined event occurs is saved, the display control unit 112 may display event information IF indicating the predetermined event on the save list screen G2. In this case, the display control unit 112 may cause the display unit 31 to display the event information IF indicating the predetermined event so that the display position of the event information IF on the save list screen G2 corresponds to the timing of the occurrence of the predetermined event. The position corresponding to the timing of the occurrence of the predetermined event may be determined based on the amount of time elapsed in the game from the game situation corresponding to the save data SD, or may be determined based on the amount of time elapsed from the actual start time when the game was started from the game situation corresponding to the save data SD. Alternatively, the position corresponding to the timing of the occurrence of the predetermined event may simply be a position corresponding to the order in which the predetermined events occurred.
[0090] In variant example 1, the event information IF is displayed in association with the icon ICN, so that the user can easily understand what situation the save data SD corresponding to the icon ICN is intended to recreate.
[0091] For example, the user can easily understand that event A and event B occurred in that order as the game progressed from the game state corresponding to save data SD1 to the game state corresponding to save data SD2. Furthermore, the user can easily understand that, of event A and event B that occurred as the game progressed from the game state corresponding to save data SD1 to the game state corresponding to save data SD2, event A was successful and event B was unsuccessful.
[0092] Furthermore, for example, the user can easily understand that event A and event B occurred in that order as the game progressed from the game state corresponding to save data SD1 to the game state corresponding to save data SD4. The user can also easily understand that both event A and event B, which occurred as the game progressed from the game state corresponding to save data SD1 to the game state corresponding to save data SD4, were successful.
[0093] In this way, in variant example 1, the user can easily understand the status of the game corresponding to the save data SD, and can easily understand, for example, that if he wants to redo event A, he should select icon ICN1, and if he wants to redo event D, he should select icon ICN4.
[0094] Furthermore, as shown in FIG. 7, displaying the results of an event on the save list screen G2 is particularly useful when the results of the event have a significant impact on the progress of the game. By displaying the results of the event in association with the event information IF, the user can more accurately grasp the status of the game corresponding to the save data SD. Note that the results of an event are not limited to the success or failure of the event. For example, the results of an event may be the points awarded by the event, the items acquired by the event, etc.
[0095] The display method of the event information IF is not limited to the example shown in FIG. 7. For example, in the save list screen G2 shown in FIG. 7, the event information IF is arranged on the arrow, but it may also be arranged on the icon ICN. The event information IF may also be displayed using text. The result of the event may not be displayed on the save list screen G2. An upper limit may be set on the number of event information IFs displayed between multiple icons ICN. In this case, event information IFs indicating events that affect the progress of the game may be displayed preferentially. For example, in a simulation game based on Japanese history, it may be predetermined that event information IFs indicating events such as the Honnoji Incident and the Battle of Sekigahara are displayed preferentially.
[0096] [Variation 2] In the above-described embodiment and Modification 1, examples have been given in which multiple icons ICN are displayed on the display unit 31 without being particularly associated with a progression section, but the present invention is not limited to such an embodiment. For example, when game progress is divided into multiple progression sections, the display control unit 112 may cause the display unit 31 to display an icon ICNα corresponding to save data SDα for recreating a first situation in association with the progression section corresponding to the first situation among the multiple progression sections. Similarly, the display control unit 112 may cause the display unit 31 to display an icon ICNβ corresponding to save data SDβ for recreating a second situation in association with the progression section corresponding to the second situation among the multiple progression sections.
[0097] The progression divisions may be divisions that are separated by the progression order of the game, for example. For example, if the game progresses according to a scenario, the progression divisions may be "chapters," which are progression divisions of the scenario. Alternatively, the progression divisions may be sections separated by time in the game. Specifically, the progression divisions may be sections separated by predetermined units in time in the game, such as "first year" and "second year." Next, a specific example of Modification 2 will be described with reference to FIGS. 8 and 9.
[0098] FIG. 8 is an explanatory diagram showing an example of a save list screen G2 according to Modification Example 2. The save list screen G2 shown in FIG. 8 is similar to the save list screen G2 shown in FIG. 3, except that icons ICN are displayed in association with progression sections. In FIG. 8, it is assumed that the game progresses according to a scenario. Therefore, in the example shown in FIG. 8, icons ICN are displayed in association with "chapters," which are progression sections of the scenario.
[0099] For example, the display control unit 112 displays an icon ICNα corresponding to the save data SDα for reproducing the first situation in an area of the display screen of the display unit 31 that is allocated to the progress category corresponding to the first situation. The display control unit 112 also displays an icon ICNβ corresponding to the save data SDβ for reproducing the second situation in an area of the display screen that is allocated to the progress category corresponding to the second situation.
[0100] In the example shown in Figure 8, area AR1 in the save list screen G2 is an area assigned to "Chapter 1" of the game scenario, area AR2 is an area assigned to "Chapter 2" of the game scenario, and area AR3 is an area assigned to "Chapter 3" of the game scenario.
[0101] Icon ICN1 is displayed within area AR1, and icons ICN2, ICN3, ICN4, and ICN6 are displayed within area AR2. Therefore, the user can easily understand that the game status corresponding to icon ICN1 is in the middle of "Chapter 1," and that the game status corresponding to each of icons ICN2, ICN3, ICN4, and ICN6 is in the middle of "Chapter 2." Furthermore, icons ICN5, ICN7, and ICN8 are displayed within area AR3. Therefore, the user can easily understand that the game status corresponding to each of icons ICN5, ICN7, and ICN8 is in the middle of "Chapter 3."
[0102] In this way, in the example shown in Fig. 8, the user can easily grasp to what chapter in the game scenario the game situation corresponding to the icon ICN has progressed. Note that the method of displaying the icon ICN in association with the progress section is not limited to the example shown in Fig. 8. For example, the progress section may be made identifiable by displaying different text information associated with the icon ICN depending on the progress section. Alternatively, as shown in Fig. 9, the progress section may be made identifiable by varying one or both of the color and shape of the icon ICN depending on the progress section.
[0103] Fig. 9 is an explanatory diagram showing another example of a save list screen G2 according to Modification Example 2. The save list screen G2 shown in Fig. 9 is similar to the save list screen G2 shown in Fig. 3, except that the icons ICN are displayed in association with progression sections. Fig. 9 assumes that the game progresses according to a scenario, as in Fig. 8. Therefore, in the example shown in Fig. 9, the icons ICN are displayed in association with "chapters," which are progression sections of the scenario.
[0104] In the example shown in FIG. 9, an icon ICN with no shading (e.g., ICN1) indicates that the game status corresponding to the icon ICN is in the middle of "Chapter 1." An icon ICN with light shading (e.g., ICN2, ICN3, ICN4, and ICN6) indicates that the game status corresponding to the icon ICN is in the middle of "Chapter 2." An icon ICN with dark shading (e.g., ICN5, ICN7, and ICN8) indicates that the game status corresponding to the icon ICN is in the middle of "Chapter 3."
[0105] 9, the user can easily grasp to which chapter of the game scenario the game situation corresponding to the icon ICN has progressed. In other words, in Modification 2, the user can easily grasp to which of the multiple progression sections in the game the game situation reproduced based on the save data SD corresponding to the icon ICN has progressed.
[0106] [Variation 3] In the above-described embodiment, the embodiment of Modification 1, and the embodiment of Modification 2, examples have been given in which multiple icons ICN are displayed on the display unit 31 without being particularly associated with the values of predetermined parameters in the game, but the present invention is not limited to such examples. For example, the display control unit 112 may determine the display positions of the icons ICNα and ICNβ on the display screen of the display unit 31 based on the value of the predetermined parameter when the game is in a first situation and the value of the predetermined parameter when the game is in a second situation. Note that the icon ICNα is an icon ICN corresponding to the save data SDα for reproducing the first situation, and the icon ICNβ is an icon ICN corresponding to the save data SDβ for reproducing the first situation. Next, a specific example of Modification 3 will be described with reference to FIG. 10 .
[0107] FIG. 10 is an explanatory diagram showing an example of a save list screen G2 according to Modification Example 3. The save list screen G2 shown in FIG. 10 is similar to the save list screen G2 shown in FIG. 3, except that the icons ICN are displayed in association with the values of predetermined parameters in the game. In FIG. 10, it is assumed that the predetermined parameters are hit points of the player character CP. In the example shown in FIG. 10, the display control unit 112 controls the display unit 31 so that the icon ICN is displayed upward on the save list screen G2 as the hit points of the player character CP in the game situation corresponding to the icon ICN increase. The image PLV in FIG. 10 indicates that the hit points of the player character CP increase upward on the save list screen G2.
[0108] In the example shown in Fig. 10, the hit points of the player character CP in the game situation corresponding to icon ICN1 are the smallest, and the hit points of the player character CP in the game situation corresponding to icon ICN5 are the largest. For example, when the user wants to consider the size of the hit points of the player character CP when resuming the game, the user can easily determine which of the multiple save data SD to use by visually checking the display position of the icon ICN, etc. In this way, in Modification Example 3, when the user wants to consider the value of a predetermined parameter when resuming the game, the user can easily determine which of the multiple save data SD to use by visually checking the display position of the multiple icons ICN on the save list screen G2, etc.
[0109] The predetermined parameter is not limited to the hit points of the player character CP. For example, the predetermined parameter may be the amount of in-game money possessed by the user. Alternatively, the predetermined parameter may be the number or size of occupied territories in a strategy simulation game, or the degree of intimacy with a specific character in a romance simulation game. In other words, the predetermined parameter may be anything that can quantify the state of a game element. The game element may be, for example, a virtual object existing in a virtual space related to the game. The virtual object existing in a virtual space related to the game may be a concept that includes, for example, a character related to the game and an object related to the game.
[0110] The predetermined parameter may be selectable by a user operation from among a plurality of parameters related to the game.
[0111] [Variation 4] In the above-described embodiment and Modifications 1 to 3, the positional relationship of the multiple icons ICN on the display screen of the display unit 31 is determined without particular consideration of the order in which the multiple save data SDs are stored in the storage unit 120. However, the present invention is not limited to such an embodiment. For example, the display control unit 112 may display the icons ICNα and ICNβ on the display unit 31 so that the positional relationship of the icons ICNα and ICNβ on the display screen of the display unit 31 corresponds to the order in which the save data SDα and SDβ are stored in the storage unit 120. Note that the save data SDα is the save data SD corresponding to the icon ICNα, and the save data SDβ is the save data SD corresponding to the icon ICNβ. Next, a specific example of Modification 4 will be described with reference to FIG. 11 .
[0112] FIG. 11 is an explanatory diagram showing an example of a save list screen G2 according to Modification Example 4. In the save list screen G2 shown in FIG. 11, the positional relationship of the icons ICN on the save list screen G2 corresponds to the order in which the save data SD were stored in the storage unit 120. Other display states of the save list screen G2 shown in FIG. 11 are the same as those of the save list screen G2 shown in FIG. 3. In FIG. 11, it is assumed that the save data SD are stored in the storage unit 120 in the order of the numbers added to the end of the code SD of the save data SD. In the example shown in FIG. 11, the display control unit 112 controls the display unit 31 so that the icon ICN corresponding to the save data SD stored in the storage unit 120 is displayed further to the right on the save list screen G2. Note that the display control unit 112 may determine the display positions of the icons ICN on the save list screen G2 simply based on the time the save data SD was stored in the storage unit 120, without managing the order in which the save data SD were stored in the storage unit 120. In this case as well, the positional relationship of the icons ICN on the save list screen G2 will ultimately be in accordance with the order in which the save data SD are stored in the storage unit 120.
[0113] In variant example 4, for example, the display positions of multiple icons ICN on the save list screen G2 allow the user to easily understand which of the multiple save data SDs corresponds to the game situation that was saved relatively recently.
[0114] [Variation 5] Although the above-described embodiment and the embodiments of Modifications 1 to 4 do not particularly describe an example in which the icon ICN corresponding to the save data SD stored in the storage unit 120 is hidden, the display control unit 112 may hide any of the multiple icons ICN. An example of the operation of the terminal device 10 according to Modification 5 will be described with reference to FIG. 12 .
[0115] Fig. 12 is an explanatory diagram showing an example of a save list screen G2 according to Modification 5. Fig. 12 illustrates an example in which a user uses the operation unit 140 to perform a hide operation to hide some icons ICN out of the plurality of icons ICN (ICN1 to ICN8) displayed on the save list screen G2. The operation of the terminal device 10 according to Modification 5 will be described below. Note that Fig. 12 assumes that the icon ICN4 has been designated by the hide operation.
[0116] For example, the operation receiving unit 113 receives a hide operation to hide some icons ICN among the icons ICN1 to ICN8. In this case, the display control unit 112 identifies, among the plurality of save data SD (SD1 to SD8), the save data SD5, SD7, and SD8 for reproducing a situation that has progressed based on the game situation reproduced based on the save data SD4 corresponding to the icon ICN4 specified by the hide operation, as the save data SD to be hidden. Then, the display control unit 112 hides, among the plurality of icons ICN (ICN1 to ICN8) displayed on the save list screen G2, the icons ICN5, ICN7, and ICN8 that correspond one-to-one to the save data SD5, SD7, and SD8 to be hidden.
[0117] 12, in order to allow the user to visually recognize the presence of the hidden icons ICN5, ICN7, and ICN8, the icon ICN4 designated by the hide operation is displayed as an image in which multiple icons ICN are superimposed, and is displayed differently from the other icons ICN. Note that the display of the icon ICN4 designated by the hide operation and the other icons ICN do not need to be distinguished. Furthermore, the presence of the hidden icons ICN5, ICN7, and ICN8 may be visually recognized by the user by displaying a dashed arrow or the like starting from the icon ICN4 designated by the hide operation.
[0118] In this way, in Modification 5, when one of the plurality of icons ICN is designated by the user through a hide operation to hide some of the plurality of icons ICN, the display control unit 112 identifies the save data SD to be hidden. For example, the display control unit 112 identifies, as the save data SD to be hidden, the save data SD for reproducing a progressed situation based on a game situation reproduced based on the save data SD corresponding to the one icon ICN designated through the hide operation from among the plurality of save data SD. Then, the display control unit 112 hides, from among the plurality of icons ICN, the icon ICN corresponding to the save data SD to be hidden. In Modification 5, an icon ICN corresponding to a game situation derived from the game situation corresponding to the icon ICN designated through the user's hide operation is not displayed, thereby improving the visibility of the icons ICN displayed on the save list screen G2.
[0119] Furthermore, in Modification Example 5, icons ICN corresponding to game situations derived from the game situation corresponding to the icon ICN specified by the hide operation are hidden, so the user does not need to individually specify the multiple icons ICN to be hidden. Therefore, Modification Example 5 can simplify the user's operation when hiding some of the icons ICN among the multiple icons ICN displayed on the save list screen G2. Note that the multiple icons ICN to be hidden may be individually specified by the user's operation. Furthermore, the display control unit 112 may hide the icon ICN specified by the hide operation in addition to the icon ICN corresponding to the game situation derived from the game situation corresponding to the icon ICN specified by the hide operation.
[0120] [Variation 6] In the above-described embodiment and the first to fifth modifications, the display control unit 112 displays an icon ICN corresponding to the save data SD stored in the storage unit 120 on the display unit 31 without particularly considering whether the game situation corresponding to the icon ICN satisfies a specific condition. However, the present invention is not limited to such an embodiment. For example, when one of multiple situations that correspond one-to-one to the multiple save data SD stored in the storage unit 120 satisfies a specific condition, the display control unit 112 may identify, from the multiple save data SD, a save data SD that recreates a situation that satisfies the specific condition. Then, the display control unit 112 may display, on the display unit 31, an icon ICN corresponding to the save data SD that recreates a situation that satisfies the specific condition, from the multiple icons ICN that correspond one-to-one to the multiple save data SD stored in the storage unit 120, in a manner that allows it to be distinguished from the other icons ICN.
[0121] The specific condition may be a predetermined condition or a condition set by the user. For example, the specific condition may be that the user possesses a specific item in the game in a situation of the game reproduced based on the save data SD. Alternatively, the specific condition may be that the player character CP operated by the user has befriended a specific character (e.g., an ally character CB) in a situation of the game reproduced based on the save data SD. Furthermore, the specific condition may be that a specific event has already occurred in a situation of the game reproduced based on the save data SD. Next, a specific example of Modification 6 will be described with reference to FIGS. 13 and 14.
[0122] Fig. 13 is an explanatory diagram showing an example of a save list screen G2 according to Modification Example 6. In Fig. 13, it is assumed that, of the eight situations that correspond one-to-one to the icons ICN1 to ICN8 displayed on the save list screen G2, four situations that correspond one-to-one to the icons ICN2, ICN5, ICN7, and ICN8 satisfy a specific situation.
[0123] The display control unit 112 identifies the save data SD2, SD5, SD7, and SD8 for recreating a situation that satisfies a specific condition from among the plurality of save data SD1 to SD8 stored in the storage unit 120. Then, the display control unit 112 causes the display unit 31 to display the icons ICN2, ICN5, ICN7, and ICN8, which correspond one-to-one to the save data SD2, SD5, SD7, and SD8 for recreating a situation that satisfies the specific condition, from among the plurality of icons ICN1 to ICN8, so as to be distinguishable from the other icons ICN1, ICN3, ICN4, and ICN6.
[0124] 13, the icons ICN2, ICN5, ICN7, and ICN8 are displayed on the save list screen G2 with shaded icons so that the icons ICN2, ICN5, ICN7, and ICN8 are emphasized compared to the icons ICN1, ICN3, ICN4, and ICN6. The display control unit 112 may control the display unit 31 to darken the display of the icons ICN1, ICN3, ICN4, and ICN6 corresponding to situations where a specific condition is not met, thereby making the icons ICN1, ICN3, ICN4, and ICN6 less noticeable. Alternatively, the display control unit 112 may hide the icons ICN1, ICN3, ICN4, and ICN6 corresponding to situations where a specific condition is not met, as shown in FIG.
[0125] FIG. 14 is an explanatory diagram showing another example of the save list screen G2 according to Modification Example 6. In FIG. 14, among the multiple icons ICN1 to ICN8, icons ICN2, ICN5, ICN7, and ICN8 corresponding one-to-one to save data SD2, SD5, SD7, and SD8 for recreating situations that satisfy specific conditions are displayed on the save list screen G2, while the other icons ICN3, ICN4, and ICN6 are hidden. Note that in the example shown in FIG. 14, in order to indicate that the original situations that are recreated based on the save data SD2, SD5, and SD7 are the same, icon ICN1 corresponding to save data SD1 for recreating the original situations of the three situations is displayed on the save list screen G2 so as to be distinguishable from icon ICN2, etc. However, like icons ICN3, ICN4, and ICN6, icon ICN1 does not have to be displayed on the save list screen G2.
[0126] As described above, in Modification 6, among the multiple icons ICN, the icon ICN corresponding to the save data SD for recreating a situation that satisfies a specific condition is displayed on the save list screen G2 so as to be distinguishable from the other icons ICN. This allows Modification 6 to easily identify the save data SD for recreating a game situation that satisfies a specific condition. Furthermore, in the example shown in FIG. 14, the icon ICN corresponding to a situation that does not satisfy a specific condition is not displayed, thereby improving the visibility of the icons ICN displayed on the save list screen G2. Note that information indicating whether a game situation satisfies a specific condition may be stored in the save data management table TBL shown in FIG. 4, or may be included in the save data SD.
[0127] [Variation 7] In the embodiment of the above-described Modification 6, an example was given in which, among a plurality of icons ICN, an icon ICN corresponding to save data SD for reproducing a situation that satisfies a specific condition is displayed on the save list screen G2 so as to be distinguishable from the other icons ICN, but the present invention is not limited to this embodiment. For example, when a marking operation for attaching a predetermined mark to an icon ICN is performed by the user, the display control unit 112 may associate the predetermined mark with the icon ICN specified by the marking operation and display the mark on the display unit 31. A specific example of Modification 7 will be described with reference to FIG. 15.
[0128] FIG. 15 is an explanatory diagram showing an example of a save list screen G2 according to Modification Example 7. For example, when there is a situation to be marked, such as a favorite situation or a situation that serves as a starting point for multiple retries, the user uses the operation unit 140 to perform a marking operation to attach a mark MK to an icon ICN corresponding to save data SD for reproducing the situation to be marked. Hereinafter, the save data SD for reproducing the situation to be marked will also be referred to as marked save data SD. In addition, the icon ICN corresponding to the marked save data SD will also be referred to as marked icon ICN.
[0129] For example, when the operation receiving unit 113 receives a mark operation to put a mark MK on an icon ICN, the control unit 110 stores mark information indicating that the mark MK is to be put on the icon ICN to be marked in association with the save data SD to be marked in the storage unit 120. For example, the control unit 110 may store the mark information in a record corresponding to the save data SD to be marked among the records in the save data management table TBL shown in Fig. 4, or may include the mark information in the save data SD to be marked.
[0130] 15, it is assumed that, of the icons ICN1 to ICN8 displayed on the save list screen G2, the icons ICN3 and ICN6 are icons ICN to be marked. In this case, the display control unit 112 identifies, among the icons ICN1 to ICN8 displayed on the save list screen G2, the icons ICN3 and ICN6 as icons ICN to be marked based on the mark information. Then, the display control unit 112 displays, on the display unit 31, the icons ICN1, ICN2, ICN4, ICN5, ICN7, and ICN8 without the mark MK, the icon ICN3 with the mark MKa, the icon ICN6 with the mark MKb, and the button BTN5. As a result, the save list screen G2 displays the icons ICN1, ICN2, ICN4, ICN5, ICN7, and ICN8 without the mark MK, the icon ICN3 with the mark MKa, the icon ICN6 with the mark MKb, and the button BTN5.
[0131] In this way, in Modification Example 7, the mark MK added at the user's discretion is displayed on the save list screen G2, allowing the user to easily understand the save data SD for recreating the user's favorite situation, etc. Note that the mark operation by the user may be performed when a save operation indicating the saving of the game situation is performed, or may be performed while the save list screen G2 is displayed. Furthermore, the terminal device 10 may vary the type of mark MK (for example, one or both of the color and the shape) depending on the purpose of adding the mark MK, etc.
[0132] [Variation 8] In the above-described embodiment and the embodiments of Modifications 1 to 7, examples have been given in which the relationship between multiple game situations is visually displayed using arrows, but the present invention is not limited to such an embodiment. For example, the display control unit 112 may use lines without arrowheads instead of arrows to make the relationship between multiple game situations visually visible. Alternatively, the display control unit 112 may make the relationship between multiple game situations visually visible by the type of icon ICN (e.g., one or both of color and shape), as shown in FIG. 16 .
[0133] Fig. 16 is an explanatory diagram showing an example of a save list screen G2 according to Modification 8. In the example shown in Fig. 16, the relationship between multiple game situations can be visually recognized by the colors and shapes of the icons ICN.
[0134] In the example shown in FIG. 16 , the left half of an icon ICN corresponding to a situation in which one of multiple game situations has progressed is displayed in the same color or with the same shade of shading as the right half of the icon ICN corresponding to that situation. For example, three situations in one-to-one correspondence with icons ICN2, ICN4, and ICN6 are situations in which the situation corresponding to icon ICN1 has progressed. In this case, the left half of each of icons ICN2, ICN4, and ICN6 is displayed with the same light shading as the right half of icon ICN1. Furthermore, because the situation corresponding to icon ICN3 is a situation in which the situation corresponding to icon ICN2 has progressed, the left half of icon ICN3 is displayed in the same black color as the right half of icon ICN2. Similarly, the left half of each of icons ICN5 and ICN7 is displayed with the same dark shading as the right half of icon ICN4, and the left half of icon ICN8 is displayed with the same shading as the right half of icon ICN7 (shading with a shade between light and dark shading).
[0135] 16, the situation in which the situation corresponding to icon ICN3, ICN5, ICN6, or ICN8 has been advanced is not currently saved. Therefore, in the example shown in FIG. 16, the shape of the right side of each of icons ICN3, ICN5, ICN6, and ICN8 is made different from the shape of the right side of other icons ICN (e.g., icon ICN2). This allows the user to easily understand that the situation in which the situation corresponding to icon ICN3, ICN5, ICN6, or ICN8 has been advanced is not currently saved. In this way, even in Modification 8, the user can easily understand the relationship between multiple situations reproduced based on multiple save data SD.
[0136] [Variation 9] In the above-described embodiment and the embodiments of Modifications 1 to 8, the case where the relationships between multiple situations reproduced based on multiple save data SD are managed using original save data identification information stored in the save data management table TBL has been exemplified, but the present invention is not limited to such an embodiment. For example, if the multiple save data SD are managed using a tree structure in accordance with the multiple icons ICN displayed on the save list screen G2 shown in Fig. 3, the game control unit 111 may identify the relationships between the multiple situations based on position information indicating the position of the save data SD in the tree structure.
[0137] Fig. 17 is an explanatory diagram showing an example of the data configuration of the save data management table TBL according to Modification 9. The save data management table TBL shown in Fig. 17 is similar to the save data management table TBL shown in Fig. 4, except that position information indicating the position of the save data SD in the tree structure is stored instead of the original save data identification information shown in Fig. 4. For this reason, Fig. 17 will explain the position information using as an example the tree structure of multiple icons ICN displayed on the save list screen G2 shown in Fig. 3.
[0138] The game control unit 111 manages, for example, the ordinal number of the save data SD for each generation (level in the tree structure) of the save data SD. For example, since save data SD1 is the first generation (root node in the tree structure), the location information of save data SD1 is "01." The location information of save data SD2 is "0101" because save data SD2 is the first save data SD in the generation in which save data SD1 is the parent. The location information of save data SD4 is "0102" because save data SD4 is the second save data SD in the generation in which save data SD1 is the parent. The location information of save data SD6 is "0103" because save data SD6 is the third save data SD in the generation in which save data SD1 is the parent.
[0139] Furthermore, the location information of save data SD3 is "010101" because save data SD3 is the first save data SD in a generation that has save data SD2 as its parent. The location information of save data SD5 is "010201" because save data SD5 is the first save data SD in a generation that has save data SD4 as its parent. The location information of save data SD7 is "010202" because save data SD7 is the second save data SD in a generation that has save data SD4 as its parent. The location information of save data SD8 is "01020201" because save data SD8 is the first save data SD in a generation that has save data SD7 as its parent. Therefore, in the example shown in FIG. 17, the portion of the location information of the save data SD excluding the last two digits indicates the location information corresponding to the save data SD that is used to recreate the game situation that is the basis for the game situation corresponding to the save data SD.
[0140] In the ninth modification, too, the user can easily grasp the relationship between multiple situations reproduced based on multiple save data SD. Note that the game control unit 111 may include location information indicating the location of the save data SD in the tree structure in the save data SD and store the save data SD in the storage unit 120. Furthermore, the game control unit 111 may include information similar to the information included in the records of the save data management table TBL shown in FIG. 17 in the save data SD and store the save data SD in the storage unit 120. In this case, the save data management table TBL shown in FIG. 17 does not need to be stored in the storage unit 120.
[0141] [Variation 10] In the above-described embodiment and Modifications 1 to 9, examples have been given in which the terminal device 10 independently executes a predetermined game. However, the present invention is not limited to such an embodiment. For example, the game system 1 may include a plurality of terminal devices 10 capable of executing a predetermined game and a plurality of display devices 30 provided in one-to-one correspondence with the plurality of terminal devices 10. In this case, the plurality of terminal devices 10 may execute the predetermined game while communicating with each other via a network NW or the like. The game system 1 may also include a plurality of terminal devices 10 capable of executing a predetermined game, a plurality of display devices 30 provided in one-to-one correspondence with the plurality of terminal devices 10, and a server device. For example, the server device may transmit information about a predetermined game being executed on one of the plurality of terminal devices 10 to the other terminal devices 10. This allows the server device to share information about the predetermined game being executed on each terminal device 10 among the plurality of terminal devices 10 included in the game system 1. As a result, a user of one terminal device 10 and a user of another terminal device 10 can cooperate with each other to complete a mission in a predetermined game, or can compete against each other in a predetermined game.
[0142] [Variation 11] In the above-described embodiment and the embodiments of Modifications 1 to 10, the case where the predetermined game is executed on the terminal device 10 has been exemplified, but the present invention is not limited to such an embodiment. The predetermined game may be executed on a component other than the terminal device 10.
[0143] FIG. 18 is an explanatory diagram illustrating an overview of a game system 1A according to Modification 11. The game system 1A includes a server device 20A, a terminal device 10A, and a display device 30. The server device 20A can execute a predetermined game and can communicate with the terminal device 10A via a network NW. Specifically, the server device 20A includes a control unit 110 that controls each unit of the server device 20A, a storage unit 220 that stores various information such as programs related to the predetermined game, and a communication unit 230 for communicating with external devices such as the terminal device 10A. The terminal device 10A also includes a communication unit 130, an operation unit 140, and an information reading unit 150. For example, the server device 20A displays a save list screen G2 shown in FIG. 3 on the display unit 31 via the communication unit 230 of the server device 20A and the communication unit 130 of the terminal device 10A.
[0144] [Variation 12] In the above-described embodiment and Modifications 1 to 11, a program related to a predetermined game has been exemplified as the program, but the present invention is not limited to such an embodiment. For example, the program may be a program related to any application. In this case, for example, the control unit 110 executes a program related to the application to execute a service provided to the user. Furthermore, the terminal device 10 stores multiple save data SD for reproducing multiple states in the service in the storage unit 120. For example, when a user operates the operation unit 140 to change a first state in the service to a second state, the terminal device 10 may store save data SD for reproducing the second state that has arisen based on the first state in the storage unit 120.
[0145] In Modification 12, multiple icons ICN are displayed on the save list screen G2 in a manner that makes it possible to visually recognize the relationships between multiple states in the service, allowing the user to easily grasp the relationships between multiple states reproduced based on multiple save data SD that correspond one-to-one to multiple icons ICN. Therefore, Modification 12 allows the user to grasp what state each of the multiple save data SD corresponds to.
[0146] [3. Notes] From the above description, the present invention can be understood, for example, as follows: Note that, to facilitate understanding of each aspect, reference numerals in the drawings are conveniently placed in parentheses below, but this is not intended to limit the present invention to the illustrated aspects.
[0147] [Appendix 1] A program according to one embodiment of the present invention is characterized in that it causes a processor (e.g., processor 11) to function as a display control unit (e.g., display control unit 112) that displays, on a display unit (e.g., display unit 31), a first icon corresponding to first save data for recreating a first situation of a game and a second icon corresponding to second save data for recreating a second situation resulting from the progression of the game from the first situation, in a manner that makes it possible to visually recognize the relationship between the first situation and the second situation.
[0148] According to this aspect, the relationship between the first situation and the second situation is visible, so the user can easily understand the relationship between the first situation reproduced based on the first save data and the second situation reproduced based on the second save data. Therefore, according to this aspect, the user can understand what situation each of the multiple save data corresponds to.
[0149] In the above aspect, the "second situation" may be, for example, a situation in which first save data for recreating a first situation of a game is stored in a storage unit, and then the recreated first situation is progressed using the first save data read from the storage unit. Alternatively, the "second situation" may be, for example, a situation in which the game is continued to progress without reading the first save data for recreating a first situation of a game from the storage unit, and then the game is continued to progress without reading the first save data from the storage unit. In other words, the "second situation" may be a situation in which the game is continued to progress from the first situation of the game.
[0150] In the above aspect, the "relationship between the first situation and the second situation" may be, for example, the relationship between the "first save data" and the "second save data." Furthermore, the "relationship between the first situation and the second situation" may be a relationship in which the second situation occurs based on the first situation.
[0151] [Appendix 2] A program according to another aspect of the present invention is a program described in Appendix 1, characterized in that, when third save data exists for recreating a third situation in which the game has progressed from the first situation separately from the second situation, the display control unit displays the first icon, the second icon, and a third icon corresponding to the third save data on the display unit in a manner that makes the relationship between the first situation and the second situation, and the relationship between the first situation and the third situation visible.
[0152] According to this aspect, the relationship between the first situation and the second situation, and the relationship between the first situation and the third situation, are visible. Therefore, according to this aspect, the user can easily understand the relationship between the first situation reproduced based on the first save data and the second situation reproduced based on the second save data, and the relationship between the first situation reproduced based on the first save data and the third situation reproduced based on the third save data. Therefore, according to this aspect, the user can understand to what situation each of the multiple save data corresponds.
[0153] In the above aspect, the "third save data" may be, for example, save data for recreating a third situation in a game by using the first save data read from the storage unit after storing the first save data for recreating a first situation in the game in the storage unit. In other words, the "third save data" may be save data for recreating a third situation in a game by using the "first save data."
[0154] [Appendix 3] A program according to another aspect of the present invention is a program described in Appendix 1 or 2, characterized in that the display control unit displays event information indicating events that occurred in the game until the game progressed from the first situation to the second situation on the display unit in association with the first icon or the second icon.
[0155] According to this aspect, the event information is displayed in association with the icon, so that the user can easily understand what situation the save data corresponding to the icon is intended to recreate.
[0156] In the above aspect, an "event" may be, for example, an occurrence related to the progress of the game. For example, an "event" may be an occurrence that brings about a specific change in the progress of the game. The "specific change" may be an irreversible change or a change that is essential for the progress of the game. Specifically, an "event" may be capturing a specific fortress in a strategy simulation game, or confessing one's feelings in a romance simulation game. Alternatively, an "event" may be a mission with a predetermined achievement condition. Furthermore, an "event" may be when the game play time exceeds a predetermined time, or when a predetermined item is obtained. Event information indicating an event may be displayed using an image or text.
[0157] [Appendix 4] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 3, characterized in that, when the progress of the game is divided into a plurality of progress divisions, the display control unit displays the first icon on the display unit in association with the progress division corresponding to the first situation among the plurality of progress divisions, and displays the second icon on the display unit in association with the progress division corresponding to the second situation among the plurality of progress divisions.
[0158] According to this aspect, the icon is displayed in association with multiple progression sections in the game, so that the user can easily understand to which progression section of the multiple progression sections in the game the game situation reproduced based on the save data corresponding to the icon has progressed.
[0159] In the above aspect, the "progression division" may be, for example, a division divided according to the progression order of the game. For example, if the game progresses according to a scenario, the "progression division" may be a "chapter" that is a progression division of the scenario. Alternatively, the "progression division" may be a section divided by time in the game. Specifically, the "progression division" may be a section divided by predetermined units such as "first year" and "second year" in the game time.
[0160] [Appendix 5] A program according to another aspect of the present invention is a program described in Appendix 4, characterized in that the display control unit displays the first icon in an area of the display screen of the display unit that is assigned to a progress category corresponding to the first situation, and displays the second icon in an area of the display screen that is assigned to a progress category corresponding to the second situation.
[0161] According to this aspect, the same effect as in Supplementary Note 4 can be obtained.
[0162] [Appendix 6] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 3, characterized in that the display control unit determines the display positions of the first icon and the second icon on the display screen of the display unit based on the value of a predetermined parameter when the game is in the first situation and the value of the predetermined parameter when the game is in the second situation.
[0163] According to this aspect, the display control unit determines the display positions of the first icon and the second icon on the display screen based on the value of the predetermined parameter in the first situation and the value of the predetermined parameter in the second situation. Therefore, according to this aspect, for example, when a user wants to take the value of the predetermined parameter into consideration when resuming a game, the user can easily determine which of multiple save data items to use based on the display positions of the icons, etc.
[0164] In the above aspect, the "predetermined parameter" may be anything that can quantify the state of a game element, etc. For example, the "predetermined parameter" may be anything that can quantify the ability of a game element, etc. Specifically, the "predetermined parameter" may be a parameter that changes depending on the game situation. The "parameter that changes depending on the game situation" may be, for example, the amount of in-game money held by the user or the stamina of a character related to the game. Alternatively, the "parameter that changes depending on the game situation" may be the number or size of occupied territories in a strategy simulation game, or the level of intimacy with a specific character in a romance simulation game. Here, the "game element" may be, for example, a virtual object that exists in a virtual space related to the game. The "virtual object that exists in a virtual space related to the game" may be a concept that includes, for example, characters related to the game and objects related to the game.
[0165] [Appendix 7] A program according to another aspect of the present invention is a program described in Appendix 6, characterized in that the specified parameter can be selected from a plurality of parameters related to the game by operation of the user of the game.
[0166] According to this aspect, the predetermined parameter can be selected from a plurality of parameters related to the game by a user operation, thereby improving usability for the user.
[0167] [Appendix 8] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 3, characterized in that the display control unit displays the first icon and the second icon on the display screen of the display unit so that the positional relationship between the first icon and the second icon on the display screen of the display unit corresponds to the order in which the first save data and the second save data are stored in a memory unit (e.g., memory unit 120).
[0168] According to this aspect, the positional relationship of the icons on the display screen of the display unit corresponds to the order in which the save data corresponding to the icons one-to-one was stored in the storage unit. Therefore, according to this aspect, the user can easily determine, for example, which of the save data corresponds to the state of the game that was saved relatively recently.
[0169] [Appendix 9] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 8, wherein the display control unit is capable of displaying on the display unit a plurality of icons that correspond one-to-one to a plurality of save data sets for recreating a plurality of situations including the first situation and the second situation, in a manner that allows the relationship between the plurality of situations to be visually confirmed, and when one of the plurality of icons is specified by operation of the user of the game in order to hide some of the plurality of icons, the program identifies, among the plurality of save data sets, save data that is for recreating a situation that has progressed based on the game situation that is reproduced based on the save data corresponding to the one icon as save data to be hidden, and hides, among the plurality of icons, the icon corresponding to the save data to be hidden.
[0170] According to this aspect, icons corresponding to game situations derived from game situations corresponding to icons designated by an operation for hiding some of the icons among the plurality of icons are hidden, thereby improving the visibility of the icons displayed on the display unit.
[0171] [Appendix 10] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 8, wherein the display control unit is capable of displaying on the display unit a plurality of icons that correspond one-to-one to a plurality of save data for reproducing a plurality of situations including the first situation and the second situation, in a manner that allows the relationship between the plurality of situations to be visually confirmed, and when any of the plurality of situations satisfies a specific condition, identifies from the plurality of save data a save data for reproducing a situation that satisfies the specific condition, and displays from the plurality of icons an icon corresponding to the save data for reproducing a situation that satisfies the specific condition on the display unit so as to be distinguishable from other icons.
[0172] According to this aspect, among the plurality of icons, an icon corresponding to save data for recreating a situation that satisfies a specific condition is displayed on the display unit so as to be distinguishable from the other icons, thereby allowing the user to easily identify the save data for recreating a game situation that satisfies the specific condition.
[0173] In the above-described aspect, the "specific condition" may be a predetermined condition or a condition set by the user. For example, the "specific condition" may be that the user possesses a specific item in the game in a situation of the game reproduced based on the save data. Alternatively, the "specific condition" may be that the player character operated by the user has recruited a specific character in a situation of the game reproduced based on the save data. Furthermore, the "specific condition" may be that a specific event has already occurred in a situation of the game reproduced based on the save data.
[0174] [Appendix 11] A program according to another aspect of the present invention is the program described in Supplementary Note 10, characterized in that the display control unit hides the other icons from among the plurality of icons.
[0175] According to this aspect, an icon corresponding to a situation that does not satisfy a specific condition is not displayed, thereby improving the visibility of the icon displayed on the display unit.
[0176] [Appendix 12] An information processing device according to one embodiment of the present invention is characterized in that it includes a display control unit that displays on a display unit a first icon corresponding to first save data for recreating a first situation of a game and a second icon corresponding to second save data for recreating a second situation resulting from the progression of the game from the first situation, in a manner that makes it possible to visually recognize the relationship between the first situation and the second situation.
[0177] According to this aspect, the same effect as in Supplementary Note 1 can be obtained.
[0178] [Appendix 13] An information processing method according to one embodiment of the present invention is characterized in that a processor displays on a display unit a first icon corresponding to first save data for recreating a first situation in a game and a second icon corresponding to second save data for recreating a second situation in which the game has progressed from the first situation, in a manner that makes the relationship between the first situation and the second situation visible.
[0179] According to this aspect, the same effect as in Supplementary Note 1 can be obtained.
[0180] [Appendix 14] A program according to another aspect of the present invention is characterized in that it causes a processor to function as a display information generation unit (e.g., a display information generation unit 1121) that generates display information for displaying a first icon corresponding to first save data for recreating a first situation of a game and a second icon corresponding to second save data for recreating the second situation in a manner that allows the relationship between the first situation of the game and a second situation to which the game has progressed from the first situation to be visible, and an image display control unit (e.g., an image display control unit 1122) that displays an image based on the display information on the display unit.
[0181] According to this aspect, the same effect as in Supplementary Note 1 can be obtained.
[0182] [Appendix 15] Another aspect of the present invention provides a program that causes a processor to function as a display control unit that displays, on a display unit, a first icon corresponding to first save data for recreating a first state of a service and a second icon corresponding to second save data for recreating a second state that arises based on the first state in the service, in a manner that makes the relationship between the first state and the second state visible.
[0183] According to this aspect, the relationship between the first state and the second state is visible, so the user can easily understand the relationship between the first state reproduced based on the first save data and the second state reproduced based on the second save data. Therefore, according to this aspect, the user can understand what state each of the multiple save data corresponds to. [Explanation of symbols]
[0184] 1, 1A...game system, 10, 10A...terminal device, 11...processor, 12...memory, 13...communication device, 14...input operation device, 15...disk device, 20A...server device, 30...display device, 31...display unit, 110...control unit, 111...game control unit, 112...display control unit, 113...operation reception unit, 120...memory unit, 130...communication unit, 140...operation unit, 150...information reading unit, 220...memory unit, 230...communication unit, 1121...display information generation unit, 1122...image display control unit.
Claims
1. The processor, a display control unit that displays, on a display unit, a first icon corresponding to first save data for recreating a first situation of a game and a second icon corresponding to second save data for recreating a second situation resulting from the progression of the game from the first situation, in a manner that makes it possible to visually recognize the relationship between the first situation and the second situation; Make it work, A program characterized by:
2. The display control unit If there is third save data for reproducing a third situation in which the game has progressed from the first situation, separate from the second situation, displaying the first icon, the second icon, and a third icon corresponding to the third save data on the display unit in a manner that allows a relationship between the first situation and the second situation and a relationship between the first situation and the third situation to be visually recognized; 2. The program according to claim 1 .
3. The display control unit displaying, on the display unit, event information indicating an event that occurred in the game until the game progresses from the first situation to the second situation, in association with the first icon or the second icon; 3. The program according to claim 1 or 2.
4. The display control unit when the progress of the game is divided into a plurality of progress divisions, displaying the first icon on the display unit in association with a progress division among the plurality of progress divisions that corresponds to the first situation, and displaying the second icon on the display unit in association with a progress division among the plurality of progress divisions that corresponds to the second situation; 4. The program according to claim 1, wherein the program is a program for executing a program for executing a program for executing a program.
5. The display control unit displaying the first icon in an area of the display screen of the display unit that is assigned to a progress category corresponding to the first situation; displaying the second icon in an area of the display screen that is assigned to a progress category corresponding to the second situation; 5. The program according to claim 4.
6. The display control unit determining display positions of the first icon and the second icon on a display screen of the display unit based on a value of a predetermined parameter when the game is in the first situation and a value of the predetermined parameter when the game is in the second situation; 4. The program according to claim 1, wherein the program is a program for executing a program for executing a program for executing a program.
7. the predetermined parameter is selectable from a plurality of parameters related to the game by an operation of a user of the game; 7. The program according to claim 6.
8. The display control unit displaying the first icon and the second icon on the display unit such that a positional relationship between the first icon and the second icon on a display screen of the display unit corresponds to an order in which the first save data and the second save data were stored in a storage unit; 4. The program according to claim 1, wherein the program is a program for executing a program for executing a program for executing a program.
9. The display control unit a plurality of icons corresponding one-to-one to a plurality of save data for reproducing a plurality of situations including the first situation and the second situation can be displayed on the display unit in a manner that allows the relationship between the plurality of situations to be visually recognized; When one icon of the plurality of icons is designated by an operation of a user of the game in order to hide some of the icons of the plurality of icons, Among the plurality of save data, save data for reproducing a situation that has progressed based on the situation of the game reproduced based on the save data corresponding to the one icon is identified as save data to be hidden; hiding an icon corresponding to the save data to be hidden from among the plurality of icons; 9. The program according to claim 1, wherein the program is a program for executing a program for executing a program for executing a program.
10. The display control unit a plurality of icons corresponding one-to-one to a plurality of save data for reproducing a plurality of situations including the first situation and the second situation can be displayed on the display unit in a manner that allows the relationship between the plurality of situations to be visually recognized; If any of the above situations meets certain conditions, Identifying save data from the plurality of save data sets that is required to reproduce a situation that satisfies the specific condition; displaying, on the display unit, an icon corresponding to save data for reproducing a situation that satisfies the specific condition, among the plurality of icons, in a manner that the icon can be distinguished from other icons; 9. The program according to claim 1, wherein the program is a program for executing a program for executing a program for executing a program.
11. The display control unit hiding the other icons among the plurality of icons; The program according to claim 10 .
12. a display control unit that displays, on a display unit, a first icon corresponding to first save data for reproducing a first situation of a game and a second icon corresponding to second save data for reproducing a second situation resulting from the progress of the game from the first situation, in a manner that allows a relationship between the first situation and the second situation to be visually recognized; An information processing device characterized by:
13. The processor: displaying, on a display unit, a first icon corresponding to first save data for reproducing a first situation of a game and a second icon corresponding to second save data for reproducing a second situation resulting from the progress of the game from the first situation, in a manner that allows a relationship between the first situation and the second situation to be visually recognized; An information processing method comprising:
14. The processor, a display information generating unit that generates display information for displaying a first icon corresponding to first save data for reproducing a first situation of a game and a second icon corresponding to second save data for reproducing the second situation in a manner that allows a relationship between the first situation of the game and a second situation resulting from the progression of the game from the first situation to be visually recognized; an image display control unit that causes an image based on the display information to be displayed on the display unit, Make it work, A program characterized by:
Citation Information
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