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

The information processing program enables customizable and interactive presentation effects on game home screens by allowing players to select and set multiple elements, enhancing the gaming experience through dynamic visual and auditory interactions.

JP2025181513AActive Publication Date: 2025-12-11CYGAMES INC

Patent Information

Application Number
JP2024089549
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-31
Publication Date
2025-12-11
Estimated Expiration
2044-05-31

AI Technical Summary

Technical Problem

Existing games lack enhancements in the presentation effects on home screens to cater to player preferences.

Method used

An information processing program that allows players to select and set multiple effect elements, including a first and second effect element, with the second element being displayed repeatedly and potentially changing based on player interaction, and different controls for special selection items.

Benefits of technology

Enhances the presentation effect by allowing customizable and interactive visual and auditory elements on the game's home screen, improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025181513000001_ABST
    Figure 2025181513000001_ABST
Patent Text Reader

Abstract

To increase performance effects.SOLUTION: An information processing program causes a computer to accept a player's operation to select at least one of a plurality of selection items including a specific selection item, to set one or more performance elements corresponding to the selection item selected by the player, and display the set performance elements at a predetermined start timing. In the setting of the performance elements, when a specific selection item is selected by the player, a first performance element and a second performance element are set. In the displaying of the performance elements, when a specific selection item is selected by the player and the first performance element and the second performance element are set, the second performance element is repeatedly displayed after the first performance element is displayed.SELECTED DRAWING: Figure 15
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Description

[Technical Field]

[0001] The present invention relates to an information processing program, an information processing method, a game device, and an information processing system. [Background technology]

[0002] Patent Document 1 discloses a game that has a function that allows the effects displayed on the home screen to be changed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7437291 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned games, the effects displayed on the home screen can be changed to suit the player's preferences, but there is a demand for further improvements in the effects of the effects.

[0005] An object of the present invention is to provide an information processing program, an information processing method, a game device, and an information processing system that can improve the presentation effect. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program A process of accepting an operation by a player to select at least one of a plurality of selection items including a specific selection item; a process of setting one or more effect elements corresponding to the selection items selected by the player; A process of displaying the set performance element at a predetermined start timing; The computer executes the following. The process of setting the performance element includes: When the specific selection item is selected by a player, a first effect element and a second effect element are set; The process of displaying the performance element includes: When the specific selection item is selected by the player and the first and second effect elements are set, the first effect element is displayed, and then the second effect element is repeatedly displayed.

[0007] The information processing program When the specific selection item is selected by a player and the first effect element and the second effect element are set, a process of accepting a specific operation from the player after execution of a predetermined effect linked to the first effect element is completed; When a predetermined condition including the specific operation is satisfied while the second production element is being displayed, a process of displaying a text image related to the second production element or outputting a sound related to the second production element is executed; may be performed by a computer.

[0008] The second production element may be capable of changing the display content of the second production element based on the specific operation while the second production element is being displayed.

[0009] The plurality of selection items include a special selection item; The process of setting the performance element includes: When the special selection item is selected by a player, the first effect element is not set, but the second effect element is set; The process of displaying the performance element includes: When the special selection item is selected by a player and the second effect element is set, the second effect element is repeatedly displayed; displaying the second effect element based on common data when the specific selection item is selected by the player and the second effect element is displayed, and when the special selection item is selected by the player and the second effect element is displayed; The information processing program a process of executing different controls when the specific selection item is selected by the player to display the second effect element and when the special selection item is selected by the player to display the second effect element; may be performed by a computer.

[0010] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer A process of accepting an operation by a player to select at least one of a plurality of selection items including a specific selection item; a process of setting one or more effect elements corresponding to the selection items selected by the player; A process of displaying the set performance element at a predetermined start timing; and The process of setting the performance element includes: When the specific selection item is selected by a player, a first effect element and a second effect element are set; The process of displaying the performance element includes: When the specific selection item is selected by the player and the first and second effect elements are set, the first effect element is displayed, and then the second effect element is repeatedly displayed.

[0011] In order to solve the above problem, the game device one or more computers; The computer A process of accepting an operation by a player to select at least one of a plurality of selection items including a specific selection item; a process of setting one or more effect elements corresponding to the selection items selected by the player; A process of displaying the set performance element at a predetermined start timing; and The process of setting the performance element includes: When the specific selection item is selected by a player, a first effect element and a second effect element are set; The process of displaying the performance element includes: When the specific selection item is selected by the player and the first and second effect elements are set, the first effect element is displayed, and then the second effect element is repeatedly displayed.

[0012] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer A process of accepting an operation by a player to select at least one of a plurality of selection items including a specific selection item; a process of setting one or more effect elements corresponding to the selection items selected by the player; A process of displaying the set performance element at a predetermined start timing; and The process of setting the performance element includes: When the specific selection item is selected by a player, a first effect element and a second effect element are set; The process of displaying the performance element includes: When the specific selection item is selected by the player and the first and second effect elements are set, the first effect element is displayed, and then the second effect element is repeatedly displayed. [Effects of the Invention]

[0013] According to the present invention, it is possible to improve the presentation effect. [Brief explanation of the drawings]

[0014] [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 download notification dialog, and Fig. 3C is a diagram showing an example of a downloading screen. [Figure 4] Fig. 4A is a first diagram showing an example of a home screen, and Fig. 4B is a second diagram showing an example of a home screen. [Figure 5] 5A and 5B are a first and a second diagram illustrating an example of a custom dialog. [Figure 6] Fig. 6A is a diagram showing an example of a first audio setting dialog, Fig. 6B is a first diagram showing an example of a change confirmation dialog, and Fig. 6C is a second diagram showing an example of the change confirmation dialog. [Figure 7] Fig. 7A is a diagram showing an example of a second audio setting dialog, Fig. 7B is a third diagram showing an example of a change confirmation dialog, and Fig. 7C is a fourth diagram showing an example of a change confirmation dialog. [Figure 8] Fig. 8A is a first diagram showing an example of a background setting dialog, Fig. 8B is a diagram showing a data download confirmation screen, and Fig. 8C is a diagram showing a preview screen. [Figure 9] 9A is a second diagram showing an example of the background setting dialog, and FIG. 9B is a third diagram showing an example of the custom dialog. [Figure 10] Fig. 10A is a first diagram showing an example of a home screen when a still video is set as the background, and Fig. 10B is a second diagram showing an example of a home screen when a still video is set as the background. [Figure 11] FIG. 11 is a diagram illustrating the flow of the presentation when a still video is set as the background. [Figure 12] Fig. 12A is a first diagram showing an example of a home screen when a release video is set as the background, and Fig. 12B is a second diagram showing an example of a home screen when a release video is set as the background. [Figure 13]Fig. 13A is a diagram illustrating the flow of effects when the release video is set as the background and the release-specific sound is set as the sound. Fig. 13B is a diagram illustrating the flow of effects when the release video is set as the background and the selected BGM is set as the sound. [Figure 14] Fig. 14A is a diagram showing an example of a story screen, Fig. 14B is a diagram showing an example of a main story screen, and Fig. 14C is a diagram showing an example of a quest screen. [Figure 15] Fig. 15A is a diagram illustrating an example of a main quest screen, Fig. 15B is a diagram illustrating an example of a main quest selection screen, and Fig. 15C is a diagram illustrating an example of a party selection screen. [Figure 16] Fig. 16A is a diagram illustrating an example of a battle game screen, Fig. 16B is a diagram illustrating an example of a result screen, and Fig. 16C is a diagram illustrating an example of a story release notification dialog. [Figure 17] FIG. 17 is a diagram for explaining an example of story management information according to this embodiment. [Figure 18] Fig. 18A is a diagram for explaining an example of main story release information of this embodiment, and Fig. 18B is a diagram for showing an example of character story release information of this embodiment. [Figure 19] FIG. 19 is a diagram illustrating an example of the gacha screen. [Figure 20] Fig. 20A is a first diagram illustrating an example of a winning screen when a 3-star ally character is won by a gacha lottery. Fig. 20B is a second diagram illustrating an example of a winning screen when a 3-star ally character is won by a gacha lottery. [Figure 21] FIG. 21 is a diagram illustrating an example of a winning screen 210 when a 1-star ally character is won by a gacha lottery. [Figure 22] FIG. 22 is a diagram illustrating an example of character management information according to this embodiment. [Figure 23] FIG. 23 is a diagram illustrating an example of custom setting information according to this embodiment. [Figure 24] FIG. 24 is a diagram illustrating the functional configuration of the player terminal and the server. [Figure 25] FIG. 25 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 26] FIG. 26 is a flowchart illustrating the update process of this embodiment. [Figure 27] FIG. 27 is a flowchart illustrating the home screen display process of this embodiment. [Figure 28] FIG. 28 is a flowchart illustrating the customization process of this embodiment. [Figure 29] FIG. 29 is a flowchart illustrating the terminal-side gacha management process of this embodiment. [Figure 30] Fig. 30A is a diagram illustrating the flow of effects when the release video is set as the background and the release-specific sound is set as the sound according to the first modified example. Fig. 30B is a diagram illustrating the flow of effects when the release video is set as the background and the selected BGM is set as the sound according to the first modified example. [Figure 31] FIG. 31 is a diagram illustrating the flow of effects when a release video is set as the background and release-specific sound is set as the sound, according to the second modified example. [Figure 32] FIG. 32 is a diagram illustrating the flow of effects when a release video is set as the background and release-specific sound is set as the sound, according to the third modified example. DETAILED DESCRIPTION OF THE INVENTION

[0015] 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.

[0016] (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 N having a communication base station Na.

[0017] A player terminal (information processing device) 1 can establish communication with the server 1000 via a communication network N. 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.

[0018] 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.

[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed 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.

[0020] 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.

[0021] (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 storage device 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.

[0022] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0023] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 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.

[0024] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with 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 storage device 12 is connected to the CPU 10 via a bus 14.

[0025] 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.

[0026] 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 storage device 12 (RAM) by the CPU 10.

[0027] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.

[0028] 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.

[0029] 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.

[0030] (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.

[0031] 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.

[0032] FIG. 3A is a diagram showing an example of a title screen 30. FIG. 3B is a diagram showing an example of a download notification dialog 31. FIG. 3C is a diagram showing an example of a download gauge 32. The title screen 30 shown in FIG. 3A is a 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 the title screen 30 may display the name of the operating company that operates the game in addition to the title name of the game. The title screen 30 may also display the title name of the game and the name of the operating company. Furthermore, the title screen 30 displays, as a background, an image or video that suggests the content of the game. For example, the background may include information about characters appearing in the main game, information about the story of the main game, etc.

[0033] Furthermore, game start operation information "Touch" suggesting an operation method required to start the game is displayed on the title screen 30. In this embodiment, when the player taps the display 26 on the title screen 30, the player ID is transmitted from the player terminal 1 to the server 1000, and the player logs in to the game.

[0034] At this time, the player terminal 1 acquires player information stored in the server 1000 in association with the player ID. The player information includes game release information indicating whether or not a battle game for each type of battle game has been released, the player's level, the player's stamina, party information indicating the party, story release information indicating whether or not a story has been released (main story release information and character story release information, which will be described later), character management information, which will be described in detail later, custom setting information on the home screen 40, which will be described later, and the like.

[0035] As will be described in detail later, upon acquiring the player information, the player terminal 1 refers to the acquired player information and various information stored in the storage unit 18 or storage device 12 of the player terminal 1, and if there is data that needs to be newly downloaded, the player terminal 1 downloads the data from the server 1000. Furthermore, the player terminal 1 refers to the acquired player information and various information stored in the storage unit 18 or storage device 12 of the player terminal 1, and if there is data that needs to be discarded from the storage unit 18 or storage device 12 of the player terminal 1, the player terminal 1 deletes the data from the storage unit 18 or storage device 12 of the player terminal 1.

[0036] At this time, when downloading data from the server 1000, a download notification dialog 31 informing the player that data will be downloaded is displayed in the center of the display 26 so as to be superimposed on the title screen 30. The download notification dialog 31 displays the words "Data will be downloaded." The download notification dialog 31 also displays a download permission operation section 31a that reads "OK."

[0037] When the player taps the download permission operation unit 31a, the download notification dialog 31 disappears and the data download begins. When the data download begins, a download gauge 32 for notifying the player of the progress of the download is displayed at the bottom of the display 26, superimposed on the title screen 30. When the download is complete, the player terminal 1 refers to the acquired player information and various information stored in the memory unit 18 or the storage device 12 of the player terminal 1, and if there is data that needs to be discarded from the memory unit 18 or the storage device 12 of the player terminal 1, it deletes the data from the memory unit 18 or the storage device 12 of the player terminal 1.

[0038] Then, when the data deletion is complete, a home screen 40, which will be described later, is displayed on the display 26. If the above-mentioned data download is not required, that is, if there is no need to download new data, then the home screen 40, which will be described later, is displayed on the display 26 after the above-mentioned data has been deleted. If the above-mentioned data deletion is not required, that is, if there is no need to delete data, then the home screen 40, which will be described later, is displayed on the display 26 after the above-mentioned data has been downloaded. If both the above-mentioned data download and data deletion are not required, then when the player taps the display 26 on the title screen 30, the home screen 40, which will be described later, is displayed on the display 26.

[0039] Fig. 4A is a first diagram showing an example of the home screen 40. Fig. 4B is a second diagram showing an example of the home screen 40. The home screen 40 shown in Fig. 4A is the first screen to be displayed after the display of the title screen 30 has finished.

[0040] As shown in FIG. 4A , on the home screen 40, a menu bar 41 is displayed at the bottom of the display 26. The menu bar 41 has a plurality of operation units that the player can operate (tap). 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." That is, the home screen 40 displays the home screen selection operation unit 41a, the ally character confirmation screen selection operation unit 41b, the story screen selection operation unit 41c, the quest screen selection operation unit 41d, the gacha screen selection operation unit 41e, and the menu screen selection operation unit 41f, which are a plurality of menu items for executing various functions (contents) related to the game, such as quests and gacha, which will be described later. In the menu bar 41, the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.

[0041] When the home screen selection operation unit 41a is tapped, the home screen 40 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 120 (FIG. 14A), which will be described later, is displayed on the display 26. When the quest screen selection operation unit 41d is tapped, a quest screen 140 (FIG. 14C), which will be described later, is displayed on the display 26.

[0042] Furthermore, when the gacha screen selection operation unit 41e is tapped, a gacha screen 200 (FIG. 19) described later is displayed on the display 26. Note that, as will be described in detail later, the gacha screen 200 allows a gacha lottery to be held, in which an ally character can be acquired by lottery. Furthermore, when the menu screen selection operation unit 41f is tapped, a menu screen (not shown) is displayed on the display 26. Note that the game settings and various information can be confirmed on the menu screen.

[0043] A header display area 42 is provided at the top of the home screen 40. Player information associated with a player ID is displayed in the header display area 42. 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.

[0044] 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.

[0045] Although a detailed explanation will be omitted, when a player wins a battle game, the player can acquire a predetermined value as player experience points. Then, each time the player experience points reach a certain value, the player level increases. A stamina upper limit is set for the player level, and as the player level increases, the stamina upper limit also increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit range. The stamina display bar 42b displays the current remaining stamina in relation to the stamina upper limit so that the player can visually grasp it.

[0046] In this embodiment, the player can set a desired background and sound combination for the home screen 40. In this embodiment, the player can set a minimum of one and a maximum of five desired background and sound combinations for the home screen 40. However, the number of desired background and sound combinations that can be set is not limited to this. The home screen 40 is the screen that the player displays most frequently. Therefore, by downloading the background and sound for this screen in advance before displaying the home screen 40, it is possible to prevent an increase in the number of downloads. On the other hand, by deleting from the player terminal 1 videos that are not set as the background for the home screen 40, it is possible to prevent an increase in data volume and a resulting strain on the storage area.

[0047] The player can set a still image, a still video made up of motion graphics, or a video made up of animation as the background of the home screen 40. In this embodiment, the still video changes its presentation based on the player's operation. On the other hand, the video made up of animation does not change its display content based on the player's operation.

[0048] When the player sets a still image as the background of the home screen 40, the player can set a desired selected BGM for the set still image. The set selected BGM is played in a loop or repeatedly played continuously. There are multiple types of still images, videos, and selected BGM that can be set as the background.

[0049] Furthermore, when the player sets a still video as the background of the home screen 40, the player can set a desired selected background music for the set still video. The set still video is played in a loop or repeatedly played continuously. The set desired selected background music is played in a loop or repeatedly played continuously. In this embodiment, loop playback may be performed by implementing loop control that repeatedly plays between preset points. In this embodiment, the same video, background music, or other audio may be designated as the next video, background music, or other audio to be played, so that the same video, background music, or other audio may be played repeatedly continuously.

[0050] In this embodiment, as will be described in more detail later, when a predetermined area on the display 26 is tapped while a still video is being played, a tap effect function is activated that changes the display mode of a character appearing in the still video. In addition, as the display mode of the character changes, the voice of the character appearing in the still video is played, and a dialogue image is displayed corresponding to the character's voice.

[0051] In this embodiment, the moving images made up of animations are broadly divided into story moving images and release moving images. Story moving images are moving images that are displayed when a story, which will be described later, is released. Release moving images are moving images that are displayed when a predetermined ally character is acquired in a gacha lottery, which will be described later.

[0052] As will be described in detail later, when a player sets a story video as the background of the home screen 40, the set story video is played in a loop or repeatedly played continuously. Also, as will be described in detail later, when a player sets a release video as the background of the home screen 40, the set release video is played. Then, when playback of the release video ends, the still video associated with that release video is played in a loop or repeatedly played continuously.

[0053] In this embodiment, the still video is configured with motion graphics, but the still video may be configured with animation. Also, both still video configured with motion graphics and still video configured with animation may be provided. Furthermore, a still video configured with animation may be combined as a still video associated with a release video.

[0054] When a player sets a story video as the background on the home screen 40, it is possible to set a story-specific sound that is preset according to the type of story video that has been set, or a desired selected background music.

[0055] For example, a first story video is provided with a corresponding audio for the first story, and a second story video is provided with a corresponding audio for the second story. When the first story video is set as the background, the first story audio or a desired selected background music can be set. When the second story video is set as the background, the second story audio or a desired selected background music can be set.

[0056] On the other hand, in this embodiment, when a first story video is set as the background, the second story-specific audio cannot be set. Also, when a second story video is set as the background, the first story-specific audio cannot be set. However, when a first story video is set, the second story-specific audio may be set. Also, when a second story video is set, the first story-specific audio may be set. Alternatively, when a still image is set as the background, a desired story-specific audio may be set.

[0057] The story-specific audio is linked to the story video, and is data including, for example, one or more of the voices of characters appearing in the story video, sound effects (SE) corresponding to the content of the story video, and dedicated background music (BGM) corresponding to the content of the story video. The story-specific audio has the same playback time as the story video, and when a player sets a combination of the story video and the story-specific audio on the home screen 40, they are synchronized and looped or continuously played repeatedly. When a player sets a combination of the story video and a desired selected background music on the home screen 40, the story video and the desired selected background music may have different playback times, so the story video and the desired selected background music are not synchronized, and each is looped or continuously played repeatedly. The story video and the story-specific audio for the story video may be stored in a single data file.

[0058] In addition, when the player sets a release video as the background on the home screen 40, it is possible to set a pre-set release-specific sound or a desired selected background music according to the type of release video set.

[0059] For example, a first release video is provided with a corresponding first release-only sound, and a second release video is provided with a corresponding second release-only sound. When the first release video is set as the background, the first release-only sound or a desired selected background music can be set. When the second release video is set as the background, the second release-only sound or a desired selected background music can be set.

[0060] On the other hand, in this embodiment, when the first release video is set as the background, the second release-only sound cannot be set. Also, when the second release video is set as the background, the first release-only sound cannot be set. However, when the first release video is set, the second release-only sound may be set. Also, when the second release video is set, the first release-only sound may be set. Alternatively, when a still image is set as the background, a desired release-only sound may be set.

[0061] In this embodiment, the release video is data that includes, in addition to animation data, lines of characters appearing in the release video and sound effects (SE) according to the content of the release video.

[0062] Furthermore, the release-only audio has content linked to the release video, and is data containing dedicated background music corresponding to the content of the release video. The release-only audio has a different playback time than the release video. In this embodiment, the release-only audio has a longer playback time than the release video. However, the release-only audio may also have a shorter playback time than the release video.

[0063] When a player sets a combination of release video and release-only audio on the home screen 40, the playback start timing of the release video and release-only audio are synchronized. Then, when playback of the release video ends, the still video associated with that release video is played in a loop or continuously and repeatedly. Furthermore, the release-only audio is played in a loop or continuously and repeatedly without being synchronized with the still video. However, the release-only audio may have the same playback time as the release video.

[0064] In this embodiment, the release video and the still video associated with the release video feature the same characters.

[0065] Furthermore, when the player sets a combination of a release video and a desired selected BGM on the home screen 40, the timing at which the release video and the desired selected BGM start playing are synchronized. Then, when the playback of the release video ends, the still video associated with the release video is played in a loop or continuously and repeatedly. Furthermore, the desired selected BGM is played in a loop or continuously and repeatedly without being synchronized with the still video. The release video and the sound dedicated to the release of the release video may be stored in a single data file.

[0066] When the player has set multiple combinations of background and sound on the home screen 40, as shown in FIGS. 4A and 4B, switching operation units 40a are displayed on the right and left sides of the home screen 40. When the switching operation unit 40a is tapped, the background and sound combination being displayed or played switches. Note that if the background music before and after the switch is the same, the currently playing background music may continue to be played as is, or the background music may be played from the beginning.

[0067] Furthermore, a home screen setting operation section 40b is displayed in the upper right portion of the home screen 40. When the player taps the home screen setting operation section 40b, a custom dialog 50, which will be described later, is displayed so as to be superimposed on the home screen 40. However, it is also possible to terminate the display of the home screen 40 and transition to the display of the custom dialog 50 without superimposing the custom dialog 50 on the home screen 40.

[0068] Fig. 5A is a first diagram showing an example of the custom dialog 50. Fig. 5B is a second diagram showing an example of the custom dialog 50. As shown in Fig. 5A, the words "Custom My Page" are displayed at the top of the custom dialog 50, informing the player that the custom dialog 50 is being displayed.

[0069] Also, in the center of the customization dialog 50, customization content tabs 51a to 51e are displayed that notify the combination of background and sound currently being set on the home screen 40. Also, in the lower right corner of the customization dialog 50, a cancel operation section 52a marked "Cancel" and a setting completion operation section 52b marked "Settings Complete" are displayed.

[0070] At the top of each of the custom content tabs 51a to 51e, consecutive numbers are assigned from the left side of the custom dialog 50, such as "Custom My Page 1" to "Custom My Page 5."

[0071] As described above, in this embodiment, a maximum of five desired background and sound combinations can be set. FIG. 5A shows a case where four background and sound combinations have been set. In this case, the custom content tab 51e is displayed blank. Furthermore, in this embodiment, the background and sound combinations are displayed left-justified in the custom content tabs 51a to 51e. Note that, as described above, in this embodiment, a minimum of one and a maximum of five desired background and sound combinations can be set on the home screen 40, and therefore the custom content tab 51a is never displayed blank.

[0072] As shown in FIG. 5A, custom content tabs 51a to 51d, in which a combination of background and audio is set, each display a background preview area 53 that notifies the content of the background being set, a delete operation unit 54 for deleting the set content, a background change operation unit 55 for changing the content of the background being set, an audio preview area 56 that notifies the content of the audio being set, and an audio change operation unit 57 for changing the audio being set.

[0073] In the case of FIG. 5A, in the custom content tab 51a, a story video is set as the background and a desired selected background music selected by the player is set as the audio. In the custom content tab 51b, a still image is set as the background and a desired selected background music selected by the player is set as the audio. In the custom content tab 51c, a story video is set as the background and a story-specific audio is set as the audio. In the custom content tab 51d, a still image is set as the background and an initial background music is set as the audio. The initial background music is a background music that has been set in advance.

[0074] In this embodiment, the same background content cannot be set for two or more of the custom content tabs 51a to 51e, and different background content can be set for each of the custom content tabs 51a to 51e. However, it may be possible to set the same background content for two or more of the custom content tabs 51a to 51e.

[0075] On the other hand, the same BGM can be set for two or more of the custom content tabs 51a to 51e. However, it may be possible to restrict the setting of the same BGM for two or more of the custom content tabs 51a to 51e.

[0076] In the customization dialog 50, when the delete operation section 54 of any of the customization content tabs 51a to 51d is tapped, the display of the customization content tab 51a to 51d corresponding to the tapped delete operation section 54 is deleted. For example, when the delete operation section 54 of the customization content tab 51c is tapped, the content displayed in the customization content tab 51c in FIG. 5A is deleted, and the content displayed in the customization content tab 51d in FIG. 5A is slid into the customization content tab 51c as shown in FIG. 5B. This left-justified display makes it easier for the player to grasp the current setting contents. However, it is also possible to delete the display of the customization content tab 51a to 51d corresponding to the tapped delete operation section 54 without left-justifying the display.

[0077] Additionally, an icon marked "i" is displayed in the audio preview area 56, and tapping this icon causes the desired selected BGM to be played. This allows the player to preview the desired selected BGM that is currently being set. At this time, if the desired selected BGM to be previewed is not stored in the player terminal 1, it is downloaded and previewed.

[0078] In the custom dialog 50, when the audio change operation unit 57 is tapped, a first audio setting dialog 60a (FIG. 6A) or a second audio setting dialog 60b (FIG. 6B), which will be described later, is displayed. In addition, in the custom dialog 50, when the background change operation unit 55 is tapped, a background setting dialog 110 (FIG. 8A), which will be described later, is displayed.

[0079] FIG. 6A is a diagram showing an example of the first audio setting dialog 60a. FIG. 6B is a first diagram showing an example of the change confirmation dialog 70. FIG. 6C is a second diagram showing an example of the change confirmation dialog 70. In FIG. 5B, when the audio change operation unit 57 of the custom content tab 51b or the custom content tab 51c is tapped, the first audio setting dialog 60a is displayed on the display 26. In other words, when the audio change operation unit 57 of the custom content tab 51b or 51c in which a still image is set as the background is tapped, the first audio setting dialog 60a is displayed. The first audio setting dialog 60a is also displayed when the audio change operation unit 57 of the custom content tab in which a still video is set as the background is tapped.

[0080] The first sound setting dialog 60a displays BGM icons corresponding to the selected BGM that the player can set. Also, at the bottom of the first sound setting dialog 60a, an icon labeled "Return to initial BGM" and an icon labeled "Purchase BGM" are displayed.

[0081] In this embodiment, the selectable BGM that can be set by the player can be purchased by the player using in-game currency. When the icon labeled "Purchase BGM" in the first sound setting dialog 60a is tapped, a screen for purchasing the selectable BGM is displayed, allowing the user to purchase the desired selectable BGM. Note that a new selectable BGM that can be set may be released when a predetermined condition is met based on the game progress, character acquisition information, etc.

[0082] Then, when the player taps a desired BGM icon in the first sound setting dialog 60a, a change confirmation dialog 70 shown in FIG. 6B is displayed so as to be superimposed on the first sound setting dialog 60a. When the change confirmation dialog 70 is displayed, the brightness of the first sound setting dialog 60a behind the change confirmation dialog 70 is changed to be darker than the brightness of the change confirmation dialog 70. This leads the player's line of sight to the change confirmation dialog 70.

[0083] The change confirmation dialog 70 displays the message "You will change the background music on My Page 3. Are you sure?" This notifies the player which setting content of the custom content tabs 51a to 51e will be changed. The change confirmation dialog 70 also displays an icon labeled "Cancel" and an icon labeled "OK."

[0084] 6B, when the icon marked "OK" is tapped, the change to the background music is provisionally registered. On the other hand, when the icon marked "Cancel" is tapped, the display of the change confirmation dialog 70 is deleted.

[0085] Then, when the player taps the icon labeled "Restore to initial BGM" in the first sound setting dialog 60a, a change confirmation dialog 70 shown in FIG. 6C is displayed superimposed on the first sound setting dialog 60a. As shown in FIG. 6C, the change confirmation dialog 70 displays the message "Restore the BGM for My Page 3 to the initial setting. Are you sure?" This notifies the player which setting of the custom content tabs 51a to 51e will be changed.

[0086] Then, when the icon marked "OK" is tapped in the change confirmation dialog 70 shown in Fig. 6C, the change to the background music is provisionally registered. On the other hand, when the icon marked "Cancel" is tapped in the change confirmation dialog 70 shown in Fig. 6C, the display of the change confirmation dialog 70 is deleted.

[0087] FIG. 7A is a diagram showing an example of the second audio setting dialog 60b. FIG. 7B is a third diagram showing an example of the change confirmation dialog 70. FIG. 7C is a fourth diagram showing an example of the change confirmation dialog 70. In FIG. 5B, when the audio change operation unit 57 of the custom content tab 51a is tapped, the second audio setting dialog 60b is displayed on the display 26. In other words, when the audio change operation unit 57 of the custom content tab 51a in which a story video is set in the background is tapped, the second audio setting dialog 60b is displayed. Also, when the audio change operation unit 57 of the custom content tab in which a release video is set in the background is tapped, the first audio setting dialog 60a is displayed.

[0088] The second audio setting dialog 60b displays BGM icons corresponding to the selected BGM that the player can set. Also, at the bottom of the second audio setting dialog 60b, an icon labeled "Return to in-anime audio," an icon labeled "Set initial BGM," and an icon labeled "Purchase BGM" are displayed. When the icon labeled "Purchase BGM" in the second audio setting dialog 60b is tapped, a screen for purchasing the selected BGM is displayed, allowing the user to purchase the desired selected BGM.

[0089] Then, when the player taps the desired BGM icon in the second sound setting dialog 60b, a change confirmation dialog 70 as shown in Fig. 6B is displayed so as to be superimposed on the second sound setting dialog 60b. At this time, the change confirmation dialog 70 displays the message "You will change the BGM on My Page 1. Are you sure?"

[0090] 7B is displayed so as to be superimposed on the second audio settings dialog 60b. When the change confirmation dialog 70 is displayed, the brightness of the second audio settings dialog 60b behind the change confirmation dialog 70 is changed to be darker than the brightness of the change confirmation dialog 70.

[0091] The change confirmation dialog 70 displays the message "The audio on My Page 1 will be changed back to the audio in the animation. Are you sure?" This notifies the player which setting content of the custom content tabs 51a to 51e will be changed. The change confirmation dialog 70 also displays an icon labeled "Cancel" and an icon labeled "OK."

[0092] Then, when the icon marked "OK" is tapped in the change confirmation dialog 70, the change to the dedicated voice is provisionally registered. On the other hand, when the icon marked "Cancel" is tapped in the change confirmation dialog 70, the display of the change confirmation dialog 70 is deleted.

[0093] Furthermore, when the player taps the icon labeled "Set as initial BGM" in the second audio setting dialog 60b, a change confirmation dialog 70 shown in FIG. 7C is displayed superimposed on the second audio setting dialog 60b.

[0094] The change confirmation dialog 70 displays the message "The BGM on My Page 1 will be set as the initial BGM. Are you sure?" This notifies the player which setting content of the custom content tabs 51a to 51e will be changed. The change confirmation dialog 70 also displays an icon labeled "Cancel" and an icon labeled "OK."

[0095] Then, when the icon marked "OK" is tapped in the change confirmation dialog 70, the change to set the BGM as the initial BGM is provisionally registered. On the other hand, when the icon marked "Cancel" is tapped in the change confirmation dialog 70, the display of the change confirmation dialog 70 is deleted.

[0096] Fig. 8A is a diagram showing an example of background setting dialog 110. Fig. 8B is a diagram showing data download confirmation dialog 114. Fig. 8C is a diagram showing preview screen 116. In Fig. 5B, when background change operation unit 55 or custom content tabs 51d, 51e are tapped, background setting dialog 110 is displayed on display 26.

[0097] As shown in FIG. 8A, a selection bar 111 is displayed in the background setting dialog 110. The selection bar 111 is provided with a plurality of operation units that the player can tap. As shown in FIG. 8A, the selection bar 111 is provided with a character story operation unit 111a marked "Character" and a main story operation unit 111b marked "Main." Note that the operation unit that is currently selected is highlighted in the selection bar 111. The example shown in FIG. 8A illustrates a case where the main story operation unit 111b is currently selected and is highlighted. Note that in this embodiment, a main story that corresponds to the story of the main game and character stories that correspond to the characters that appear in the main game are provided.

[0098] When the main story operation section 111b is selected, as shown in FIG. 8A, a list of still image icons 112a and story video icons 112b that can be set by the player is displayed in the background setting dialog 110. Here, based on the story release information described below, the still image icons 112a and story video icons 112b corresponding to the main story that has been released are displayed in the background setting dialog 110. On the other hand, still images and story videos that have not been released are displayed as icons 112c marked with "?". Also, an icon marked "Close" is displayed at the bottom of the background setting dialog 110. When the icon marked "Close" is tapped, the display of the background setting dialog 110 is deleted.

[0099] When the player taps on the still image icon 112a in the background setting dialog 110, the tapped still image is provisionally registered and the display of the background setting dialog 110 is deleted. At this time, the initial BGM is provisionally registered as audio.

[0100] Furthermore, when the player taps on the story video icon 112b in the background setting dialog 110, the data download confirmation dialog 114 shown in FIG. 8B is displayed so as to be superimposed on the background setting dialog 110. When the data download confirmation dialog 114 is displayed, the brightness of the background setting dialog 110 behind the data download confirmation dialog 114 is changed to be darker than the brightness of the data download confirmation dialog 114.

[0101] The data download confirmation dialog 114 displays a message informing the player that data will be downloaded, an icon marked "Cancel," and an icon marked "OK." At this time, the data capacity of the story video to be downloaded is displayed below the icon marked "OK." Here, the data capacity is displayed as "123.45 MB." Note that if the data of the story video is currently stored in the memory unit 18 or the storage device 12 of the player terminal 1, the data capacity is displayed as "0 MB," and the download of the story video is not actually performed. Note that if the data of the story video is currently stored in the memory unit 18 or the storage device 12 of the player terminal 1, the data download confirmation dialog 114 may not be displayed, and a preview screen 116 (described later) may be displayed instead.

[0102] Then, when the icon marked "OK" is tapped in the data download confirmation dialog 114 and the download of the story video is completed, a preview screen 116 is displayed and the downloaded story video is played. An icon marked "Settings Complete" is displayed in the lower right corner of the preview screen 116, and an arrow-shaped icon is displayed in the upper left corner. When the arrow-shaped icon displayed in the upper left corner of the preview screen 116 is tapped, the preview screen 116 is deleted and the background setting dialog 110 is displayed.

[0103] Furthermore, when an icon marked "Settings Complete" is tapped on the preview screen 116, the story video is provisionally registered as the background. At this time, the story-specific audio of the provisionally registered story video is provisionally registered as audio.

[0104] 5B, when setting completion operation unit 52b is tapped, the provisionally registered changes are set, the display of custom dialog 50 is deleted, and home screen 40 is displayed. On the other hand, when cancel operation unit 52a is tapped in custom dialog 50, the provisionally registered changes are discarded, the display of custom dialog 50 is deleted, and home screen 40 is displayed.

[0105] FIG. 9A is a second diagram showing an example of the background setting dialog 110. FIG. 9B is a third diagram showing an example of a custom dialog. When the character story operation section 111a is selected, as shown in FIG. 9A, icons corresponding to still images and videos that the player can set as the background are displayed for each character type. Specifically, based on story release information described later, a still image icon 112a corresponding to a character story that has been released is displayed in the background setting dialog 110. Furthermore, based on character management information described later, a still image and video icon 112d that has been released is displayed in the background setting dialog 110. Furthermore, based on character management information described later, a released video icon 112e that has been released is displayed in the background setting dialog 110. Note that still images and videos that have not been released are displayed as icons marked with "?"

[0106] When the player taps the still video icon 112d in the background setting dialog 110 shown in FIG. 9A, the data download confirmation dialog 114 shown in FIG. 8B is displayed so as to be superimposed on the background setting dialog 110. Then, as described above, when the icon marked "OK" is tapped in the data download confirmation dialog 114 and the download of the still video is completed, the preview screen 116 is displayed and the downloaded still video is played. When the icon marked "Settings Complete" is tapped in the preview screen 116, the still video is provisionally registered as the background. At this time, the initial background music is provisionally registered as the audio.

[0107] Furthermore, when the player taps the release video icon 112e in the background setting dialog 110 shown in FIG. 9A, the data download confirmation dialog 114 shown in FIG. 8B is displayed so as to be superimposed on the background setting dialog 110. Then, as described above, when the icon marked "OK" is tapped in the data download confirmation dialog 114 and the download of the release video is completed, the preview screen 116 is displayed and the downloaded release video is played. Then, when the icon marked "Settings Complete" is tapped in the preview screen 116, the release video is provisionally registered as the background. At this time, the release-specific sound of the provisionally registered release video is provisionally registered as the sound.

[0108] 9B, when setting completion operation unit 52b is tapped, the provisionally registered changes are set, the display of custom dialog 50 is deleted, and home screen 40 is displayed. On the other hand, when cancel operation unit 52a is tapped in custom dialog 50, the provisionally registered changes are discarded, the display of custom dialog 50 is deleted, and home screen 40 is displayed.

[0109] The following describes the flow of presentation when a still video is set as the background to be displayed on the home screen 40. FIG. 10A is a first diagram showing an example of the home screen 40 when a still video is set as the background. FIG. 10B is a second diagram showing an example of the home screen 40 when a still video is set as the background. FIG. 11 is a diagram explaining the flow of presentation when a still video is set as the background. When a still video is set as the background to be displayed on the home screen 40, as shown in FIG. 10A, a still video featuring character A is displayed on the home screen 40. Furthermore, as shown in FIG. 11, when the still video is displayed, the audio of a first line of character A is played, and a first line image showing the content of the first line is displayed.

[0110] Furthermore, when a still video is set as the background, the tap effect function is enabled when the set still video is displayed on the home screen 40. When the tap effect function is enabled, if an area on the home screen 40 other than the area where the various operation units are displayed is tapped, the display mode of character A changes as shown in FIG. 10B. Furthermore, as shown in FIG. 11, the audio of the second line of character A is played, and a second line image showing the content of the second line is displayed. In other words, the content of the still video can be changed based on the player's operation.

[0111] 11, the set still video is played in a loop or repeatedly played continuously. The set desired selected BGM is played in a loop or repeatedly played continuously. If an initial BGM is set, the initial BGM is played in a loop or repeatedly played continuously.

[0112] Next, the flow of effects when a release video is set as the background to be displayed on the home screen 40 will be described. FIG. 12A is a first diagram showing an example of the home screen 40 when a release video is set as the background. FIG. 12B is a second diagram showing an example of the home screen 40 when a release video is set as the background. FIG. 13A is a diagram explaining the flow of effects when a release video is set as the background and release-specific sound is set as the sound. FIG. 13B is a diagram explaining the flow of effects when a release video is set as the background and selected BGM is set as the sound. When a release video is set as the background to be displayed on the home screen 40, as shown in FIG. 12A, playback of the release video featuring character A begins on the home screen 40.

[0113] At this time, if a release-only sound is set for the sound, the lines of the characters appearing in the release video and sound effects (SE) corresponding to the content of the release video are played back, as shown in Figure 13A. Furthermore, the release-only sound set for the sound is played back in a loop or repeatedly played back continuously.

[0114] On the other hand, as shown in Figure 13B, when a selected background music is set for the audio, the lines of the characters appearing in the release video and sound effects (SE) corresponding to the content of the release video are not played, and only the selected background music set for the audio is played in a loop or repeatedly played continuously.

[0115] Then, when playback of the release moving image is completed, playback of the still moving image associated with the release moving image is started as shown in Fig. 12B. Then, as shown in Fig. 13A and Fig. 13B, the still moving image is looped or continuously and repeatedly played.

[0116] Furthermore, if a release video is set as the background, the tap effect function is disabled when the set release video starts to play on the home screen 40. When the tap effect function is disabled, even if an area other than the area on the home screen 40 where the various operation units are displayed is tapped, the effect content of the release video does not change. Furthermore, even if a still video associated with the release video starts to play after the release video, the tap effect function is set to disabled. In this case, even if an area other than the area on the home screen 40 where the various operation units are displayed is tapped while the still video is playing, the effect content of the still video does not change.

[0117] Fig. 14A is a diagram showing an example of a story screen 120. Fig. 14B is a diagram showing an example of a main story screen 130. Fig. 14C is a diagram showing an example of a quest screen 140.

[0118] When story screen selection operation unit 41c of menu bar 41 is tapped, story screen 120 shown in Fig. 14A is displayed on display 26. As shown in Fig. 14A, story screen 120 displays menu bar 41, header display area 42, main story selection operation unit 121, and character story selection operation unit 122. Furthermore, story screen 120 displays, as a background to menu bar 41, header display area 42, main story selection operation unit 121, and character story selection operation unit 122, images or videos suggesting characters appearing in the main game or the story of the main game.

[0119] When the main story selection operation unit 121 on the story screen 120 is tapped, a main story screen 130 shown in FIG. 14B is displayed on the display 26. As shown in FIG. 14B, the main story screen 130 displays a menu bar 41, a header display area 42, and a main story selection display area 131. The main story selection display area 131 displays multiple main stories that are unlocked according to the progress of a "main quest" described below. As the player progresses through the main quest described below, new main stories are unlocked, and the player can view the unlocked main stories on the main story screen 130.

[0120] In this embodiment, the main story selection display area 131 displays five main stories: story selection operation section 131a marked "Story 1-1," story selection operation section 131b marked "Story 1-2," story selection operation section 131c marked "Story 1-3," story selection operation section 131d marked "Story 2-1," and story selection operation section 131e marked "Story 2-2."

[0121] The player can view the contents of each main story by operating each story selection operation unit 131a, 131b, 131c, 131d, and 131e. Each main story has an unlocking condition, and the player can view only the main story for which the unlocking condition is met. If the unlocking condition is not met, the story selection operation unit 131e shown in FIG. 14B is grayed out on the display 26, making it impossible for the player to select the story.

[0122] A condition for unlocking a main story is to clear a specific main quest, and once this condition is met, the main story to be viewed is unlocked. In the example of FIG. 14B, the main stories are unlocked in the order of "Story 1-1," "Story 1-2," "Story 1-3," "Story 2-1," and "Story 2-2." When the conditions for unlocking a main story are met, the main story unlock information included in the player information is updated. As a result, each story selection operation unit 131a, 131b, 131c, 131d, and 131e is released from the grayed-out display (unselectable state) shown in FIG. 14B and becomes selectable.

[0123] Furthermore, the main story of this embodiment includes multiple chapters. In the example of FIG. 14B, the main story includes Chapter 1 and Chapter 2. Chapter 1 includes "Story 1-1," "Story 1-2," and "Story 1-3." Chapter 2 includes "Story 2-1" and "Story 2-2." Here, "Story 1-3" is the main story that is the final episode of Chapter 1. Each main story is assigned unique identification information (hereinafter referred to as a main story ID).

[0124] When the conditions for releasing a main story are met and a new main story is released, story release information is transmitted from the player terminal 1 to the server 1000. When the server 1000 receives the story release information from the player terminal 1, it stores the story release information in the storage unit 1018 of the server 1000 in association with the player ID of the transmitted player terminal 1. By associating the story release information with the player ID in the server 1000, the main story ID corresponding to the released main story for each player (i.e., for each player ID) is managed.

[0125] When the character story selection operation unit 122 in the story screen 120 shown in FIG. 14A is operated, a character story (not shown) that is unlocked according to the intimacy level of an ally character is displayed on the display 26. The intimacy level of an ally character increases when the player wins a battle game described below or when a predetermined item is used. Each time the intimacy level reaches a predetermined value, the intimacy rank increases. Note that an upper limit value for the intimacy rank is set for each ally character, and the rank increases only up to the upper limit value. When the intimacy level of an ally character increases to the upper limit value, all character stories for that ally character are unlocked. Each character story is assigned unique identification information (hereinafter referred to as a character story ID).

[0126] When the character story release conditions are met and a new character story is released, character story release information is transmitted from the player terminal 1 to the server 1000. When the server 1000 receives the character story release information from the player terminal 1, it stores the character story release information in the storage unit 1018 of the server 1000 in association with the player ID of the transmitted player terminal 1. By associating the character story release information with the player ID in the server 1000, the character story IDs corresponding to released character stories for each player (i.e., for each player ID) are managed.

[0127] The player will then be able to view the video of the main story or character story for which the release conditions have been met. When viewing the video of the main story or character story based on the player's operation, if the data of the video to be viewed is currently stored in the memory unit 18 or storage device 12 of the player terminal 1, the stored video is played. On the other hand, if the data of the video to be viewed is not currently stored in the memory unit 18 or storage device 12 of the player terminal 1, the video to be viewed is downloaded from the server 1000 and stored in the memory unit 18 or storage device 12 of the player terminal 1, and the video to be viewed is played.

[0128] Furthermore, when the quest screen selection operation section 41d of the menu bar 41 is tapped, a quest screen 140 shown in FIG. 14C is displayed on the display 26. The quest screen 140 displays the menu bar 41, the header display area 42, and a plurality of game type selection operation sections 141 that list the types of battle games that are available. Here, four types of battle games are available, and four game type selection operation sections 141 are displayed. Furthermore, the quest screen 140 displays, as a background to the four game type selection operation sections 141, images or videos that suggest characters that appear in the main game, the story of the main game, etc.

[0129] The game type selection operation section 141 includes a main quest selection operation section 141a marked "Main Quest," a guild battle selection operation section 141b marked "Guild Battle," a 1V1 battle selection operation section 141c marked "1V1 Battle," and a 3V3 battle selection operation section 141d marked "3V3 Battle."

[0130] FIG. 15A is a diagram illustrating an example of a main quest screen 150. FIG. 15B is a diagram illustrating an example of a main quest selection screen 160. FIG. 15C is a diagram illustrating an example of a party selection screen 170. When the main quest selection operation unit 141a is tapped, the main quest screen 150 shown in FIG. 15A is displayed on the display 26. When the guild battle selection operation unit 141b is tapped, a guild battle screen (not shown) is displayed on the display 26. Similarly, when the 1V1 battle selection operation unit 141c is tapped, a 1V1 battle screen (not shown) is displayed on the display 26. When the 3V3 battle selection operation unit 141d is tapped, a 3V3 battle screen (not shown) is displayed on the display 26.

[0131] Note that some types of battle games have release conditions set. Examples of the release conditions include a player level being equal to or higher than a predetermined value, or clearing other predetermined battle games. Furthermore, each battle game type includes multiple battle games (hierarchical levels or loops). Release conditions are set for each of these battle games. When the release conditions are met, the game release information included in the player information is updated.

[0132] In the player terminal 1, it is determined whether or not a battle game has been released based on the game release information, and only the game type selection operation unit 141 of a battle game that satisfies the release condition will accept the player's operation (tap). Therefore, the player can only play battle games that satisfy the release condition.

[0133] The main quest screen 150 displays a menu bar 41, a header display area 42, and a quest operation section 151 for selecting a plurality of battle games (levels) belonging to the main quest.

[0134] The quest operation unit 151 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.

[0135] In the example of Figure 15A, 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 notified that this battle game has not been cleared.

[0136] In the main quest, the unlocking condition is set to be clearing the previous battle game. For example, in the example of Figure 15A, 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.

[0137] For example, when the quest operation unit 151 for a battle game "1-4" is operated (tapped) on the main quest screen 150, a main quest selection screen 160 shown in FIG. 15B is displayed on the display 26. The main quest selection screen 160 displays enemy characters that appear in the battle game and items (rewards) that can be acquired in the battle game. The main quest selection screen 160 also displays a challenge operation unit 161 marked "Challenge" for challenging the battle game, and a cancel operation unit 162 marked "Cancel" for canceling the processing corresponding to the currently displayed screen.

[0138] When the cancel operation unit 162 is operated (tapped), the main quest screen 150 shown in FIG. 15A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.

[0139] On the other hand, when the challenge operation unit 161 is operated (tapped), a party selection screen 170 shown in Fig. 15C is displayed on the display 26. All ally characters possessed by the player are displayed on the party selection screen 170, and a selected ally character display area 171 that displays the selected ally character is displayed below.

[0140] Additionally, the party selection screen 170 displays a cancel operation section 162 and a battle start operation section 172 labeled "Start Battle."

[0141] When the player operates (tap) a displayed ally character on the party selection screen 170, the operated ally character is displayed in the selected ally character display area 171. 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 formed by the player selecting multiple ally characters. Note that the same ally character cannot be set more than once when forming a party.

[0142] Once the party formation is complete, when the battle start operation unit 172 is operated (tapped), the battle game starts and a battle game screen 180 is displayed on the display 26.

[0143] FIG. 16A is a diagram illustrating an example of a battle game screen 180. FIG. 16B is a diagram illustrating an example of a result screen 190. FIG. 16C is a diagram illustrating an example of a story release notification dialog 192. During a battle game, the battle game screen 180 is displayed as shown in FIG. 16A. On the battle game screen 180, 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 them. The enemy characters are also controlled by a computer and can damage the ally characters or receive damage from them.

[0144] 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.

[0145] Then, when the battle game ends normally (normal end), as shown in Fig. 16B, a result screen 190 is displayed on the display 26. Fig. 16B shows, as an example, the result screen 190 when an ally character wins.

[0146] At least a portion of the game result information of the battle game is displayed on the result screen 190. Also, the result screen 190 displays an end operation section 191 marked "Close."

[0147] When the end operation unit 191 is operated (tapped) on the result screen 190, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen 190 is a part of the battle screen. The normal screen to which the result screen 190 switches 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 190 ends.

[0148] Then, when the predetermined release condition is met by winning the quest, a story release notification dialog 192 is displayed superimposed on the main quest screen 150, as shown in FIG. 16C. The story release notification dialog 192 displays the number of the released story. An icon marked "Close" is also displayed in the story release notification dialog 192. In FIG. 16C, the player is notified that "Story 2-2" has been released. When the icon marked "Close" in the story release notification dialog 192 is tapped, the display of the story release notification dialog 192 ends.

[0149] 17 is a diagram illustrating an example of story management information according to this embodiment. The story management information is managed in association with the player ID of the player, and is stored in the player terminal 1 and the server 1000. The story management information associates, for each story video, a video identification number, a story group identification number, a story identification number, a BGM identification number, an SE identification number, a My Page setting flag, and a fade loop flag.

[0150] The video identification number is a number set to identify the type of story video, the story group identification number is a number used to group story videos by story group type, and the story identification number is a number used to group story videos by story type. The BGM identification number is a number used to identify the BGM used in the story video, and the SE identification number is a number used to identify the SE used in the story video. The my page setting flag is information used to identify whether or not the story video can be set as the background of the home screen 40. The fade loop flag is information used to identify whether or not a fade process has been applied in advance to the end of the video playback time. If a fade process has not been applied in advance to the video set as the background of the home screen 40, the player terminal 1 will perform a fade process when loop playback is performed.

[0151] FIG. 18A is a diagram illustrating an example of main story release information in this embodiment. The main story release information includes the release status of the player's main story. The main story release information is downloaded and updated from the server 1000 to the player terminal 1 upon login. Furthermore, when a predetermined condition is met and a new main story is released, the main story release information stored in the player terminal 1 is updated, and the updated main story release information is transmitted from the player terminal 1 to the server 1000.

[0152] Based on the received main story release information, the server 1000 updates the main story release information stored in the server 1000. Then, the background setting dialog 110 is displayed based on the main story release information. Note that when the value of the released flag in Fig. 18A is 0, it indicates that the corresponding main story has not yet been released, and when the value of the released flag is 1, it indicates that the corresponding main story has already been released.

[0153] FIG. 18B is a diagram illustrating an example of character story release information in this embodiment. The character story release information includes the release status of the player's character story. The character story release information is downloaded and updated from the server 1000 to the player terminal 1 at login. Furthermore, when a predetermined condition is met and a new character story is released, the character story release information stored in the player terminal 1 is updated. Furthermore, the updated character story release information is transmitted from the player terminal 1 to the server 1000.

[0154] Based on the received character story release information, the server 1000 updates the character story release information stored in the server 1000. Then, the background setting dialog 110 is displayed based on the character story release information. That is, still images and videos corresponding to the main story and character story that have been released in the main story release information and character story release information are displayed in the background setting dialog 110 of Fig. 8A. Note that when the value of the released flag in Fig. 18B is 0, this indicates that the corresponding character story has not yet been released, and when the value of the released flag is 1, this indicates that the corresponding character story has been released.

[0155] FIG. 19 is a diagram illustrating an example of a gacha screen 200. As described above, when the gacha screen selection operation unit 41e of the menu bar 41 is tapped, the gacha screen 200 is displayed on the display 26. A gacha type selection bar 201 is displayed at the top of the gacha screen 200. The gacha type selection bar 201 displays gacha type operation units corresponding to the currently held gacha type. In the example of FIG. 19, a pickup gacha operation unit 201a corresponding to the "pickup gacha," a character gacha operation unit 201b corresponding to the "character gacha," and a 3-star confirmed gacha operation unit 201c corresponding to the "3-star confirmed gacha" are displayed. In the gacha type selection bar 201, the gacha type operation unit corresponding to the selected gacha type is highlighted so that the selected gacha type can be identified.

[0156] In each gacha type, at least one of the ally characters to be drawn or the probability of each ally character being drawn (the probability of winning) is different. In other words, the "Character Gacha," "Pickup Gacha," and "3-Star Guaranteed Gacha" are gachas in which at least one of the ally characters to be drawn or the probability of each ally character being drawn (the probability of winning) is different. The probability of winning an ally character varies depending on the star (rank) of the ally character. For example, the higher the star (rank), the lower the probability of winning an ally character. Specifically, the probability of winning a 1-star ally character is higher than the probability of winning a 2-star or 3-star ally character. Furthermore, the probability of winning a 2-star ally character is higher than the probability of winning a 3-star ally character. In other words, in a gacha lottery, the probability of winning a 1-star ally character is set to be the highest, and the probability of winning a 3-star ally character is set to be the lowest. Furthermore, some gacha types have a set period during which the lottery can be held.

[0157] Specifically, the "Pickup Gacha" and "3-star Guaranteed Gacha" each have a predetermined period during which they can be drawn (hereinafter referred to as the event period). In other words, the "Pickup Gacha" and "3-star Guaranteed Gacha" can be drawn within a specific period, but cannot be drawn outside of the specific period. In the "Pickup Gacha," a specific ally character (specific game medium) is the target character, and the winning probability of the target character is set higher than that of other ally characters. Specifically, if the target character has a star (rank) of 3, the winning probability of the target character among the 3-star ally characters is set higher than the winning probability of other 3-star ally characters. In addition, the target character in the "Pickup Gacha" changes, for example, every two weeks. Therefore, "Pickup Gacha" with different target characters or different event periods can be said to be different gacha types.

[0158] When the pickup gacha operation unit 201a is selected, a gacha screen 200 corresponding to the "Pickup gacha" is displayed on the display 26, as shown in Fig. 19. Specifically, as shown in Fig. 19, an image labeled "Pickup gacha" is displayed on the gacha screen 200 corresponding to the "Pickup gacha", and an image of a specific ally character (for example, character A) that is the target character in the "Pickup" is displayed. The ally characters that can be drawn in the "Pickup gacha" include the target character, "character A".

[0159] 19, a lottery operation unit for conducting a lottery is displayed on the gacha screen 200. Specifically, a first lottery operation unit 202a, a second lottery operation unit 202b, and a third lottery operation unit 202c are displayed on the gacha screen 200. The first lottery operation unit 202a is an operation unit for conducting one lottery, limited to once per day, by consuming 50 in-game currency. The second lottery operation unit 202b is an operation unit for conducting one lottery by consuming 150 in-game currency. The third lottery operation unit 202c is an operation unit for conducting 10 lotteries in a row by consuming 1500 in-game currency.

[0160] FIG. 20A is a first diagram illustrating an example of a winning screen 210 when a three-star ally character is won through a gacha lottery. FIG. 20B is a second diagram illustrating an example of a winning screen 210 when a three-star ally character is won through a gacha lottery. When a three-star ally character (e.g., character A) is won for the first time through a gacha lottery, first, as shown in FIG. 20A, a release video corresponding to the won character A is played on the winning screen 210. Then, when the playback of the release video ends, as shown in FIG. 20B, a still video of character A is played in a loop or continuously and repeatedly. That is, in this embodiment, when a release video is set on the home screen 40, the same release video and still video as when a three-star ally character (e.g., character A) is won for the first time through a gacha lottery are played.

[0161] FIG. 21 is a diagram illustrating an example of a winning screen 210 when a 1-star ally character is won in a gacha lottery. When a 1-star ally character (e.g., character B) is won for the first time in a gacha lottery, as shown in FIG. 21, a still video of character B is played in a loop or repeatedly played continuously. When a 2-star ally character is won for the first time in a gacha lottery, a still video of the won ally character is also played in a loop or repeatedly played continuously. In other words, in this embodiment, when a 1-star or 2-star ally character, which has a relatively low rarity, is won for the first time in a gacha lottery, the release video is not played, and the still video is played in a loop or repeatedly played continuously.

[0162] The release video and still video of an ally character can be viewed when the ally character is acquired by lottery, and can therefore be said to be videos that heighten the player's sense of elation. In this embodiment, by making it possible to set such release video and still video on the home screen 40, it is possible to improve the presentation effect. Note that if the player reacquires an ally character that the player already owns, the release video and still video are not played, and the acquired ally character is instead announced.

[0163] In this embodiment, a corresponding release video and a corresponding still video are provided for each ally character of star 3. Also, in this embodiment, a corresponding still video is provided for each ally character of star 1 and star 2. However, a corresponding release video may be provided for each ally character of star 1 and star 2.

[0164] 22 is a diagram illustrating an example of character management information according to this embodiment. The character management information is managed in association with the player ID of the player, and is stored in the player terminal 1 and the server 1000. As shown in FIG. 22, the character management information associates, for each ally character ID of all ally characters provided in the game, star information indicating a star (rank) value, a release video identification number, a release-only audio identification number, a still video identification number, a release flag, and a My Page setting flag.

[0165] The release video identification number is a number set to identify the type of release video. The release-only audio identification number is a number set to identify the type of release-only audio. The still video identification number is a number set to identify the type of still video. The released flag is a flag for identifying whether or not the player has acquired the corresponding ally character. A value of 0 for the released flag indicates that the player has not yet acquired the corresponding ally character, and a value of 1 for the released flag indicates that the player has already acquired the corresponding ally character. The my page setting flag is information for identifying whether or not the video is a release video or a still video that can be set as the background of the home screen 40.

[0166] The character management information is downloaded and updated from the server 1000 to the player terminal 1 at the time of login. In addition, when a player acquires a new ally character through a gacha lottery, the server 1000 updates the character management information. Then, when the player terminal 1 acquires the updated character management information from the server 1000, it updates the released flag included in the character management information stored in the player terminal 1 from "0" to "1."

[0167] As shown in Fig. 22, in this embodiment, a corresponding release video and a still video are provided for each 3-star ally character. Also, in this embodiment, a corresponding still video is provided for each 1-star and 2-star ally character. Also, in this embodiment, no release video is provided for the 1-star and 2-star ally characters. However, a corresponding release video may be provided for each 1-star and 2-star ally character.

[0168] FIG. 23 is a diagram illustrating an example of custom setting information according to this embodiment. The custom setting information includes information on the combination of background and sound set by the player on the home screen 40. In this embodiment, each still image is assigned unique identification information (hereinafter referred to as a still image ID), each video is assigned unique identification information (hereinafter referred to as a video ID), and each background music is assigned unique identification information (hereinafter referred to as a BGM ID). Note that the videos and still images may be distinguished by differences in data format (file format) or by the size of the data capacity.

[0169] In this embodiment, when a release video is set in the background, the video ID corresponding to the set release video and the video ID corresponding to a still video associated with the same ally character as the set release video are stored as the custom setting information. Furthermore, when a still video is set in the background, the video ID corresponding to the release video is not stored as the custom setting information, but the video ID corresponding to the still video is stored. In this case, for example, the video ID of the still video stored when a release video corresponding to character A is set and the video ID of the still video stored when a still video corresponding to character A are stored are the same. In other words, when a still video is displayed when a release video corresponding to character A is set and when a still video is displayed when a still video corresponding to character A is set, the still video is played based on the same video data.

[0170] The custom setting information is stored in the storage unit 18 of the player terminal 1 and the storage unit 1018 of the server 1000. The storage unit 18 of the player terminal 1 and the storage unit 1018 of the server 1000 are provided with storage areas for storing moving image IDs or still image IDs corresponding to each of the custom content tabs 51a to 51e in Figures 5A and 5B, and storage areas for storing BGM IDs. When background and sound are set in the custom content tabs 51a to 51e, the moving image IDs or still image IDs and BGM IDs are stored in each storage area.

[0171] The custom setting information is downloaded and updated from the server 1000 to the player terminal 1 upon login. Furthermore, when the player taps the setting completion operation unit 52b in FIGS. 5A and 5B, the custom setting information stored in the player terminal 1 is updated based on the settings. The custom setting information updated in the player terminal 1 is then transmitted from the player terminal 1 to the server 1000. The server 1000 updates the custom setting information stored in the server 1000 based on the received custom setting information.

[0172] When the home screen 40 shown in FIGS. 4A and 4B is displayed, each ID in the custom setting information stored in the player terminal 1 is referenced, and data corresponding to the referenced ID is output.

[0173] 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.

[0174] (Functional configuration of player terminal 1) 24 is a diagram illustrating the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. In this embodiment, when player information (plurality of ally character IDs associated with a player ID, game release information indicating whether or not battle games for each type of battle game have been released, the player's level, the player's stamina, party information indicating the party, story release information indicating whether or not a story has been released (main story release information and character story release information), custom setting information, etc.) and character management information are updated in the player terminal 1, the information is similarly updated in the server 1000, and when the information is updated in the server 1000, the information is similarly updated in the player terminal 1.

[0175] A program storage area 12a and a data storage area 12b are provided in the storage device 12 of the player terminal 1. At the start of a game, the CPU 10 stores various programs (modules) in the program storage area 12a.

[0176] The programs stored in the program storage area 12a include a game execution control program 500, a battle game execution program 501, a player information saving program 502, a data acquisition program 503, a first output program 504, a second output program 505, a selection program 506, a setting program 507, a deletion program 508, and a lottery management program 509. Note that the programs shown in Fig. 24 are just an example, and many other programs are also stored in the program storage area 12a.

[0177] The data storage area 12b also includes a data storage section 300 for storing data.

[0178] The CPU 10 runs each program stored in the program storage area 12a and updates the data in the data storage unit 300 in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 to function as a game control unit 1A.

[0179] The game control unit 1A includes a game execution control unit 600, a battle game execution unit 601, a player information storage unit 602, a data acquisition unit 603, a first output unit 604, a second output unit 605, a selection unit 606, a setting unit 607, a deletion unit 608, and a lottery management unit 609.

[0180] Specifically, the CPU 10 runs a game execution control program 500, causing the computer to function as a game execution control unit 600. Similarly, the CPU 10 runs a battle game execution program 501, causing the computer to function as a battle game execution unit 601. Similarly, the CPU 10 runs a player information storage program 502, causing the computer to function as a player information storage unit 602. Similarly, the CPU 10 runs a data acquisition program 503, causing the computer to function as a data acquisition unit 603. Similarly, the CPU 10 runs a first output program 504, causing the computer to function as a first output unit 604. Similarly, the CPU 10 runs a second output program 505, causing the computer to function as a second output unit 605. Similarly, the CPU 10 runs a selection program 506, causing the computer to function as a selection unit 606. Similarly, CPU 10 runs setting program 507, causing the computer to function as setting unit 607. Similarly, CPU 10 runs deletion program 508, causing the computer to function as deletion unit 608. Similarly, CPU 10 runs lottery management program 509, causing the computer to function as lottery management unit 609.

[0181] The game execution control unit 600 controls the overall progress of the game. For example, the game execution control unit 600 transmits login information to the server 1000 when logging in to the game.

[0182] The battle game executing unit 601 is responsible for control for executing the battle game. For example, the battle game executing unit 601 updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.

[0183] The player information storage unit 602 stores the player information received from the server 1000 in the data storage unit 300 of the player terminal 1. Furthermore, when the player information is changed in response to an operation by the player, the player information storage unit 602 stores the changed player information in the data storage unit 300 of the player terminal 1. Furthermore, the player information storage unit 602 transmits the changed player information to the server 1000. Here, the player information includes a player ID, an ally character ID, clear information, custom setting information, main story release information, character story release information, character management information, and the like.

[0184] When the data of the video to be viewed, among the main story or character story for which the release condition has been met, is not stored in the data storage unit 300 of the player terminal 1, the data acquisition unit 603 downloads the video to be viewed from the server 1000 and stores it in the data storage unit 300 of the player terminal 1. In other words, the data acquisition unit 603 acquires output data of a performance element for which the acquisition condition has been met, among a plurality of performance elements for which the acquisition condition has been set in advance and stores the data in the data storage unit 300. In this embodiment, the acquisition condition is when the player performs an operation to view a video of the main story or character story for which the release condition has been met, but the acquisition condition is not limited thereto. For example, when the release condition for a video of the main story or character story is met, the data acquisition unit 603 may download the video and store it in the data storage unit 300 of the player terminal 1.

[0185] Furthermore, when the player acquires a new ally character, if a release video or still video corresponding to the ally character is not stored in the data storage unit 300 of the player terminal 1, the data acquisition unit 603 downloads the target video from the server 1000 and stores it in the data storage unit 300 of the player terminal 1. However, the data acquisition unit 603 may also download a release video or still video corresponding to the ally character and store it in the data storage unit 300 of the player terminal 1 before the player acquires the new ally character.

[0186] When the player performs an operation to view a video of the main story or character story for which the release condition is met, the first output unit 604 plays the video to be viewed stored in the data storage unit 300 of the player terminal 1 on the display 26. In other words, the first output unit 604 outputs performance elements (still images, story video, story-specific audio, background music) based on the output data stored in the data storage unit 300, in accordance with the player's operation during the game.

[0187] Furthermore, when the player acquires a new ally character, the first output unit 604 plays the release video and still video stored in the data storage unit 300 of the player terminal 1 on the display 26. In other words, the first output unit 604 outputs performance elements (release video, still video, release-specific sound, BGM) based on the output data stored in the data storage unit 300, in accordance with the player's operation of the lottery operation unit during the game.

[0188] 8B , if the data of the video to be viewed is not currently stored in the data storage unit 300 of the player terminal 1, the data acquisition unit 603 downloads the video from the server 1000 and stores it in the data storage unit 300 of the player terminal 1. In other words, if the effect element selected by the selection unit 606 is not stored in the data storage unit 300, the data acquisition unit 603 acquires output data of the effect element and stores it in the data storage unit 300.

[0189] In addition, the data acquisition unit 603 refers to the player information in the data storage unit 300 of the player terminal 1 and various information stored in the data storage unit 300 of the player terminal 1, and if there is any new data that needs to be downloaded, it downloads the data from the server 1000 and stores it in the data storage unit 300 of the player terminal 1.

[0190] Specifically, the data acquisition unit 603 of the player terminal 1 references the custom setting information of the player terminal 1 updated by the player information storage unit 602, and determines whether the custom setting information includes a video ID. If the custom setting information includes a video ID, the data acquisition unit 603 of the player terminal 1 determines whether video data (playback data) corresponding to the video ID is stored in the data storage unit 300 of the player terminal 1. If the video data corresponding to the video ID is not stored in the data storage unit 300 of the player terminal 1, the data acquisition unit 603 of the player terminal 1 downloads the video data from the server 1000 and stores it in the data storage unit 300 of the player terminal 1.

[0191] 8C, when the icon marked "Settings Complete" is tapped, the selection unit 606 provisionally registers the video being played and its dedicated audio as the background and audio. In other words, the selection unit 606 can select one of a plurality of production elements based on the player's selection operation.

[0192] 5B, when the setting completion operation unit 52b is tapped, the setting unit 607 sets each of the provisionally registered changes as a combination (selection effect) of background and sound to be displayed on the home screen 40. In other words, the setting unit 607 can set any one of a plurality of effect elements as a selection effect based on the setting operation of the player.

[0193] The second output unit 605 displays the home screen 40 based on the set combination of background and sound. When the switching operation unit 40a of the home screen 40 is tapped, the second output unit 605 switches the combination of background and sound being displayed or played. In other words, the second output unit 605 outputs the effect element set for the selection effect based on the output data stored in the data storage unit 300 at a preset start timing during the game. That is, in this embodiment, the start timing is set to the timing when the home screen 40 is displayed or the timing when the switching operation unit 40a of the home screen 40 is tapped. The start timing is not limited to the above, and may be set to the transition (the timing when each screen is displayed) of a screen frequently visited by the player (a screen frequently displayed), such as the story screen 120 of FIG. 14A or the quest screen 140 of FIG. 14C (described later), or a gacha screen (not shown), or a menu screen (not shown).

[0194] In addition, when the tap effect function is enabled, if an area other than the area on the home screen 40 where the various operation units are displayed is tapped, the second output unit 605 changes the effect content based on the player's operation.

[0195] 8B is tapped and the video download is completed, second output unit 605 plays the downloaded video on preview screen 116. In other words, second output unit 605 outputs, based on the output data stored in data storage unit 300, the effect elements that are selected by selection unit 606 and that are not set as selected effects, at a timing different from the start timing.

[0196] The deletion unit 608 refers to the player information stored in the data storage unit 300 of the player terminal 1 by the player information saving unit 602 and various information stored in the data storage unit 300 of the player terminal 1, and if there is data that needs to be discarded from the data storage unit 300 of the player terminal 1, deletes the data stored in the data storage unit 300 of the player terminal 1.

[0197] Specifically, after the player taps the display 26 on the title screen 30, the deletion unit 608 deletes the videos stored in the data storage unit 300 of the player terminal 1, other than the video that the player has set as the background on the home screen 40, and the dedicated audio data for those videos. In other words, the deletion unit 608 deletes the output data for predetermined effect elements (videos and the dedicated audio for those videos) from among the effect elements that are not set as selected effects, at a predetermined deletion timing during the game.

[0198] In this embodiment, the timing of deletion is set to be after the player taps the display 26 on the title screen 30, more specifically, after the player taps the display 26 on the title screen 30 and completes downloading of data from the server 1000, but the present invention is not limited to this. For example, the timing of deletion may be set to be when each battle game ends or when an operation to end the game is performed. In other words, the timing of deletion may be set at multiple times within the game, as long as it is a preset timing. Next, an example of processing by the information processing system S will be described.

[0199] On the other hand, at the above-mentioned deletion timing, the deletion unit 608 does not delete the output data of presentation elements (still images, background music) other than the specified presentation elements (video and the dedicated audio for the video) among the presentation elements (still images, videos, dedicated audio, background music) that are not set in the combination of background and audio (selected presentation) displayed on the home screen 40.

[0200] Based on the player's operation of the lottery operation unit, the lottery management unit 609 transmits lottery request information to the server 1000. When the server 1000 receives the lottery request information from the player terminal 1, it refers to a predetermined lottery table and performs lottery processing.

[0201] (Processing of information processing system S) 25 is a sequence diagram illustrating basic processing in the player terminal 1 and the server 1000. When a player starts a game application on the player terminal 1 (P1), the game execution control unit 600 executes a title screen display process to display the title screen 30 of FIG. 3A on the display 26 (P2). When the player operates the title screen 30 (P3), the game execution control unit 600 transmits login information to the server 1000.

[0202] When the server 1000 receives the login information, it identifies the player ID associated with the login information and performs login processing (S1). In the login processing, the server 1000 reads out player information corresponding to the identified player ID from the storage unit 1018 of the server 1000 and sets it so that it can be received by the player terminal 1.

[0203] When the player information is acquired from the server 1000, an update process (P4) is executed in the player terminal 1. FIG. 26 is a flowchart illustrating the update process of this embodiment. The player information storage unit 602 of the player terminal 1 executes a custom setting information update process (P4-1) that stores the custom setting information included in the player information received from the server 1000 in the data storage unit 300 of the player terminal 1.

[0204] Next, the player information storage unit 602 of the player terminal 1 executes a story release information update process (P4-3). In the story release information update process, the main story release information and character story release information included in the player information received from the server 1000 are stored in the data storage unit 300 of the player terminal 1.

[0205] Next, the player information storage unit 602 of the player terminal 1 executes a character management information update process (P4-5). In the character management information update process, the character management information included in the player information received from the server 1000 is stored in the data storage unit 300 of the player terminal 1.

[0206] Next, the data acquisition unit 603 of the player terminal 1 executes a missing data acquisition process (P4-7). The data acquisition unit 603 refers to the player information in the data storage unit 300 of the player terminal 1 and various information stored in the data storage unit 300 of the player terminal 1, and if there is data that needs to be newly downloaded, it downloads the data from the server 1000 and stores it in the data storage unit 300 of the player terminal 1.

[0207] Specifically, the data acquisition unit 603 of the player terminal 1 references the custom setting information of the player terminal 1 updated in the custom setting information update process (P4-1), and determines whether the custom setting information includes a video ID. If the custom setting information includes a video ID, the data acquisition unit 603 of the player terminal 1 determines whether video data (playback data) corresponding to the video ID is stored in the data storage unit 300 of the player terminal 1. If the video data corresponding to the video ID is not stored in the data storage unit 300 of the player terminal 1, the data acquisition unit 603 of the player terminal 1 downloads the video data from the server 1000 and stores it in the data storage unit 300 of the player terminal 1.

[0208] Next, the deletion unit 608 of the player terminal 1 executes unnecessary data deletion processing (P4-9). The deletion unit 608 references the player information in the data storage unit 300 and various information stored in the data storage unit 300 of the player terminal 1, and if there is data that needs to be discarded from the data storage unit 300 of the player terminal 1, deletes the data stored in the data storage unit 300 of the player terminal 1. Specifically, the deletion unit 608 references each ID in the custom setting information of the player terminal 1 updated in the custom setting information update processing (P4-1), and deletes video data other than the video corresponding to the referenced ID, as well as the dedicated audio data for that video. At this time, the deletion unit 608 does not delete output data for still images and background music. This is because the data volume of still image and background music output data is relatively small compared to video output data, and therefore places less strain on storage space.

[0209] Returning to Fig. 25, a home screen display process (P5) is executed in the player terminal 1. Fig. 27 is a flowchart illustrating the home screen display process of this embodiment. The second output unit 605 references the custom setting information stored in the data storage unit 300 of the player terminal 1, and displays the home screen 40 of Fig. 4 based on the combination of background and sound set in the custom content tab 51a (P5-1).

[0210] Specifically, when the player sets a release video as the background of the custom content tab 51a, the second output unit 605 plays the release video, and when playback of the release video ends, the second output unit 605 loops or continuously repeats the still video associated with the release video. Furthermore, when the player sets a still video as the background of the custom content tab 51a, the second output unit 605 loops or continuously repeats the still video. In this case, for example, when a release video corresponding to character A is set and a still video is displayed, the still video is played based on common video data, as is the case when a still video corresponding to character A is set.

[0211] The second output unit 605 determines whether the switching operation unit 40a of the home screen 40 has been tapped (P5-3). If the switching operation unit 40a of the home screen 40 has been tapped (YES in P5-3), the second output unit 605 refers to the custom setting information and switches the combination of background and sound being displayed or played (P5-5).

[0212] For example, if background and audio combinations are set for all of the custom content tabs 51a to 51e, and the background and audio combination set for the custom content tab 51a is being displayed or played on the home screen 40, tapping the switching operation unit 40a on the left side of the home screen 40 will switch the background and audio combination set for the custom content tab 51e so that it is being displayed or played on the home screen 40.

[0213] Specifically, when the player sets a release video as the background of the custom content tab 51e, the second output unit 605 plays the release video, and when playback of the release video ends, the second output unit 605 loops or continuously repeats the still video associated with the release video. Furthermore, when the player sets a still video as the background of the custom content tab 51e, the second output unit 605 loops or continuously repeats the still video. In this case, for example, when a release video corresponding to character A is set and a still video is displayed, the still video is played based on common video data, as is the case when a still video corresponding to character A is set.

[0214] In addition, when background and audio combinations are set for all of the custom content tabs 51a to 51e and the background and audio combination set for the custom content tab 51a is displayed or played on the home screen 40, tapping the switching operation unit 40a on the right side of the home screen 40 will switch the background and audio combination set for the custom content tab 51b so that it is displayed or played on the home screen 40.

[0215] Specifically, when the player sets a release video as the background of the custom content tab 51b, the second output unit 605 plays the release video, and when playback of the release video ends, the second output unit 605 loops or continuously repeats the still video associated with the release video. Furthermore, when the player sets a still video as the background of the custom content tab 51b, the second output unit 605 loops or continuously repeats the still video. In this case, for example, when a release video corresponding to character A is set and a still video is displayed, the still video is played based on common video data, as is the case when a still video corresponding to character A is set.

[0216] However, when the switching operation unit 40a on the home screen 40 is tapped, the combination of background and sound set in any of the custom content tabs 51a to 51e may be randomly switched to be displayed or played on the home screen 40.

[0217] On the other hand, if the switching operation section 40a of the home screen 40 has not been tapped (NO in P5-3), the process proceeds to step P5-7.

[0218] The second output unit 605 determines whether any of the operation units (home screen setting operation unit 40b, home screen selection operation unit 41a, ally character confirmation screen selection operation unit 41b, story screen selection operation unit 41c, quest screen selection operation unit 41d, gacha screen selection operation unit 41e, menu screen selection operation unit 41f) displayed on the home screen 40 of Figures 4A and 4B has been tapped (P5-7).

[0219] If any of the operation sections displayed on the home screen 40 (home screen setting operation section 40b, home screen selection operation section 41a, ally character confirmation screen selection operation section 41b, story screen selection operation section 41c, quest screen selection operation section 41d, gacha screen selection operation section 41e, menu screen selection operation section 41f) is tapped (YES in P5-7), processing proceeds to step P5-15.

[0220] On the other hand, if any of the operation sections displayed on the home screen 40 (home screen setting operation section 40b, home screen selection operation section 41a, ally character confirmation screen selection operation section 41b, story screen selection operation section 41c, quest screen selection operation section 41d, gacha screen selection operation section 41e, menu screen selection operation section 41f) has not been tapped (NO in P5-7), the processing proceeds to step P5-9.

[0221] The second output unit 605 determines whether or not the tap effect function is enabled (P5-9). If the tap effect function is not enabled (NO in P5-9), the process proceeds to step P5-3.

[0222] Furthermore, if the tap effect function is enabled (YES in P5-9), the second output unit 605 determines whether an area other than the area where the various operation units are displayed on the home screen 40 has been tapped (P5-11). If an area other than the area where the various operation units are displayed on the home screen 40 has not been tapped (NO in P5-11), the process proceeds to step P5-3.

[0223] Furthermore, if an area other than the area where the various operation units are displayed on the home screen 40 is tapped (YES in P5-11), the second output unit 605 executes a tap effect that switches the effect content of the still video (P5-13), and proceeds to step P5-3.

[0224] Furthermore, the game execution control unit 600 executes a screen switching process for displaying various screens corresponding to the tapped operation unit (P5-15), and ends the home screen display process.

[0225] Returning to Figure 25, when the home screen setting operation unit 40b displayed on the home screen 40 is tapped, a customization process (P6) is executed on the player terminal 1. Figure 28 is a flowchart illustrating the customization process of this embodiment. The game execution control unit 600 of the player terminal 1 references the customization setting information stored in the data storage unit 300 of the player terminal 1 and displays the customization dialog 50 (P6-1).

[0226] The game execution control unit 600 of the player terminal 1 determines whether the audio change operation unit 57 of the custom dialog 50 has been operated (P6-3). If the audio change operation unit 57 has been operated (YES in P6-3), audio change processing (P6-5) is executed. In the audio change processing (P6-5), the game execution control unit 600 controls the display of the first audio setting dialog 60a of FIG. 6A, the change confirmation dialog 70 of FIG. 6B, the change confirmation dialog 70 of FIG. 6C, the second audio setting dialog 60b of FIG. 7A, the change confirmation dialog 70 of FIG. 7B, and the change confirmation dialog 70 of FIG. 7C in response to the player's operation. Then, when an icon marked "OK" is tapped in each change confirmation dialog 70, the selection unit 606 provisionally registers the selected audio and background music.

[0227] On the other hand, if the voice change operation unit 57 has not been operated (NO in P6-3), the process proceeds to step P6-7. The game execution control unit 600 of the player terminal 1 determines whether the background change operation unit 55 of the custom dialog 50 has been operated (P6-7). If the background change operation unit 55 has been operated (YES in P6-7), the process proceeds to step P6-11.

[0228] On the other hand, if the background change operation unit 55 has not been operated (NO in P6-7), the game execution control unit 600 of the player terminal 1 determines whether or not any of the custom content tabs 51b-51e displayed as blanks has been operated (P6-9). As a result, if any of the custom content tabs 51b-51e displayed as blanks has been operated (YES in P6-9), the background setting process (P6-11) is executed.

[0229] In the background setting process (P6-11), the game execution control unit 600 accepts a player's operation and controls the display of the background setting dialog 110 of FIGS. 8A and 9A and the data download confirmation dialog 114 of FIG. 8B in accordance with the player's operation. Specifically, when the player taps the still image icon 112a in the background setting dialog 110, the selection unit 606 provisionally registers the tapped still image and initial background music. Also, when the player taps the still video icon 112d in the background setting dialog 110, the selection unit 606 provisionally registers the tapped still video and initial background music.

[0230] Furthermore, when the player taps the story video icon 112b or the release video icon 112e in the background setting dialog 110, the game execution control unit 600 displays the data download confirmation dialog 114. When the icon marked "OK" is tapped in the data download confirmation dialog 114, the data acquisition unit 603 of the player terminal 1 downloads the video and stores the downloaded video data in the data storage unit 300 of the player terminal 1. Then, when the download of the video is completed, the second output unit 605 plays the video on the preview screen 116 shown in FIG. 8C. Then, when the icon marked "Settings Complete" in the lower right of the preview screen 116 is tapped, the selection unit 606 provisionally registers the video and its dedicated audio (story-dedicated audio or release-dedicated audio).

[0231] The game execution control unit 600 of the player terminal 1 determines whether or not the cancel operation unit 52a of the custom dialog 50 has been operated (P6-13). If the cancel operation unit 52a of the custom dialog 50 has been operated (YES in P6-13), the process proceeds to step P6-19.

[0232] If the cancel operation unit 52a of the custom dialog 50 has not been operated (NO in P6-13), the game execution control unit 600 of the player terminal 1 determines whether or not the setting completion operation unit 52b of the custom dialog 50 has been operated (P6-15). If the setting completion operation unit 52b of the custom dialog 50 has not been operated (NO in P6-15), the process proceeds to step P6-3.

[0233] On the other hand, if the setting completion operation unit 52b of the customization dialog 50 is operated (YES in P6-15), the player information storage unit 602 of the player terminal 1 updates the custom setting information in the data storage unit 300 of the player terminal 1 with the provisionally registered content and transmits the updated custom setting information to the server 1000 (P6-17). Specifically, if a release video is set as the background, the player information storage unit 602 of the player terminal 1 stores, as the custom setting information, a video ID corresponding to the set release video and a video ID corresponding to the still video. Furthermore, if a still video is set as the background, the player information storage unit 602 of the player terminal 1 does not store, as the custom setting information, a video ID corresponding to the release video, but stores, as the custom setting information, a video ID corresponding to the still video. In this case, for example, the video ID of the still video stored when a release video corresponding to character A is set and the video ID of the still video stored when a still video corresponding to character A are set will be the same video ID. In other words, when a still video is displayed when a release video corresponding to character A is set, and when a still video is displayed when a still video corresponding to character A is set, the still video will be played based on common video data.

[0234] The game execution control unit 600 of the player terminal 1 deletes the display of the custom dialog 50 and ends the customization process (P6-19). Note that if the cancel operation unit 52a of the custom dialog 50 is operated (YES in P6-13), the provisionally registered information is deleted.

[0235] Returning to FIG. 25, when the server 1000 receives the custom setting information from the player terminal 1, it updates the custom setting information stored in the server 1000 based on the received custom setting information (S2).

[0236] When the quest screen selection operation section 41d of the menu bar 41 on the home screen 40 is operated (P7), the game execution control section 600 of the player terminal 1 executes screen display processing for the quest screen 140 (P8).

[0237] When the battle start operation unit 172 is operated, the battle game executing unit 601 of the player terminal 1 transmits battle game start information to the server 1000 (P9).

[0238] Upon receiving the start information, the server 1000 sets the player terminal 1 to be able to receive battle game start information required to start the battle game (S3). Then, upon receiving the battle game start information, the battle game execution unit 601 of the player terminal 1 performs a battle game start process to start the battle game (P10). Here, for example, an area in the storage device 12 for progressing the battle game is reserved, and a predetermined program is read from the storage unit 18 to the storage device 12.

[0239] Thereafter, the battle game executing unit 601 of the player terminal 1 performs a battle game control process for controlling the battle game (P11). In this battle game control process, an update process for updating various pieces of information is repeatedly executed on a frame-by-frame basis. The number of frames is not particularly limited, and the number of frames per second is, for example, 30 to 60. Therefore, during the battle game, information is updated in the player terminal 1 approximately every 16 ms to 33 ms (milliseconds).

[0240] Then, when the end condition of the battle game is met, the battle game executing unit 601 of the player terminal 1 performs a battle game end process to end the battle game (P12). In the battle game end process, for example, a result screen 190 is displayed on the display 26, and game result information is transmitted to the server 1000. When the server 1000 acquires the game result information, it updates the player information stored in the storage unit 1018 of the server 1000 (S4).

[0241] Furthermore, when a predetermined release condition is met, the player information storage unit 602 of the player terminal 1 updates the main story release information of Fig. 18A or the character story release information of Fig. 18B stored in the data storage unit 300 of the player terminal 1. Then, the player information storage unit 602 of the player terminal 1 transmits the updated main story release information or character story release information to the server 1000 (P13).

[0242] The server 1000 updates the main story release information or character story release information stored in the storage unit 1018 of the server 1000 based on the received main story release information or character story release information (S5).

[0243] Furthermore, when the story screen selection operation section 41c of the menu bar 41 on the home screen 40 is operated (P14), the first output section 604 of the player terminal 1 executes screen display processing for the story screen 120 (P15).

[0244] Furthermore, when the gacha screen selection operation unit 41e of the menu bar 41 on the home screen 40 is operated (P16), the lottery management unit 609 of the player terminal 1 executes terminal-side gacha management processing (P17). Figure 29 is a flowchart illustrating the terminal-side gacha management processing of this embodiment. The lottery management unit 609 displays the gacha screen 200 (Figure 19) on the display 26 (P17-1).

[0245] In addition, the lottery management unit 609 determines whether or not the gacha type operation unit of the gacha type selection bar 201 has been operated (P17-3). If the gacha type operation unit has been operated (YES in P17-3), the lottery management unit 609 displays the gacha screen 200 corresponding to the operated gacha type operation unit on the display 26 (P17-5).

[0246] The lottery management unit 609 determines whether or not the lottery operation unit on the gacha screen 200 has been operated (P17-7). If the lottery operation unit has been operated (YES in P17-7), the lottery management unit 609 transmits lottery request information to the server 1000 (P17-9). The lottery request information is configured to be able to identify the gacha type, and transmits to the server 1000 the lottery request information including the gacha type based on the gacha type operation unit selected in the gacha type selection bar 201, the number of lotteries corresponding to the tapped lottery operation unit, and the amount of in-game currency consumed.

[0247] The lottery management unit 609 acquires lottery result information indicating the lottery result from the server 1000 (P17-11). Furthermore, upon acquiring the lottery result information, the lottery management unit 609 displays the lottery result indicated in the lottery result information (P17-13).

[0248] Specifically, when a three-star ally character (e.g., character A) is won for the first time through a gacha lottery, the lottery management unit 609 first plays a release video corresponding to the winning character A on the winning screen 210, as shown in FIG. 20A. Then, when the playback of the release video ends, as shown in FIG. 20B, a still video of character A is played in a loop or continuously and repeatedly. That is, in this embodiment, when a release video is set on the home screen 40, the same release video and still video as when a three-star ally character (e.g., character A) is won for the first time through a gacha lottery are played. However, the release video played through a gacha lottery and the release video set as the background of the home screen 40 and played may be different video data. Specifically, for example, video data extracted from a portion of the release video played through a gacha lottery may be used as the video data of the release video set as the background of the home screen 40 and played. That is, the playback time of the release video set as the background of the home screen 40 and played may be shorter than the playback time of the release video played as a result of a gacha lottery.

[0249] Furthermore, when a 1-star ally character (for example, character B) is won for the first time in a gacha lottery, the lottery management unit 609 loops or continuously repeatedly plays back the still video of character B, as shown in Fig. 21. Note that when a 2-star ally character is won for the first time in a gacha lottery, the lottery management unit 609 also loops or continuously repeatedly plays back the still video of the won ally character. In other words, when a 1-star or 2-star ally character, which has a relatively low rarity, is won for the first time in a gacha lottery, the lottery management unit 609 loops or continuously repeatedly plays back the still video without playing the release video.

[0250] Returning to FIG. 25, when the server 1000 receives the lottery request information from the player terminal 1, it executes a server-side gacha management process (S5). Specifically, the server 1000 executes a lottery process based on the received lottery request information. Then, the server 1000 sets lottery result information so that it can be acquired by the player terminal 1 according to the result of the lottery process. Furthermore, the server 1000 updates the player information including character management information according to the result of the lottery process. Then, the server 1000 sets the updated player information so that it can be acquired by the player terminal 1.

[0251] While one aspect of the 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 also fall within the technical scope.

[0252] 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.

[0253] In the above embodiment, the case where the processing shown in P1 to P17 in Fig. 25 is executed on the player terminal 1 side has been described. However, this is not limiting, and the processing shown in P1 to P17 in Fig. 25 may be executed on the server 1000 side. Alternatively, part of the processing shown in P1 to P17 in Fig. 25 may be executed on the player terminal 1 side, and the remaining processing may be executed on the server 1000 side.

[0254] Also, in the above embodiment, a case has been described in which the processes shown in S1 to S5 of Fig. 25 are executed on the server 1000 side. However, this is not limiting, and the processes shown in S1 to S5 of Fig. 25 may be executed on the player terminal 1 side. Alternatively, some of the processes shown in S1 to S5 of Fig. 25 may be executed on the player terminal 1 side, and the remaining processes may be executed on the server 1000 side.

[0255] The gameplay and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. Furthermore, a communication function is not essential, and for example, the game device G may be capable of executing a computer battle or a battle between multiple players. Furthermore, in the above embodiment, the information processing system S, which is a client-server system, performs the above information processing. In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to perform the following processing.

[0256] Furthermore, in the above embodiment, when a release video is set as the background, the tap effect function is disabled, but this is not limited to this. FIG. 30A is a diagram illustrating the flow of effects when a release video is set as the background and a release-dedicated sound is set as the sound, according to a first modified example. In the first modified example, as shown in FIG. 30A, when a release video is set as the background and a release-dedicated sound is set as the sound, the tap effect function is disabled when the set release video starts to play on the home screen 40. During the period when the tap effect function is disabled, the effect content does not change even if an area other than the area on the home screen 40 where various operation units are displayed is tapped.

[0257] Also, as shown in Figure 30A, when a release video is set as the background and release-specific audio is set as the audio, when the set release video starts to play on the home screen 40, the lines of the characters appearing in the release video and sound effects (SE) corresponding to the content of the release video are played.

[0258] Then, when the lines of the characters appearing in the release video and sound effects (SE) corresponding to the content of the release video have finished playing and a predetermined time has elapsed (0.5 seconds in the example shown in FIG. 30A), the tap performance function is enabled. Note that the case shown in FIG. 30A shows a case where the playback time of the release video and the playback time of the lines of the characters appearing in the release video and sound effects (SE) corresponding to the content of the release video are the same. In other words, in the case shown in FIG. 30A, when playback of the release video finishes, playback of the still video associated with the release video begins following the release video, and after a predetermined time has elapsed (0.5 seconds in the example shown in FIG. 30A), the tap performance function is enabled.

[0259] 30A, when the tap effect function is enabled, the audio of the first line of character A is played, and a first line image showing the content of the first line is displayed. In this case, if an area other than the area where the various operation units are displayed on home screen 40 is tapped while the still video is being played and the tap effect function is enabled, the content of the still video will change. This makes it possible to reduce the risk of the lines of the character related to the release video and the sound effects being played back overlapping with the lines of the character related to the tap effect.

[0260] It should be noted that if an area other than the area on home screen 40 where the various operation units are displayed is tapped while the audio of character A's first line is being played back, the playback of the audio of character A's first line is interrupted and the playback of the audio of character A's second line is started. However, the tap effect function may be disabled while the audio of character A's line is being played back, and the tap effect function may be enabled when the playback of the audio of character A's line has finished.

[0261] FIG. 30B is a diagram illustrating the flow of effects when a release video is set as the background and selected background music is set as audio, according to the first modified example. In the first modified example, as shown in FIG. 30B, when a release video is set as the background and selected background music is set as audio, the tap effect function is enabled when the set release video starts to play on the home screen 40. Also, as shown in FIG. 30B, when the tap effect function is enabled, the audio of the first line of character A is played, and a first line image showing the content of the first line is displayed.

[0262] Then, when the still video associated with the release video starts playing after the release video, the tap effect function remains enabled. That is, in the case shown in FIG. 30B, the tap effect function remains enabled during both the release video and the still video. Therefore, during both the release video and the still video, if an area other than the area where the various operation units are displayed on the home screen 40 is tapped, the effect of the still video will change.

[0263] In the first modified example described above, the playback time of the release video and the playback time of the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video are the same, but this is not limited to this. Figure 31 is a diagram explaining the flow of the presentation in the second modified example when the release video is set as the background and the release-specific sound is set as the sound. As shown in Figure 31, the second modified example shows a case where the playback time of the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video are shorter than the playback time of the release video.

[0264] 31, in a second modified example, when a release video is set as the background and a release-specific sound is set as the sound, the tap effect function is disabled when the set release video starts to be played on the home screen 40. While the tap effect function is disabled, the effect content does not change even if an area other than the area on the home screen 40 where the various operation units are displayed is tapped.

[0265] As shown in Figure 31, when a release video is set as the background and release-specific audio is set as the audio, when the set release video begins to play on the home screen 40, the lines of the characters appearing in the release video and sound effects (SE) corresponding to the content of the release video are played.

[0266] Then, as shown in Fig. 31, before the playback time of the release video has elapsed, the playback of the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video ends. Then, when the playback of the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video has ended and a predetermined time has elapsed (0.5 seconds in the example shown in Fig. 31), the tap effect function is set to enabled.

[0267] In the case shown in Fig. 31, the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video have finished being played, and when a predetermined time (0.5 seconds in the example shown in Fig. 31) has passed, the release video is still being played. Therefore, the tap effect function is enabled while the release video is being played.

[0268] 31, when the tap effect function is enabled, the audio of the first line of character A is played, and a first line image showing the content of the first line is displayed. Furthermore, if an area other than the area where the various operation units are displayed on home screen 40 is tapped during playback of the release video and the tap effect function is enabled, the content of the still video effect will change. This makes it possible to prevent the lines of the character related to the release video and sound effects from overlapping with the lines of the character related to the tap effect.

[0269] In the second modified example, the timing when the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video have finished playing and a predetermined time (0.5 seconds in the example shown in Figure 31) has passed falls within the playback period of the release video, but this is not limited to this. Figure 32 is a diagram explaining the flow of presentation in the third modified example when the release video is set as the background and release-specific sound is set as the audio. As shown in Figure 32, the third modified example shows a case where the lines of the characters appearing in the release video and the playback time of the sound effects (SE) corresponding to the content of the release video are shorter than the playback time of the release video.

[0270] 32, in a third modified example, when a release video is set as the background and a release-specific sound is set as the sound, the tap effect function is disabled when the set release video starts to be played on the home screen 40. While the tap effect function is disabled, the effect content does not change even if an area other than the area on the home screen 40 where the various operation units are displayed is tapped.

[0271] As shown in Figure 31, when a release video is set as the background and release-specific audio is set as the audio, when the set release video begins to play on the home screen 40, the lines of the characters appearing in the release video and sound effects (SE) corresponding to the content of the release video are played.

[0272] Then, as shown in Fig. 32, before the playback time of the release video has elapsed, the playback of the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video has finished. Then, when the playback of the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video has finished and a predetermined time has elapsed (0.5 seconds in the example shown in Fig. 32), the tap effect function is set to enabled.

[0273] In the case shown in Figure 32, when the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video have finished being played and a predetermined time (0.5 seconds in the example shown in Figure 32) has passed, the release video has already finished playing. Therefore, the tap effect function is not enabled while the release video is being played. In other words, it can be said that the tap effect function is enabled after the still video associated with the release video whose playback has finished has started to play.

[0274] 32, when the tap effect function is enabled, the audio of the first line of character A is played, and a first line image showing the content of the first line is displayed. Furthermore, if an area other than the area where the various operation units are displayed on home screen 40 is tapped while the still video is being played and the tap effect function is enabled, the content of the still video will change. This makes it possible to prevent the lines of the character related to the release video and sound effects from overlapping with the lines of the character related to the tap effect.

[0275] 30A, 31, and 32 show the case where the predetermined elapsed time is 0.5 seconds, but the predetermined elapsed time only needs to be set in advance, and the specific time is not limited to 0.5 seconds. Also, the predetermined elapsed time may be set in advance in association with the type of release video. Different predetermined elapsed times may also be set in advance in association with the type of release video.

[0276] Furthermore, the first modified example described above illustrates a case where the playback time of the release video is the same as the playback time of the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video. The second and third modified examples described above illustrate a case where the playback time of the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video is shorter than the playback time of the release video. However, the playback time of the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video may be longer than the playback time of the release video. Furthermore, the relationship between the playback time of the release video and the playback time of the lines of the characters appearing in the release video and the sound effects (SE) corresponding to the content of the release video may differ depending on the type of release video.

[0277] (Processing performed by a computer) A process (P6-11 in the above embodiment, as an example) of accepting a player's operation to select at least one of a plurality of selection items (in the above embodiment, as an example, still image icon 112a, story video icon 112b, still video icon 112d, and release video icon 112e) including a specific selection item (in the above embodiment, as an example, release video icon 112e). A process (P6-17 in the above embodiment, as an example) of setting one or more presentation elements (in the above embodiment, as an example, a still image, a story video, a still video, or a release video) corresponding to the selection item selected by the player (in the above embodiment, as an example, still image icon 112a, story video icon 112b, still video icon 112d, or release video icon 112e). A process of displaying a set performance element at a predetermined start timing (P5-1, P5-5 in the above embodiment, as an example). The process of setting the presentation elements involves setting a first presentation element (in the above embodiment, as an example, the release video icon 112e) and a second presentation element (in the above embodiment, as an example, the still video) when a specific selection item (in the above embodiment, as an example, the release video icon 112e) is selected by the player. The process of displaying the effect elements is such that, when a specific selection item (in the above embodiment, as an example, icon 112e of the release video) is selected by the player and a first effect element (in the above embodiment, as an example, release video) and a second effect element (in the above embodiment, as an example, still video) are set, the first effect element (in the above embodiment, as an example, release video) is displayed, and then the second effect element (in the above embodiment, as an example, still video) is repeatedly displayed.

[0278] When a specific selection item (in the above embodiment, as an example, icon 112e of the release animation) is selected by the player and a first performance element (in the above embodiment, as an example, release animation) and a second performance element (in the above embodiment, as an example, still animation) are set, the computer may be caused to perform a process (in the above embodiment, as an example, P5-9, P5-11) of accepting a specific operation by the player (in the above embodiment, as an example, tapping on an area other than the area on the home screen 40 where various operation units are displayed) after the execution of a predetermined performance linked to the first performance element has been completed. When a predetermined condition including a specific operation (in the above embodiment, as an example, a tap on an area other than the area on the home screen 40 where the various operation units are displayed) is met while the second performance element (in the above embodiment, as an example, a still video) is being displayed, the computer may be caused to perform a process (in the above embodiment, as an example, P5-13) of displaying a text image related to the second performance element (in the above embodiment, as an example, a still video) or outputting audio related to the second performance element (in the above embodiment, as an example, a still video) (in the above embodiment, as an example, Figure 30A).

[0279] The first performance element (in the above embodiment, as an example, the release video) may not change its display content based on a specific operation during the display of the first performance element (in the above embodiment, as an example, the release video).

[0280] The second performance element (in the above embodiment, as an example, a still video) may be capable of changing the display content of the second performance element (in the above embodiment, as an example, a still video) based on a specific operation while the second performance element (in the above embodiment, as an example, a still video) is being displayed.

[0281] The multiple selection items may include a special selection item (in the above embodiment, as an example, the still video icon 112d). The process of setting a presentation element may be such that, when a special selection item (in the above embodiment, as an example, the still video icon 112d) is selected by the player, the second presentation element (in the above embodiment, as an example, the release video) is set without setting the first presentation element (in the above embodiment, as an example, P6-17). The process of displaying the presentation element may involve repeatedly displaying the second presentation element (in the above embodiment, as an example, still video icon 112d) when the player selects a special selection item (in the above embodiment, as an example, still video icon 112d) and sets the second presentation element (in the above embodiment, as an example, still video icon 112d) (in the above embodiment, as an example, P5-1, P5-5). The process of displaying the presentation element (in the above embodiment, as an example, P5-1 and P5-5) may display the second presentation element (in the above embodiment, as an example, a still video) based on common data when the player selects a specific selection item (in the above embodiment, as an example, the release video icon 112e) and displays the second presentation element (in the above embodiment, as an example, a still video), and when the player selects a special selection item (in the above embodiment, as an example, the still video icon 112d) and displays the second presentation element (in the above embodiment, as an example, a still video). The computer may be caused to perform processing that executes different controls when a specific selection item (in the above embodiment, for example, the release animation icon 112e) is selected by the player to display a second presentation element (in the above embodiment, for example, a still animation) (in the above embodiment, for example, NO at P5-9), and when a special selection item (in the above embodiment, for example, the still animation icon 112d) is selected by the player to display a second presentation element (in the above embodiment, for example, a still animation) (in the above embodiment, for example, YES at P5-9, YES at P5-11, P5-13).

[0282] In the above embodiment, it was explained that a story video in which the release conditions in the main story or character story are met, a release video of an ally character, and a still video of an ally character can be set as the background of the home screen 40, but the background is not limited to this. For example, a dedicated video that can be set as the background of the home screen 40 may be provided. Furthermore, it may be possible for the player to purchase a video that can be set as the background of the home screen 40 with in-game currency. Similarly, it may be possible for the player to purchase a still image that can be set as the background of the home screen 40 with in-game currency.

[0283] Furthermore, when the player logs in, an update file or the like may be downloaded. In this case, the update file may include video data that can be set as the background of the home screen 40.

[0284] In addition, in the above embodiment, the unnecessary data deletion process (P4-9) is executed after the missing data acquisition process (P4-7), but the missing data acquisition process (P4-7) may also be executed after the unnecessary data deletion process (P4-9).

[0285] In the above embodiment, the division of processing between the player terminal 1 and the server 1000 is merely an example. For example, each of the above processes may be executed by at least one of the player terminal 1 and the server 1000, and the execution timing and the device that executes the process are not particularly limited.

[0286] Furthermore, in the above embodiment, the data acquisition unit 603 of the player terminal 1 downloads output data of a video from the server 1000, and deletes the output data of a predetermined effect element (a video and its dedicated audio) from among effect elements (still images, video, dedicated audio, background music) that are not set in the combination of background and audio displayed on the home screen 40 at a predetermined deletion timing during the game. However, the destination from which the data acquisition unit 603 acquires data does not have to be the server 1000. For example, this may be applied to a case where the data acquisition unit 603 of the player terminal 1 acquires data from the storage unit 18 of the player terminal 1 and stores it in the storage device 12. This may also be applied to a case where the player terminal 1 is a PC and the data acquisition unit 603 of the player terminal 1 acquires data from a large-capacity external HDD connected to the player terminal 1 and stores it in the data storage unit 300 of the player terminal 1.

[0287] Furthermore, in the above embodiment, a case has been described in which moving images and still images are provided as effect elements that can be set in the background of home screen 40, but the present invention is not limited to this. For example, only moving images or only still images may be provided as effect elements that can be set in the background of home screen 40. In this case, whether or not each moving image or still image that is an effect element that can be set in the background of home screen 40 needs to be deleted at a predetermined deletion timing during the game may be determined based on the data format, data capacity, or the presence or absence (ON, OFF) of a flag indicating whether or not it is to be deleted.

[0288] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0289] 1. Player terminal 1000 servers S Information Processing System G Game Device

Claims

1. A process of accepting an operation by a player to select at least one of a plurality of selection items including a specific selection item; a process of setting one or more effect elements corresponding to the selection items selected by a player; A process of displaying the set performance element at a predetermined start timing; The computer executes the following. The process of setting the performance element includes: When the specific selection item is selected by a player, a first effect element and a second effect element are set; The process of displaying the performance element includes: An information processing program that, when the specific selection item is selected by a player and the first presentation element and the second presentation element are set, displays the first presentation element and then repeatedly displays the second presentation element.

2. a process for accepting a specific operation from a player after a predetermined effect associated with the first effect element has been executed, when the specific selection item has been selected by the player and the first effect element and the second effect element have been set; a process of displaying a text image related to the second production element or outputting a sound related to the second production element when a predetermined condition including the specific operation is satisfied while the second production element is being displayed; The information processing program according to claim 1, which causes a computer to execute the following.

3. The second production element is capable of changing the display content of the second production element based on the specific operation during display of the second production element. The information processing program according to claim 2 .

4. The plurality of selection items include a special selection item; The process of setting the performance element includes: When the special selection item is selected by a player, the first effect element is not set, and the second effect element is set; The process of displaying the performance element includes: When the special selection item is selected by a player and the second effect element is set, the second effect element is repeatedly displayed; displaying the second effect element based on common data when the specific selection item is selected by the player and the second effect element is displayed, and when the special selection item is selected by the player and the second effect element is displayed; a process of executing different controls depending on whether the specific selection item is selected by a player to display the second effect element or whether the special selection item is selected by a player to display the second effect element; The information processing program according to claim 1, which causes a computer to execute the following.

5. 1. An information processing method performed by one or more computers, comprising: The computer A process of accepting an operation by a player to select at least one of a plurality of selection items including a specific selection item; a process of setting one or more effect elements corresponding to the selection items selected by a player; A process of displaying the set performance element at a predetermined start timing; and The process of setting the performance element includes: When the specific selection item is selected by a player, a first effect element and a second effect element are set; The process of displaying the performance element includes: An information processing method in which, when the specific selection item is selected by a player and the first presentation element and the second presentation element are set, the second presentation element is repeatedly displayed after the first presentation element is displayed.

6. one or more computers; The computer A process of accepting an operation by a player to select at least one of a plurality of selection items including a specific selection item; a process of setting one or more effect elements corresponding to the selection items selected by a player; A process of displaying the set performance element at a predetermined start timing; and The process of setting the performance element includes: When the specific selection item is selected by a player, a first effect element and a second effect element are set; The process of displaying the performance element includes: When the specific selection item is selected by a player and the first presentation element and the second presentation element are set, the game device displays the first presentation element and then repeatedly displays the second presentation element.

7. An information processing system comprising one or more computers, The computer A process of accepting an operation by a player to select at least one of a plurality of selection items including a specific selection item; a process of setting one or more effect elements corresponding to the selection items selected by a player; A process of displaying the set performance element at a predetermined start timing; and The process of setting the performance element includes: When the specific selection item is selected by a player, a first effect element and a second effect element are set; The process of displaying the performance element includes: When the specific selection item is selected by a player and the first presentation element and the second presentation element are set, the information processing system displays the first presentation element and then repeatedly displays the second presentation element.

Citation Information

Patent Citations

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