Information processing device, program and information processing method
The information processing device enhances player engagement in branching storyline games by notifying players of unplayed story branches, using a 'ticket' system and clear progression paths, thus maintaining interest and reducing redundant payments.
Patent Information
- Application Number
- JP2025140693
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-26
- Publication Date
- 2025-10-24
AI Technical Summary
Players in games with branching storylines lose motivation to play other stories after completing one storyline.
An information processing device with a game control unit and a branching event notification unit that identifies and notifies players of branching events leading to unplayed stories when certain conditions are met, such as reaching an ending, using a 'ticket' system for payment and displaying branching points and options.
Motivates players to explore alternative storylines by highlighting unplayed branches, providing clear progression paths and reducing the need for repeated payments for paid options.
Smart Images

Figure 2025161948000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, a program, and an information processing method. [Background technology]
[0002] Conventionally, games have been developed in which a story branches based on the player's operations. For example, Patent Document 1 discloses a game program that controls a game so that the story branches depending on game media acquired by a player through a lottery. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-147013 Summary of the Invention [Problem to be solved by the invention]
[0004] On the other hand, in games with branching storylines, there was concern that once a player has played one story and reached the ending, they would have little motivation to play other stories.
[0005] An object of the present invention is to provide an information processing device, program, and information processing method that motivate a player who has played one story to try playing another story in a game in which the story branches and progresses. [Means for solving the problem]
[0006] In one aspect of the present invention, an information processing device is provided that includes a game control unit and a branching event notification unit, wherein the game control unit controls a game that branches into multiple stories from a predetermined branching point based on the player's execution results for a predetermined branching event, and the branching event notification unit notifies the player of information for identifying a branching event that will branch from the branching point to a story that the player has not executed when the player satisfies predetermined notification conditions including the player executing at least one of the multiple stories.
[0007] With this configuration, a player who has played one story can identify a branching event that will lead to another story that has not been played, providing motivation for the player to play the game further in order to try other stories. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a diagram showing an overview of a game providing system 1 according to a first embodiment. [Figure 2] 1 is a block diagram showing the hardware configuration of a server 10 according to a first embodiment. [Figure 3] FIG. 1 is a block diagram showing the hardware configuration of a user terminal 20 according to the first embodiment. [Figure 4] 2 is a block diagram showing the functional configuration of the server 10 according to the first embodiment. FIG. [Figure 5] FIG. 10 is a diagram showing a choice display screen 30. [Figure 6] Fig. 6A is a diagram showing an ending screen 40. Fig. 6B is a diagram showing a flowchart release notification screen 45. [Figure 7] FIG. 5 is a diagram showing a flowchart display screen 50. [Figure 8] FIG. 10 is a diagram showing an end flag list screen 60. [Figure 9] FIG. 10 is a diagram showing another example of the flowchart display screen 50. [Figure 10]FIG. 10 is a diagram showing the option display screen 30 after the flowchart is opened. [Figure 11] FIG. 4 shows an ending screen 40 after the flowchart is unlocked. [Figure 12] FIG. 10 is a diagram showing an end flag correspondence table 70. [Figure 13] 10 is a sequence diagram illustrating the flow of processing in the game providing system 1. FIG. [Figure 14] FIG. 10 is a diagram showing a flowchart display screen 50 in Modification 1. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. The various features shown in the following embodiments can be combined with each other. Furthermore, each feature can be an invention independently.
[0010] <1. Embodiment> (1-1. Overview of Game Provision System 1) An information processing device according to one embodiment of the present invention is a server 10 that constitutes a part of a game providing system 1 as shown in Fig. 1. The game providing system 1 includes the server 10 and user terminals 20 (for example, user terminals 20a and 20b).
[0011] The server 10 is configured to be able to communicate with the user terminal 20 via a communication line 5, and provides a game G to the user terminal 20. The game G progresses as a result of players P1 and P2 working together to operate various events provided as content.
[0012] To execute an event, players P1 and P2 may be required to pay a predetermined amount of game content as compensation. Game G branches into multiple stories at predetermined branching points based on the results of players' actions in response to predetermined branching events.
[0013] When players P1 and P2 fulfill a predetermined notification condition, which includes the execution of at least one of the multiple stories, information for identifying a branching event that will cause a branch to a story that the player has not executed is notified to the player. Each component will be described in detail below.
[0014] (1-2. Hardware configuration of game provision system 1) The hardware configuration of the game providing system 1 will be described with reference to FIGS.
[0015] (1-2-1. Hardware configuration of Server 10) 2 is a block diagram showing the hardware configuration of server 10 according to this embodiment. Server 10 includes a control unit 11, a storage unit 12, and a communication unit 13. Server 10 may also include an operation input unit 14 configured with a keyboard, a mouse, etc., for accepting input of various operations, and a monitor 15, such as a liquid crystal display device, for displaying various images.
[0016] The control unit 11 is, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), or the like, and controls the overall operation of the server 10.
[0017] A part of the storage unit 12 is configured with, for example, RAM (Random Access Memory) or DRAM (Dynamic Random Access Memory), and is used as a work area when the control unit 11 executes processes based on various programs. In addition, a part of the storage unit 12 is, for example, a non-volatile memory such as ROM (Read Only Memory) or an HDD (Hard Disk Drive), and stores various data and programs used in the processing of the control unit 11.
[0018] The programs stored in the memory unit 12 include, for example, an OS (Operating System) for realizing the basic functions of the server 10, drivers for controlling various hardware, programs for realizing various functions, etc., and include the computer program related to this embodiment.
[0019] The communication unit 13 is, for example, a NIC (Network Interface Controller) and has a function of connecting to the communication line 5. Note that the communication unit 13 may have, instead of or together with the NIC, a function of connecting to a wireless LAN (Local Area Network), a function of connecting to a wireless WAN (Wide Area Network), a function of enabling short-range wireless communication such as Bluetooth (registered trademark), infrared communication, etc. The server 10 is connected to other information processing devices such as user terminals 20 via the communication line 5, and can transmit and receive various data to and from the other information processing devices, etc.
[0020] The control unit 11, storage unit 12, communication unit 13, operation input unit 14, and monitor 15 are electrically connected to one another via a system bus 16. Therefore, the control unit 11 can access the storage unit 12, display images on the monitor 15, grasp the operation state of the user (player) on the operation input unit 14, and access various communication networks and other information processing devices via the communication unit 13.
[0021] (1-2-2. Hardware Configuration of User Terminal 20) 3 is a block diagram showing the hardware configuration of a user terminal 20 according to this embodiment. The user terminal 20 is, for example, an information processing terminal such as a smartphone or tablet terminal, and includes a control unit 21, a storage unit 22, and a communication unit 23. The user terminal 20 may also include a display unit 24 such as a touch panel display that can display images and receive operations, a speaker 25 that outputs sound, a microphone 26 that inputs sound, a camera 27 that captures an image of a subject, and operation buttons 28. The following description will focus on the differences from the server 10.
[0022] The operation buttons 28 are provided on the side of the user terminal 20, and include a power button for starting or stopping the user terminal 20, a button for adjusting the volume of the sound output by the speaker 25, and the like.
[0023] The control unit 21, memory unit 22, communication unit 23, display unit 24, speaker 25, microphone 26, camera 27, and operation buttons 28 are electrically connected to one another via a system bus 29. Therefore, the control unit 21 can access the memory unit 22, display images on the display unit 24, grasp the operation state of the touch panel display (display unit 24) and operation buttons 28 by the user, input sound to the microphone 26, output sound from the speaker 25, control the camera 27, and access various communication networks and other information processing devices via the communication unit 23.
[0024] (1-3. Functional configuration of server 10) As shown in FIG. 4, the control unit 11 of the server 10 includes a game control unit 11a and a branch event notification unit 11b.
[0025] The game control unit 11a controls the game, which branches into multiple stories from predetermined branching points, based on the player's actions in response to events that cause the story to branch (hereinafter also referred to as branching events). Here, "events" refer to actions that players take to progress through the game, such as selecting options or playing mini-games, and include paid events that require each player to pay a fee to execute, and paid events that do not require payment to execute.
[0026] In this embodiment, an item called a "ticket" is used as a game medium for paying a price, and is set to correspond to a predetermined value. Here, "value" may be exchangeable for real currency such as cash, electronic money, or virtual currency coins, or may be points that can be used within a specific game. By paying a predetermined value, a user can obtain a corresponding ticket at any time.
[0027] The branching event notification unit 11b notifies the player of information for identifying a branching event for branching from a branching point to a story that the player has not executed, when a predetermined notification condition including the player executing at least one of the multiple stories is satisfied. Details of each function will be described later.
[0028] The above-described functional configuration may be realized by software (including so-called applications) appropriately installed on the server 10, or may be realized by hardware. When realized by software, the control unit 11 can realize various functions by executing programs that constitute the software.
[0029] When the functions are realized by executing a program, the program may be stored in the memory unit 12 built into the server 10, or may be stored in a non-transitory computer-readable recording medium. Alternatively, the functions may be realized by reading out a program stored in an external storage device, using so-called cloud computing. Alternatively, when the functions are realized by hardware, they may be realized by various circuits such as ASIC, SOC, FPGA, or DRP. Furthermore, some of the above-described functional configurations may be processed by software or hardware in the user terminal 20, etc.
[0030] (1-4. Game flow)
[0031] The flow of the game in this embodiment will be described with reference to Figures 5 to 11. Game G in this embodiment is a so-called novel game in which the story branches and progresses depending on the player's selection of presented options. In game G, two players are matched via the communication unit 23 of the user terminal 20 before play begins, and the two players who have completed matching will work together to progress through the game.
[0032] 5 is a diagram showing an example of the option display screen 30. The option display screen 30 includes a mission icon 31, an owned ticket display icon 32, an option icon 33, and a required ticket display icon .
[0033] The mission icon 31 displays the mission that players P1 and P2 must complete. In the example shown in FIG. 5, the mission requires both players to select the same option. The owned ticket display icon 32 displays the number of tickets owned by the player. That is, the display unit 24 of the user terminal 20a of player P1 displays the number of tickets owned by player P1, and the display unit 24 of the user terminal 20b of player P2 displays the number of tickets owned by player P2.
[0034] A plurality of option icons 33 are displayed as options that the player can select from. A required ticket display icon 34 is added to some of the option icons 33. An option icon 33 with a required ticket display icon 34 added is called a paid option 33a, and in order to select it, the player must pay the number of tickets indicated by the required ticket display icon 34 (hereinafter also referred to as the payment amount). The payment amount is set for each paid option, and in this embodiment, the payment amount required to select a certain paid option is the same for player P1 and player P2.
[0035] In contrast, the option icon 33 without the required ticket display icon 34 is called a free option 33b, and does not require the payment of a ticket to select it. Here, selecting the paid option 33a may bring about an advantageous effect for the player in progressing through the game.
[0036] In game G, various choice display screens 30 are displayed, and the story branches and progresses depending on the choices made by players P1 and P2. When players P1 and P2 reach the end of the story, an ending screen 40 such as that shown in FIG. 6A is displayed.
[0037] In this embodiment, the notification condition is that the end of the story (hereinafter also referred to as the ending) is reached. The notification condition is a condition for notifying the player of information for identifying a branching event for branching to a story that the player has not yet executed.
[0038] After the ending screen 40 is displayed, a flowchart release notification screen 45 is displayed as shown in FIG. 6B. The flowchart release notification screen 45 includes a flowchart display button 46 and a start button 47. When the flowchart display button 46 is pressed, a flowchart display screen 50 is displayed. When the start button 47 is pressed, the start screen of the game G is displayed.
[0039] 7 is a diagram showing a flowchart display screen 50. The flowchart display screen 50 includes a chapter display icon 51, a section block 52, an end flag icon 53, a branch point section 54, an end icon 55, and a close button 59.
[0040] The chapter display icon 51 displays the chapters in the game. The game G has multiple chapters, and each chapter has multiple sections. The sections contain game content such as events such as mini-games and choice choices, and scenario videos. In the diagram shown in Figure 7, the bold and underlined text indicates that Chapter 7 is selected.
[0041] The section blocks 52 display the sections within a chapter. The connections between the section blocks 52 allow players to see how the game progress branches. The section blocks 52 include a completed section 52a and an uncompleted section 52b. The completed section 52a is a section that the player has already completed, and the section name is written therein (corresponding to section 1, section 2, and section 4 in FIG. 7). The uncompleted section 52b is a section that the player has not yet completed, and "???" is written therein instead of the section name.
[0042] The end flag icon 53 is displayed in the upper left of the section block 52 and indicates that there is a branching event in that section that switches the end flag ON / OFF. The end flag is flag information that determines which ending is displayed to the player, and is switched ON / OFF based on the player's operation in the branching event. When the player presses the end flag icon 53, an end flag list screen 60 is displayed.
[0043] The branching point section 54 indicates a section where the story branches. Based on the result of a player's execution of a branching event in a story before the branching point, the game control unit 11a advances from the branching point section 54 a story corresponding to the execution result, among multiple stories branching from the branching point.
[0044] The end icon 55 is an icon indicating the ending of the game G. In this embodiment, three endings, End A to End C, are prepared as shown in Fig. 7. By pressing the close button 59, the flowchart display screen 50 is closed.
[0045] 8 is a diagram showing the end flag list screen 60. The end flag list screen 60 includes a flag icon 61 and a close button 69.
[0046] The flag icon 61 indicates the chapter in which the end flag exists and the ON / OFF status of the flag within the chapter. In the example shown in FIG. 8, only the flag for chapter 4 is ON. Here, when the player presses the flag icon 61, the game for the section including the branching event that switches the end flag is executed. When the player presses the close button 59, the flowchart display screen 50 is closed.
[0047] As an example of what happens after the flowchart is opened, when the player presses the flag icon 61b for chapter 7 on the end flag list screen 60 shown in Fig. 8, the game for section 2, which includes a branching event in chapter 7, is executed (see Fig. 7). In this way, if the player has already executed the game corresponding to the branching event (i.e., the section where the end flag icon 53 is displayed), pressing the flag icon 61b will cause the game to be executed from the section where the end flag icon 53 is displayed.
[0048] As another example, when a player presses flag icon 61b for chapter 2 on end flag list screen 60 shown in Fig. 8, the section containing the branching event in chapter 2 is unexecuted section 52b, as shown in Fig. 9, and therefore the game will start from the executed section (section 2) closest to the unexecuted section. In this way, if the player is not executing a game corresponding to the branching event, pressing flag icon 61b will start from a game that the player has already executed and that corresponds to an event that can branch to the branching event. Then, based on the player's selection of options provided in section 2, it is possible to branch to unexecuted section 52b.
[0049] The player can reach the ending by clearing the executed section by pressing a flag icon 61 on the end flag list screen 60, and then clearing the executed sections in sequence. Alternatively, the player can reach the ending by branching to an unexecuted section using a combination of ON / OFF end flags of branching events in a section executed by pressing a flag icon 61 on the end flag list screen 60.
[0050] 10 is a diagram showing the option display screen 30 after a flowchart has been opened. On the option display screen 30 after a flowchart has been opened, a flag icon 36 and a check icon 37 are displayed. In contrast, as shown in FIG. 5, on the option display screen 30 before a flowchart has been opened, the flag icon 36 and the check icon 37 are not displayed.
[0051] The flag icon 36 is an icon indicating that the option is a branching event that switches the end flag ON / OFF. In this way, when there are multiple events to select options from in a game executed by pressing the flag icon 61 on the end flag list screen 60, the player can identify which event is the branching event.
[0052] The check icon 37 is an icon that indicates an option that has been previously selected by two players playing together. In this way, the player can select an option that changes the ON / OFF state of the end flag when selecting an option as the branching event.
[0053] 11 is a diagram showing an ending screen 40 after a flowchart is unlocked. The ending screen 40 after a flowchart is unlocked displays the ON / OFF status of each end flag. In this way, the branching event notification unit 11b notifies the player of the ON / OFF combination of the end flags that corresponds to the ending of the story that the player executed.
[0054] 12 is a diagram showing an end flag correspondence table 70 that stores correspondence between ON / OFF combinations of end flags and endings. The end flag correspondence table 70 is stored in the storage unit 12. In this way, in the game G, the game control unit 11a provides an ending corresponding to the end flag based on a combination of end flags that is a selection result selected by the player from among options in a plurality of branching events.
[0055] (1-5. Processing flow by game providing system 1) An example of the flow of processing by the game providing system 1 will be described with reference to FIG.
[0056] In step S100, the game control unit 11a of the server 10 provides the user terminals 20a and 20b with the option display screen 30. In step S105, the user terminals 20a and 20b display the option display screen 30 on the display unit .
[0057] In step S110, players P1 and P2 select the same option on the option display screen 30. In step S115, the game control unit 11a accepts the selection of the option by players P1 and P2.
[0058] In step S120, the branch event notification unit 11b determines whether or not the notification condition is satisfied (in this embodiment, whether or not the ending has been reached).
[0059] If the branch event notifying unit 11b determines that the notification condition is satisfied (YES in step S120), the process proceeds to step S130. On the other hand, if the branch event notifying unit 11b determines that the notification condition is not satisfied (NO in step S120), the process returns to step S100.
[0060] In step S130, the game control unit 11a of the server 10 provides the ending screen 40 to the user terminals 20a and 20b. In step S135, the user terminals 20a and 20b display the ending screen 40 on the display units 24.
[0061] In step S140, the game control unit 11a of the server 10 provides the user terminals 20a and 20b with a flowchart release notification screen 45. In step S145, the user terminals 20a and 20b display the flowchart release notification screen 45 on the display unit 24.
[0062] In step S150, the players P1 and P2 select the flowchart display button 46 on the flowchart opening notification screen 45. In step S155, the game control unit 11a accepts the selections made by the players P1 and P2.
[0063] In step S160, the game control unit 11a of the server 10 provides the user terminals 20a and 20b with the flowchart display screen 50. In step S165, the user terminals 20a and 20b display the flowchart display screen 50 on the display units 24.
[0064] <2. Modifications> Various modifications of the game providing system 1 according to the above embodiment will be described below. The modifications described below can be combined with each other.
[0065] (2.1. Variation 1) 14 is a diagram showing a flowchart display screen 50 in Modification 1. On the flowchart display screen 50 of the user terminal 20a of the player P1 in Modification 1, a second end flag icon 56 is displayed in the upper right corner of the section block 52.
[0066] The second end flag icon 56 indicates the ON / OFF switching result of the end flag when the player P1 plays with a player other than the player P2 (for example, the player P3) when the flowchart is opened while the player P1 is playing together with the player P2. As an example, the second end flag icon 56 is not displayed on the user terminal 20b of the player P2.
[0067] When player P1 presses the second end flag icon 56, player information is displayed indicating that players P1 and P3 have played together and turned on the end flag. By doing so, when playing with player P2, player P1 can take into consideration the result of switching the end flag in the play with player P3 and can see the results of the end flag that he has not yet seen. You can effectively perform branching events to reach an ending you don't plan to see.
[0068] As another example, the second end flag icon 56 may be displayed on both the user terminals 20a and 20b of the players P1 and P2. Alternatively, as yet another example, if the player P2 turns on the end flag when playing together with the player P4, the display may indicate that both the players P1 and P2 have also turned on the flag with the other players. This allows the other player playing with the other player to confirm the result of the end flag being switched on when playing with the other player.
[0069] (2.2. Variation 2) In Modification 2, when players P1 and P2 select a paid option after the flowchart is unlocked, and the paid option was previously selected by players P1 and P3, the game control unit 11a may request payment from player P2 but not from player P1. In this way, player P1 does not need to pay a fee for the same paid option twice, which motivates him to play the game repeatedly.
[0070] <3. Other embodiments> Although the embodiment and its modifications of the present invention have been described above, the application of the present disclosure is not limited to the above-described contents.
[0071] Furthermore, in the above embodiment, the number of players is set to two, but the invention is not limited to this, and the game may be designed so that three or more players can play together.
[0072] In the above embodiment, the notification condition is set to be reaching the ending, but this is not limited to this example. For example, a checkpoint may be set in the middle of the story, and the notification condition may be determined to be met when the checkpoint is reached.
[0073] Furthermore, when attempting to execute branching point section 54 (e.g., section 2 in FIG. 7) after opening the flowchart, if players P1 and P2 have previously executed up to the ending with the current ON / OFF combination of end flags, an alert notification may be sent to players P1 and P2 asking, "Is it OK to execute this, as you have executed it with the current ON / OFF combination of end flags?" If it is OK, section 2 begins (in this case, sections 2 and beyond will be endings that you have already seen), and if it is not OK, execution of section 2 may be canceled. This eliminates the need to remember the correspondence between the current end flag combinations and endings. In addition to (or instead of) the alert notification, a notification of already executed end flag combinations may be sent, or a branching event may be sent to result in an end flag combination that has never been executed.
[0074] In addition, in the above embodiment, the configuration was described in which each function is mainly provided by the server 10, but it is also possible to configure the configuration in which some functions are provided by the user terminal 20, or both the server 10 and the user terminal 20 are provided with some functions.
[0075] Furthermore, an information processing device such as the server 10 may not only be a device that is physically composed of a single device, but may also include multiple devices that are connected to each other via wired or wireless communication and function essentially as a single information processing device.
[0076] Furthermore, each step described in the above embodiment as being executed by the server 10 may be implemented in a manner in which it is executed by the user terminal 20.
[0077] Furthermore, the present invention can also be realized as a program that causes the above-mentioned game providing system to function.
[0078] Furthermore, the present invention can also be realized as a computer-readable non-transitory recording medium storing the above-mentioned program.
[0079] Various embodiments of the present invention have been described above, but these are presented as examples and are not intended to limit the scope of the invention. The novel embodiments may be embodied in various other forms, and various omissions, substitutions, and modifications may be made without departing from the spirit of the invention. Such embodiments and modifications are included within the scope and spirit of the invention, and are also included in the scope of the invention and its equivalents as defined in the claims.
[0080] <4. Features of the embodiment> The features of the embodiments of the present invention are summarized below.
[0081] In one aspect of the present invention, an information processing device is provided that includes a game control unit 11a and a branching event notification unit 11b, in which the game control unit 11a controls a game that progresses by branching into multiple stories from a predetermined branching point based on the player's execution result for a predetermined branching event, and the branching event notification unit 11b notifies the player of information for identifying a branching event that will branch from the branching point to a story that the player has not executed, when a predetermined notification condition is satisfied, which includes the player executing at least one story out of the multiple stories.
[0082] By configuring in this way, a branching event that branches to a story that has not been played can be identified, which provides motivation to play the game further in order to play that story.
[0083] Based on the result of a player's execution of a branching event in a story before the branching point, the game control unit 11a may cause a story corresponding to the execution result, among a plurality of stories branching from the branching point, to progress from the branching point.
[0084] With this configuration, by branching from a branch point after a branch event based on the execution result of the branch event, the correspondence between the branch event and the branch becomes clear.
[0085] The game control unit 11a may enable execution of a game corresponding to a branching event when, after the branching event notification unit 11b notifies information for identifying the branching event, the game control unit 11a receives a selection from the player in response to the notified information.
[0086] With this configuration, it is possible to execute a game corresponding to a specified branching event, thereby enabling the player to play the game efficiently in order to execute a story that the player has not seen.
[0087] When the game control unit 11a receives a selection from the player based on the notified information after the branching event notifying unit 11b notifies the player of information for identifying the branching event, if the player is not playing a game corresponding to the branching event, the game control unit 11a may cause the player to play a game that has already been played by the player and that corresponds to an event that can branch to the branching event.
[0088] With this configuration, if the player is not currently playing a game corresponding to a branching event, the player can efficiently play a game that can branch to the event.
[0089] When a game corresponding to a branching event includes multiple events to be performed by the player, the game control unit 11a may be capable of distinguishing between an event for branching the story from a branching point and other events after notifying information for identifying the branching event.
[0090] This configuration allows the player to distinguish between branching events that cause the story to branch and other events, making it clear which branching events should be performed differently from the previous ones in order to execute a story that has not yet been seen, motivating the player to play the game repeatedly.
[0091] The game control unit 11a may determine from among multiple stories which story will branch off from the branching point based on the option selected by the player from among multiple options presented in the branching event, and when the player executes the notified branching event, may be able to identify the option selected by the player prior to the notification.
[0092] By configuring the game in this way, previously selected options can be identified, making it clear which option should be selected to carry out a story that has not yet been seen, motivating the player to play the game repeatedly.
[0093] The game control unit 11a may branch from a branching point to a story that corresponds to a combination of selection results selected by the player from a plurality of options presented in each of a plurality of branching events.
[0094] With this configuration, it is possible to provide a corresponding story based on the combination of choices at a branching event, thereby providing a variety of correspondences between branching events and stories.
[0095] The branching event notification unit 11b may notify the player of a combination of selection results corresponding to a story executed by the player among a plurality of stories.
[0096] With this configuration, the player is notified of the results of the selections made at branching events corresponding to the story, making it clear which branching events should be replayed in order to execute stories that the player has not yet seen, providing motivation for playing the game repeatedly.
[0097] The game control unit 11a causes a first group including a first player and a second player, and a second group including the first player and a third player, to each play a game, and the branching event notification unit 11b notifies the first player of information for identifying a branching event that branches from a predetermined branching point to a story that has not been executed by the multiple players included in the first group when the multiple players included in the first group satisfy a predetermined notification condition, and the information for identifying the branching event may be configured to include information for making it possible to identify a branching event that branches from a predetermined branching point to a story that the first player executed with the third player.
[0098] By adopting such a configuration, branching events can be efficiently executed to execute stories that the player has not yet seen or does not plan to see.
[0099] The second group does not include the second player, and after notifying information for identifying a branching event, if the branching event selected in the first group includes a paid option that can be selected for a fee, and the paid option has not been selected in the first group but has been selected in the second group, the game control unit 11a may be configured to not request a fee from the first player but to request a fee from the second player for selecting the paid option.
[0100] This configuration eliminates the need to pay for a paid option that has already been selected before, providing motivation to play the game repeatedly.
[0101] In another aspect of the present invention, there is provided a computer program that causes a computer to execute a game control step and a branching event notification step, wherein the game control step controls a game that branches into multiple stories from a predetermined branching point based on the player's execution result for a predetermined branching event, and the branching event notification step notifies the player of information for identifying a branching event that will branch from the branching point to a story that the player has not executed, when the player satisfies a predetermined notification condition that includes executing at least one story out of the multiple stories.
[0102] In yet another aspect of the present invention, there is provided an information processing method in which a computer executes a game control step and a branching event notification step, in which the game control step controls a game that progresses by branching into multiple stories from a predetermined branching point based on the player's execution result for a predetermined branching event, and in the branching event notification step, notifies the player of information for identifying a branching event that branches from the branching point to a story that the player has not executed, by the player satisfying a predetermined notification condition including executing at least one story out of the multiple stories. [Explanation of symbols]
[0103] 1: Game provision system 5: Communication line 10: Server 11: Control section 11a: Game control unit 11b: Branch event notification section 12: Storage section 13: Communications Department 14: Operation input section 15: Monitor 16: System bus 20: User terminal 21: Control unit 22: Storage section 23: Communications Department 24:Display section 25: Speaker 26:Mike 27: Camera 28: Operation button 29: System bus 30: Choice display screen 31: Mission Icon 32: Owned ticket display icon 33: Choice icon 33a: Paid options 33b: Free options 34: Required ticket display icon 36: Flag icon 37: Check icon 40: Ending screen 45: Flowchart release notification screen 46: Flowchart display button 47: Start button 50: Flowchart display screen 51: Chapter display icon 52: Section Block 53: End flag icon 54: Branching section 55: End icon 56: 2nd End Flag Icon 59: Close button 60: End flag list screen 61: Flag icon 69: Close button 70: End flag correspondence table
Claims
1. A game control unit and a branch event notification unit are provided, the game control unit controls a game that branches into a plurality of stories from a predetermined branch point and progresses based on a player's execution result for a predetermined branch event; The branching event notification unit notifies the player of information for identifying a branching event for branching from the branching point to a story that the player has not executed, when a predetermined notification condition including the player executing at least one story out of the plurality of stories is satisfied.
2. 2. The information processing device according to claim 1, The game control unit, based on the player's execution result for a branching event in a story prior to the branching point, progresses a story corresponding to the execution result from among multiple stories branching from the branching point from the branching point.
3. 3. The information processing device according to claim 1, the game control unit, after the branching event notification unit notifies information for identifying the branching event, when it receives a selection from a player in response to the notified information, enables execution of a game corresponding to the branching event.
4. 4. The information processing device according to claim 3, When the game control unit receives a selection from a player based on the notified information after the branching event notifying unit notifies information for identifying the branching event, if the player is not currently playing a game corresponding to the branching event, the game control unit causes the player to start playing a game that has already been played by the player and that corresponds to an event that can branch to the branching event.
5. 5. The information processing device according to claim 3, an information processing device, wherein the game control unit, when a game corresponding to the branching event includes a plurality of events to be executed by a player, is capable of distinguishing between an event for branching a story from the branching point and other events after notifying information for identifying the branching event.
6. The information processing device according to any one of claims 1 to 5, The game control unit determining a story to be branched from the branching point from among the plurality of stories based on an option selected by the player from among a plurality of options presented in the branching event; An information processing device that, when the player executes the notified branch event, makes it possible to identify an option selected by the player before the notification.
7. The information processing device according to any one of claims 1 to 6, The game control unit an information processing device that, based on a combination of selection results selected by the player from a plurality of options presented in each of the plurality of branching events, branches from the branching point to a story associated with the combination of selection results.
8. 8. The information processing device according to claim 7, The branching event notification unit notifies the player of the combination of selection results corresponding to a story executed by the player from among the plurality of stories.
9. The information processing device according to any one of claims 1 to 8, the game control unit causes a first group including a first player and a second player and a second group including the first player and a third player to execute the game, respectively; The branch event notification unit notifying the first player of information for identifying a branching event for branching from a predetermined branching point to a story not being executed by the plurality of players included in the first group when the plurality of players included in the first group satisfy a predetermined notification condition; An information processing device wherein the information for identifying the branching event includes information for enabling identification of a branching event for branching from the specified branching point in the story executed by the first player and the third player.
10. 10. The information processing device according to claim 9, the second group does not include the second player; after notifying the information for identifying the branch event, the branch event selected in the first group includes a paid option that can be selected for a fee, When the paid option has not been selected in the first group but has been selected in the second group, the game control unit does not request a fee from the first player but requests a fee from the second player for selecting the paid option.
11. On the computer, A computer program that executes a game control step and a branch event notification step, In the game control step, a game is controlled in which the game branches into a plurality of stories from a predetermined branch point and progresses based on a result of a player's execution of a predetermined branch event; In the branching event notification step, when a predetermined notification condition including the player executing at least one story out of the plurality of stories is satisfied, the computer program notifies the player of information for identifying a branching event for branching from the branching point to a story not executed by the player.
12. The computer An information processing method that executes a game control step and a branch event notification step, In the game control step, a game is controlled in which the game branches into a plurality of stories from a predetermined branch point and progresses based on a result of a player's execution of a predetermined branch event; In the branching event notification step, when a predetermined notification condition including the player executing at least one story out of the plurality of stories is satisfied, information for identifying a branching event for branching from the branching point to a story not executed by the player is notified to the player.
Citation Information
Patent Citations
Game program and game system
JP2019147013A