Information processing program, information processing method, and information processing system
By allowing players to choose between normal and shortened game modes based on their rankings, the system maintains engagement and reduces processing load spikes, addressing the issue of decreased interest from unconditional skip functions.
Patent Information
- Application Number
- JP2025126850
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-30
- Publication Date
- 2025-10-22
AI Technical Summary
The unconditional availability of a skip function in battle games may lead to a decrease in player interest due to reduced engagement and prolonged gameplay duration.
Implementing a battle game control system that allows players to select between normal and shortened modes, enabling the shortened mode only for players with a predetermined ranking, and disabling it for others, along with the option to omit animation during shortened mode gameplay.
This approach maintains player interest by balancing gameplay duration and engagement, reducing the risk of decreased interest and processing load spikes.
Smart Images

Figure 2025160379000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Patent Document 1 discloses a so-called skip function that skips the progress of a battle game to derive the result. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-57981 Summary of the Invention [Problem to be solved by the invention]
[0004] However, if the skip function were available to the player unconditionally, there is a risk that the interest in the battle game would decrease.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can reduce the risk of losing interest in a battle game. [Means for solving the problem]
[0006] In order to solve the above problem, the information processing program causes a computer to function as a battle game control unit that controls a battle game based on at least a play mode selected by a player from a plurality of play modes including a normal mode and a shortened mode in which the execution time is shorter than that of the normal mode; a calculation unit that derives the progress and results of the battle game through calculation processing; a drawing unit that draws animation on a display unit based on the results of the calculation processing at least during the battle game in the normal mode; a ranking determination unit that determines the ranking of players based on the results of the battle game; and a permission unit that enables the battle game in the shortened mode to be executed if the ranking of the player is a predetermined ranking, and disables the battle game in the shortened mode to be executed if the ranking of the player is not the predetermined ranking.
[0007] The drawing unit may omit drawing part or all of the animation on the display unit during the battle game in the shortened mode.
[0008] The predetermined ranking may be a ranking included in a range equal to or lower than a first standard ranking set in advance.
[0009] The predetermined ranking may be a ranking included in a range equal to or higher than a second standard ranking set in advance.
[0010] In order to solve the above problem, the information processing method includes the steps of: controlling a battle game based on at least a play mode selected by a player from a plurality of play modes including a normal mode and a shortened mode in which the execution time is shorter than that of the normal mode; deriving the progress and results of the battle game by calculation; drawing animation on a display unit based on the result of the calculation during at least the battle game in the normal mode; determining the ranking of players based on the result of the battle game; and making the battle game in the shortened mode executable if the ranking of the player is a predetermined ranking, and making the battle game in the shortened mode executable if the ranking of the player is not the predetermined ranking.
[0011] In order to solve the above problem, the information processing system includes a battle game control unit that controls a battle game based on at least a play mode selected by a player from a plurality of play modes including a normal mode and a shortened mode whose execution time is shorter than that of the normal mode; a calculation unit that derives the progress and results of the battle game through calculation processing; a drawing unit that draws animation on a display unit based on the results of the calculation processing at least during the battle game in the normal mode; a ranking determination unit that determines the ranking of players based on the results of the battle game; and a permission unit that allows the battle game in the shortened mode to be executed if the ranking of the player is a predetermined ranking, and makes the battle game in the shortened mode to be executed if the ranking of the player is not the predetermined ranking. [Effects of the Invention]
[0012] According to the present invention, it is possible to suppress the risk of interest in a battle game decreasing. [Brief explanation of the drawings]
[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram showing an example of a title screen, Fig. 3B is a diagram showing an example of a home screen, and Fig. 3C is a diagram showing an example of a quest screen. [Figure 4] FIG. 4 is a diagram showing an example of the setting screen (battle setting screen). [Figure 5] Fig. 5A is a diagram illustrating an example of a main quest screen, Fig. 5B is a diagram illustrating an example of a main quest selection screen, and Fig. 5C is a diagram illustrating an example of a party selection screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a battle game screen, Fig. 6B is a diagram illustrating an example of a result screen, and Fig. 6C is a diagram illustrating an example of a report screen. [Figure 7] FIG. 7 is a diagram showing an example of a reward content determination table based on the ranking of the 1v1 battle in this embodiment. [Figure 8] Fig. 8A is a diagram illustrating an example of a 1v1 battle screen, and Fig. 8B is a diagram illustrating an example of a party selection screen. [Figure 9] FIG. 9 is a diagram showing an example of a skippable ranking determination table in this embodiment. [Figure 10] FIG. 10 is a diagram showing an example of a display message determination table in this embodiment. [Figure 11] Fig. 11A is a diagram illustrating an example of a battle game screen, Fig. 11B is a diagram illustrating an example of a battle game screen, and Fig. 11C is a diagram illustrating an example of a skip screen. [Figure 12] Fig. 12A is a diagram illustrating an example of a result screen, Fig. 12B is a diagram illustrating an example of a result screen, and Fig. 12C is a diagram illustrating an example of a report screen. [Figure 13] FIG. 13 is a diagram illustrating an example of the party selection screen. [Figure 14]Fig. 14A is a diagram illustrating an example of a party selection screen, and Fig. 14B is a diagram illustrating an example of a battle game screen. [Figure 15] FIG. 15 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 16] FIG. 16 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 17] FIG. 17 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 18] FIG. 18 is a diagram for explaining an example of the battle game control process of this embodiment. [Figure 19] FIG. 19 is a diagram for explaining an example of the ranking reward determination process of this embodiment. [Figure 20] Fig. 20A is a diagram showing an example of a skippable ranking determination table in the first modified example, and Fig. 20B is a diagram showing an example of a skippable ranking determination table in the second modified example. [Figure 21] FIG. 21 is a diagram showing an example of a skippable ranking determination table in the third modified example. [Figure 22] Fig. 22A is a diagram illustrating an example of a skipping screen in the fourth modified example. Fig. 22B is a diagram illustrating an example of a skipping screen in the fourth modified example. DETAILED DESCRIPTION OF THE INVENTION
[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network 200 having a communication base station 200a.
[0016] A player terminal (information processing device) 1 can establish communication with the server 1000 via a communication network 200. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0017] The server 1000 is configured to be able to communicate with a plurality of player terminals 1, and is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various types of information (hereinafter referred to as player information) for each player identification information (hereinafter referred to as player ID) for identifying a player playing a game.
[0018] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0019] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0020] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0021] As shown in FIG. 2B, the server 1000 includes a CPU 1100, a memory 1120, a bus 1140, an input / output interface 1160, a storage unit 1180, a communication unit 1200, an input unit 1220, and an output unit 1240.
[0022] The configurations and functions of the CPU 1100, memory 1120, bus 1140, input / output interface 1160, storage unit 1180, communication unit 1200, input unit 1220, and output unit 1240 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0023] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0024] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0025] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0026] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network 200. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0027] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display (display unit) 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0029] (Game content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which ally characters battle enemy characters. In the game of this embodiment, multiple ally characters are provided to the player by the game operator. For example, the player can own multiple ally characters obtained by lottery, known as gacha, or distributed by the operator.
[0030] A player can select multiple (five in this example) of the ally characters they own and organize a party. The player can then play a battle game using the organized party. In a battle game, the objective is for the ally characters organized into the party to defeat (clear) enemy characters and earn rewards. The player can play multiple types of battle games with different enemy characters and difficulty levels.
[0031] FIG. 3A is a diagram showing an example of a title screen 30. FIG. 3B is a diagram showing an example of a home screen 40. FIG. 3C is a diagram showing an example of a quest screen. FIG. 4 is a diagram showing an example of a setting screen 60 (battle setting screen 60a). Game screens such as those shown in FIGS. 3A, 3B, and 3C are displayed on the display 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.
[0032] The normal screen is primarily a screen for waiting for the game to start and a screen for the player to check various settings and information. On the other hand, the battle screen is a screen that is displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a title screen 30 shown in FIG. 3A, a home screen 40 shown in FIG. 3B, a quest screen 50 shown in FIG. 3C, a setting screen 60 shown in FIG. 4, a gacha screen (not shown), a menu screen, and the like.
[0033] The title screen 30 shown in FIG. 3A is the screen that is first displayed on the display 26 when a game is launched on the player terminal 1. As shown in FIG. 3A, the title screen 30 displays, for example, the title name of the launched game. Note that in addition to the title name of the game, the title screen 30 may also display the name of the operating company that operates the game. Then, as a background image for the game title name or the operating company name, the title screen 30 displays an image or video that suggests the content of the game. For example, the background image includes information about characters that appear in the main game, information about the story of the main game, etc.
[0034] Furthermore, game start operation information "Touch" that suggests an operation method required to start the game is displayed on the title screen 30. In this embodiment, the game starts when the player taps the display 26 on the title screen 30.
[0035] 3B is the screen that is first displayed after the player taps the display 26 on the title screen 30 (i.e., after the game starts). As shown in FIG. 3B, on the home screen 40, a menu bar 41 is displayed at the bottom of the display 26. The menu bar 41 is displayed at the bottom of the display 26 on normal screens other than the title screen 30.
[0036] The menu bar 41 has a plurality of operation units that can be operated (tapped) by the player. The menu bar 41 has a home screen selection operation unit 41a labeled "HOME," an ally character confirmation screen selection operation unit 41b labeled "CHARACTER," a story screen selection operation unit 41c labeled "STORY," a quest screen selection operation unit 41d labeled "QUEST," a gacha screen selection operation unit 41e labeled "GACHA," and a menu screen selection operation unit 41f labeled "MENU." In the menu bar 41, the operation units corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.
[0037] When the home screen selection operation unit 41a is tapped, the home screen 40 shown in FIG. 3B is displayed on the display 26. When the ally character confirmation screen selection operation unit 41b is tapped, an ally character confirmation screen (not shown) is displayed on the display 26. When the story screen selection operation unit 41c is tapped, a story screen (not shown) is displayed on the display 26. When the quest screen selection operation unit 41d is tapped, a quest screen 50 shown in FIG. 3C is displayed on the display 26.
[0038] Furthermore, when the gacha screen selection operation unit 41e is tapped, a gacha screen (not shown) is displayed on the display 26. On the gacha screen, a gacha lottery can be held to acquire an ally character by lottery.
[0039] Furthermore, when the menu screen selection operation unit 41f is tapped, a menu screen (not shown) is displayed on the display 26. Various information can be confirmed on the menu screen. Furthermore, when the setting screen selection operation unit on the menu screen is tapped, a setting screen 60 shown in FIG. 4 is displayed on the display 26. On the setting screen 60, the player can make various settings related to the game.
[0040] As shown in FIG. 4, a setting type tab 61 is displayed at the top of the setting screen 60. The setting type tab 61 is provided with a plurality of operation units that can be operated (tapped) by the player. The setting type tab 61 is provided with a system setting selection operation unit 61a labeled "System," a volume setting selection operation unit 61b labeled "Volume," a battle setting selection operation unit 61c labeled "Battle," and a notification setting selection operation unit 61d labeled "Notification." Note that in the setting type tab 61, the operation units corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.
[0041] The setting screen 60 is switchable between a system setting screen (not shown), a volume setting screen (not shown), a battle setting screen 60a, and a notification setting screen (not shown). Specifically, when the system setting selection operation unit 61a is tapped, a system setting screen (not shown) is displayed on the display 26. When the volume setting selection operation unit 61b is tapped, a volume setting screen (not shown) is displayed on the display 26. When the battle setting selection operation unit 61c is tapped, the battle setting screen 60a shown in FIG. 4 is displayed on the display 26. When the notification setting selection operation unit 61d is tapped, a notification setting screen (not shown) is displayed on the display 26.
[0042] As shown in FIG. 4, a close operation unit 62 is displayed on the battle setting screen 60a. Various settings for the battle game can be configured on the battle setting screen 60a. As shown in FIG. 4, on the battle setting screen 60a, the player can configure settings related to a so-called skip function that skips over the progress of the battle game in the "1V1 battle" and "3V3 battle" described below and derives the result. In this embodiment, the execution of the battle game ("1V1 battle" and "3V3 battle") is controlled based on at least the play mode selected by the player from among multiple play modes. In this embodiment, the play modes in the "1V1 battle" and "3V3 battle" include a normal mode (when the skip function is not used) and a shortened mode (when the skip function is used) in which the execution time is shortened compared to the normal mode.
[0043] Specifically, when "Skip both" is selected on the battle setting screen 60a, the skip function is set to be used in "1V1 battle" and "3V3 battle." When "Do not skip" is selected on the battle setting screen 60a, the skip function is set not to be used in "1V1 battle" and "3V3 battle." When "1V1 battle" is selected on the battle setting screen 60a, the skip function is set to be used in "1V1 battle" but not in "3V3 battle." When "3V3 battle" is selected on the battle setting screen 60a, the skip function is set to be not used in "1V1 battle" but to be used in "3V3 battle."
[0044] Although details will be described later, in this embodiment, if the use of the skip function is set on the battle setting screen 60a, when a battle game in which the use of the skip function is permitted starts, the skip function will cause the progress of the battle game to be skipped and the result to be derived. However, in this embodiment, even if the use of the skip function is set not to be used on the battle setting screen 60a, by operating the skip operation unit displayed during the battle game, the skip function will cause the progress of the battle game to be skipped and the result to be derived in accordance with the operation.
[0045] The battle setting screen 60a also displays a close operation section 62. When the close operation section 62 is tapped, the display of the battle setting screen 60a ends, and a menu screen (not shown) is displayed on the display 26.
[0046] 3B, a header display area 42 is provided at the top of the home screen 40. The header display area 42 displays player information associated with the player ID. For example, the header display area 42 displays level information 42a indicating the player level and a stamina display bar 42b indicating the player's stamina. The player information includes the player ID, ally character identification information (hereinafter referred to as ally character ID) for identifying ally characters owned by the player, level information 42a, stamina information displayed in the stamina display bar 42b, and clear information for the battle game.
[0047] Stamina is a parameter necessary for a player to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required for play, a maximum number of times that the game can be played per day, etc. When playing a battle game for which a stamina consumption value required for play is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.
[0048] When the ally character confirmation screen selection operation unit 41b on the menu bar 41 is tapped, an ally character confirmation screen (not shown) is displayed on the display 26. The ally character confirmation screen displays images of all ally characters corresponding to the ally character IDs associated with the player ID.
[0049] That is, the ally character confirmation screen displays all ally characters possessed by the player. Each ally character is assigned a different ally character ID. When a player acquires a new ally character through, for example, a gacha lottery, the ally character ID of the acquired ally character is associated with the player's player ID.
[0050] The ally character ID is stored in association with information about experience points and information about levels. Experience points increase when a character wins a battle game, which will be described later, or when a predetermined item is used. A level is set corresponding to the experience points, and increases each time the experience points reach a predetermined value. Each ally character has a level upper limit set, and the level can only increase up to the upper limit.
[0051] Furthermore, base values for combat power, such as life points, attack power, and defense power, are set for each ally character based on their level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values set for each ally character increase as the level increases.
[0052] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has an additional value set for attack power, defense power, etc. When equipment is equipped, the additional value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character. Information about these weapons and armor is also associated with the allied character ID and is configured as part of the player information.
[0053] When the story screen selection operation section 41c of the menu bar 41 is tapped, a story screen (not shown) is displayed on the display 26. The story screen displays characters appearing in the main game, images or videos suggesting the story of the main game, etc. Also, from the story screen, the player can view multiple main stories that are unlocked depending on the player's progress in various games.
[0054] Furthermore, when the quest screen selection operation unit 41d of the menu bar 41 is tapped, a quest screen 50 shown in FIG. 3C is displayed on the display 26. The quest screen 50 displays the menu bar 41, the header display area 42, and a plurality of game type selection operation units 51 listing the types of battle games that are available. Here, four types of battle games are available, and four game type selection operation units 51 are displayed. The quest screen 50 also displays, as background images for the four game type selection operation units 51, images or videos that suggest characters appearing in the main game, the story of the main game, and the like.
[0055] The game type selection operation unit 51 includes a main quest selection operation unit 51a labeled "Main Quest," a guild battle selection operation unit 51b labeled "Guild Battle," a 1V1 battle selection operation unit 51c labeled "1V1 Battle," and a 3V3 battle selection operation unit 51d labeled "3V3 Battle." When the main quest selection operation unit 51a in FIG. 3C is tapped, a main quest screen 72 shown in FIG. 5A is displayed on the display 26.
[0056] Fig. 5A is a diagram illustrating an example of a main quest screen 72. Fig. 5B is a diagram illustrating an example of a main quest selection screen 74. Fig. 5C is a diagram illustrating an example of a party selection screen 77.
[0057] The main quest screen 72 displays a menu bar 41, a header display area 42, and a quest operation section 73 for selecting a plurality of battle games (levels) belonging to the main quest.
[0058] The quest operation unit 73 also displays information on whether each battle game has been completed. The information on whether the battle game has been completed is indicated by, for example, three stars. When a battle game belonging to a main quest is completed, stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned; if there is one ally character whose life points are 0, two stars are earned; and if there are two or more ally characters whose life points are 0, one star is earned.
[0059] In the example of Figure 5A, three stars are earned in the battle game "1-1," two stars are earned in the battle game "1-2," and one star is earned in the battle game "1-3." In addition, no stars are earned in the battle game "1-4," and it is announced that this battle game has not been cleared.
[0060] In the main quest, the unlocking condition is set to be clearing the previous battle game. For example, in the example of Figure 5A, the "1-4" battle game is unlocked because the "1-3" battle game has been cleared, but the battle games after that ("1-5" and after, not shown) are not unlocked.
[0061] On the main quest screen 72, when the quest operation unit 73 for, for example, a battle game "1-4" is operated (tapped), a main quest selection screen 74 shown in FIG. 5B is displayed on the display 26. The main quest selection screen 74 displays enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game. The main quest selection screen 74 also displays a challenge operation unit 75 marked "Challenge" for challenging that battle game, and a cancel operation unit 76 marked "Cancel" for canceling the processing corresponding to the currently displayed screen.
[0062] When the cancel operation unit 76 is operated (tapped), the main quest screen 72 shown in FIG. 5A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.
[0063] On the other hand, when the challenge operation unit 75 is operated (tapped), a party selection screen 77 shown in Fig. 5C is displayed on the display 26. All ally characters possessed by the player are displayed on the party selection screen 77, and a selected ally character display area 78 displaying the selected ally character is displayed below.
[0064] Also displayed on the party selection screen 77 are a cancel operation section 76 and a battle start operation section 79 labeled "Start Battle."
[0065] When the player operates (tap) a displayed ally character on the party selection screen 77, the operated ally character is displayed in the selected ally character display area 78. In other words, here, an ally character ID to be used in the battle game (to determine a party) is selected from among multiple ally character IDs associated with the player ID. A party is formed by the player selecting multiple ally characters. Note that the same ally character cannot be set more than once when forming a party.
[0066] Once the party formation is complete, when the battle start operation unit 79 is operated (tapped), the battle game starts and a battle game screen 80 is displayed on the display 26.
[0067] FIG. 6A is a diagram illustrating an example of a battle game screen 80. FIG. 6B is a diagram illustrating an example of a result screen 83. FIG. 6C is a diagram illustrating an example of a report screen 86. During a battle game, the battle game screen 80 is displayed as shown in FIG. 6A. On the battle game screen 80, ally characters and enemy characters are displayed on the display 26. The ally characters are controlled by a computer and can damage the enemy characters or receive damage from the enemy characters. The enemy characters are also controlled by a computer and can damage the ally characters or receive damage from the ally characters.
[0068] When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When the life points of all enemy characters reach 0, the player wins (clears), and when the life points of all ally characters reach 0 (defeats), the player loses.
[0069] Here, as shown in FIG. 6A, an ally character display area 81 is provided at the bottom of the battle game screen 80. The ally character display area 81 displays life points 81a and a special move gauge 81b for each ally character. The special move gauge 81b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the special move gauge 81b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on the enemy character than a normal attack, recovers the life points of the ally character, or imparts a special effect to the enemy character.
[0070] Here, two patterns are provided for using a special move. One is a method in which the player operates (tap) an ally character displayed in the ally character display area 81 when the special move gauge 81b has reached its maximum value. The other is a method in which, when the special move gauge 81b reaches its maximum value in the auto mode, the ally character uses a special move under computer control. An auto selection operation unit 82a is displayed on the battle game screen 80, and the player can switch between the auto mode and the manual mode by operating the auto selection operation unit 82a. When the auto selection operation unit 82a is operated in the manual mode, the mode changes to the auto mode in which the special move is automatically used. When the auto selection operation unit 82a is operated in the auto mode, the mode changes to the manual mode in which the special move is manually used. Even in the auto mode, when the special move gauge 81b has reached its maximum value and the special move has not been used under computer control, the player can operate (tap) the ally character to use a special move.
[0071] Furthermore, a fast-forward selection operation unit 82b is displayed on the battle game screen 80, and the player can fast-forward the execution of battles in the battle game by operating the fast-forward selection operation unit 82b in either the automatic mode or the manual mode. For example, there may be one or more types of fast-forward speed. For example, it is possible to preset a setting such that tapping the fast-forward selection operation unit 82b once will cause the execution of battles in the battle game to be twice as fast, and tapping the fast-forward selection operation unit 82b twice will cause the execution of battles in the battle game to be four times as fast. Furthermore, the type of fast-forward speed that is set may differ depending on the type of battle game.
[0072] Then, when the battle game ends normally (normal end), as shown in Fig. 6B, a result screen 83 is displayed on the display 26. Fig. 6B shows, as an example, the result screen 83 when an ally character wins.
[0073] The result screen 83 displays at least a portion of the game result information of the battle game, as well as a report display operation section 84 marked "Report" and an end operation section 85 marked "Close."
[0074] The game result information includes the ally character ID (party) of the ally character, the enemy character ID of the enemy character, remaining status information of the ally character and enemy character at the end of the battle (whether or not life points are 0 at the end of the battle game), damage points inflicted (total value), player operation information (manual or auto state), battle log ID, battle game type information (main quest, guild battle, etc.), information associated with each type of battle game (clear information, battle game hierarchy, etc.), and information on items granted.
[0075] When the end operation unit 85 is operated (tapped) on the result screen 83, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen 83 is part of the battle screen. The normal screen that the result screen 83 switches to may be the screen that was displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen 40. In this way, the battle game ends when the display of the result screen 83 ends.
[0076] When the report display operation unit 84 is operated (tapped) on the result screen 83, a report screen 86 shown in Fig. 6C is displayed on the display 26. The report screen 86 displays the damage points (total value) inflicted by the ally characters and enemy characters, and also displays an end operation unit 85.
[0077] Here, when the end operation unit 85 is operated (tapped), a result screen 83 shown in FIG. 6B is displayed on the display 26.
[0078] Next, we will explain the 1V1 battle and 3V3 battle. Because the basic parts of the battle game are the same as the main quest, we will omit the explanation of these and focus on the parts that are different from the main quest.
[0079] The 1V1 battle is a battle game in which players compete against 1V1 parties that are pre-associated with other player IDs. The 3V3 battle is a battle game in which players compete against three 3V3 parties that are pre-associated with other player IDs. That is, each player pre-sets three 3V3 parties. The 1V1 battle and 3V3 battle feature a gameplay in which players compete for rankings based on the results of battles between each other. Items (ranking rewards) are awarded to each player according to their rankings in the 1V1 battle and 3V3 battle at a predetermined time. In other words, the reward content is determined based on the player's final ranking during a predetermined period from the previous predetermined time to the next predetermined time.
[0080] In this embodiment, the predetermined time is set to 15:00 every day. As long as the predetermined time is set in advance, the specific timing is not particularly limited. For example, the predetermined time may be set multiple times each day, such as 12:00 and 18:00 every day, or may be set at predetermined intervals, such as 15:00 every Monday or 15:00 on the 20th of each month. The difference between 1v1 battles and 3v3 battles is whether the number of parties used in the battle game is one or three, and they are otherwise the same. Therefore, in this embodiment, the 1v1 battle will be described in detail below.
[0081] 7 is a diagram showing an example of a reward content determination table based on the ranking in a 1v1 battle in this embodiment. As shown in Fig. 7, the reward content determination table pre-sets the contents of items to be given to a player based on the ranking in the 1v1 battle. As shown in Fig. 7, the higher the ranking in the 1v1 battle, the better the contents of the items to be given to the player based on the ranking in the 1v1 battle, so players will challenge 1v1 battles with the goal of achieving a higher ranking.
[0082] On the other hand, since the rewards are determined according to the ranking of each player at a predetermined time, there is a risk that the frequency of 1v1 battles per unit time will increase more than necessary just before the predetermined time, i.e., just before the end of the predetermined period, which may result in an increase in processing load. Specifically, just before the predetermined time refers to a time period such as 14:50 to 14:59 if the predetermined time is set to 15:00 every day.
[0083] Therefore, in this embodiment, if at least one of the player's own ranking in the 1v1 battle and the ranking of the opponent player in the 1v1 battle is within the top 50, the use of the skip function is restricted and disabled. In other words, if the player's ranking is a predetermined ranking, the shortened mode battle game is enabled, and if the player's ranking is not the predetermined ranking, the shortened mode battle game is disabled. Here, the predetermined ranking is a ranking within a range equal to or lower than a predetermined first reference ranking (51st place). This reduces the risk of a local increase in the frequency of 1v1 battles per unit time more than necessary immediately before the predetermined timing, thereby suppressing the risk of an increase in processing load. Furthermore, for example, if more 1v1 battles than necessary are held, the interest in the battle game may decrease. Therefore, by restricting the use of the skip function for higher-ranked players, it is possible to reduce the risk of a local increase in the frequency of 1v1 battles per unit time more than necessary, thereby suppressing the risk of a decrease in the interest in the battle game.
[0084] FIG. 8A is a diagram illustrating an example of a 1V1 battle screen 90. FIG. 8B is a diagram illustrating an example of a party selection screen 94. When the 1V1 battle selection operation unit 51c in the quest screen 50 shown in FIG. 3C is operated, the 1V1 battle screen 90 of FIG. 8A is displayed on the display 26. A 1V1 battle is a battle game in which a player competes against a 1V1 battle party that is pre-associated with another player ID. That is, each player pre-sets a 1V1 party. A player information display area 91 and an opponent list display area 92 are displayed on the 1V1 battle screen 90.
[0085] Various pieces of player information are displayed in the player information display area 91. Specifically, the player's ranking in the 1v1 battle, the player's player name, the player's player level, and the total strength of the player's allied characters are displayed.
[0086] The opponent list display area 92 displays an opponent list displaying multiple (here, three) parties of other players. Basically, the opponent list display area 92 randomly displays three other players who are ranked higher than the player in 1v1 battles. For example, other players who are a predetermined number of places (e.g., 50 places) higher in 1v1 battle rankings than the player are displayed randomly. However, in irregular cases such as when the player is ranked higher in 1v1 battles (e.g., 1st to 3rd place), other players who are ranked lower than the player themselves may be displayed randomly in order to secure opponents.
[0087] Furthermore, various information about each other player is displayed in the opponent list display area 92. Specifically, the ranking of each other player in the 1v1 battle, the player name of each other player, the player level of each other player, the total strength of the allied characters held by each other player, and the characters in the party for the 1v1 battle set by each other player are displayed.
[0088] Furthermore, a list update operation section 92a is displayed in the opponent list display area 92. When the list update operation section 92a is operated, the opponent list displayed in the opponent list display area 92 is updated.
[0089] When the player selects a party of other players to compete against from among the other players displayed in the opponent list display area 92, a party selection screen 94 shown in FIG. 8B is displayed on the display 26. The party selection screen 94 displays all of the ally characters possessed by the player, and below that, a selected ally character display area 95 that displays the selected ally character is displayed. Then, as with the main quest, the player decides on their own party and begins the battle game.
[0090] The party selection screen 94 also displays a cancel operation unit 96 and a battle start operation unit 97 labeled "Start Battle." When the player operates (tap) a displayed ally character on the party selection screen 94, the operated ally character is displayed in a selected ally character display area 95. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among multiple ally character IDs associated with the player ID. A party is organized by the player selecting multiple ally characters. Note that the same ally character cannot be set more than once when organizing a party.
[0091] 9 is a diagram showing an example of a skippable ranking determination table in this embodiment. In this embodiment, if at least one of the player's own ranking in the 1v1 battle and the opponent player's ranking in the 1v1 battle is within the top 50, the ranking is set to be non-skippable. If both the player's own ranking in the 1v1 battle and the opponent player's ranking in the 1v1 battle are not within the top 50, the ranking is set to be skippable.
[0092] Specifically, for example, in the case of (1) in the skippable ranking determination table of Figure 9, the ranking of the opponent player is within the top 50, and the player's own ranking is also within the top 50, so it is set as not being a skippable ranking.
[0093] In addition, in the case of (2) in the skippable ranking determination table of Figure 9, the player's own ranking is not within the top 50, but the opponent player's ranking is within the top 50, so it is set as not being a skippable ranking.
[0094] In addition, in the case of (3) in the skippable ranking determination table of Figure 9, the player's own ranking is within the top 50, but the opponent player's ranking is not within the top 50, so it is set as not being a skippable ranking.
[0095] In addition, in the case of (4) in the skippable ranking determination table of Figure 9, the ranking of the opponent player is not within the top 50, and the player's own ranking is not within the top 50, so it is set as a skippable ranking.
[0096] When the battle start operation unit 97 is operated (tapped), the battle game starts. At this time, the player terminal 1 refers to the skippable ranking determination table of FIG. 9 and determines whether or not the ranking is eligible for skipping based on the player's own ranking in the 1v1 battle and the ranking of the opponent player in the 1v1 battle. If it is determined that the ranking is eligible for skipping, the player terminal 1 allows the use of the skip function. On the other hand, if it is determined that the ranking is not eligible for skipping, the player terminal 1 does not allow the use of the skip function.
[0097] Furthermore, in the information display area 98 of the party selection screen 94, information related to the 1v1 battle is displayed to the player when preset conditions are met. FIG. 10 is a diagram showing an example of a display wording determination table in this embodiment. In this embodiment, the presence or absence of text to be displayed in the information display area 98 of the player terminal 1 and its display pattern are set based on whether the opponent player's ranking in the 1v1 battle is lower than the player's ranking, whether the skip function is set to be used in the "1v1 battle," and whether the ranking allows skipping.
[0098] Specifically, for example, in the case of (1) in the display message determination table of FIG. 10 , the ranking of the opponent player is lower than the player's own ranking, the skip function is set to be used in the "1v1 battle," and if the ranking is skippable, the information display area 98 is set to display the message "No ranking change, this is a battle with skip setting." In a 1v1 battle, other players ranked higher than the player's own ranking are usually displayed in the opponent list display area 92. On the other hand, in irregular cases, such as when the player's ranking in the 1v1 battle is high (e.g., 1st to 5th place), other players ranked lower than the player's own ranking are displayed in the opponent list display area 92. In this embodiment, in a 1v1 battle, even if the player wins against other players ranked lower than the player's own ranking, there is no change in the player's ranking.
[0099] In addition, in the case of (2) in the display text determination table of Figure 10, if the opponent player's ranking is lower than the player's own ranking, the skip function is set to be used in the "1V1 battle", and the ranking is not one that can be skipped, the information display area 98 is set to display the text "There will be no change in ranking, this is a battle that cannot be skipped."
[0100] In addition, in the case of (3) in the display text determination table of Figure 10, the opponent player's ranking is lower than the player's own ranking, and it is set that the skip function will not be used in the "1V1 battle", and if the ranking allows skipping, the information display area 98 is set to display the text "There will be no ranking changes in this battle."
[0101] In addition, in the case of (4) in the display message determination table of Figure 10, if the opponent player's ranking is lower than the player's own ranking, it is set that the skip function will not be used in the "1V1 battle", and if the ranking is not one that can be skipped, the information display area 98 is set to display the text "There will be no change in ranking, this is a battle that cannot be skipped."
[0102] In addition, in the case of (5) in the display text determination table of Figure 10, if the opponent player's ranking is not lower than the player's own ranking, it is set to use the skip function in the "1V1 battle", and if the ranking is such that skipping is possible, the text "Skip setting is enabled" is displayed in the information display area 98.
[0103] In addition, in the case of (6) in the display message determination table of Figure 10, if the ranking of the opponent player is not lower than the player's own ranking, it is set to use the skip function in the "1V1 battle", and if the ranking is not one that can be skipped, it is set to display the message "Skip not possible because the opponent or you are within 50th place" in the information display area 98.
[0104] In addition, in the case of (7) in the display text determination table of Figure 10, if the opponent player's ranking is not lower than the player's own ranking, it is set that the skip function will not be used in the "1V1 battle", and if the ranking allows skipping, it is set that no text will be displayed in the information display area 98.
[0105] Specifically, for example, when the skip function is set not to be used in the "1v1 battle," and the player's ranking is 500th and the player selected as the opponent is 450th, as shown in Fig. 8A, this corresponds to (7) in the display message determination table shown in Fig. 10. In this case, no text is displayed in the information display area 98, as shown in Fig. 8B.
[0106] In addition, in the case of (8) in the display message determination table of Figure 10, if the ranking of the opponent player is not lower than the player's own ranking, it is set that the skip function will not be used in the "1V1 battle", and if the ranking is not one that can be skipped, the information display area 98 is set to display the message "Skip not possible because the opponent or you are within 50th place."
[0107] In this way, it is possible to display appropriate information in the information display area 98 based on whether the opponent player's ranking in the 1v1 battle is lower than the player's own ranking, whether the skip function is set to be used in the "1v1 battle," and whether the ranking is one that can be skipped.
[0108] 11A and 11B are diagrams illustrating an example of a battle game screen. Fig. 11C is a diagram illustrating an example of a skip screen. When party formation is completed and the battle start operation unit 97 shown in Fig. 8B is operated (tapped), the battle game starts, and a battle game screen 100 is displayed on the display 26 as shown in Fig. 11A.
[0109] 11A, an ally character display area 101 is provided at the bottom of the battle game screen 100. In the ally character display area 101, life points 101a and a special move gauge 101b for each ally character are displayed.
[0110] Furthermore, as the battle game progresses, ally characters and enemy characters whose life points reach "0" during the battle game are hidden from view on the battle game screen 100, as shown in Fig. 11B. Furthermore, ally characters whose life points reach "0" during the battle game are given a display in the ally character display area 101 indicating that they are in an incapable state of fighting, as shown in Fig. 11B. In this way, the battle situation in the battle game is notified to the player in an easily understandable manner.
[0111] Furthermore, the battle game screen 100 displays an auto-selection operation unit 102. As described above, in a 1v1 battle game, the player is pre-set not to be able to switch between the auto mode and the manual mode, and the battle game always proceeds in the auto mode. Therefore, in a 1v1 battle game, it is not possible to manually use a special move. For this reason, as shown in FIG. 11A, the auto-selection operation unit 102 is always highlighted.
[0112] Furthermore, a fast-forward selection operation unit 103 is displayed on the battle game screen 100. The player can fast-forward the execution of battles in the battle game by operating the fast-forward selection operation unit 103. Here, it is preset so that when the fast-forward selection operation unit 103 is tapped once, the execution of battles in the battle game will be doubled in speed, and when the fast-forward selection operation unit 103 is tapped twice, the execution of battles in the battle game will be quadrupled in speed.
[0113] Furthermore, when the skip function is set not to be used in the "1V1 battle," if use of the skip function is permitted, a skip selection operation unit 104 is displayed on the battle game screen 100, as shown in Fig. 11A. In other words, the skip selection operation unit 104 is displayed on the battle game screen 100 only when use of the skip function is permitted.
[0114] When the player operates the skip selection operation unit 104, a skipping screen 110 shown in Fig. 11C is displayed on the display 26 for a fixed period of time. In this embodiment, the fixed period of time during which the skipping screen 110 is displayed on the display 26 when the skip function is used is shorter than the time required if the battle game were to proceed without using the skip function and the time required when the fast-forward selection operation unit 103 is operated to fast-forward the execution of the battle in the battle game. In other words, the execution time of the battle game is shorter in the shortened mode (when the skip function is used) than in the normal mode (when the skip function is not used).
[0115] On the skipping screen 110, the entire display 26 is darkened and the words "Skip in progress" are displayed in the center, notifying the player that the skip function has been used. In other words, when the skipping function is used and the skipping screen 110 is displayed on the display 26, some or all of the animation is omitted compared to when the skip function is not used and the battle game screen 100 is displayed on the display 26. By omitting some or all of the animation in this way, it is possible to reduce the processing load on the player terminal 1. Note that it is also possible to omit some or all of the audio output that is performed simultaneously with the animation. This makes it possible to reduce the processing load on the player terminal 1.
[0116] 12A and 12B are diagrams illustrating an example of a result screen 120. Fig. 12C is a diagram illustrating an example of a report screen 130. When the skipping screen 110 shown in Fig. 11C is displayed on the display 26 for a certain period of time, a result screen 120 is displayed on the display 26.
[0117] When the player wins the battle game, as shown in FIG. 12A, "VICTORY" is displayed in the center of the result screen 120, notifying the player that he or she has won the battle game.
[0118] On the other hand, if the player loses the battle game, as shown in Fig. 12B, "LOSE..." is displayed in the center of the result screen 120 to notify the player that he or she has lost the battle game. That is, the result screen 120 displays at least a portion of the game result information of the battle game.
[0119] As shown in FIGS. 12A and 12B, the result screen 120 displays a report display operation section 121 marked "Report" and a next operation section 122 marked "Next."
[0120] When report display operation section 121 is operated (tapped) on result screen 120, report screen 130 shown in Fig. 12C is displayed on display 26. The content displayed on report screen 130 is the same as that of report screen 86 shown in Fig. 6C described above, and therefore a description thereof will be omitted.
[0121] A close operation section 131 is also displayed on the report screen 130. When the close operation section 131 is operated (tapped), the result screen 120 shown in FIG.
[0122] Furthermore, when the next operation unit 122 is operated (tapped) on the result screen 120, the display on the display 26 switches to the 1v1 battle screen 90 shown in FIG. 8A.
[0123] Fig. 13 is a diagram illustrating an example of a party selection screen. For example, if the skip function is set to be used in the "1v1 battle," and the player's ranking is 500th and the player selected as the opponent is 450th, as shown in Fig. 8A, this corresponds to (5) in the display message determination table shown in Fig. 10. In this case, the message "Skip is set" is displayed in the information display area 98, as shown in Fig. 13.
[0124] When the battle start operation unit 97 is operated (tapped) in the case where (1) or (5) in the display message determination table of FIG. 10 described above applies, the battle game screen 100 is not displayed on the display 26, and a skip screen 110 is displayed on the display 26 for a certain period of time. Then, after the skip screen 110 has been displayed on the display 26 for a certain period of time, a result screen 120 is displayed on the display 26. In this way, if the player has set in advance to use the skip function in the "1v1 battle" and the player's ranking allows for skipping, the display of the battle game screen 100 is omitted on the display 26, which makes it possible to prevent the player from feeling annoyed and to prevent a decrease in interest.
[0125] 14A is a diagram illustrating an example of the party selection screen 94. For example, if the skip function is set to be used in 1v1 battles, the player's ranking is 50th, and the player selected as the opponent is 45th, this corresponds to (6) in the display message determination table shown in FIG. 10. In this case, as shown in FIG. 14A, the message "Skip not possible because either the opponent or you are within the top 50" is displayed in the information display area 98.
[0126] When the battle start operation unit 97 is operated (tapped) in the cases of (2), (4), (6), and (8) in the display message determination table of FIG. 10 , a battle game screen 100 is displayed on the display 26. In this case, as shown in FIG. 14B , the skip selection operation unit 104 is not displayed on the battle game screen 100. In this way, when use of the skip function is not permitted, by notifying the player in advance that the skip function is not available, the player can know in advance before the battle game is started that the skip function is not available. Furthermore, when use of the skip function is not permitted, by not displaying the skip selection operation unit 104 on the battle game screen 100, it is possible to avoid a situation in which the skip selection operation unit 104 is displayed even when the skip function is not available, thereby reducing the possibility of the player feeling uncomfortable in the battle game being executed.
[0127] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 1000 for executing the game of this embodiment. Note that here, an example of basic communication processing for progressing the game and main communication processing related to image display processing will be described, and a description of other processing will be omitted.
[0128] (Functional configuration of player terminal 1) 15 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0129] The terminal-side game control program includes a game execution control program 300, a battle game control program 301, a player information storage program 302, a calculation program 303, a drawing program 304, and a permission program 305. Note that the programs listed in Fig. 15 are just examples, and the terminal-side game control program includes many other programs.
[0130] The data storage area 12b is provided with a game information storage unit (storage unit) 400 and a player information storage unit 401 as storage units for storing data. Note that the above-mentioned storage units are examples, and the data storage area 12b is provided with many other storage units.
[0131] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 300a, a battle game control unit 301a, a player information storage unit 302a, a calculation unit 303a, a drawing unit 304a, and an authorization unit 305a.
[0132] Specifically, the CPU 10 runs a game execution control program 300, causing the computer to function as a game execution control unit 300a. Similarly, the CPU 10 runs a battle game control program 301, a player information storage program 302, a calculation program 303, a drawing program 304, and a permission program 305, causing them to function as a battle game control unit 301a, a player information storage unit 302a, a calculation unit 303a, a drawing unit 304a, and a permission unit 305a, respectively.
[0133] The game execution control unit 300a controls the overall progress of the game. For example, when logging in to the game, the game execution control unit 300a transmits login information to the server 1000. In addition, the game execution control unit 300a transmits opponent candidate request information to the server 1000 based on the player's operation.
[0134] The battle game control unit 301a is responsible for control for executing the battle game. For example, the battle game control unit 301a controls the battle game based on at least a play mode selected by a player from among a plurality of play modes including a normal mode and a shortened mode in which the execution time is shorter than that of the normal mode, based on an operation input to the player terminal 1.
[0135] The player information saving unit 302 a saves the player information received from the server 1000 in the player information storage unit 401 .
[0136] The calculation unit 303a derives the progress and results of the battle game through calculation processing. Specifically, it performs processing related to the determination and execution of attacks by each character in the battle game, processing related to the presence or absence of damage and the amount of damage received, processing related to the selection of motions related to the position change and dropout of each character, and processing related to the determination of victory or defeat in the battle game.
[0137] The drawing unit 304a draws animations on the display 26 based on the results of the calculation process at least during the battle game in normal mode.
[0138] The permission unit 305a allows the battle game in the shortened mode to be executed when the player's ranking is a predetermined ranking, and does not allow the battle game in the shortened mode to be executed when the player's ranking is not the predetermined ranking.
[0139] (Functional configuration of server 1000) 16 is a diagram illustrating the configuration of memory 1120 in server 1000 and its computer functions. Memory 1120 is provided with a program storage area 1120a and a data storage area 1120b. When a game starts, CPU 1100 stores a server-side game control program (module) in program storage area 1120a.
[0140] The server-side game control program includes a game execution control program 500, a player information saving program 501, an opponent determination program 502, a ranking determination program 503, and a reward granting program 504. Note that the programs listed in Figure 16 are just examples, and the server-side game control program includes many other programs.
[0141] The data storage area 1120b is provided with a game information storage area 600 and a player information storage area 601 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 1120b is provided with many other storage areas in addition to these.
[0142] The CPU 1100 runs each program stored in the program storage area 1120a and updates data in each storage unit in the data storage area 1120b. The CPU 1100 runs each program stored in the program storage area 1120a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 500a, a player information storage unit 501a, an opponent determination unit 502a, a ranking determination unit 503a, and a reward granting unit 504a.
[0143] Specifically, the CPU 1100 runs a game execution control program 500, causing the computer to function as a game execution control unit 500a. Similarly, the CPU 1100 runs a player information storage program 501, an opponent determination program 502, a ranking determination program 503, and a reward granting program 504, causing them to function as a player information storage unit 501a, an opponent determination unit 502a, a ranking determination unit 503a, and a reward granting unit 504a, respectively.
[0144] The game execution control unit 500a controls the progress of the entire game. For example, when the game execution control unit 500a receives login information from the player terminal 1, it enables the player terminal 1 to download the player information stored in the player information storage unit 601.
[0145] When the player information saving unit 501a downloads player information (for example, progress information or game result information) from the player terminal 1, the player information saving unit 501a saves the downloaded player information in the player information storage unit 601.
[0146] When the opponent determination unit 502a receives the opponent candidate request information from the player terminal 1, it extracts three other players who will be candidates for the player's opponent in the 1v1 battle. Specifically, for example, the opponent determination unit 502a randomly extracts three other players who are ranked a predetermined number of times (e.g., 50th place) higher in the 1v1 battle than the player. At this time, in an irregular case, such as when the player's ranking in the 1v1 battle is high (e.g., 1st to 3rd place), the opponent determination unit 502a randomly extracts three other players who are ranked lower than the player himself in order to secure an opponent. Then, the opponent determination unit 502a makes it possible for the player terminal 1 to download from the server 1000 player information including at least the rankings of the extracted three other players in the 1v1 battle and information on the extracted three other players' 1v1 parties, as well as the player's ranking in the 1v1 battle.
[0147] The ranking determination unit 503a determines the ranking of the players based on the results of the battle game. Specifically, for example, if a player wins against another opponent player, the player's ranking is replaced with that of the opponent player.
[0148] The reward granting unit 504a grants rewards to players. Specifically, the reward granting unit 504a adds an item (ranking reward) to the player information corresponding to the player ID of each player according to the ranking of each player in the 1v1 battle at a predetermined time, and stores the player information in the player information storage unit 601.
[0149] (Communication processing between player terminal 1 and server 1000) 17 is a sequence diagram illustrating basic processing of the player terminal 1 and the server 1000. In the following description, processing in the player terminal 1 is represented as Pn (n is an arbitrary integer), and processing in the server 1000 is represented as Sn (n is an arbitrary integer).
[0150] When a player starts a game application on the player terminal 1 (P1), the rendering unit 304a executes a screen display process to display the title screen 30 on the display 26 (P2).
[0151] When the title screen 30 is displayed on the display 26 and the player operates the title screen 30 (P3), the game execution control unit 300a transmits login information to the server 1000.
[0152] When the game execution control unit 500a of the server 1000 receives the login information, it identifies the player ID associated with the login information and performs login processing (S1). Here, the server 1000 enables the player terminal 1 to download player information corresponding to the identified player ID from the player information storage unit 401. The player information includes a plurality of ally character IDs associated with the player ID, game release information indicating whether or not battle games for each type of battle game are released, the player's level, the player's stamina, the player's ranking in 1v1 battles, in-game currency, lottery items, etc.
[0153] When the quest screen selection operation unit 41d of the menu bar 41 on the home screen 40 is operated (P4), the drawing unit 304a of the player terminal 1 executes a quest screen display process to display the quest screen 50 shown in FIG. 3C on the display 26 (P5).
[0154] When the 1V1 battle selection operation section 51c is operated on the quest screen 50 (P6), the game execution control section 300a transmits opponent candidate request information to the server 1000.
[0155] Upon receiving the opponent candidate request information, the opponent determination unit 502a of the server 1000 executes an opponent candidate extraction process (S2). In the opponent candidate extraction process (S2), the opponent determination unit 502a identifies the player ID associated with the opponent candidate request information and extracts three other players who are candidates for opponents in the 1v1 battle.
[0156] Specifically, for example, using the player as a reference, three other players who are ranked a predetermined number higher (for example, 50th place) in the 1v1 battle are randomly selected. In this case, in an irregular case such as when the player is ranked high (for example, 1st to 3rd place) in the 1v1 battle, three other players ranked lower than the player themselves are randomly selected in order to ensure an opponent.
[0157] Then, the opponent determination unit 502a enables the player terminal 1 to download from the server 1000 player information including at least the rankings of the extracted three other players in the 1V1 battle and information on the extracted three other players' 1V1 parties, as well as player information including at least the players' rankings in the 1V1 battle.
[0158] The player information storage unit 302a of the player terminal 1 stores the downloaded opponent information and player information in the data storage area 12b, and displays the 1v1 battle screen 90 shown in Figure 8A on the display 26 based on the opponent information and player information (P7).
[0159] When the list update operation unit 92a is operated while the 1v1 battle screen 90 is displayed on the display 26 (P8), the game execution control unit 300a transmits opponent candidate request information to the server 1000.
[0160] When the opponent candidate request information is received, the opponent candidate extraction process is executed in the same manner as in step S2 described above. The drawing unit 304a of the player terminal 1 displays the 1v1 battle screen 90 on the display 26 in the same manner as in step P7 described above.
[0161] When a party (opponent) of another player to compete against is selected (operated) from among the other players displayed in the opponent list display area 92 of the 1V1 battle screen 90 (P9), the drawing unit 304a displays the party selection screen 94 shown in Figure 8B, Figure 13, or Figure 14A on the display 26 based on the opponent information and user information (P10).
[0162] At this time, the permission unit 305a determines whether the ranking is skippable or not by referring to the skippable ranking determination table shown in Fig. 9 based on the opponent information and user information. The permission unit 305a also determines whether or not to display text in the information display area 98 of the player terminal 1 and the display pattern thereof based on whether the opponent player's ranking in the 1v1 battle is lower than the player's ranking, whether the skip function is set to be used in the "1v1 battle," and whether the ranking is skippable or not. The drawing unit 304a displays the text in the information display area 98 in the manner determined by the permission unit 305a.
[0163] When the battle start operation section 97 on the party selection screen 94 is operated (tapped) (P11), the terminal-side game control section 1A executes a battle game control process (P12).
[0164] 18 is a diagram illustrating an example of the battle game control process of this embodiment. The calculation unit 303a executes calculation processing to derive the progress and results of the battle game (P12-1). Specifically, the calculation unit 303a executes calculation processing to determine and execute attacks by each character in the battle game, determine whether or not damage has been received and the amount of damage, select motions related to position changes and dropouts of each character, and determine the outcome of the battle game. In other words, the calculation processing executes processing related to the outcome of the battle game.
[0165] The permission unit 305a of the player terminal 1 determines whether or not the use of the skip function is set (P12-2). As a result, if the use of the skip function is not set (NO in P12-2), the process proceeds to step P12-3, which will be described later, and if the use of the skip function is set (YES in P12-2), the process proceeds to step P12-8, which will be described later.
[0166] If the use of the skip function is not set (NO in P12-2), the permission unit 305a of the player terminal 1 determines whether the rank is skippable or not by referring to the skippable rank determination table shown in Fig. 9 based on the opponent information and user information (P12-3). As a result, if the rank is skippable (YES in P12-3), the process proceeds to step P12-4, which will be described later, and if the rank is not skippable (NO in P12-3), the process proceeds to step P12-5, which will be described later. Note that the rank immediately before the start of the 1v1 battle game between the player and the other opponent player may be acquired again at the start of the 1v1 battle game between the player and the other opponent player.
[0167] The permission unit 305a executes a skip selection operation unit display process to display the skip selection operation unit 104 on the display 26 (P12-4).
[0168] Based on the result of the calculation process in step S11-1, the drawing unit 304a executes a drawing process (P12-5) to draw animations on the display 26. Specifically, the drawing process includes a process of outputting motions relating to the position changes and dropping out of each character, a process of drawing animations relating to the attack motions and special move performances of each character, a process of updating the life points 101a and special move gauge 101b of each character, and a process of displaying UIs (user interfaces) such as the auto selection operation unit 102 and fast-forward selection operation unit 103.
[0169] The battle game control unit 301a determines whether or not the skip selection operation unit 104 has been operated (P12-6). If the skip selection operation unit 104 has not been operated, the process proceeds to step P12-7, which will be described later. If the skip selection operation unit 104 has been operated, the process proceeds to step P12-9, which will be described later.
[0170] The battle game control unit 301a determines whether it is time to end the 1v1 battle game (P12-7). As a result, if it is time to end the 1v1 battle game (YES in P12-7), the process proceeds to step P12-11, which will be described later, and if it is not time to end the 1v1 battle game (NO in P12-7), the process proceeds to step S11-5. Here, the end time of the battle game determined in step P12-7 indicates the time when the drawing of all animations is completed on the display 26 based on the result of the calculation process in step S11-1.
[0171] If the skip function is set to be used (YES in P12-2), the permission unit 305a of the player terminal 1 determines whether the rank is skippable or not based on the opponent information and user information, by referring to the skippable rank determination table shown in Fig. 9 (P12-8). If the rank is skippable (YES in P12-8), the process proceeds to step P12-9, which will be described later, and if the rank is not skippable (NO in P12-8), the process proceeds to step P12-5, which will be described above.
[0172] The drawing unit 304a executes a skipping screen display process to display the skipping screen 110 shown in FIG. 11C on the display 26 (P12-9).
[0173] The battle game control unit 301a determines whether or not the end timing has arrived at the end of displaying the skipping screen 110 on the display 26 for a certain period of time (P12-10). As a result, if the end timing has arrived at the end of displaying the skipping screen 110 on the display 26 for a certain period of time, the process proceeds to step P12-11, which will be described later. If the end timing has not arrived at the end of displaying the skipping screen 110 on the display 26 for a certain period of time, the process proceeds to step P12-10, which will be described above. Note that the skipping screen 110 may be displayed until the calculation processing related to the battle game is completed, and the end timing of the display may be the timing at which the calculation is completed. In other words, the certain period of time for which the skipping screen 110 is displayed on the display 26 does not have to be a fixed time, and may be the time until the calculation processing is completed.
[0174] Based on the result of the calculation process in step S11-1, the drawing unit 304a executes a win / loss result display process to display the result screen 120 on the display 26 (P12-11).
[0175] The battle game control unit 301a determines whether or not the report display operation unit 121 of the result screen 120 has been operated (P12-12). As a result, if the report display operation unit 121 has been operated, the process proceeds to step P12-13, which will be described later, and if the report display operation unit 121 has not been operated, the process proceeds to step P12-15, which will be described later.
[0176] The drawing unit 304a executes a report screen display process to display the report screen 130 on the display 26 based on the result of the calculation process in step S11-1 (P12-13).
[0177] The battle game control unit 301a determines whether or not the close operation unit 131 of the report screen 130 has been operated (P12-14). As a result, if the close operation unit 131 has been operated, the process proceeds to step P12-11, and if the close operation unit 131 has not been operated, the process proceeds to step P12-13.
[0178] The battle game control unit 301a determines whether or not the Next operation unit 122 on the result screen 120 has been operated (P12-15). As a result, if the Next operation unit 122 has not been operated, the process proceeds to step P12-12, and if the Next operation unit 122 has been operated, the battle game control process ends.
[0179] Returning to FIG. 17, the battle game control unit 301a executes a battle game termination process (P13) to transmit to the server 1000 game result information including the outcome of the battle game based on the results of the calculation process in step S11-1, and skip information indicating whether or not the skip function was used in the battle game.
[0180] Upon receiving the game result information, the ranking determination unit 503a of the server 1000 executes a ranking determination process to determine the ranking of the players based on the results of the battle game (S3). In the ranking determination process, a predetermined cheat determination process is first executed. In the cheat determination process, when the skip function is used, the cheat determination process determines whether the ranking is skippable by referring to the skippable ranking determination table shown in FIG. 9 based on the rankings of the player and the other opponent players immediately before the start of the 1v1 battle game. If the result shows that the ranking is skippable, the ranking of the player and the other opponent players are determined based on the results of the battle game. On the other hand, if the cheat determination process determines that the ranking is not skippable, the result of the battle game is treated as invalid.
[0181] Thereafter, the opponent candidate extraction process is executed in the same manner as in step S2 described above. The drawing unit 304a of the player terminal 1 displays the 1v1 battle screen 90 on the display 26 in the same manner as in step P7 described above. In addition, the reward granting unit 504a of the server 1000 executes ranking reward determination process (S4).
[0182] 19 is a diagram for explaining an example of the ranking reward determination process of this embodiment. The reward granting unit 504a of the server 1000 executes a time acquisition process for acquiring the current time (S4-1).
[0183] The reward granting unit 504a of the server 1000 determines whether the current time acquired in step S4-1 is the predetermined time. If the current time is the predetermined time (YES in S4-2), the process proceeds to step S4-3, which will be described later. If the current time is not the predetermined time, the ranking reward determination process ends.
[0184] The reward granting unit 504a of the server 1000 refers to the player information of each player, and executes a player ranking acquisition process to acquire the ranking of each player in the 1V1 battle (S4-3).
[0185] The reward granting unit 504a of the server 1000 executes the ranking reward granting process and ends the ranking reward determination process. Specifically, in the ranking reward granting process, the reward granting unit 504a determines the reward content by referring to the reward content determination table shown in FIG. 7 based on the ranking of each player in the 1V1 battle acquired in step S4-3 above. Then, the reward granting unit 504a adds the determined item (ranking reward) to the player information corresponding to the player ID of each player and saves it in the player information storage unit 601.
[0186] As described above, the player terminal 1 is provided with a game execution control program 300, a battle game control program 301, a player information storage program 302, a calculation program 303, a drawing program 304, and an authorization program 305. The player terminal 1 also functions as a game execution control unit 300a, a battle game control unit 301a, a player information storage unit 302a, a calculation unit 303a, a drawing unit 304a, and an authorization unit 305a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.
[0187] The server 1000 is also provided with a game execution control program 500, a player information storage program 501, an opponent determination program 502, a ranking determination program 503, and a reward granting program 504. The server 1000 also functions as a game execution control unit 500a, a player information storage unit 501a, an opponent determination unit 502a, a ranking determination unit 503a, and a reward granting unit 504a. However, some or all of these programs and functional units may be provided in the player terminal 1. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.
[0188] The information processing program in the above embodiment may be stored in a computer-readable storage medium and provided as a storage medium. Furthermore, the information processing program may be provided as a player terminal or an information processing system including the storage medium. The above embodiment may also be an information processing method that realizes each function and step shown in the flowchart.
[0189] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.
[0190] In the above embodiment, a specific example of a case where a battle game in the shortened mode can be executed when a player's ranking is a predetermined ranking and a battle game in the shortened mode cannot be executed when a player's ranking is not the predetermined ranking is a case where the predetermined ranking is within a range below a first reference ranking (51st place). However, the present invention is not limited to this.
[0191] FIG. 20A is a diagram showing an example of a skippable ranking determination table in the first modified example. In the first modified example, if at least one of the player's own ranking in the 1V1 battle and the opponent player's ranking in the 1V1 battle is 1501st or lower, the skippable ranking is set to be ineligible. Also, if both the player's own ranking in the 1V1 battle and the opponent player's ranking in the 1V1 battle are not 1501st or lower, the skippable ranking is set to be ineligible. In this way, by restricting the use of the skip function for lower-ranked players, beginner-level players will focus on the animation of the 1V1 battle game, which can encourage beginner-level players to naturally learn the content of the 1V1 battle game. This can prevent beginner-level players from fully understanding the content of the battle game and losing interest in the battle game.
[0192] Specifically, for example, in the case of (1) in the skippable ranking determination table of Figure 20A, the ranking of the opponent player is 1501st or lower, and the player's own ranking is 1501st or lower, so it is set as not being a skippable ranking.
[0193] In addition, in the case of (2) in the skippable ranking determination table of Figure 20A, the player's own ranking is not 1501st or lower, but the opponent player's ranking is 1501st or lower, so it is set as not being a skippable ranking.
[0194] In addition, in the case of (3) in the skippable ranking determination table of Figure 20A, the player's own ranking is 1501st or lower, but the opponent player's ranking is not 1501st or lower, so it is set as not being a skippable ranking.
[0195] In addition, in the case of (4) in the skippable ranking determination table of Figure 20A, the ranking of the opponent player is not 1501st or lower, and the player's own ranking is not 1501st or lower, so it is set as a skippable ranking.
[0196] As described above, when a player's ranking is a predetermined ranking, it is possible to play a battle game in a shortened mode, and when a player's ranking is not a predetermined ranking, it is possible to make it impossible to play a battle game in a shortened mode, and the predetermined ranking may be a ranking that is included in a range of a preset second standard ranking (1500th place) or higher.
[0197] 20B is a diagram showing an example of a skippable ranking determination table in the second modified example. In the second modified example, as shown in FIG. 20B, if at least one of the player's own ranking in the 1V1 battle or the opponent player's ranking in the 1V1 battle is within 50th place or 1501st place or lower, it is set as not being a skippable ranking. Also, if both the player's own ranking in the 1V1 battle and the opponent player's ranking in the 1V1 battle are not within 50th place or 1501st place or lower, it is set as being a skippable ranking.
[0198] For example, if more 1v1 battles than necessary are played, the competition may become too fierce, which may actually decrease the interest in the battle game. Therefore, by restricting the use of the skip function for higher-ranked players, it is possible to reduce the risk of a local increase in the frequency of 1v1 battles per unit time. By encouraging moderate competition, it is possible to suppress the risk of a decrease in interest in the battle game. Furthermore, by restricting the use of the skip function for lower-ranked players, beginner-level players will focus on the battle game animation in the 1v1 battle, which can encourage beginner-level players to naturally learn the content of the battle game in the 1v1 battle. This prevents beginner-level players from fully understanding the content of the battle game, which may decrease the interest in the battle game.
[0199] As described above, when a player's ranking is a predetermined ranking, it is possible to play a battle game in a shortened mode, and when a player's ranking is not a predetermined ranking, it is possible to make it impossible to play a battle game in a shortened mode. The predetermined ranking may be a ranking that is included in a range below a predetermined first standard ranking (51st place) and is included in a range above a second standard ranking (1500th place) that is lower than the predetermined first standard ranking (51st place).
[0200] Fig. 21 is a diagram showing an example of a skippable ranking determination table in the third modified example. In the third modified example, as shown in Fig. 21, if both the player's ranking in the 1v1 battle and the opponent player's ranking in the 1v1 battle are within 50th place or 1501st place or lower, it is set as not being a skippable ranking. Also, if both the player's ranking in the 1v1 battle and the opponent player's ranking in the 1v1 battle are not within 50th place or 1501st place or lower, it is set as being a skippable ranking.
[0201] In this way, the use of the skip function is not restricted for high-ranking players and low-ranking players, but is restricted for mid-ranking players. By not restricting the use of the skip function for high-ranking and low-ranking players, beginner players can use the skip function to play more 1v1 battle games per unit time, which increases the interest of high-ranking and low-ranking players in the battle game. Furthermore, mid-ranking players will engage in 1v1 battle games with the goal of using the skip function and improving their ranking, which increases players' motivation for the game.
[0202] As described above, when a player's ranking is a predetermined ranking, it is possible to play a battle game in shortened mode, and when a player's ranking is not a predetermined ranking, it is possible to make it impossible to play a battle game in shortened mode. The predetermined ranking may be a ranking that falls within a range below a predetermined first standard ranking (1501st place), or a ranking that falls within a range above a second standard ranking (50th place) that is higher than the predetermined first standard ranking (1500th place).
[0203] Furthermore, in the above embodiment, when the skip function is used, as shown in FIG. 11C, the entire display 26 goes dark, the words "Skip in progress" are displayed in the center, and a skipping screen 110 is displayed on the display 26 for a certain period of time to notify the player that the skip function has been used. However, the present invention is not limited to this.
[0204] 22A and 22B are diagrams illustrating an example of a skip screen 110a in the fourth modified example. In the fourth modified example, when the skip function is used, the skip screen 110a is displayed on the display 26 for a certain period of time, as shown in FIGS. 22A and 22B.
[0205] Specifically, as shown in Fig. 22A, the entire display 26 goes dark, and icons of ally characters and enemy characters are displayed in the center. Then, as shown in Fig. 22B, on the skip screen 110a, ally characters or enemy characters whose life points have reached "0" during the battle game and who are now unable to battle are sequentially and identifiably displayed. By doing so, it is possible to shorten the execution time of the battle game while making it easier to visually understand changes in the battle situation in the battle game, thereby reducing the risk of a decline in interest in the battle game.
[0206] It should be noted that the certain period of time during which the skip screen 110a shown in Figures 22A and 22B is displayed on the display 26 when the skip function is used is shorter than the time required when the battle game is progressed without using the skip function, and the time required when the fast-forward selection operation unit 103 is operated to fast-forward the execution of the battle in the battle game.
[0207] Furthermore, when the skip function is used, the battle in the battle game may be executed faster (for example, at 8 times or more speed) than when the fast-forward selection operation unit 103 in the above embodiment is operated to fast-forward the execution of the battle in the battle game.
[0208] That is, even when the skip function is used, the animation in the battle game is drawn. As a result, the execution time for drawing the animation in the battle game when the skip function is used is shorter than the execution time when the fast-forward selection operation unit 103 is operated to fast-forward the execution of the battle in the battle game. In this way, the execution time of the battle game is shortened, while the changes in the battle situation in the battle game are visually easier to understand, making it possible to reduce the risk of a decrease in interest in the battle game.
[0209] 12C 。 In this case, the time required to transition to the report screen 130 is shorter than the time required when the battle game is played without using the skip function and when the fast-forward selection operation unit 103 is operated to fast-forward the execution of the battle in the battle game. In this way, the execution time of the battle game is shortened, and further, since the report screen 130 is displayed without operating the report display operation unit 84, it is possible to reduce the effort required for the player to operate the report screen 130.
[0210] Furthermore, in the above embodiment, not displaying the skip selection operation unit 104 disables the use of the skip function, whereas displaying the skip selection operation unit 104 enables the use of the skip function. Additionally, if the player has previously set the skip function to be used in the "1v1 battle," no operation is required for each battle. If the player has achieved a predetermined rank, the skip function is used without any additional operation by the player. If the player has not achieved the predetermined rank, the skip function is not used. That is, in the above embodiment, two cases are shown: a case in which the skip function is automatically executed depending on whether or not the player has used the skip function in the "1v1 battle," and a case in which the skip function is executed depending on whether or not the player has operated the skip selection operation unit 104 during the execution of the "1v1 battle" battle game. However, it is also possible to provide only one of the cases: a case in which the skip function is automatically executed depending on whether or not the player has used the skip function in the "1v1 battle," and a case in which the skip function is executed depending on whether or not the player has operated the skip selection operation unit 104 during the execution of the "1v1 battle" battle game. [Explanation of symbols]
[0211] S Information Processing System 26 Display (display unit) 301a Battle game control unit 303a Arithmetic unit 304a Drawing Department 305a Licensing Department 503a Ranking Determination Department
Claims
1. a battle game control unit that controls the battle game based on at least a play mode selected by a player from a plurality of play modes including a normal mode and a shortened mode in which the execution time is shorter than that of the normal mode; a calculation unit that derives the progress and results of the battle game through calculation processing; a drawing unit that draws animation on a display unit based on a result of the calculation processing at least during the battle game in the normal mode; a ranking determination unit that determines the ranking of players based on the results of the battle game; a permission unit that allows the battle game to be executed in the shortened mode when the ranking of the player is a predetermined ranking, and that prevents the battle game from being executed in the shortened mode when the ranking of the player is not the predetermined ranking; An information processing program that makes a computer function.
2. The drawing unit The information processing program according to claim 1 , wherein the display unit omits drawing of the animation in part or in whole during the battle game in the abbreviated mode.
3. The predetermined order is:
3. The information processing program according to claim 1, wherein the ranking is within a range equal to or lower than a predetermined first standard ranking.
4. The predetermined order is:
4. The information processing program according to claim 1, wherein the ranking is within a range equal to or higher than a second criterion ranking set in advance.
5. controlling the battle game based on at least a play mode selected by a player from a plurality of play modes including a normal mode and a shortened mode in which the execution time is shorter than that of the normal mode; a step of deriving the progress and results of the battle game through computational processing; drawing an animation on a display unit based on a result of the calculation processing at least during the battle game in the normal mode; determining the ranking of players based on the results of the battle game; a step of making it possible to execute the battle game in the shortened mode when the ranking of the player is a predetermined ranking, and making it impossible to execute the battle game in the shortened mode when the ranking of the player is not the predetermined ranking; An information processing method including:
6. a battle game control unit that controls the battle game based on at least a play mode selected by a player from a plurality of play modes including a normal mode and a shortened mode in which the execution time is shorter than that of the normal mode; a calculation unit that derives the progress and results of the battle game through calculation processing; a drawing unit that draws animation on a display unit based on a result of the calculation processing at least during the battle game in the normal mode; a ranking determination unit that determines the ranking of players based on the results of the battle game; a permission unit that allows the battle game to be executed in the shortened mode when the ranking of the player is a predetermined ranking, and that prevents the battle game from being executed in the shortened mode when the ranking of the player is not the predetermined ranking; An information processing system comprising:
Citation Information
Patent Citations
Video game processing program and video game processing system
JP2018057981A