Information processing program, information processing method, and information processing device

The game system allows players to select between timed and untimed modes, addressing the limitations of existing games by offering flexible gameplay options that cater to individual play styles.

JP2025126827APending Publication Date: 2025-08-29KOEI TECMO GAMES CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024023247
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-19
Publication Date
2025-08-29

AI Technical Summary

Technical Problem

Existing games that enforce an ending after a certain time create a sense of tension but restrict player freedom, while games without a time limit allow leisurely play, limiting the ability to tailor gameplay to individual play styles.

Method used

A game system that allows players to choose between a mode with a forced ending after a predetermined time and a mode without a forced ending, enabling flexible gameplay options.

Benefits of technology

Enables gameplay that accommodates different player preferences, providing tension in one mode and leisurely play in another, enhancing player satisfaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025126827000001_ABST
    Figure 2025126827000001_ABST
Patent Text Reader

Abstract

To provide an information processing program, an information processing method, and an information processing device capable of starting a game to a player's play style.SOLUTION: An information processing program receives a player's selection regarding which mode is executed from among a first mode in which an ending event occurs forcedly when predetermined time passes in a game and a second mode in which an ending event does not occur forcedly even if the predetermined time passes in the game in the game in which time in the game passes according to action of a character operated by the player, and allows a computer to execute processing for starting the game in the received mode.SELECTED DRAWING: Figure 3
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] There are known games in which time passes according to the actions of a player character controlled by a player, and some such games have a forced ending after a certain amount of time has passed.

[0003] For example, Patent Document 1 discloses a technique in which time passes in a game according to the actions of a player character who appears as a high school student, and the game ends when the story progresses until high school graduation. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-38053 Summary of the Invention [Problem to be solved by the invention]

[0005] In games that force an ending after a certain amount of time has passed, players can play with a sense of tension because they are pressured by the deadline, but they cannot play freely because they are trapped by the passage of time in the game.On the other hand, in games that do not force an ending even after a certain amount of time has passed, players can play at a leisurely pace without feeling pressured by the deadline.

[0006] Therefore, if a player could only play either a game that forcibly reaches an ending after a certain amount of time has passed, or a game that does not forcibly reach an ending, it may not be possible to play a game that suits the player's play style.

[0007] The present disclosure aims to provide an information processing program, an information processing method, and an information processing device that can start a game according to a player's play style. [Means for solving the problem]

[0008] The information processing program of the first aspect is for a game in which time passes in the game according to the actions of a character controlled by the player, and the program accepts a player's selection as to which mode to execute: a first mode in which an ending event is forcibly generated when a predetermined time has passed in the game, or a second mode in which an ending event is not forcibly generated even when the predetermined time has passed in the game, and causes a computer to execute a process to start the game in the accepted mode.

[0009] The information processing program of a second aspect is the information processing program of the first aspect, wherein one of the first mode and the second mode is provided to the player before the other mode.

[0010] The information processing program of the third aspect is the information processing program of the first aspect, in which the ending event is generated when an end instruction is received from the player after the predetermined time has elapsed in the game in the second mode.

[0011] The information processing program of the fourth aspect is the information processing program of the third aspect, in which there are multiple types of ending events, and the type of ending event is generated according to at least one of the character's actions over time in the game until the end instruction is received and parameters that change due to the actions.

[0012] The information processing program of the fifth aspect is the information processing program of the first aspect, in which there are multiple types of ending events, and within the game in the first mode, an ending event of a type corresponding to at least one of the character's actions up to the specified time and parameters that change due to the actions is generated.

[0013] The information processing program of the sixth aspect is the information processing program of the first aspect, in which one of a plurality of types of events occurs within the game in the first mode and the second mode based on at least one of the character's actions or parameters that change due to the actions, and the plurality of types of events includes an event that occurs only in either the first mode or the second mode.

[0014] The information processing program of a seventh aspect is the information processing program of the first aspect, wherein the selection is accepted when the game is started anew.

[0015] The information processing program of the eighth aspect is the information processing program of the first aspect, and accepts the selection when the ending event occurs and the game in the selected mode reaches its ending, after which the game is to be started again from the beginning.

[0016] The information processing program of a ninth aspect is the information processing program of the eighth aspect, wherein at least some of the parameters and items acquired by the character in the game that has reached the ending are carried over to the next game.

[0017] An information processing program of a tenth aspect is the information processing program of the first aspect, wherein the first mode and the second mode are modes in a scenario that is at least partially common to each other.

[0018] An information processing method of the eleventh aspect is a game in which time passes in the game according to the actions of a character controlled by a player, in which a computer accepts a player's selection as to which mode to execute: a first mode in which an ending event is forcibly generated when a predetermined time has passed in the game, or a second mode in which an ending event is not forcibly generated even when the predetermined time has passed in the game, and executes a process to start the game in the accepted mode.

[0019] An information processing device of a twelfth aspect includes a processor, which accepts a player's selection of which mode to execute in a game in which time passes in accordance with the actions of a character controlled by the player: a first mode in which an ending event is forcibly generated when a predetermined time has passed in the game, or a second mode in which an ending event is not forcibly generated even when the predetermined time has passed in the game, and starts the game in the accepted mode. [Effects of the Invention]

[0020] According to the present disclosure, a game can be started according to the player's play style. [Brief explanation of the drawings]

[0021] [Figure 1] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. [Figure 2] FIG. 10 is a diagram illustrating an example in which the number of days passes depending on the actions of a character. [Figure 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Figure 4] 10 is a flowchart illustrating an example of a mode management process executed by the information processing device. [Figure 5] FIG. 10 is a diagram illustrating an example of a mode selection screen. [Figure 6] 10 is a flowchart illustrating an example of an event occurrence process executed by the information processing device. [Figure 7] 10 is a flowchart illustrating another example of the mode management process executed by the information processing device. DETAILED DESCRIPTION OF THE INVENTION

[0022] Hereinafter, examples of embodiments for carrying out the technology of the present disclosure will be described in detail with reference to the drawings.

[0023] First, the hardware configuration of an information processing device 10 according to the present embodiment will be described with reference to Fig. 1. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, etc. In this embodiment, as an example, a portable game console is used as the information processing device 10. The information processing device 10 according to the present embodiment is an example of a computer according to the present disclosure.

[0024] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, an external I / F 15, a communication I / F (Interface) 16, an input I / F 17, a speaker 18, and a display 19. The CPU 11, the ROM 12, the RAM 13, the storage 14, the external I / F 15, the communication I / F 16, the input I / F 17, the speaker 18, and the display 19 are connected to each other via a bus 20 so as to be able to communicate with each other.

[0025] The CPU 11 is a central processing unit that executes various programs and controls each part. The CPU 11 is an example of a processor included in the information processing device 10. The ROM 12 stores various programs and various data. The RAM 13 temporarily stores programs or data as a working area. The storage 14 is configured by a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and various data.

[0026] The external I / F 15 is an interface for connecting various external devices to the information processing device 10. In this embodiment, a recording medium 22 is connected to the external I / F 15.

[0027] The recording medium 22 may be a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), a USB (Universal Serial Bus) memory, an SD memory card, or the like. The recording medium 22 stores an information processing program 22A for executing a predetermined game on the information processing device 10. The CPU 11 reads the information processing program 22A from the recording medium 22 via the external I / F 15 and executes the information processing program 22A using the RAM 13 as a work area. Note that the information processing program 22A is not limited to being stored on the recording medium 22, and may be pre-stored in the storage 14 or may be downloadable to the information processing device 10 via the communication I / F 16. The information processing program 22A may be a single program or may include multiple programs.

[0028] The communication I / F 16 is an interface for connecting the information processing device 10 to a network. The communication I / F 16 uses, for example, a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).

[0029] The input I / F 17 is an interface for connecting the input device 24 to the information processing device 10. The input device 24 is a controller having operation buttons and directional keys, a mouse, a keyboard, etc., and is used to perform various inputs. The player operates the game using the input device 24. Operation information indicating the content of the input operation performed by the player using the input device 24 is stored in the RAM 13. The input device 24 may be integrated with the information processing device 10. Alternatively, the input device 24 may be detachable from the information processing device 10. The number of input devices 24 may be one or more. Alternatively, the input device 24 may be a touch panel integrated with the display 19.

[0030] The speaker 18 outputs various sounds. The speaker 18 may be integrated with the information processing device 10, or may be integrated with the display 19. The display 19 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various information. The display 19 may have an integrated touch panel. Furthermore, the display 19 may be integrated with the information processing device 10.

[0031] The information processing device 10 of this embodiment provides a game in which time passes in accordance with the actions of a character controlled by a player. In this game, time passes in the game regardless of the passage of time in the real world. Time passes in the game in accordance with the actions of the character controlled by the player.

[0032] In this embodiment, certain actions among all the actions available to the character are accompanied by the passage of time, but all actions may be accompanied by the passage of time. For example, when a character travels from a current location to another city, the number of days corresponding to the distance traveled passes. When a character collects an item, the number of days corresponding to the number of times the item is collected passes. When a character synthesizes or manufactures an item, the number of days assigned to each item passes. When a character battles a character not controlled by the player, such as a so-called NPC (Non-Player Character), a character controlled by another player, or a monster, the number of days passes according to the number of battles. When a character takes a rest, such as sleeping in a bed, the time and date pass for the duration of the rest.

[0033] FIG. 2 shows an example of a display on the display 19 in which the number of days corresponding to the number of times that character C has collected an item passes as a result of character C collecting the item. In the example shown in FIG. 2, before character C collected medicinal herb M, the displayed in-game date D was "February 16th," but after character C collected medicinal herb M, the displayed in-game date D has changed to "February 17th." In other words, in the example shown in FIG. 2, one day has passed since character C collected medicinal herb M.

[0034] In addition, "time" in the game includes not only specific time itself, such as seconds, minutes, hours, days, months, and years, but also events or things related to the passage of time and events or things controlled by time. For example, the number of times a character takes an action, or the so-called number of turns, is also included in time. Furthermore, "characters" are humans, animals, robots, machines, fictional creatures, etc. that appear in the game, and there is no limit to the type. In this embodiment, unless otherwise specified, "characters" refers to characters controlled by the player.

[0035] Next, the functional configuration of the information processing device 10 will be described with reference to Fig. 3. As shown in Fig. 3, the information processing device 10 includes a reception unit 30, a mode management unit 32, and an execution unit 34. The CPU 11 executes the information processing program 22A, thereby functioning as the reception unit 30, the mode management unit 32, and the execution unit 34.

[0036] The reception unit 30 receives various selections and instructions input by the player using the input device 24. In this embodiment, the reception unit 30 receives the player's selection of whether to execute a normal mode or an unlimited mode. In this embodiment, the game has two modes: a normal mode, which will be described in detail later, and an unlimited mode. When starting a game, the player selects which mode to play the game in and inputs the selection result using the input device 24. The reception unit 30 receives the player's selection result. The received selection result is output to the mode management unit 32.

[0037] The mode management unit 32 manages whether the game mode is normal mode or unlimited mode. Specifically, the mode management unit 32 sets the normal mode or unlimited mode selected by the user as the mode of the game to be started.

[0038] "Normal mode" is a mode in which an ending event is forcibly generated after a predetermined time has elapsed in the game. As an example, the story of the game in this embodiment is a tale in which a failing character is made to take various actions to grow so that the character passes the graduation exam. In normal mode, after a predetermined time of five years has elapsed in the game since the start of the game, an ending event called the graduation exam is forcibly generated. The normal mode in this embodiment is an example of a first mode of the present disclosure.

[0039] It should be noted that an "ending event" is not limited to an event that occurs at the end of the game, but also includes an event that leads the game to an ending. Therefore, it is possible that a certain event occurs after an "ending event." Also, as an example, in this embodiment, there are multiple types of ending events. For example, the ending event "graduation exam" has at least two types: an ending event of "passing the graduation exam" and an ending event of "failing (not passing) the graduation exam."

[0040] On the other hand, the "unlimited mode" is a mode in which an ending event is not forcibly generated even after a predetermined time has elapsed in the game. In the above-described game story, in the unlimited mode, the ending event of the graduation exam is not forcibly generated even after five years have elapsed in the game since the start of the game, i.e., even after the sixth year. The unlimited mode of this embodiment is an example of the second mode of the present disclosure. In the unlimited mode, after the predetermined time of five years has elapsed, i.e., after the sixth year, if the reception unit 30 receives an instruction from the player to end the game, i.e., an instruction to reach the ending, an ending event is generated.

[0041] The normal mode and the unlimited mode are modes with at least a partial scenario in common. As the story is the same in both modes as described above, at least a partial scenario is common. However, the scenario is set so as not to contradict the characteristics of each mode, so there may be some differences between the scenarios.

[0042] In the game of this embodiment, the mode can be selected only when the game is started, more specifically, when a new game is started, i.e., before the game scenario begins. If the game is started in the selected mode, the mode can be selected after the game reaches its ending, i.e., when the game is cleared and the player restarts the game from the beginning. In the game of this embodiment, the player can restart the game from the beginning in the same mode as the previous game, or in a mode different from the previous mode. Specifically, after clearing the game in normal mode, the player can restart the game from the beginning again in normal mode, or after clearing the game in normal mode, the player can restart the game in unlimited mode. Furthermore, after clearing the game in unlimited mode, the player can restart the game in clear mode, or after clearing the game in unlimited mode, the player can restart the game in normal mode. Therefore, when the player restarts the game from the beginning after clearing the game, the mode selection unit 30 accepts the newly selected mode by the player, and the mode management unit 32 sets the mode.

[0043] The execution unit 34 starts the game in the mode accepted by the acceptance unit 30 and set by the mode management unit 32. The execution unit 34 also executes various processes for progressing the game in the set mode. As described above, the execution unit 34 also passes time in the game for a specific action among all actions that are available to the character, and displays information indicating that time has passed on the display 19 (see FIG. 2).

[0044] As shown in FIG. 3 , the execution unit 34 includes an event generation unit 35. In the game of this embodiment, various events occur in which a character can be involved, in addition to an ending event. Such "events" include events in which the character does something or has something done to them, as well as events in which other characters, such as NPCs, who are related to the character, do something or have something done to them. The event generation unit 35 generates, from among these multiple types of events and multiple types of ending events, an event type that corresponds to at least one of the character's actions and parameters that change as a result of the character's actions. The "parameters" of a character include not only parameters related to the character itself, such as experience points such as stamina (HP) and magic points (MP), but also parameters that occur in other characters as a result of the character's involvement, such as the friendship level of other characters.

[0045] In the game of this embodiment, some of the events that can occur differ between normal mode and unlimited mode. As an example, some of the events that can occur in normal mode cannot occur in unlimited mode. Specifically, an event in which a companion accompanying a character permanently leaves does not occur in unlimited mode. In other words, an event in which a companion of a character permanently leaves occurs only in normal mode. In this way, the event generation unit 35 manages events in each mode so that events that would be disadvantageous to the character (player) if they occur do not occur. Furthermore, the event generation unit 35 prevents events that contradict the characteristics of each mode from occurring. In other words, the event generation unit 35 manages events so that events occur according to the characteristics of each mode.

[0046] Next, the operation of the information processing device 10 will be described. First, referring to Fig. 4, the operation related to mode management in the mode management unit 32 of the information processing device 10 will be described. The CPU 11 executes the information processing program 22A, thereby executing the mode management process shown in Fig. 4. As described above, the mode management process shown in Fig. 4 is a process for managing whether the mode in the game is the normal mode or the unlimited mode. The mode management process is executed, for example, when the game is started by the player.

[0047] In step S100 of FIG. 4, the mode management unit 32 determines whether or not to select a mode. As described above, in the game of this embodiment, the player can select a mode when starting the game anew from the beginning of the story. In other words, if the player starts the game, loads saved data before reaching the ending, and resumes play, the player cannot select a mode. Therefore, unless the game is being started anew, the determination in step S100 is negative, and the mode management process shown in FIG. 4 ends.

[0048] On the other hand, if a new game is to be started, that is, if the player is playing the game for the first time, or if the player has cleared the game and is starting the game again from the beginning, the determination in step S100 is affirmative, and the process proceeds to step S102.

[0049] In step S102, the mode management unit 32 displays a mode selection screen on the display 19 to allow the player to select a mode. FIG. 5 shows an example of the mode selection screen 50. As shown in FIG. 5, the mode selection screen 50 includes a mode guide 52 and mode selection buttons 54. The mode guide 52 is a display that informs the player about the normal mode and the unlimited mode, as well as important points to note when selecting a mode. The mode selection buttons 54 are buttons that the player selects to select a mode, and include a normal mode button 54A and an unlimited mode button 54B. The player checks the mode guide 52 on the mode selection screen 50 displayed on the display 19. To select the normal mode, the player presses the normal mode button 54A of the mode selection buttons 54 using the input device 24. To select the unlimited mode, the player presses the unlimited mode button 54B of the mode selection buttons 54 using the input device 24 to select a mode.

[0050] In the next step S104, the mode management unit 32 determines whether the reception unit 30 has received a mode selection by the player. The determination in step S104 will be negative until either the normal mode button 54A or the indefinite mode button 54B is pressed. On the other hand, if either the normal mode button 54A or the indefinite mode button 54B is pressed, the determination in step S104 will be positive, and the process proceeds to step S106.

[0051] In step S106, the mode management unit 32 determines whether the accepted mode is the normal mode. If the normal mode button 54A is pressed, the determination in step S106 is affirmative, and the process proceeds to step S108. In step S108, the mode management unit 32 sets the normal mode as the game mode.

[0052] On the other hand, if the indefinite period mode button 54B is pressed, the determination in step S106 becomes negative, and the process proceeds to step S110. In step S110, the mode management unit 32 sets the indefinite period mode as the game mode.

[0053] When the processing of step S108 or step S110 ends, the mode management processing shown in FIG. 4 ends.

[0054] Next, with reference to Fig. 6, an operation relating to event management in the event generating unit 35 of the information processing device 10 will be described. The event generating process shown in Fig. 6 is executed by the CPU 11 executing the information processing program 22A. As described above, the event generating process shown in Fig. 6 is a process for generating an event of a type corresponding to at least one of the character's action and a parameter that varies due to the action. The event generating process is executed, for example, when the player starts the game.

[0055] 6, the event generation unit 35 determines whether the mode set for the game to be started is normal mode. If normal mode is set, the determination in step S200 is affirmative, and the process proceeds to step S202.

[0056] In step S202, the event generation unit 35 determines whether it is time to generate an event for the normal mode. As described above, in the game of this embodiment, some of the events that can occur in the normal mode and the unlimited mode are different. Therefore, the event generation unit 35 determines whether it is time to generate one of the events that can occur in the normal mode based on the time in the game and at least one of the character's actions and parameters that vary due to the actions. The determination in step S202 remains negative until it is time to generate an event. On the other hand, if it is time to generate an event, the determination in step S202 remains positive, and the process proceeds to step S204.

[0057] In step S204, the event generation unit 35 generates an event corresponding to the time in the game and at least one of the character's action and a parameter that varies due to the action.

[0058] In the next step S206, the event generation unit 35 determines whether five years have passed in terms of in-game time. Until five years have passed, the determination in step S206 is negative, the process returns to step S202, and the determinations in steps S202 and S204 are repeated. On the other hand, if five years have passed, the determination in step S206 is positive, and the process proceeds to step S208.

[0059] In step S208, the event generation unit 35 selects an ending event. As described above, the game of this embodiment has multiple types of ending events. Therefore, the event generation unit 35 selects, from the multiple types of ending events, an ending event type that corresponds to at least one of the character's actions from the start of the game until five years have passed and parameters that vary as a result of those actions. In other words, the event generation unit 35 sets conditions for generating each ending event. All or part of the conditions for generating each ending event are items related to the character's actions or parameters that vary as a result of those actions. Note that, when there are multiple selectable ending events, the event generation unit 35 selects the ending event with the highest priority. Therefore, priorities are assigned to the ending events in advance.

[0060] In the next step S210, the event generating unit 35 generates the ending event selected in step S208. Specifically, the event generating unit 35 causes the display 19 to display the effects of the selected ending event.

[0061] On the other hand, if the normal mode is not set, that is, if the indefinite period mode is set, the determination in step S200 is negative, and the process proceeds to step S212.

[0062] In step S212, the event generation unit 35 determines whether it is time to generate an event for the unlimited mode. As in the case when the normal mode is set, the event generation unit 35 determines whether it is time to generate one of the events that can occur in the unlimited mode, based on the time in the game and at least one of the character's actions and parameters that vary due to the actions. The determination in step S212 remains negative until it is time to generate an event. On the other hand, if it is time to generate an event, the determination in step S212 remains positive, and the process proceeds to step S214.

[0063] In step S214, the event generation unit 35 generates an event corresponding to the time in the game and at least one of the character's action and the parameter that varies due to the action.

[0064] In the next step S216, the event generation unit 35 determines whether five years have passed in terms of in-game time. Until five years have passed, the determination in step S216 is negative, the process returns to step S212, and the determinations in steps S212 and S214 are repeated. On the other hand, if five years have passed, the determination in step S216 is positive, and the process proceeds to step S218.

[0065] In step S218, the event generation unit 35 determines whether the reception unit 30 has received an end instruction from the player. As described above, in the indefinite period mode, after five years have passed, i.e., from the sixth year onwards, if the reception unit 30 receives an end instruction from the player to bring the game to an ending, an ending event is generated. Such an end instruction may, for example, cause a character to perform a specific action. Until an end instruction is received, the determination in step S218 is negative, and the process returns to step S212, and the determinations in steps S212 to S216 are repeated. On the other hand, if an end instruction is received, the determination in step S218 is positive, and the process proceeds to step S220.

[0066] In step S220, the event generation unit 35 selects an ending event. As in the case where the normal mode is set, the event generation unit 35 selects, from a plurality of types of ending events, an ending event of a type that corresponds to at least one of the character's actions from the start of the game until five years have passed and the parameters that vary as a result of those actions.

[0067] In the next step S222, the event generating unit 35 generates the ending event selected in step S220. Specifically, the event generating unit 35 causes the display 19 to display the effects of the selected ending event.

[0068] When the process of step S210 or step S222 ends, the event occurrence process shown in FIG. 6 ends.

[0069] As described above, the information processing device 10 of this embodiment accepts a player's selection of whether to execute a normal mode in which an ending event is forcibly generated after a predetermined time has elapsed in the game, or an indefinite mode in which an ending event is not forcibly generated even after a predetermined time has elapsed in the game, in a game in which time passes in accordance with the actions of a character controlled by the player. The information processing device 10 then starts the game in the selected mode.

[0070] According to the game provided by the information processing device 10 of the above-described embodiment, in normal mode, the player is pressured by a deadline, which allows the player to play with a sense of tension. On the other hand, in unlimited mode, the game can be progressed without being pressured by a deadline, allowing the player to play at a leisurely pace without feeling rushed. In addition, in unlimited mode, the player can fully enjoy the game by, for example, setting all of the parameters related to the character to their highest value (i.e., maxing out the character's parameters) or achieving all achievements.

[0071] Therefore, the information processing device 10 of the above embodiment can start a game according to the player's play style.

[0072] Note that, when a single game has an original version and a remake or reboot version, both the normal mode and the unlimited mode may be present in only one of the versions. For example, the original version may have only the normal mode, and the unlimited mode may be added in the remake. In this manner, one of the normal mode and the unlimited mode may be provided to the player before the other mode. In such a case, FIG. 7 shows an example of a mode management process when both the original version and the remake version can be played in one game. In the mode management process shown in FIG. 7, when the process starts, the mode management unit 32 determines in step S98 whether the player is playing the original version. If the game is not the original version, i.e., if the game is a remake, the determination in step S98 is negative, and steps S100 to S110 of the mode management process described above (see FIG. 4) are executed. On the other hand, if the game is the original version, the determination in step S98 is positive, and the process proceeds to step S99. In step S99, the mode management unit 32 sets the game mode to the normal mode. When the process of step S99 ends, the mode management process shown in FIG. 7 ends.

[0073] Furthermore, if a game is restarted from the beginning of the scenario after reaching its ending, all or part of the parameters acquired by the character in the ending game, items, and other game-related elements may be carried over to the next game. When selecting a different mode, such as when playing the unlimited mode after playing the normal mode, or when playing the normal mode after playing the unlimited mode, all or part of the parameters acquired by the character and items and other game-related elements may be carried over. For example, when clearing a game, clear data may be created. The next time the game is played, the clear data may be loaded, allowing the game to start from the beginning of the story while retaining all or part of the cleared elements. Furthermore, if the player played the unlimited mode last time and then plays the unlimited mode again, the game may be restarted from the date of the day the game was cleared. Furthermore, elements related to the occurrence of an ending event may not be carried over to the next game, i.e., may be initialized.

[0074] In the above embodiment, the various processes executed by the CPU 11 of the information processing device 10 after reading software (programs) may be executed by various processors other than the CPU. Examples of such processors include programmable logic devices (PLDs) such as field-programmable gate arrays (FPGAs), whose circuit configuration can be changed after fabrication, and dedicated electrical circuits such as application-specific integrated circuits (ASICs), which are processors with circuit configurations specifically designed to execute specific processes. Furthermore, the various processes may be executed by one of these various processors, or by a combination of two or more processors of the same or different types (e.g., multiple FPGAs, or a combination of a CPU and an FPGA). Furthermore, the hardware structure of these various processors is, more specifically, an electrical circuit that combines circuit elements such as semiconductor devices. [Explanation of symbols]

[0075] 10. Information processing equipment 11 CPU 22A Information Processing Program 30 Reception 32 Mode Management Unit 34 Executive Department 35 Event Generation Section

Claims

1. In a game where time passes according to the actions of the character controlled by the player, a first mode in which an ending event is forcibly generated after a predetermined time has elapsed in the game; a second mode in which an ending event is not forcibly generated even if the predetermined time has elapsed in the game; Accepting a selection by said player as to which mode to execute; Start the game in the accepted mode An information processing program that causes a computer to execute a process.

2. providing one of the first mode and the second mode to the player before the other mode; The information processing program according to claim 1 .

3. When an end instruction is received from the player after the predetermined time has elapsed in the game in the second mode, the ending event is generated. The information processing program according to claim 1 .

4. There are multiple types of ending events, The ending event is generated in accordance with at least one of the character's actions accompanying the passage of time in the game until the end instruction is received and parameters that vary due to the actions. The information processing program according to claim 3 .

5. There are multiple types of ending events, In the game in the first mode, the ending event of a type corresponding to at least one of the character's actions up to the predetermined time and a parameter that varies due to the actions is generated. The information processing program according to claim 1 .

6. generating one of a plurality of types of events based on at least one of an action of the character or a parameter that varies due to the action in the game in the first mode and the second mode; The plurality of types of events include an event that occurs only in either the first mode or the second mode. The information processing program according to claim 1 .

7. Accept the selection when starting the game anew. The information processing program according to claim 1 .

8. When the ending event occurs and the game in the selected mode reaches its ending, the selection is accepted if the game is to be restarted from the beginning. The information processing program according to claim 1 .

9. At least a part of the parameters and items acquired by the character in the game that has reached the ending is carried over to the next game. The information processing program according to claim 8.

10. The first mode and the second mode are modes in a scenario that has at least a part in common. The information processing program according to claim 1 .

11. In a game where time passes according to the actions of the character controlled by the player, a first mode in which an ending event is forcibly generated after a predetermined time has elapsed in the game; a second mode in which an ending event is not forcibly generated even if the predetermined time has elapsed in the game; Accepting a selection by said player as to which mode to execute; Start the game in the accepted mode An information processing method in which processing is performed by a computer.

12. a processor, the processor comprising: In a game where time passes according to the actions of the character controlled by the player, a first mode in which an ending event is forcibly generated after a predetermined time has elapsed in the game; a second mode in which an ending event is not forcibly generated even if the predetermined time has elapsed in the game; Accepting a selection by said player as to which mode to execute; Start the game in the accepted mode Information processing device.

Citation Information

Patent Citations

  • Control method of game development, game device and recording medium

    JP2001038053A